• Oculus Rift / Virtual Reality General
    4,360 replies, posted
[QUOTE=woolio1;47237737]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?[/QUOTE] Well, if you'd want to display full detail on the spot where you focus your vision, you'd need about 8K to 16K per eye according to Carmack. Though it starts being close to perfect with 4K I suspect. Latest smartphone tech can already cram 1440p in 5.5" so I don't think they're that far off.
[QUOTE=Clavus;47237784]Well, if you'd want to display full detail on the spot where you focus your vision, you'd need about 8K to 16K per eye according to Carmack. Though it starts being close to perfect with 4K I suspect. Latest smartphone tech can already cram 1440p in 5.5" so I don't think they're that far off.[/QUOTE] So... Where does that put us, then? 2018? 2020?
[QUOTE=woolio1;47237814]So... Where does that put us, then? 2018? 2020?[/QUOTE] *shrug* Meanwhile, everyone in the industry is hopping onto the bandwagon: [img]http://i.imgur.com/1rRz8Dh.png[/img]
[QUOTE=.Lain;47237296]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[/QUOTE] Optional linking of accounts is very different from having to rely on Facebook controlling your infrastructure. The whole Steam Universe deal (from what we can speculate) came about after Valve started to lose trust in the direction Microsoft/Windows was heading and in general they weren't happy with the lack of (useful) innovation in a gaming hardware market controlled by a couple big players that are pretty comfortable in their current positions. That's why Valve kicked into gear their own experiments on software and hardware infrastructure that made them independent from all that stuff. They probably didn't want to repeat history with Facebook.
I'm worried that the diversity will kill the VR market through a lack of cross compatibility. [editline]1st March 2015[/editline] also it's ridiculous that valve doesn't give a fuck about updating its poor VR support for games yet is doing this
Is there a way to use the DK2 in Garry's Mod? Using the -vr startup command line just gives an error message about initializing the Oculus, which doesn't seem to be having any issues. There must be something I'm missing?
[QUOTE=CoilingTesla;47238472]Is there a way to use the DK2 in Garry's Mod? Using the -vr startup command line just gives an error message about initializing the Oculus, which doesn't seem to be having any issues. There must be something I'm missing?[/QUOTE] Not at the moment.
garry tried oculus (DK1) for 10 minutes then said 'fuck it' because he got motion sickness right away
[QUOTE=dai;47238545]garry tried oculus for 10 minutes then said 'fuck it' because he got motion sickness right away[/QUOTE] That was the DK1 last year, he hasn't set up his DK2 yet [editline]1st March 2015[/editline] [url]http://gamesided.com/2015/03/01/vive-virtual-reality-htc-valve-coming-year/[/url] [quote]Vive Hardware Specifications: 1200 x 1080 per eye 90 hz refresh rate [B]110 degrees FOV[/B] [B]3 ms pixel persistence[/B] 360 inside-out audio tracking Wireless hand-tracking hardware Headphone jacks on either ear side Laser positioning for head position accuracy down to 1/10 degree accuracy VR base stations for 15 x 15 feet tracking for VR world movement Controller for each hand, allowing for interactivity within the virtual world. [/quote] So 110 degrees FoV. Not bad. Not sure where they got the info from though
I already updated the post about that, but yeah. That's literally why support is so late to the party and it's just so garry, heh
I was kind of miffed about how it seemed like HTC was just announcing another development kit, because I'm impatient and just want someone to [I]release[/I] something already, but then I watched the trailer and saw that they had at least partially committed to a launch date of this winter, so I'm more alright with it now. Although the issue now becomes if the Vive and the Rift both launch this year around October-November, which one do you buy? Damn these first world problems. Also, a quick question, what does 'inside-out' tracking mean? That the headset can track it's own movement in space?
[url]https://twitter.com/KazHiraiCEO/status/572071094133374976[/url] huehue
Inside out tracking means that cameras/sensors on the headset itself watches the surrounding world in order to track your position.
Correct. The rift has an "outside in" tracking (it has that camera which views the headset from the outside - starts outside and looks in). The Vive has its tracking built into the headset to it looks out from it (starts inside and looks out).
