• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
TBH I would just wait for the CV before buying a motion controller. I like my hydras, but I'm sure something better will pop up in the near future, maybe even something made by Oculus, bundled with CV.
[QUOTE=Raptors!;44613002]TBH I would just wait for the CV before buying a motion controller. I like my hydras, but I'm sure something better will pop up in the near future, maybe even something made by Oculus, bundled with CV.[/QUOTE] Oculus stated they won't be making any extra VR input solutions for CV1. Their initial focus will be a seated user with a gamepad. They don't want to force people to spend another few hundred dollars on top of the Rift HMD for the full experience.
[QUOTE=Clavus;44598879][video=youtube;WvtEXMlQQtI]http://www.youtube.com/watch?v=WvtEXMlQQtI[/video] "Time warping" explained with some great examples. Give it a watch.[/QUOTE] Pretty good video, but his photoshop example of filling in occluded areas seems like a pretty bad examples of the artifacts you are likely to see. I'm not sure whether photoshop is just retarded or whether it doesn't know which direction the camera moved, but it filled in the right hand occluded space with the color from the object that moved and dis-occluded it. Which doesn't make any sense. If working correctly, the algorithm should be tracing lines parallel (and in the same direction) to the direction of camera movement and recording the latest color observed. When it reaches a dis-occluded area it should then paint the color of the last color seen. I actually think that over short spaces, you could even allow for translational movement. At the very least it could be toggleable. edit: Just had an idea: maybe the problem is anti-aliasing. I think the image he is using is leaving an colored edge at a lower depth, and this is throwing photoshop off.
Just got this terms student loan, given that I'm only at uni for another month I've been really tempted to buy dev kit 2.
[QUOTE=Gas_Snake101;44612751]Would it be possible to use a wiimote and the dk2 head tracking instead of the hydra setup you reckon?[/QUOTE] A Wii Remote only has an accelerometer and the Wii Remote Plus thing adds a gyroscope, but neither of them track position like the Hydra.
[QUOTE=tanktan38;44618425]A Wii Remote only has an accelerometer and the Wii Remote Plus thing adds a gyroscope, but neither of them track position like the Hydra.[/QUOTE] They also have a little 128x96 camera in them. That's exactly half the resolution of the Gameboy Camera. Not sure why you needed to know that, but I thought it was interesting.
[QUOTE=woolio1;44618877]They also have a little 128x96 camera in them. That's exactly half the resolution of the Gameboy Camera. Not sure why you needed to know that, but I thought it was interesting.[/QUOTE] The camera is used for using the Wii Remote as a cursor; It detects the IR lights on the sensor bar, though this still doesn't mean that it could fully replace a Hydra.
If you could place IR LEDs all over your room that flashed differently, and mounted the Wii Remote on the Rift, it might work kind of like the Valve prototype to track position. The Wii Remote doesn't have that bad of latency as far as the cursor is concerned, either.
The wii remote doesn't need to be accurate to a millimeter and a fourth of a degree, so it isn't built to be.
4K tablet screen reaches 10.1 inches, the previous one last year was 12.1 inches. [url]http://www.j-display.com/english/news/2014/20140423.html[/url] Just needs to reach 5 inches.
[QUOTE=Orkel;44637531]4K tablet screen reaches 10.1 inches, the previous one last year was 12.1 inches. [url]http://www.j-display.com/english/news/2014/20140423.html[/url] Just needs to reach 5 inches.[/QUOTE] We're getting there. I wonder if there's a 5" "in-between" resolution that would work better for VR without being so computationally expensive. Driving a 4K HMD would take all but the best of computers to their knees at full resolution, but the point of a 4K HMD's more to eliminate the Screen Door issues, isn't it? I wonder if doing something at 400 DPI (Slightly above Retina display) would alleviate most of the crosshatching. I know it's a bit different when viewing something through a lens, though, so I don't know what the optimum DPI is for that. Then again, you're not going to be seeing pixels in a 4k panel at 10" anyway, are you? I mean, I can't see them up-close on a 50" 4K TV, I can't imagine how much more difficult it would be to see them on the same resolution screen at 10". Could they cut that down to size, maintaining the DPI but decreasing overall resolution, for a reasonable solution to the crosshatching? EDIT: And I've just looked it up. That panel clocks in at 438ppi, which means... 800ppi is the target? Am I doing that math right?
