[url=http://www.reddit.com/r/oculus/comments/2xfwxi/oculus_mobile_sdk_043_released_mobile_sdk/cp09rol?context=3]Oculus SDK 0.4.5 for PC, Coming Soon (TM)[/url]
i need directional audio in my life
[QUOTE=Clavus;47234348][url=http://www.reddit.com/r/oculus/comments/2xfwxi/oculus_mobile_sdk_043_released_mobile_sdk/cp09rol?context=3]Oculus SDK 0.4.5 for PC, Coming Soon (TM)[/url][/QUOTE]
it's about bloody time, frankly
Can you correct for bad eyesight in post, or do you need special lenses or glasses?
the rift comes with two pairs of lenses
my right eye sees fine, my left eye is significantly blurry at distances, but in the rift both eyes appear clear using the same lenses
[editline]1st March 2015[/editline]
which strikes me as odd
I'm not sure how this eyesight thingy works. I see bad at distances, but surely since in the Rift I'm very close to a 'screen' that won't really matter?
[QUOTE=Flumbooze;47236528]I'm not sure how this eyesight thingy works. I see bad at distances, but surely since in the Rift I'm very close to a 'screen' that won't really matter?[/QUOTE]
Rift focuses your eyes to infinity, so it'd be like looking at a mountain in the distance basically.
You'll probably need to use glasses/contacts or hope for some kind of focus adjustment system on the CV1.
[editline]1st March 2015[/editline]
[img]http://i.imgur.com/dbTkoa3.jpg[/img]
Might be legit SteamVR. Valve said they partnered up with a big manufacturer to make it so HTC makes sense.
The holes are interesting - inside out tracking perhaps?
[B]HTC ARE ANNOUNCING A VR HMD[/B]
[url]https://www.youtube.com/watch?v=BWhM_oHr558[/url]
It's the Valve HMD!
[editline]1st March 2015[/editline]
[B]HTC Vive[/B]
[editline]1st March 2015[/editline]
360 degree inside out tracking!
[editline]1st March 2015[/editline]
90hz refresh rate, super-light, wireless controllers, built in HD audio
So was valve unhappy with oculus or something? What happened to them cooperating and basically doing free work for oculus?
[url]http://www.htcvr.com/[/url]
So this means the steam vr platform isn't the hmd. At least the way this guy talked about it.
Its some software?
Holy shit, did not expect that.
[QUOTE=thrawn2787;47236885]So this means the steam vr platform isn't the hmd. At least the way this guy talked about it.
Its some software?[/QUOTE]
SteamVR looks like it's a VR integration of the Steam platform, like Big Picture.
[QUOTE=thrawn2787;47236876]...[b]valve[/b] ... [b]free work[/b]...[/QUOTE]
Can these words even be allowed in the same sentence?
[QUOTE=FrankPetrov;47236891]Can these words even be allowed in the same sentence?[/QUOTE]
Most of what valve does ends up in the trash can. Free work is the same as wasted work. And they did help oculus a shitload.
The HTC VR website is still not up yet. I want to know what exactly Valve is working with them on.
[QUOTE=Beacon;47236901]The HTC VR website is still not up yet. I want to know what exactly Valve is working with them on.[/QUOTE]
My guess is Valve basically gave them all their VR information and prototypes. At some point they probably stopped helping Oculus.
I'm also guessing the deal here is "you guys make the hardware, we get a tiny bit of that profit (less than usual). However you must push the steam store more though." I think Valve saw the Oculus store as a threat and decided to partner with HTC so they could make their own device that is linked to steam.
[url]http://www.htcvr.com/[/url] is live, with some more specs and info
[B]1200x1080pixel res per eye
90hz refresh
nothing about FoV
gyro and accelerometer, as well as a 'laser positioning system' for tracking, as well as a [I]pair[/I] of 'Steam VR base station' to track you within a room, max 15x15 feet[/B]
2400x1080 panel is interesting but 1200x1080 per eye still worries me a bit, its not that much higher than dk2 (960x1080)
but as beacon said,
[quote]5:53 PM - Beacon: i guess it's only their DK
5:53 PM - Beacon: not their CV
[/quote]
[QUOTE=thrawn2787;47236876]So was valve unhappy with oculus or something? What happened to them cooperating and basically doing free work for oculus?[/QUOTE]
They got bought by facebook first of all
Second of all Oculus might have a ton of awesome stuff inside doors but largely to almost everyone they really come off more like an R&D studio than a company that is anywhere close to coming out with an actual tangible product. It probably got to the point where Valve wasn't sure if Oculus was gonna do anything anytime soon so decided to partner with someone who would?