[QUOTE=Zombii;47239008]I was kind of miffed about how it seemed like HTC was just announcing another development kit, because I'm impatient and just want someone to [I]release[/I] something already, but then I watched the trailer and saw that they had at least partially committed to a launch date of this winter, so I'm more alright with it now. Although the issue now becomes if the Vive and the Rift both launch this year around October-November, which one do you buy? Damn these first world problems. Also, a quick question, what does 'inside-out' tracking mean? That the headset can track it's own movement in space?[/QUOTE] [editline]1st March 2015[/editline] oh my fuck
[QUOTE=Orkel;47239055][URL]https://twitter.com/KazHiraiCEO/status/572071094133374976[/URL] huehue[/QUOTE] Valve is having a GDC conference on March 3rd at 3PM. That's 3 3s. How is it no confirmed? fookin ninjas
[QUOTE=Zombii;47239008] Also, a quick question, what does 'inside-out' tracking mean? That the headset can track it's own movement in space?[/QUOTE] yeah, basically the way the rift works is it uses infrared LEDs slapped around the front of the HMD that the camera on top of your monitor follows and determines the position from - downside is that once you go outside the camera's FoV your positional tracking stops working and the Rift "freezes" until you move back in again the Vive uses depth sensors and laser magic on the HMD itself (70 sensors in total) to calculate your position so there's no need for an external camera and you'll never go "outside" an FoV
[QUOTE=Orkel;47239078]yeah, basically the way the rift works is it uses infrared LEDs slapped around the front of the HMD that the camera on top of your monitor follows and determines the position from - downside is that once you go outside the camera's FoV your positional tracking stops working and the Rift "freezes" until you move back in again the Vive uses depth sensors and laser magic on the HMD itself (70 sensors in total) to calculate your position so there's no need for an external camera and you'll never go "outside" an FoV[/QUOTE] So it's basically strictly better than the Rift's implementation (at least with current known prototypes) that use outside-in tracking? That sounds great, laser magic is right.
Now I can't shamelessly pre-order a cv1 with these new laser magic goggles coming up.
My only concern is the cost. At the rate we're hearing things, I might holdout for a Vive tbh. It sounds awesome. That being said, the competition is getting real, and that makes me happy. It ain't theory and dinner talk no more.
Lol fuck the rift, gonna get the revive. I want to walk around with it.
[QUOTE=01271;47239169]Lol fuck the rift, gonna get the revive. I want to walk around with it.[/QUOTE] You can walk around with the Rift as well. The Crescent Bay prototype demos have always been "room" demos because its camera has high FoV. If the CV1 uses a camera instead of inside-out tracking, the camera FoV will be even higher. Carmack has been working on inside-out tracking for months, so it wouldn't surprise me if it was used both in the CV1 and the Vive. Oculus really needs to get a CV1 release window out at GDC, they're already going to lose a ton of sales to the Vive because of the "fuck the Facebook Rift, I support VALVE" mentality of the general public and keeping the shit secret any longer will ensure more loss of momentum.
Whichever unit ends up being better, I'm excited about the VR arms race. The struggle to invent and one-up will only lead to bigger and better tech
Here we go again [t]http://i.imgur.com/bs92Hn9.jpg[/t]
[QUOTE=Orkel;47239205]You can walk around with the Rift as well. The Crescent Bay prototype demos have always been "room" demos because its camera has high FoV. If the CV1 uses a camera instead of inside-out tracking, the camera FoV will be even higher. Carmack has been working on inside-out tracking for months, so it wouldn't surprise me if it was used both in the CV1 and the Vive. Oculus really needs to get a CV1 release window out at GDC, they're already going to lose a ton of sales to the Vive because of the "fuck the Facebook Rift, I support VALVE" mentality of the general public and keeping the shit secret any longer will ensure more loss of momentum.[/QUOTE] Honestly, they've already lost a lot of momentum just by letting HTC announce a release date ahead of them. Sure, it may be a little tenuous, and not set in stone. But every time they announce something that's not the CV1 release date, it's going to be underlined by "Well, we already know the Vive is coming out in XXX...."
[QUOTE=Orkel;47239078]yeah, basically the way the rift works is it uses infrared LEDs slapped around the front of the HMD that the camera on top of your monitor follows and determines the position from - downside is that once you go outside the camera's FoV your positional tracking stops working and the Rift "freezes" until you move back in again the Vive uses depth sensors and laser magic on the HMD itself (70 sensors in total) to calculate your position so there's no need for an external camera and you'll never go "outside" an FoV[/QUOTE] apparently the Vive isn't actually inside-out tracked, the base stations do positional tracking and without them, it seems to only be rotational tracking...
Interesting, where did you read that?
[QUOTE=Orkel;47239394]Interesting, where did you read that?[/QUOTE] [url]http://www.htcvr.com/[/url] [QUOTE]Tracking and Room Scale: A gyrosensor, accelerometer, and laser position sensor combine to precisely track the rotation of your head on both axes to an accuracy of 1/10th of a degree, allowing you to look around the virtual environment naturally. Couple the headset with a pair of Steam VR base stations to track your physical location (in spaces up to 15 feet by 15 feet) – get up and walk around inisde the virtual world! [/QUOTE]
[QUOTE=Orkel;47239394]Interesting, where did you read that?[/QUOTE] reddit, combined with the official description on their site, as linked by Sini. It seems to lean that way.
Might buy a dev kit if it's at the right price. The fact that it comes packed with its own sixense style controllers (or whatever the hell they actually are) is a huge plus.
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