[QUOTE=woolio1;44638338]We're getting there. [B]I wonder if there's a 5" "in-between" resolution[/B] that would work better for VR without being so computationally expensive. [B]Driving a 4K HMD would take all but the best of computers to their knees at full resolution, but the point of a 4K HMD's more to eliminate the Screen Door issues, isn't it? [/B] I wonder if doing something at 400 DPI (Slightly above Retina display) would alleviate most of the crosshatching. I know it's a bit different when viewing something through a lens, though, so I don't know what the optimum DPI is for that. Then again, you're not going to be seeing pixels in a 4k panel at 10" anyway, are you? I mean, I can't see them up-close on a 50" 4K TV, I can't imagine how much more difficult it would be to see them on the same resolution screen at 10". Could they cut that down to size, maintaining the DPI but decreasing overall resolution, for a reasonable solution to the crosshatching? EDIT: And I've just looked it up. That panel clocks in at 438ppi, which means... 800ppi is the target? Am I doing that math right?[/QUOTE] the in-between res is 2560x1440 or i guess you could have 3200x1800. You can run a 4k panel at 1080p and still benefit from the reduced screen door.
[QUOTE=alien_guy;44640948]the in-between res is 2560x1440 or i guess you could have 3200x1800. [B]You can run a 4k panel at 1080p and still benefit from the reduced screen door[/B].[/QUOTE] Exactly. higher pixel density = harder to see pixels, regardless of what is actually being rendered. Granted - I wonder if they can't just essentially do the diffuser screen trick or at least looked into it. On the DK1 it pretty much eliminates the visible pixels for a slightly blurrier image. e.g. [media]http://www.youtube.com/watch?v=t0xaMIyUGfk[/media]
[QUOTE=alien_guy;44640948]the in-between res is 2560x1440 or i guess you could have 3200x1800. You can run a 4k panel at 1080p and still benefit from the reduced screen door.[/QUOTE] So I was right. The point's not to drive a 4K panel [b]at[/b] 4K. It's to drive a 4K panel at a lower resolution to reduce the screen door effect. At what point does the effect diminish, though? What PPI are we aiming for? I can't imagine 4K at 10" wouldn't be a suitable PPI for full immersion, all you'd have to do would be cut it down to size.
[QUOTE=woolio1;44642078]So I was right. [B]The point's not to drive a 4K panel[/B] [B]at[/B] [B]4K. It's to drive a 4K panel at a lower resolution to reduce the screen door effect. [/B] At what point does the effect diminish, though? What PPI are we aiming for? I can't imagine 4K at 10" wouldn't be a suitable PPI for full immersion, all you'd have to do would be cut it down to size.[/QUOTE] No you want to be rendering at 4k, i'm just saying its possible to display 1080p or 720p with perfect pixel mapping for a theoetically superior experience over a lower res panel. The 'ideal' resolution is like 8-10k per eye. Which would be ~3660-4580 dpi @ 5".
[QUOTE=alien_guy;44642250]No you want to be rendering at 4k, i'm just saying its possible to display 1080p or 720p with perfect pixel mapping for a theoetically superior experience over a lower res panel. The 'ideal' resolution is like 8-10k per eye. Which would be ~3660-4580 dpi @ 5".[/QUOTE] So... We're not getting "ideal" VR for quite a while. Heck, most computers would struggle to render VR at 4K. Most would struggle to run it at half that. What do you think the odds are we even see that any time soon?
I think that -while very much prohibitively expensive- the processing/graphic horsepower is at least possible. So, while it'd cost a fortune, the graphics are doable. The displays, I doubt we've got that technology yet so unless there's a major breakthrough in display tech the computer power will probably be accessible and affordable way before the displays are.
