• Oculus Rift / Virtual Reality General
    4,360 replies, posted
[QUOTE=Zombii;49167484]I wish it had. I preordered my Gear VR two weeks ago through Amazon, and this morning I cancelled my order to go place an order through Samsung's official website because Amazon hadn't said anything regarding receiving their shipment or shipping them out to customers. Not 5 hours after I cancel my order, reports come in that Amazon started shipping out their orders. The whole launch has been a clusterfuck, and now I probably won't even receive mine from Samsung for another two weeks. :suicide:[/QUOTE] the important thing is, they lost your business for being late with no communication
[QUOTE=dai;49168115]the important thing is, they lost your business for being late with no communication[/QUOTE] It's just a disappointment because I have friends coming in to town next weekend who I wanted to demo it to. I should have just left my preorder up and waited since I live in the same city as the warehouse. I could have had it tomorrow. :/
Almost December. No news on Vive release yet.
[QUOTE=Clavus;49211336]Almost December. No news on Vive release yet.[/QUOTE] We should be hearing something within the next week. :fingerscrossed: [editline]30th November 2015[/editline] Also, I hope HMDs can take advantage of LiFi in the near future for wireless headsets. Would be amazing.
Microsoft fires 60 engineers and reboots the Hololens with better technology [url]http://vrfocus.com/archives/25781/report-claims-microsoft-firing-hololens-engineers-and-moving-tech-to-us/[/url] [quote]The site apparently claims that 30 full Microsoft employees and another 30 contractors that were working on the tech have been fired, though the former group is being given a month to find a new job within the company itself. The group has apparently been working on the HoloLens project for some two and a half years, though it isn’t mentioned which area of the device it was working on, as much of the project has been developed in the US. The group’s work will apparently be transitioning over to the US, where Microsoft will use a different technology other than one that it bought in Israel six years ago.[/quote] Looks like they realized that a 30×17.5 degree FoV is actually bad and only switching tech will help.
[QUOTE=Clavus;49211336]Almost December. No news on Vive release yet.[/QUOTE] If there's an event, the notices have to go out very very soon. Hopefully there will be info this week. They can't dick around that much anymore.
They likely were working with a projector/lens set up like the BT-200 and meta1 that we have at our company, they're pretty shit. You don't actually get any transparency, you can just sort of see through if you set the colours to black, and it's nearly impossible to get a decent FOV with it. Everyone's just been kind of sitting on it because it's easy, but I really think they need to hurry up and upgrade to transparent OLED screens.
IT MIGHT BE HAPPENING [media]https://www.youtube.com/watch?v=58L2Ov5rnwg[/media] [quote]Don't miss @thegameawards for a special announcement from @oculus founder @PalmerLuckey[/quote] December 3rd, boys
it's not habbening [t]http://puu.sh/lEAnX/ace0c3f5b7.png[/t]
FUCK
In the future, when we speak about the moment VR truly hit the consumer market, I'll only remember the perpetual blue-balling both Valve and Oculus caused in the months leading up to release.
[QUOTE=Darkwater124;49211825]We should be hearing something within the next week. :fingerscrossed: [editline]30th November 2015[/editline] Also, I hope HMDs can take advantage of LiFi in the near future for wireless headsets. Would be amazing.[/QUOTE] Yeah, LiFi seems in many ways limited compared to WiFi (not being able to travel through walls, requiring direct line of sight, etc) but none of the limitations would be a problem for HMDs.
Does occulus have any planned system atm for room positional tracking (like, more so than the very basic system that only works if you're facing one direction I saw a long time ago, being able to walk around a decent area)? The lighthouse is really making me want to steer towards the vive
[QUOTE=Elspin;49221578]Does occulus have any planned system atm for room positional tracking (like, more so than the very basic system that only works if you're facing one direction I saw a long time ago, being able to walk around a decent area)? The lighthouse is really making me want to steer towards the vive[/QUOTE] Apparently you can use multiple cameras to the improve tracking space. Touch controller orders will ship with a 2nd camera. Judging from the feedback of the toybox demo, it gives a similar room-scale experience as the Vive when set up correctly.
[QUOTE=Clavus;49223026]Apparently you can use multiple cameras to the improve tracking space. Touch controller orders will ship with a 2nd camera. Judging from the feedback of the toybox demo, it gives a similar room-scale experience as the Vive when set up correctly.[/QUOTE] That's good to know, our company is planning on buying a vive when they come out to evaluate lighthouse for one of our automation systems so I'll get to play with that a whole bunch. Maybe I should just wait to see how I like it at work and then in the meantime I can see what the response is like for the rift vs vive.
[QUOTE=Clavus;49223026]Apparently you can use multiple cameras to the improve tracking space. Touch controller orders will ship with a 2nd camera. Judging from the feedback of the toybox demo, it gives a similar room-scale experience as the Vive when set up correctly.[/QUOTE] Seems like a bunch of extra cameras would be a ton more expensive than a bunch of lighthouse boxes. Also, all that much needed USB space... Honestly, I'm more sold on the vive than the rift at this point, but I do plan on getting the rift at some point. Oculus kicked this whole thing off. They deserve to be as successful with a product out there as they have been as a startup.
Vive Unbound Developer Conference, December 17th-20th [IMG]http://img.bss.csdn.net/201512020956481894.jpg[/IMG]
[QUOTE=xalener;49224589]Seems like a bunch of extra cameras would be a ton more expensive than a bunch of lighthouse boxes. Also, all that much needed USB space...[/QUOTE] I imagine you really won't need more than 2. Just speculation tho. Also it wouldn't be hard for Oculus to bundle a small usb hub with the cameras.
