That article he points to does not inspire much confidence in him knowing a single relevant thing regarding VR.
[URL]http://www.huffingtonpost.com/quora/how-big-of-an-issue-is-th_b_10229536.html[/URL]
[quote]I’ve been working with helmet mounted displays in military flight simulation for several decades - I am an expert in the field.
[B]IMHO - these devices should be banned [/B]- but that may not be necessary because after the first wave of early adopters I think it’ll go the way of 3D televisions. But that’s just my opinion. Let me explain why.
Everyone thinks these things are new and revolutionary...but they really aren’t. All that’s happened is that they dropped in price from $80,000 to $500...and many corners have been cut along the way.
There are several claims that the nausea problem has either been fixed, or will soon be fixed, or that application design can be used to work-around the problem.
The claims that it’s been fixed are based on the theory that the nausea is caused by latency/lag in the system, or by low resolution displays or by inaccurate head motion tracking...all of which can (and are) being fixed by obvious improvements to the system. Sadly, the $80,000 googles we made for the US military had less latency, higher resolution displays, and more accurate head tracking than any of the current round of civilian VR goggles...and they definitely made people sick - so this seems unlikely. [/quote]
I've watched further. Ross has no fucking clue what he is talking about.
The theater mode he's talking about is possible with vorpx, but it's very pricy for what it does. And if he gets motion sickness by just riding in the back of a car then sorry, VR probably isn't something you could really fully enjoy
[QUOTE=Thlis;50764714]
[URL]http://www.huffingtonpost.com/quora/how-big-of-an-issue-is-th_b_10229536.html[/URL]
[/QUOTE]
This is like, anti-VR propanganda
how the fuck does this even exist lmao
[QUOTE][B]There are several claims that the nausea problem has either been fixed, or will soon be fixed, or that application design can be used to work-around the problem.[/B]
The claims that it’s been fixed are based on the theory that the nausea is caused by latency/lag in the system, or by low resolution displays or by inaccurate head motion tracking...all of which can (and are) being fixed by obvious improvements to the system. Sadly, the $80,000 googles we made for the US military had less latency, higher resolution displays, and more accurate head tracking than any of the current round of civilian VR goggles..[B].and they definitely made people sick - so this seems unlikely.[/B][/QUOTE]
I get car sick, mildly, and even I can whip around trees and fucking space and shit and get get nausea on my vive
sorry but try again
[QUOTE=J!NX;50764879]This is like, anti-VR propanganda
how the fuck does this even exist lmao
[/QUOTE]
The guy in the article goes full conspiracy nut and claims that the reason why demos are a few minutes long is because companies are trying to scam people.
[quote]Most of the demo’s that are given at trade shows and other industry events are just a few minutes long. I don’t know whether that’ s intentional or not...but it explains why so many people THINK that they’re going to love VR - sadly, they won’t realize the problem until AFTER they’ve splurged $500 on one of these gizmos. [/quote]
Because trade shows normally give 2-3 hour long demos per person.
[QUOTE=J!NX;50764968]is this satire
what a tool[/QUOTE]
It's the Huffingtonpost.
I found a post that essentially explains why this article is complete bunk.
[url]https://www.reddit.com/r/oculus/comments/4ua7at/ross_scott_of_accursed_farms_just_released_a/d5od6nu[/url]
[quote]
[quote]the $80,000 googles we made for the US military had less latency, higher resolution displays, and more accurate head tracking than any of the current round of civilian VR goggles...and they definitely made people sick[/quote]
Long time I wanted to address this, good occasion. Wall of text coming...
So this was posted on Quora in last May ([URL="http://www.huffingtonpost.com/quora/how-big-of-an-issue-is-th_b_10229536.html"]mirror here[/URL], the post was removed) by Steven Baker who worked for Rediffusion Simulation, Hughes Aircraft, L3 Simulation over 25 years and proclaims himself "an expert in the field" (no reference found about him anywhere on the Web, but whatever).
Since Rediffusion Simulation and Hughes Aircraft are long dead, I guess the HMD he's referring to must be from L-3. Their most advanced HMD seems to the be the [URL="https://www.link.com/military/technology/pages/ahmd.aspx"]L-3 Link's AHMD[/URL] ([URL="https://www.link.com/media/datasheets/Link_AHMD_2011.pdf"]datasheet here[/URL], some others in [URL="https://web.archive.org/web/20101205135546/http://www.link.com/pdfs/AHMD_2006_Paper.pdf"]this paper[/URL]) :
[quote]
FOV : 65°x50° monocular, 100°x50° binocular with 30° overlap
resolution : 1280x1024 per eye (or 1920x1240 for the HD version)
display : Ferroelectric LCOS
[/quote]
So basically this HMD is not wide FOV, at 65° monocular it can't even qualify as immersive ([URL="http://www.leepvr.com/sid1992.php"]80° is required[/URL] to break the stereo window), the vertical FOV is very low at 50° and the binocular overlap is laughable at 30°. This is in no way comparable to the Oculus Rift or the HTC Vive.