Don't know if this has been said here already but I'm pretty sure it hasn't Motorola recently announced a [URL="http://moto360.motorola.com/"]smart watch with a round screen[/URL]. Round screens have actually existed for a while but now they're getting a lot easier and cheaper to make. I was wondering if this could possibly be used in a future version of the Rift. It could [U]potentially[/U] be cheaper to make two of these than one larger panel (especially for larger PPI displays where the price of every inch increases dramatically). It could also [U]potentially[/U] save a lot of power which would be useful for a portable battery powered Rift. It sounds a bit ridiculous and would obviously not be in CV1 (and probably not even CV2), just a thought though.
It certainly seems like the direction we'd want to head in once it becomes cost effective and power efficient tech. Like, it kinda just makes sense to use a round screen once it's as easy as a square one.
Weren't they once talking about using OLED screens? Aren't those capable of being built relatively flexible?
It already is OLED. (Not sure about DK2 but their internal versions are)
[QUOTE=Stents*;44645180]Don't know if this has been said here already but I'm pretty sure it hasn't Motorola recently announced a [URL="http://moto360.motorola.com/"]smart watch with a round screen[/URL]. Round screens have actually existed for a while but now they're getting a lot easier and cheaper to make. I was wondering if this could possibly be used in a future version of the Rift. It could [U]potentially[/U] be cheaper to make two of these than one larger panel (especially for larger PPI displays where the price of every inch increases dramatically). It could also [U]potentially[/U] save a lot of power which would be useful for a portable battery powered Rift. It sounds a bit ridiculous and would obviously not be in CV1 (and probably not even CV2), just a thought though.[/QUOTE] What we really want is Round, Curved screens. And that's not usually a problem. Round screens are nothing new. With OLED, you can trim the panel down to whatever shape you want, within reason. The hard part's doing your pixel mapping, but you just wouldn't render out to the edges of the formerly-rectangular screen. Rather, you'd render a circular image. I think that's the way the Rift will end up going once such a thing becomes widespread. Also, I really want a Moto 360. I just hope they get it working with iOS... And then I'll have to decide if I want to wear my dad's hand-me-down Seiko, or a fancy techy thing. Maybe I could become a hipster and wear both.
[QUOTE=bitches;44646823]It already is OLED. (Not sure about DK2 but their internal versions are)[/QUOTE] DK2 Is in fact OLED Source: [url]http://www.oculusvr.com/dk2/[/url] Also just backed this VR game on kickstarter: [url]http://kck.st/R7KX7G[/url] It's about to hit it's funding goal, tried the demo, was amazing.
[QUOTE=icefox;44647313]DK2 Is in fact OLED Source: [url]http://www.oculusvr.com/dk2/[/url] Also just backed this VR game on kickstarter: [url]http://kck.st/R7KX7G[/url] It's about to hit it's funding goal, tried the demo, was amazing.[/QUOTE] It's an OLED pentile thingy, isn't it? EDIT: Forgot the O. [i]That's important. [/i]
Sixense finally gave an update on the STEM dev kit progress: [url]https://www.kickstarter.com/projects/89577853/stem-system-the-best-way-to-interact-with-virtual/posts/827198[/url] It's delayed by three months (was July, now October). Plus the two controllers no longer have modular STEM packs, instead they're build in to decrease interference issues. On the plus side, the other STEM modules now have their own batteries and can be used independently.
So the STEM packs are still modular, but the trackers are self-contained and slot into wristbands/etc. Not a bad idea, honestly.
Trackmania got Rift support today. It's only preliminary though, the head tracking is not quite working yet but it has the 3D etc.
[QUOTE=Orkel;44689397]Trackmania got Rift support today. It's only preliminary though, the head tracking is not quite working yet but it has the 3D etc.[/QUOTE] Oh jesus the dizziness will be insane.
[QUOTE=Orkel;44689397]Trackmania got Rift support today. It's only preliminary though, the head tracking is not quite working yet but it has the 3D etc.[/QUOTE] Ludicrous Speed
[media]http://www.youtube.com/watch?v=_fNp37zFn9Q[/media] How is this not vomit city? It doesn't seem faked.
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