WEBVTT

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there are two ways to join the one percent you can get a job that earns you

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over 200 000 us dollars a year or you

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can buy a vr pc gaming headset and until

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recently those things probably went pretty well near hand in hand given the

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high cost of entry for enthusiast grade vr

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but not so anymore while at 400 the

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oculus rift s is hardly an impulse purchase it improves upon its

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predecessor in a number of key ways while costing less than any other

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flagship vr headset did at its launch i

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mean to put it in perspective 400 while still expensive is actually

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cheaper than what htc is still asking

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for the original vive so the entire founding oculus team may be

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gone now but facebook is far from giving

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up on its vision for vr so why don't we take it

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for a test drive whoa someone tighten this like crazy

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check them out at the link in the video description

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you know it's a funny thing but i feel like the box is a big part of the sales

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pitch for the rift s the packaging for this thing is quite literally

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half the size of the package for the valve index which is full of lighthouse

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sensors wires power adapters and even a

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feline companion to walk you through the complicated setup process rift s on the

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other hand i am wearing or holding

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everything that was in there there's a vr headset with the

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requisite tether cable and two controllers that go on your hands

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and that's it you're off to the virtual world have a

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beautiful time now the thing is i was initially dismissive of the rift s

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because it was my belief that inside out

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tracking was a dead end for room scale experiences

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compared to the more traditional approach where the headset uses fixed

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location external sensors or emitters to orient itself in 3d space and in

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fairness to me that wasn't a totally radical assumption i mean for one thing

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there's the obviously enormous technical hurdle of trying to have

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one moving object orient itself within a

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space while simultaneously tracking both

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the position and orientation of not one

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but two additional moving objects i mean holy cat balls right

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and then for another there was the awful experience that i had with first

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generation attempts at this technology from the couple of Windows mixed reality

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headsets that i got hands on time with but

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here we are and i am damn impressed

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now it does seem to take a second or two to lock in the first time that i put it

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on but once it does it is far

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far better than i expected so oculus

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built a system that they call oculus

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insight that uses three simultaneous tracking methods

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first is the accelerometer and gyroscope data from both the headset and the

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controller wait why am i illustrating this

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facebook made their own video ah there we go that's better

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so this is great for quickly detecting changes in both position and orientation

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but the thing is these types of sensors have a tendency to drift over time so

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they need to be anchored in some way the second means of tracking comes from the

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five cameras built into the rift s here here here here and here these scan

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the room creating a 3d map based on easily identifiable landmarks like the

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corner of a piece of furniture or a high contrast pattern on a rug that is what

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keeps the other sensors from drifting but then

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we also need to take care of the controllers well that's where the ir

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emitters on the rings come in the same cameras that scan the room track these

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up to 30 times per second ensuring that any weirdness from the onboard sensors

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can be quickly corrected finally then there's an ai software

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component that will make its best guess anytime the data looks suspect like for

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example if a controller is momentarily

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occluded by like say for example a piece of clothing

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like this one that you can get on lttstore.com

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ykk zipper of course none of that would matter if

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the headset wasn't any good so

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is it that's a bit complicated the specs are

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about as mixed of a bag as i could possibly imagine the new generation

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touch controllers are light and comfortable with double a batteries for

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quick swapping the speakers are built in

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actually to the headset right here and here and kind of suck

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so i guess it's uh it's a good thing there's a three and a half millimeter

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jack right here the halo style headband seems to have been pulled straight out

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of the psvr designer sketchbook and it's got really nice cushions on it but one

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thing that i found is that it's kind of uncomfortable to

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to pull on unless you adjust it big

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put it on and then adjust it back small like i like to leave mine pre-adjusted

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but i can't really do that and because there's no angle adjustment here there's

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no way to uh to like just flip up

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the headset and go back to the real world for a little bit other than just

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using the integrated cameras to look around though in oculus's defense that

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is a much better experience than i've had on the htc vive as well as the valve

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index now a big contributor to the improvement in

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visual quality is the lenses they are just plain better than last generation

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except for one small problem there's no slider down here to adjust

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the interpupillary distance through hardware and oculus instead relies on a

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software adjustment now it wasn't a problem for me and i

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actually got excellent clarity out of this headset but given how much grousing

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that i've seen about it online it definitely merits mentioning finally

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there's the screen at 2560x144

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and using an lcd rather than an OLED this thing not only lacks perfect blacks

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in a way that was immediately noticeable it is much lower res than even the vive

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pro which launched over two years ago now the good news here is that even

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going back to the original rift i always found that thanks to oculus's careful

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attention to optics and anti-aliasing the screen door effect is mitigated

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more on their headsets than necessarily on their competitors so i've found that

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they've been able to punch above the weight that their displays pure pixel

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count would suggest so the image actually looks really sharp and it comes

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with the added benefit of being easier for your pc to drive

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but perhaps too easy let's uh

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let's jump in here and i'll talk about my biggest complaint about the rift s

