[QUOTE=Clavus;43452881]Hm didn't expect them to use a camera for positional tracking, but it does make sense. The biggest problem with accelerometers is that they'd only measure relative distance, to some accuracy, meaning they'd drift in space over time. The rotational drift was correctable with the magnetometer but that wouldn't be possible for the positional drift.[/QUOTE]
Couldn't they put a button on the side of the Rift or something that just resets your coordinates to 0,0,0? Just pause your game and sit straight up, look forward, hit the button and you're good to go?
[QUOTE=Uberslug;43458322]Couldn't they put a button on the side of the Rift or something that just resets your coordinates to 0,0,0? Just pause your game and sit straight up, look forward, hit the button and you're good to go?[/QUOTE]
Even better, they could probably bind it to a key or mouse button.
[QUOTE=Uberslug;43458322]Couldn't they put a button on the side of the Rift or something that just resets your coordinates to 0,0,0? Just pause your game and sit straight up, look forward, hit the button and you're good to go?[/QUOTE]
I don't think they want to make recalibration a standard procedure for users.
[QUOTE=Clavus;43459461]I don't think they want to make recalibration a standard procedure for users.[/QUOTE]
Imagine the sales pitch for that feature.
"Get the chance to re-immerse yourself periodically!"
[quote]Oculus wouldn't give me any details about the new screen, but founder Palmer Luckey says that the company's success has opened new doors. Manufacturers, he says, have started looking at the Rift as more than an untested product, which means they're willing to work with Oculus on displays that aren't just repurposed phone and tablet parts.[/quote]
[url]http://www.theverge.com/2014/1/7/5285776/hands-on-with-crystal-cove-the-new-oculus-rift-prototype[/url]
[QUOTE=Uberslug;43458322]Couldn't they put a button on the side of the Rift or something that just resets your coordinates to 0,0,0? Just pause your game and sit straight up, look forward, hit the button and you're good to go?[/QUOTE]
It's kind of hard to know where you are when you don't know how much you moved, or where you moved from.
If you want to know why lower persistence is essential for solving the motion blur issue, this guy gives a good explanation (skip ahead to 6:30):
[video=youtube;HoLHHUdi_LE]http://www.youtube.com/watch?v=HoLHHUdi_LE&t=6m38s[/video]
BBC article of the VR stuff at CES:
[url]http://www.bbc.co.uk/news/technology-25661997[/url]
Has a very interesting bit of information:
[quote]Valve designer Brian Coomer says the company is "days away" from releasing a VR software development kit that will give game makers a standard way to provide an interface for VR controllers.
The kit will be released at Valve's forthcoming Steam Dev Days conference due to take place on 14-15 January in Seattle.[/quote]
[quote]The kit that Valve plans to release later in January will be part of a broader software tool chest that will help give developers a standard way to control games via Steam Box, he adds.
In a bid to make it easy for game makers to get their games working on the Steam Box gadget, Valve had spent a lot of time on its own controller, so that any game played via a Steam Box thinks a player is using a keyboard and mouse whatever the actual controller happens to be.
A similar level of abstraction is going to be needed if VR headsets are going to become ubiquitous, he says.[/quote]
I believe Valve is planning on making VR one of the big selling points for the Steam Machines.
[QUOTE=Clavus;43467504]
I believe Valve is planning on making VR one of the big selling points for the Steam Machines.[/QUOTE]
Playing games on the Rift in the living room with a steam controller sounds pretty sweet actually
[QUOTE=Jodern;43467981]Playing games on the Rift in the living room with a steam controller sounds pretty sweet actually[/QUOTE]
Indeed...
I do wonder, though, what sort of repercussions this early VR technology will have. Wonder how the media will handle it? What are they going to blame the next time some kid goes out and shoots up a school, to use an extreme example?
Why don't we discuss these things?
(Sorry for being a negative Nancy... I've been thinking about this sort of thing for a while, and I think it could be one of the biggest hindrances to VR gaming.)
People will say VR is training people to kill each other and we will keep buying VR headsets and playing games on them, kind of like how video games are now.
:v:
[QUOTE=Uberslug;43470088]People will say VR is training people to kill each other[/QUOTE]
Now that I think about it, playing Receiver with the rift and a peripheral would basically teach you how to use a gun. :v:
well it might teach you some parts of it but nothing of the physical aspect of doing many of those tasks, nor would you feel the feedback of the gun which is sizeable
[QUOTE=Baboo00;43472037]Now that I think about it, playing Receiver with the rift and a peripheral would basically teach you how to use a gun. :v:[/QUOTE]
I can see the headlines now:
"Computer geek attempts to go on rampage. Cannot lift gun because it's heavier than a 'Razer Hydra'"
[QUOTE=Clavus;43466071]If you want to know why lower persistence is essential for solving the motion blur issue, this guy gives a good explanation (skip ahead to 6:30):
[video=youtube;HoLHHUdi_LE]http://www.youtube.com/watch?v=HoLHHUdi_LE&t=6m38s[/video][/QUOTE]
I absolutely love the explanation given, some of the workarounds the Oculus guys have figured out are simply amazing.