[QUOTE=GeneralSpecific;49225143]I imagine you really won't need more than 2. Just speculation tho. Also it wouldn't be hard for Oculus to bundle a small usb hub with the cameras.[/QUOTE] I feel like the Oculus solution is more likely to run into occlusion problems with the controllers, if the cameras are intended to be setup both on one wall facing you.
[QUOTE=DaMastez;49225276]I feel like the Oculus solution is more likely to run into occlusion problems with the controllers, if the cameras are intended to be setup both on one wall facing you.[/QUOTE] How so? In this scenario, both the rift and vive would operate on the basis of a device on two sides of a room. They would have the same occlusion?
[QUOTE=bitches;49225354]How so? In this scenario, both the rift and vive would operate on the basis of a device on two sides of a room. They would have the same occlusion?[/QUOTE] To my understanding (I admittedly haven't been following closely), Oculus has only demonstrated two forward facing cameras, where Vive has primarily demonstrated two stations directly opposite. Thus: [url=http://i.imgur.com/6NW6hVG.png][t]http://i.imgur.com/6NW6hVGl.jpg[/t][/url] vs. [url=http://i.imgur.com/1Bw0iz0.png][t]http://i.imgur.com/1Bw0iz0l.jpg[/t][/url] Images from this talk: [url]https://www.youtube.com/watch?v=U8mku0JvuLI&feature=youtu.be&t=515[/url]
[QUOTE=DaMastez;49225497]To my understanding (I admittedly haven't been following closely), Oculus has only demonstrated two forward facing cameras, where Vive has primarily demonstrated two stations directly opposite. Thus: [url=http://i.imgur.com/6NW6hVG.png][t]http://i.imgur.com/6NW6hVGl.jpg[/t][/url] vs. [url=http://i.imgur.com/1Bw0iz0.png][t]http://i.imgur.com/1Bw0iz0l.jpg[/t][/url] Images from this talk: [url]https://www.youtube.com/watch?v=U8mku0JvuLI&feature=youtu.be&t=515[/url][/QUOTE] Oculus has confirmed that there is no limitation to camera setups. Based on the info we know, there is no reason to believe that users will be unable to set up cameras as seen in Fig. 2 Also, that talk is developers talking about developing for different setups and lessons they have learned making VR games. It's just an illustration of something that developers need to consider. It's not a comparison of the capabilities of Vive and Rift.
I saw a commercial for Gear VR today.
[QUOTE=bitches;49225890]I saw a commercial for Gear VR today.[/QUOTE] There were a ton of them on during the thanksgiving football game, I was pretty surprised since that is a really really expensive slot. It actually got my family talking about it since my aunt apparently bought one for someone as a christmas present :v:
Speaking of the GearVR, I [I]finally[/I] managed to pick one up today after the whole stocking fiasco online! I went into a local AT&T store and they had already sold their unit (apparently every store over a certain size got exactly one unit), but a store about 30 minutes away still had theirs. I hopped in the car with a friend and drove over and picked it up. All I have to say is WOW, it completely blew me away. The lack of positional tracking has only bothered me once, and that's when I was fucking about in the oculus arcade beta and tried to lean around a cabinet, for some reason. The head tracking is on par and feels extremely low latency, it's fucking surreal how well it tracks for being mobile VR. There's basically no drift, and while there is a noticeable sweet spot in the lenses, it's only really noticeable when looking at text. Same goes for screen door, it's only really noticeable when looking at very thin text. Some of the games/apps/demos are really stellar, also. I am extremely satisfied for the 105 bucks I paid. Now if I could just get this godforsaken bluetooth controller to work. Every time I try to use it it forces my phone to restart. :/ [editline]2nd December 2015[/editline] haha! managed to get it working! time to play some oculus arcade and ocean rift, now. I also played about 20 minutes of temple run vr and didn't feel even minorly discomforted, i guess all that time spent playing videogames did help prevent sim sickness...?
Have you guys tried trinus gyre or similar setups? Is it worth buying a smartphone? I don't currently own a smartphone.
[QUOTE=MedicWine;49226775]Have you guys tried trinus gyre or similar setups? Is it worth buying a smartphone? I don't currently own a smartphone.[/QUOTE] i've heard it's not very good, but that's just anecdotal, i haven't actually tried it. i have tried cardboard though, and while neat, it's definitely not worth purchasing a smartphone for it alone.
[QUOTE=MedicWine;49226775]Have you guys tried trinus gyre or similar setups? Is it worth buying a smartphone? I don't currently own a smartphone.[/QUOTE] I wouldn't invest in it if you don't have a decent current smartphone, that'd make the device FAR more expensive than an oculus/vive with comparatively limited capability
Verizon's running a promotion right now, you can get a free cardboard if you're a current subscriber (although, depending on the store, they probably won't check anything. Just look like you belong there.) I'm impressed, honestly. I know it's primordial tech, but it's really, really cool. We had some family over today, and I let them try it, and everyone loved it. As a first example of VR, I'd say it's solid. It's the shape of things to come, and I'm totally sold on VR as a concept now. Can't wait for next year. I also haven't felt ill, although I've gone crosseyed a few times in VRSE. Some of the filmmakers draw people way too close to the camera, so it gets weird.
[QUOTE=Orkel;49214644]Microsoft fires 60 engineers and reboots the Hololens with better technology [url]http://vrfocus.com/archives/25781/report-claims-microsoft-firing-hololens-engineers-and-moving-tech-to-us/[/url] Looks like they realized that a 30×17.5 degree FoV is actually bad and only switching tech will help.[/QUOTE] at LEAST a 100 deg top FOV for something like this would be best, maybe higher, if not 120
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