[quote]
[img]http://www.sweclockers.com/image/red/2014/09/17/Totem.jpg?t=articleFull&k=b995d205[/img]
[B]A Canadian company wants to get into the VR-market via their virtual-reality headset "Totem", which, compared to the Oculus Rift, is supposed to have more features, and be compatible with more devices.[/B]
All the more companies become aware of the market behind Virtual-Reality, and not just huge corporations such as Sony, Google, or Samsung. After the success of Oculus Rift, some smaller companies are developing accessories, as well as full-feathered competitors.
One such company is the Canada-based Vrvana, who are currently trying to get their first development-version of their VR-headset Totem financed through Kickstarter.
Compared to Oculus Rift DK2, Totem offers an arrange of additional features.
First and foremost, it houses two integrated 1080p cameras in the front, one for each eye, which makes it possible to combine your actual surroundings with a digital world (also called augmented reality).
The intention is to open the door for Google-Glass like possibilities, while it also allows the user to see his/her surroundings, to be able to see the keyboard, for example.
Another feature is the fact that it does not require an external camera for 3D-tracking. Instead there's an additional integrated camera, which analyzes the room and lets an internal processor calculate the position of the user's head.
The Totem displays image using an OLED-based 1080p screen-panel with a 90-degree field of view, which is slightly worse than the Oculus Rift DK2, which parades with a 100-degree field of view. On the other hand, the Totem offers integrated sound, where you can connect a headset directly into the unit, while also offering a greater physical internal space, in case the user wears glasses.
Last but not least, Totem is supposed to work with more or less every modern computer system one can think of, everything from PC's, to consoles, to smartphones. This includes support for Windows, Mac OS, GNU/Linux, Playstation 3/4, Xbox 360/One, as well as Android and iOS.
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Sources:
[url]http://www.sweclockers.com/nyhet/19340-oculus-rift-utmanas-av-vr-glasogonen-totem-i-kickstarter-kampanj[/url]
[url]http://www.roadtovr.com/totem-vr-headset-kickstarter-live-depth-interview-vrvana-ceo-bert-nepveu/[/url]
[url]http://mashable.com/2014/09/17/oculus-rift-alternative/[/url]
Kickstarter page: [url]https://www.kickstarter.com/projects/2091603040/totem-the-premium-full-featured-virtual-reality-he[/url]
[IMG]https://s3.amazonaws.com/ksr/assets/002/588/955/9c8f2a1db2f9156b7e4bcc0c51c09e84_large.png?1410819740[/IMG]
imo this looks better
what is real world setting?
Just about fov
Totem has what Oculacks.
i'm ok with actual competition in the 3D device market, this is how the smart watch market went from being pebble and the gear to...everything
snip
[QUOTE=FLIPPY;46007325]You're three hours late.[/QUOTE]
this isn't airVR
Now why in the hell would I want my screen to be transparent? Doesn't that defeat the whole immersion thing?
[QUOTE=Qwerty Bastard;46007381]Now why in the hell would I want my screen to be transparent? Doesn't that defeat the whole immersion thing?[/QUOTE]
It's toggleable
[QUOTE=Aphtonites;46007262]Totem has what Oculacks.[/QUOTE]
I would be so happy if someone actually brought back this exact phrasing in a campaign.
This can only be a good thing. Healthy competition is a great carrot for growth.
good to see that their prototypes or whatever model they have is already concrete better than the rift; but rift is still improving so whateva
but this kickstarter doesn't come with an ultra rare tf2 promo code, so no back :^)
what's bothering me about the oculus is that people are already mentioning that it might be worth waiting for the SECOND consumer version. like how long will that take
does not have valve/id software/facebook employees on staff team 0/10
[b]Do you guys think we can see Oculus Rift consumer version before the April 2015 shipment date of the Totem's dev kit?[/b]
It's cool that Oculus are getting more competition and VR is spreading but it looks like it's already worse than the dk2 and most likely won't be worth getting over the consumer version of the Oculus. And it's more expensive :v: I'm curious how the positional tracking works with no reference points though
I don't want something that replaces my headset
"Gaming" products are a waste of money
Edit:
It says in the list surround sound but It isn't in the picture, so IDK
I like how it compares itself to DK2 version of Oculus, which is still just the development kit.
I'll buy the first one that gets a 2K resolution panel
I'm skeptical on there support for consoles without any actual first party support. I'd expect it to be pretty limited in functionality in that regard.
[QUOTE=Cronos Dage;46007604][b]Do you guys think we can see Oculus Rift consumer version before the April 2015 shipment date of the Totem's dev kit?[/b][/QUOTE]
I spend a lot of time reading Oculus news and forums and such, and IIRC they're looking at a limited rollout next summer. I think the best time for a larger release would be next October or November of next year, though.
[QUOTE=Cronos Dage;46007604]
[B]what's bothering me about the oculus is that people are already mentioning that it might be worth waiting for the SECOND consumer version. like how long will that take[/B][/QUOTE]
Don't worry about that. People can say what they want but the facts are no one even knows what the CV1 will be like. Chances are it'll be more than sufficient. People don't know shit about the cv1 yet.