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first some good stuff steamvr picked up my rift s without much hassle so i

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didn't have to rebuy any games the controllers are super light which

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allowed me to hit my all-time best in kda pop stars on my very first run

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through which i thought was pretty sick and thanks to oculus's excellent

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tracking tech i also had more luck with my wrist flicks in hollowball

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but the entire experience was marred by

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one big flaw i think i'm looking into the camera am i yes i am cool that's

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awesome i had hoped that facebook would be able to work some kind of magic to

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make an 80 hertz display seem better than it is

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but it's just obviously a step in the wrong

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direction one of my biggest criticisms of the vive pro was that it sold itself

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as an upgrade to the original vive while

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leaving the refresh rate at a mere 90 hertz so

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clearly reducing it is gonna piss me off

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now like any performance deficiency it's no big deal if you're just hanging out

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in the menu system or enjoying your 120

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inch computer monitor or playing trover saves the universe like a more

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sightseeing type game but it's really noticeable during fast paced and intense

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gaming moments for a while i actually thought that there was something wrong

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with my dual 2080 ti gaming pc over

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there because i i noticed these choppy animations when there were lots of

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particle effects going on in beat saber and it turns out that it was nothing to

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do with my graphics card performance and just everything to do with the 80 hertz

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refresh rate of my display when i'm used to playing at

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hertz on the valve index and there were a handful of other things

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that annoyed me like the fact that you're watching this video right now and you still haven't

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hit the subscribe button okay so the tether being off to the side rather than

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right down the middle of my head it's not like it pulls me to one side of the room or

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anything like that but it was something that i was constantly aware of which i

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did find reduced immersion and i found that during very vigorous movements

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like on the quest the battery covers on the remotes would sometimes slip off

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while i was playing though not fall off entirely so it's more of a

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distraction and less of a game breaking problem

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and i don't want these criticisms to take away from my overall positive

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feelings about the rift s because here's the thing as much as my living room does

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finally look decent thanks to some cable management that i did

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no amount of adhesive wire channels is going to make it simple to fire up a

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vive or an index upstairs in the study

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or pack it up and take it to a friend's house

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the portability and simplicity here is a

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big advantage for the rift s over any of

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its competitors and its own predecessor

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and the reliability of its inside out tracking has given me a new hope for

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this technology for the future all i can hope for now is that facebook

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is working on a true 2nd gen rift with the same tech that

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they're not going to farm out to lenovo for the design because they're too busy

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working on the quest which by the way i also recently reviewed and you should go

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check that out after this message from our sponsor we

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um so i'm back now normally i don't put

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content after the sponsor spot but i figured most people wouldn't care about

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this because i'm kind of nitpicking and i but i really wanted to talk about it

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i think choosing displayport for the rift s

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rather than HDMI was sort of a rookie error don't worry david i'll come back

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over there and i will explain why

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now displayport is certainly a modern high performance and pc centric

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connector so it kind of makes sense on paper to switch over to it

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but there's a small problem the first generation of vr headsets from

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both competitors like htc and oculus themselves used HDMI so this entire

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vr ready ecosystem was actually built up

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around hardware-like graphics cards that had extra HDMI ports on them

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specifically for that secondary vr headset or even pcs that had front

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mounted HDMI plugs on them making matters worse many perfectly vr capable

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machines like the ASUS zenbook pro duo that i had actually intended to put

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through its gaming paces with the rift s

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have no way of plugging into this thing because they don't have a displayport

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output now theoretically this is an easy

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problem to solve facebook has an faq that says oh well you could just use a

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usb type-c or an HDMI to displayport

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adapter except for a couple small problems so

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the Thunderbolt 3 hub that i tried one that had displayport wouldn't show up as

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directly attached to the dedicated GPU

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because of a limitation in the way that oculus software detects what it's

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attached to not that it should care and problem number two there is no such

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thing as an HDMI port to DisplayPort female

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adapter because that's just not how it works

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going the other way around is simple because there are standard

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implementations to carry everything from dvi to HDMI to freaking vga over a

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displayport output but there has basically been no reason

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to do it the other way around until

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this one device now so unless facebook plans to engineer

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some kind of active adapter there is just no way to plug it in now

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this whole situation would have made sense if the display

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resolution and refresh rate had somehow justified the move to displayport but

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it's dp 1.2 which happens to be spec for

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nearly the exact same maximum bandwidth as HDMI 2.0 which has been shipping in

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pcs for five years now so

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that theory can quickly be discarded so

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yeah i guess that's all i really have to say about that i guess we're doing the classic seinfeld double goodbye here so

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i'll make a new conclusion while the rift s was largely a good

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experience it's worth noting that my time spent with it made me

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eager to fire up my index more than it made me crave more rift s

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though with that said if i didn't already have an index because i had to

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buy it in order to review it i know where my money all less than half as

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much of it would go so you can take that however you will