[QUOTE=thrawn2787;47236909]My guess is Valve basically gave them all their VR information and prototypes. At some point they probably stopped helping Oculus.
I'm also guessing the deal here is "you guys make the hardware, we get a tiny bit of that profit (less than usual). However you must push the steam store more though." I think Valve saw the Oculus store as a threat and decided to partner with HTC so they could make their own device that is linked to steam.[/QUOTE]
People keep speculating that there is some kind of conflict and that they're somehow unhappy. But I think it's more about growing the whole Steam Universe ecosystem, and creating a thriving and diverse VR market. That's also something Oculus has said they want. There's no point in racing a product out of the door at this point, everyone has to make sure that when these things launch, they're at their very best or everyone loses. Valve just wants to have their own HMD they can promote as part of the Steam Universe. Oculus is dedicated to bring VR to the masses and gaming is the main focus of that, but not the only focus. Tying themselves to Steam Universe wouldn't necessarily be a good move. But I expect you'll be able to use Oculus hardware with Steam Universe anyway, they're standardizing all these VR APIs for a reason.
[QUOTE=Sam Za Nemesis;47237275]Let's all be honest Valve stopped giving a hand to the Indie Oculus because of Facebook[/QUOTE]
why would that stop valve?
[editline]1st March 2015[/editline]
valve, a company that rewards players for linking their facebook account to their steam profile. one that lets you automatically post steam feed items to facebook, the list goes on
In the end all of that links back to steam. Facebook would want their own distribution platform. Pretty sure there is already one planned.
I'm sure valve likes their near monopoly on pc games.
I think an HMD from valve makes the most sense for most people, if you're already a PC gamer you have steam, and if you have a game distribution platform and a device which requires specific content, like the vive, then it would make sense to use the platform you're already on. Steam will expand its current vr section on steam and try to advertise it to more steam users. If I already have a nice vr ecosystem with valve, why would I bother with oculuses software at all if I can just go with a solution I'm pretty much already using? This is assuming all vr experiences offered are around equal though, which may be a large assumption.
[QUOTE=Beacon;47236954][URL]http://www.htcvr.com/[/URL] is live, with some more specs and info
[B]1200x1080pixel res per eye
90hz refresh
nothing about FoV
gyro and accelerometer, as well as a 'laser positioning system' for tracking, as well as a [I]pair[/I] of 'Steam VR base station' to track you within a room, max 15x15 feet[/B][/QUOTE]
1200x1080 per eye?
That should do it, right? That should put it where it needs to be before we have 5" 4K monitors?
Another thing I'm still missing about the screen. Is it OLED? This is quite important because only OLED displays have the short pixel-switching time required for low-persistence.
Then I saw Carmack is [url=https://twitter.com/ID_AA_Carmack/status/572085553836920832]wondering the same thing[/url].
As far I see HTCs latest phones are mostly LCD based though they do seem to have some AMOLED ones.
[QUOTE=Clavus;47237707]Another thing I'm still missing about the screen. Is it OLED? This is quite important because only OLED displays have the short pixel-switching time required for low-persistence.
Then I saw Carmack is [url=https://twitter.com/ID_AA_Carmack/status/572085553836920832]wondering the same thing[/url].
As far I see HTCs latest phones are mostly LCD based though they do seem to have some AMOLED ones.[/QUOTE]
I'm wondering about that myself, actually. Since it's a 90hz screen, it should effectively do the same thing, right?
they didn't mention it, which is worrying
[QUOTE=woolio1;47237693]1200x1080 per eye?
That should do it, right? That should put it where it needs to be before we have 5" 4K monitors?[/QUOTE]
At that res, the pixels will still be visible (at a 90+ degree FOV). It's not that much more than the DK2 (although that one was a bit hampered by the pentile arrangement).
[editline]1st March 2015[/editline]
[QUOTE=woolio1;47237720]I'm wondering about that myself, actually. Since it's a 90hz screen, it should effectively do the same thing, right?[/QUOTE]
Nope. Refresh rate doesn't matter unless we're talking 500hz. The thing is, you only want the image to stay illuminated for a few milliseconds. On a 90hz display each image is displayed ~11ms and that shows up as motion blur on the screen when moving your head around. Contributes a lot to simulator sickness.
[QUOTE=Clavus;47237724]At that res, the pixels will still be visible (at a 90+ degree FOV). It's not that much more than the DK2 (although that one was a bit hampered by the pentile arrangement).[/QUOTE]
So where do we really need to be, and do we have the display tech to build monitors with that kind of density right now?
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