I remember this thing, when he first appeared back in march. Seems he managed to get investors to bite. Gonna quote my original post on them to show this, he literally appeared out of nowhere with a render of his unit and absolutely nothing to back it up
[QUOTE=dai;44381252]literally looks like they just modeled an oculus and added some techy lines to it. The majority of the specs mean nothing given it's a screen and 'support' would have to be from a platform TO the unit, not the unit supporting the hardware.
Emulated Controls means it's designed to use the sensors not as a positional trackers, but positional change trackers- basically your head turns into a giant mouseball and your choice of mouse sensitivity determines how accurate it is to your motions (this is what some people did to get FPS games like portal to work initially).
If a program/platform supports the positional data it will be just like we expect to get from oculus, but having this mouseball effect as a native option is just a cop-out way to say "oh yeah it can do movement on anything"
also their facebook page is suspiciously devoid of anything but old spam up until they posted the picture of their device
[img]http://i.imgur.com/32BKnfN.png[/img]
[img]http://i.imgur.com/S4ON1PA.png[/img]
[img]http://i.imgur.com/dGznEzT.png[/img]
all the research I've done on them just shows that the founder started it in 2005, his grandfather had founded a multimillion dollar business and he owned a coleco vision when he was young and this is when he knew he wanted to revolutionize gaming.
-blah blah blah 9 years later-
suddenly they have an oculus competitor that looks identical to an oculus except it's got a cute robot face and some orange highlights[/QUOTE]
but hey, [I]if he can make it work and it's a legit competitor,[/I] that's great. I'm 100% against trying to make the HMD realworld-visual because of the disparity of where your eyes are vs where the cameras are, [i]away from the pivot of your head[/i]. The parallax will be dizzying and the result will have limited use. We all know how well the 3DS's AR games went over, and that didn't have nearly any direct affect on your perception of your entire surrounding environment. Running a camera feed at a comfortable 60-75fps with minimal visual lag will take a miracle by today's tech standards but I welcome the try
I'm still a little confused on something and I'm not sure if I asked before:
does every game need to be made compatible with each individual device? Like, if a game is made to work with Rift, will these other devices work the same?
[QUOTE=ScottyWired;46010112]I'm still a little confused on something and I'm not sure if I asked before:
does every game need to be made compatible with each individual device? Like, if a game is made to work with Rift, will these other devices work the same?[/QUOTE]
All in all, a game has to be created with the code for a device programmed in so it knows how to handle it. Many non-rift compatible games have been used via rift (and other devices) by setting the rift's head tracking to emulate mouse movement, so you have to match up mouse speed so it turns you in the game at a believable rate
the SDK for the rift is made to work with the rift and is not meant to be universal. That doesn't necessarily mean that other hardware [I]can't[/I] make itself utilize rift drivers, but it's probably something people would have to pay to utilize for their own devices, if allowed at all. I don't know what their plan is with competition using their own things, [I]though I know they wholly welcome competition[/I] because they want the industry to thrive.
[QUOTE=ScottyWired;46010112]I'm still a little confused on something and I'm not sure if I asked before:
does every game need to be made compatible with each individual device? Like, if a game is made to work with Rift, will these other devices work the same?[/QUOTE]
It's likely that a hardware abstraction layer will arise that games will talk to, and which will then talk to the various devices. SteamVR is already one such layer, though it's up to each device maker to work with Valve to get their device compatible.
it claims it has ps/xbox/android/ios support
who the hell are they seriously marketing towards with the ios/android support? and what says OR won't just get console support anyways eventually?
myspace will buy them calling it now
[QUOTE=J!NX;46010226]it claims it has ps/xbox/android/ios support
who the hell are they seriously marketing towards with the ios/android support? and what says OR won't just get console support anyways eventually?[/QUOTE]
Palmer put it best. VR games on consoles would either be laggy crap or they'd just straight up look like crap.
I've actually been in a meeting with some potential investors concerning financing the development/mass production of the product back in June, it's weird to see the dev team again in such a fancy video.
They didn't spark their interest iirc, probably for not having a functional prototype back then (and asking more than the current kickstarter). I thought they abandoned the whole thing because the kickstarter was supposed to be in August, but it seemed like they took more time to reevaluate their marketing strategy to the public.
I want their product to be noticed, simply because of competition. Their development strategy seems way less cloudy than it was back then, so hopefully they'll make something good or at least force the OR to be even better.
I've order the Oculus thrift cause I cant afford the real thing
[img]http://www.professortechno.com/wp-content/uploads/2014/06/140625165116-google-cardboard-boxes-620xa.jpg[/img]
Source [url]http://www.tinydeal.com/diy-google-cardboard-vr-3d-glasses-for-iphone-samsung-cellphone-p-135220.html?sk=35696803zi[/url]
incase you fancy a punt yourself
[QUOTE=Seriousshakey;46010398]I've order the Oculus thrift cause I cant afford the real thing
[IMG]http://www.professortechno.com/wp-content/uploads/2014/06/140625165116-google-cardboard-boxes-620xa.jpg[/IMG]
Source [URL]http://www.tinydeal.com/diy-google-cardboard-vr-3d-glasses-for-iphone-samsung-cellphone-p-135220.html?sk=35696803zi[/URL]
incase you fancy a punt yourself[/QUOTE]
-snip- guess the price is back down.
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