It's also extremely bulky and it's mounted on a flight helmet, so I doubt the display wouldn't move wrt to the user's eye when the head rotates, which could easily be a source of sickness.
The displays are LCoS, a technology that produces color fringing, doesn't support global refresh, is not low-persistence and most probably 60 Hz. It's certainly not on par with 90 Hz low-persistence OLED displays.
There is no mention of asynchronous time warp or reprojection in their system block diagram although there is mention of a distortion mapper, so there is probably nothing to further reduce the end-to-end latency.
The resolution of their standard model is equivalent to consumer headsets but should be higher with the HD version. The only reference I've seen is in this paper though, nothing in their press releases although the standard version was announced here, so I'm not sure it's even available yet.
According to this [URL="http://www.intersense.com/pages/27/21/"]press release[/URL] the tracker is the [URL="http://www.intersense.com/pages/20/14"]IS-900[/URL] by InterSense, which has the following specs :
[quote]
static accuracy : 2.0 - 3.0 mm
latency : 4 ms typical
[/quote]
The tracking is not better than current consumer headsets, the tracking latency itself is higher (DK2 had ~2 ms) and the accuracy is no better than the Lighthouse system ([URL="http://doc-ok.org/?p=1478"]measured[/URL] at 1.9 mm by Doc_Ok).
[/quote]
[QUOTE=Thlis;50764953]The guy in the article goes full conspiracy nut and claims that the reason why demos are a few minutes long is because companies are trying to scam people.
Because trade shows normally give 2-3 hour long demos per person.[/QUOTE]
is this satire
what a tool
[editline]23rd July 2016[/editline]
[QUOTE]t it explains why so many people THINK that they’re going to love VR[/QUOTE]
But I DO LOVE VR
AAAAAAAA IM FIUCKIN DYIN HERE
Pretty much every argument this guy makes is complete and utter nonsense. The one criticism I'll give him that was valid is that I find teleporting to be an ass-backwards mechanic most of the time that I don't really enjoy, but everything else was pants on head retarded. Like here's some of the genius things he said:
"You just don't want to accept criticism for VR systems because you paid a lot of money"
I paid nothing because I use my company's vive to play games, although after thoroughly enjoying using it I did buy some games for it with my own money. So I guess this kinda falls apart? Not to mention everyone who's tried ours has loved it.
"There's always going to be more experiences not made for VR"
No shit? No one's saying once you get a VR headset any and all games have to be played on it. I didn't take my vive off after playing an hour of games and say "shit, I want to play warframe but I'm not allowed to because it doesn't support the vive". Some games don't work great on VR, hell some games don't even work great with a mouse and keyboard. I use an xbox controller with certain games on my PC.
In general I wouldn't even disagree if someone said it wasn't the optimum time to get a VR headset, it's the best it's ever been but of course there's going to be some issues and of course content is still a little low when it just recently launched. The cringe levels in this video weren't quite "born mobile" levels but it was definitely pretty awkward watching someone say so many stupid things. I don't fault him for wanting to play 3D games with head tracking injected either, but it's not really the best use of the technology. Sitting in a chair using a controller with head tracking in front of you feels pretty boring after jumping and ducking around a room shooting at angry robots in raw data
I thought the main idea from his video wasn't really about modern VR being bad (even though things could be better from his consumer perspective), but more about the lack of overall titles and that proper VR experiences with older 3D games are possible.
I'm just going to give him the benefit of the doubt and say that he simply used that quote from the article just as an example and not much else, although maybe he should've cut that part completely if the whole article was garbage.
Edit: Oh ok, I found the part with the article again. Maybe he just assumed people wouldn't really care and that maybe they would understand his point anyway? This doesn't really bother me as much as everyone else in here though. To me it just looked like a (maybe bad way) to support his example.
Was it written by this guy? [url]https://www.linkedin.com/in/steve-baker-a1a94b22[/url]
Indeed.
I didn't watch his original video on the subject, but from this one, it seems pretty clear to me that he really likes VR, and he really wants VR to succeed, but as it stands right now, the support for VR simply isn't enough to justify it to him, and he's pessimistic about that support improving.
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