BY PETER RUBIN
01.07.14 - 2:00 PM
[img]http://www.wired.com/images_blogs/gadgetlab/2014/01/9usi20oH4gk_SpCZ6f5ILWYZOFcyikYvVjfbZS1ZuSkp-13e-ivzxf2XdPy3gOuSffn_bC5TJTByvjey38tlJQp7E4gHeeBx_wcy1FIIFLgQkODCkWMX5W-CvG2a1Ikwk.jpeg[/img]
[I]Image: Oculus[/I]
[quote]Every time virtual-reality company Oculus brings a prototype of its Rift headset to a show, it takes another big step forward. And the prototype at this year’s CES may be the biggest leap yet.
Last January, Oculus arrived at its first CES with a degree of uncertainty. It hadn’t yet released the developer-only Rift headset it Kickstarted in the previous fall. In fact, few outside the company had even seen it. Programmer John Carmack had brought an early prototype to videogame show E3 that summer, but since then there’d been radio silence as Oculus’ bare-bones staff worked heads-down on the developer unit. Last year’s CES was in many ways Oculus’ coming-out party. As it turned out, plenty of people attended: the Rift snagged “Best of CES” awards from everyone and their mother (including WIRED, though our mothers weren’t involved in the voting).[/quote]
TL;DR:
1080p AMOLED low-persistence screen
~30 ms latency
6 DOF tracking via camera & embedded LED lights on faceplate
"...Just a feature prototype.... Not representative of final consumer look and feel."
[url]http://www.wired.com/gadgetlab/2014/01/oculus-rift[/url]
[editline]7th January 2014[/editline]
[img]https://dl.dropbox.com/u/7333627/ShareX/2014-01/07T14-38-38.png[/img]
This doesn't work. My apologies. Please lock or something.
nice thread title
[QUOTE=chipsnapper2;43452165]nice thread title[/QUOTE]
Just let it fall to the bottom.
[QUOTE=SGTNAPALM;43452176]Just let it fall to the bottom.[/QUOTE]
nahhhh
So wait, it's now going to not only be able to track the rotation of your head, but also the LOCATION? Basically meaning if you lean forwards/backwards in a game so will the head of your character?
That's [I]AWESOME[/I].
[QUOTE=Coyoteze;43452187]So wait, it's now going to not only be able to track the rotation of your head, but also the LOCATION? Basically meaning if you lean forwards/backwards in a game so will the head of your character?
That's [I]AWESOME[/I].[/QUOTE]
[QUOTE=SGTNAPALM;43452170]Before:
[t]http://i2.wp.com/www.roadtovr.com/wp-content/uploads/2013/02/rotations-diagram.jpg[/t]
After:
[t]https://upload.wikimedia.org/wikipedia/commons/f/fa/6DOF_en.jpg[/t][/QUOTE]
[QUOTE=SGTNAPALM;43452176]Just let it fall to the bottom.[/QUOTE]
no thread left behind
[QUOTE=Coyoteze;43452187]So wait, it's now going to not only be able to track the rotation of your head, but also the LOCATION? Basically meaning if you lean forwards/backwards in a game so will the head of your character?
That's [I]AWESOME[/I].[/QUOTE]
[url]http://ca.ign.com/articles/2014/01/07/ces-oculus-rift-makes-evolutionary-leap-with-new-motion-tracking-hands-on[/url]
[quote]For my demo, Oculus showed off a new demo using the Unreal 4 engine — a 3D strategy / wave defense game. From a fixed seated position, I was able to lean over and look down and zoom in on the level and the incoming enemies. [B]It also showed the latest version of EVE: Valkyrie, which was announced today as a launch title for the Rift. In the demo, I was able to lean around the cockpit and take a closer look at the various HUD screens, and even read relevant data off of them.[/B][/quote]
thank you glorious benefactors
I [I]really[/I] want one.
Those things are amazing
[QUOTE=Coyoteze;43452187]So wait, it's now going to not only be able to track the rotation of your head, but also the LOCATION? Basically meaning if you lean forwards/backwards in a game so will the head of your character?
That's [I]AWESOME[/I].[/QUOTE]
as cool as that is it isn't exactly revolutionary or anything. Things like trackIR have been doing that for years now. It's a good addition to the occulus though.
The headtracking itself has been done with a Wii Remote and already yielded amazing results now imagine this!