[QUOTE=HumanAbyss;43472324]well it might teach you some parts of it but nothing of the physical aspect of doing many of those tasks, nor would you feel the feedback of the gun which is sizeable[/QUOTE]
You could feel some feedback with peripherals like [url=http://tacticalhaptics.com/]this[/url] or the novint falcon. But it was a joke anyways. The best way to learn to shoot a gun is to go to a gun range.
Since the player is sitting but player character is standing, standing up would effectively make your character taller.
I wonder how they're going to deal with that.
[QUOTE=Talishmar;43476308]Since the player is sitting but player character is standing, standing up would effectively make your character taller.
I wonder how they're going to deal with that.[/QUOTE]
You'll just end up out of your camera's range. So you either calibrate it for use while standing, or for sitting. From what I've read, Oculus is focussing on the sitting gamer. VR while standing has its downsides, mostly to do with balance and movement. That's why I'm personally not sold on the current omni-direction threadmill solutions just yet.
[url=http://alexkane.co.uk/oculus-rift-impressions/]Hey guys, I wrote a blog piece about my thoughts on the Rift and general state-of-the-Rift stuff![/url]
[QUOTE=Beacon;43479571][url=http://alexkane.co.uk/oculus-rift-impressions/]Hey guys, I wrote a blog piece about my thoughts on the Rift and general state-of-the-Rift stuff![/url][/QUOTE]
Nice. Though, please align the main body of your text. It's very annoying to read when everything's centred.
[QUOTE=Clavus;43479716]Nice. Though, please align the main body of your text. It's very annoying to read when everything's centred.[/QUOTE]
wordpress doesn't let me :(
[editline]10th January 2014[/editline]
wait, I managed to do it!
[QUOTE=Clavus;43466071]If you want to know why lower persistence is essential for solving the motion blur issue, this guy gives a good explanation (skip ahead to 6:30):
[video=youtube;HoLHHUdi_LE]http://www.youtube.com/watch?v=HoLHHUdi_LE&t=6m38s[/video][/QUOTE]
1000hz refresh needed is not true, it's an overestimated hypothesis by michael abrash.
Also really like the animation, it's a problem that goes beyond vr into also AR that have a 3d perspective.
In completely unsurprising news, the new OR prototype wins Best of CES 2014:
[url]http://www.engadget.com/2014/01/09/the-oculus-rift-crystal-cove-prototype-is-2014s-best-of-c/[/url]
Meanwhile everyone laughs at Sony's HMD
What would happen if Sony made their own VR headset and then say "PS4 can't handle it, it's for PC only" ?
They would shoot an arrow in their own knee. I seriously doubt they would announce something like that when their console just launched. VR just might be the Achilles heel of this console generation.I wouldn't be surprised if Sony and MS would, not only make exclusive console games, but not allow the PC ports of their games to have native VR support.
Who wants to bet when it comes time to release the consumer version Oculus ends up spending an entire year figuring out how to make their perfect prototype they've finally made into a package that costs less than $400
And then at the following CES or two instead of prototypes that are increasingly higher tech compared to previous results, its prototypes that are increasingly cheaply made and stripped down in effort to get to what the consumer version will actually be at a sub $400 price point.
[QUOTE=KorJax;43498468]Who wants to bet when it comes time to release the consumer version Oculus ends up spending an entire year figuring out how to make their perfect prototype they've finally made into a package that costs less than $400
And then at the following CES or two instead of prototypes that are increasingly higher tech compared to previous results, its prototypes that are increasingly cheaply made and stripped down in effort to get to what the consumer version will actually be at a sub $400 price point.[/QUOTE]
Every prototype they show is their new baseline. And they said the price shouldn't ever be over $300. So far Oculus has only made statements about things they know they can make happen.
[QUOTE=AntonioR;43497111]What would happen if Sony made their own VR headset and then say "PS4 can't handle it, it's for PC only" ?
They would shoot an arrow in their own knee. I seriously doubt they would announce something like that when their console just launched. VR just might be the Achilles heel of this console generation.I wouldn't be surprised if Sony and MS would, not only make exclusive console games, but not allow the PC ports of their games to have native VR support.[/QUOTE]
Why would a PS4 not handle it? What sort of sense does that make?
[QUOTE=Clavus;43498653]Every prototype they show is their new baseline. And they said the price shouldn't ever be over $300. So far Oculus has only made statements about things they know they can make happen.[/QUOTE]
The material cost of the latest prototype is probably still way under $300, if they're getting the right kind of attention from panel manufacturers then I don't see how under $300 is unachievable.
[QUOTE=danharibo;43499057]The material cost of the latest prototype is probably still way under $300, if they're getting the right kind of attention from panel manufacturers then I don't see how under $300 is unachievable.[/QUOTE]
I mean, even for the camera rig it doesn't really need to be a super great camera, right?
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