[media]http://www.youtube.com/watch?v=Jd3-eiid-Uw[/media]
Jesus I'm so glad I didn't get an older prototype, I wanna see how much they can develop these things
Whoa, didn't expect them to use this method. They're talking about even lower latency, but -generally thinking- wouldn't it be tricky to get the camera to sync perfectly with the gyroscope in the rift (it's still there right?). Also you need some time to process the video feed.
Thought they'd go the same way as Hydra. Then again, I don't even know what I'm talking about.
So many applications from games to pilot training oh man oh man.
why did they name a prototype after a creepypasta
[QUOTE=Papytendo;43452551]why did they name a prototype after a creepypasta[/QUOTE]
You mean Candle Cove?
[QUOTE=SGTNAPALM;43452565]You mean Candle Cove?[/QUOTE]
Oh yeah, close enough.
[QUOTE=Coyoteze;43452187]So wait, it's now going to not only be able to track the rotation of your head, but also the LOCATION? Basically meaning if you lean forwards/backwards in a game so will the head of your character?
That's [I]AWESOME[/I].[/QUOTE]
It's required to reduce some of the vomiting problem, not going to solve looking into infinity though.
I don't know why there are LEDs instead of retroreflective stickers and led ring around the camera, but I guess if you want it in white or other colors then having those IR leds on the VR goggles is a plus.
Also, hope they get the 30ms down to 20ms.
[QUOTE=PHrag;43452525]Whoa, didn't expect them to use this method. They're talking about even lower latency, but -generally thinking- wouldn't it be tricky to get the camera to sync perfectly with the gyroscope in the rift (it's still there right?). Also you need some time to process the video feed.
Thought they'd go the same way as Hydra. Then again, I don't even know what I'm talking about.[/QUOTE]
A lot of the processing in this thing is prediction-based, as in the code is trying to predict where you're going to move and act accordingly. It isn't a perfect process but they have apparently gotten the latency down to 30ms so that's still very impressive. Also, processing the video feed is probably a non-issue since, if I am allowed to make some gueses, it only takes into account some key points on the headset. It doesn't need to see your entire head to determine pitch/yaw etc, it only needs a few points to create a mesh. The yellowish dots you can see on the prototype are probably those key points.
[QUOTE=Ithon;43452631]It's required to reduce some of the vomiting problem, not going to solve looking into infinity though.
I don't know why there are LEDs instead of retroreflective stickers and led ring around the camera, but I guess if you want it in white or other colors then having those IR leds on the VR goggles is a plus.
Also, hope they get the 30ms down to 20ms.[/QUOTE]
if you have LEDs instead of stickers, you can individually switch them on or off, which may help the system in figuring out which point is which
[editline]7th January 2014[/editline]
or at least that's what i'm assuming
Now we can't put googly eyes on the front. :(
The new prototypes were the reason why I'm not buying till the final release model
Can't fucking wait
I swear every time I hear from Oculus my jaw drops.
I'm so glad I didn't buy the devkit, this is already 10x better. I can't wait for it to come out so that I can get my head in to one.
[QUOTE=Coyoteze;43452187]So wait, it's now going to not only be able to track the rotation of your head, but also the LOCATION? Basically meaning if you lean forwards/backwards in a game so will the head of your character?
That's [I]AWESOME[/I].[/QUOTE]
Just so you know 6DOF (six degrees of freedom- pitch, yaw, roll, x/y/z translation) capability has been in VR headsets for close to a decade now, and has been commercialized in products like TrackIR. There's also software like [url=http://facetracknoir.sourceforge.net/home/default.htm]FaceTrackNoIR[/url] that allows any webcam to provide 6DOF movement without any additional hardware.
I'm much more interested in seeing how the Rift's display works and whether their display architecture lives up to the hype, because that part is the novel and evolutionary aspect of the hardware.
some mod re-fixed my fixed thread title [img]http://horobox.reager.org/u/orkel_1389129996.gif[/img]
rip trackIR
[QUOTE=Orkel;43452966]some mod re-fixed my fixed thread title [img]http://horobox.reager.org/u/orkel_1389129996.gif[/img][/QUOTE]
end them
[QUOTE=meppers;43452998]rip trackIR[/QUOTE]
as long as the oculus rift stays below around 1440p, it'll still usually be easier to spot things at long range with a quality monitor in games like ArmA
Will the camera tell if your leaning, tilting your head etc, if you're facing away from the camera?
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