• Oculus Rift / Virtual Reality General
    4,360 replies, posted
I didn't realize the Hololens release was so close. I'm actually kind of excited, I should be getting a labwork job over the summer so I might buy one in July/August.
Two things will decide whether I splurge into a Hololens or not. The final FoV, and whether it's under $500.
[QUOTE=Orkel;47645420]Two things will decide whether I splurge into a Hololens or not. The final FoV, and whether it's under $500.[/QUOTE] There's actually a Microsoft Store in my city, so as soon as it comes out (consumer ver) I'll probably go try it, and that will determine if I buy one or not.
[img]http://horobox.reager.org/u/orkel_1430769384.png[/img] The only thing Carmack needs is [url=https://www.youtube.com/watch?v=FaRHbmXU9xI]a stage and a chair.[/url] For 2 hours. Important and notable bits (cck = carmack): [quote]Carmack at UT Dallas abridge text version (from memory): [B] _He called CB CV1![/B] _Oculus is an experience that is chair focus first, but also realized that this is a very restrictive experience and are trying to move beyond this, Cck said that they are experimenting is akin to a fly over from a helicopter, moving in only one direction [B]_It is heavily implied that CV1 does not have a 4k screen[/B] _(implied) Discomfort in VR. It is going to happen anyway for a fringe of the population, why limiting the experience to a chair then? _Cck has been experimenting with third party 360 static panorama and video camera. These product are ready for mass consumer for the static mono panorama (something in the order of 4k by 2k) but not for the mono panorama video which are still at 15fps and even lower resolution than 2k for the longer side _The visual artist at oculus are picky, they want something that is 8k ish, but somehow, a slightly lower resolution is okish for seeing a mono panoramic view in CV1. _Then we touch on focus and convergence problem for stereoscopic panoramas. How do you perfectly recreate focus, convergence at every subject distance, especially for the top and bottom of the content? Worse, how do you solve the problem when you tilt your head? _Gear VR did not have enough power to run the Pacific experience which was made for DK2, ultimately they baked it over and released it as a hack panorama vid with virtual cameras if I understand it correctly. This is paving the way for a stereoscopic video panorama for mobile VR moving away from mono experience panorama on vr headset (I don’t have a Gear VR so I have no clue what was the xp was about) _(implied) opinion from me. Synthetic vs recorded experience. How do you replicate stereo at every XYZ if you only have one stereo camera / camcorder? Very hard problem? Something like an advance vsfm? _Depth augmented panorama! Not relying on sphere anymore, GPU would recreate depth as you are moving your head. Passing the 30 minutes ish [B]_Oculus the organization are still internally arguing on the essence of stereoscopic video.[/B] Why do it if you are going to lose stereoscopy if you move your head then, a minority of the population react negatively to this experience? Trade off needs to happen. _(Implied) and or heavily interpreted by me. What the first 40 minutes is about: Oculus have no idea how to make the process of creating stereoscopic content easy. They are close to make it in the monoscopic world panorama VR. Everything is a hack, everything is experimentation for 360 pano VR. If VR is to become the next radio / telephone / internet, it has to become so easy to create. Pretty sure that a normal population watching the video are getting lost by the technicality of stereoscopic rendering. [B]_ Cck again is evangelizing the 120hz panel. He must have got a taste of it to repeat it like a priest!??? Lucky him.[/B] _He reveals his personal views on fly by helicopter experience and concert stereoscopic videos. It’s a gimmick yes, but it is going somewhere, it is still progress [B]_Cck believes that everything is 2 factors away from being “perfect”, resolution, fps…[/B] _Some heavy gamer don’t move their head, they have trained themselves to not move while playing to increase accuracy. This is a problem. Mobile Vr will change this. No cable. No limitation but the battery / GPU… _Cck, maybe limiting the view at 200 degrees? (he is not saying this seriously) but he also introduce the idea of fairy’s fireflyes to force the customer focus attention in the same way that Link is following the fairy to move the gameplay / narrative foreword (I am adding the Zelda / link explanation) _Finally Cck introduce the idea of social VR (and by this I mean I have never heard Cck talk about any social experience from a technical perspective) with the example of situational awareness of a person coming inside a VR cinema. How do you make the already there spectator notice that a new person his here? What are the cues needed to make this happen? _Binaural recording will help for the above pain point [B]_Cirque du soleil video was their best video! Still! 30 fps limited, and anything beyond a few feet was blurry, again, no gear VR, so I have no clue what was the experience quality was about.[/B] [B]_Cck compares it to the web videos from 10 years ago. This is where we are right now.[/B] _Fusion of data. Moving beyond unity or unreal. Bring video and 3d engine together. We don’t know what is the future of VR content creation. _Now, we are at a time where we experience all of our content in a rectangle, later we might see a cylindrical video (no top, no bottom), these cameras exists and will come to market and are of descent quality _Cck talks once again on the heaviness and commitment of content creator. Do you really want someone that can code “3 million lines of code” (he said it), what I say: and even if there are, how many are they? I am certainly not. _Unification of all tools from software to hardware for content creation, that is how I understand what he said (we are passing one hour into the monologue) Question from the audience _Which is more important? Stereoscopy or motion parallax? Again internal struggle at Oculus, Cck introduce the idea of mono VS stereo. Cck choose parallax. Whatever you do, 60fps steady. All the time. [B]_Why interest in VR Carmack? Why interest in mobile? The metaverse, the idealism, the possibilities no limit. This is why he moved away from aerospace. Because he personally can achieve so much in this field. Billion of people has cellphone. It is not going to happen overnight. Smartphones are a commodity. The Ferraris (again me saying… the GTX980, the titan…) are not what are going to change VR as a product. The world is moving into the smartphone, and it seems to me that VR will be mobile (implied)[/B] _VR and aerospace? Cadcam design yeah, NASA can afford this decades ago, Oculus will displace this with their own product. In the same way that 3dfx and nvidia ate this niche market. [B]_improvement of audio? HRTF tracking, binaural is great but you have to plug in headphones. Only 10% of user attach headphones and Cck don’t know what quality they are using. That is why they added the DAC on CV1 / CB. Twice Cck worked on stuff like DSP and HRTF, but not worth it, cause no homogenous audio environment across consumers. Cck is concerned about VR audio mobile experience.[/B] _(yes a guy from the audience is asking what I wanted) eye tracking? Cck you dig it? Cck is saying that eye tracking for NPC and avatar increase immersion. Cck goes further, avatar body language should be more social than real life bodies. From hardware, 16k displays + foveated tracking would decrease rendering power need. However, 20ms lag that is what we have now, foveal tracking is much, much faster than 20 ms… in other words, your eyes saccades move much faster than 20ms, this creates a ton of problems if we really think of it. Displays needs to be better now. Even in Oculus lab, they don’t have these things yet. Interpretation, Cck has not created the woman in red dress experience. he is only asking stan lee to doodle stuff in his audi. [B]_Magic leap? Any interest Cck? Lag. As pass through it will work. But nobody has really moved the status quo in the industry yet because of the lag and trackin fidelity. It will come. Near term is Vr.[/B] _Human computer interaction and VR? Touch changed everything says Cck. A two years old can get it. VR needs to replicate that. Cck confirms that 4k is not coming for CV1. Until then, no virtual screen for working with VR headset _Narrative in VR? Interaction vs narrative. A book and movie is about holding the hand of the spectator (paraphrasing). Oculus is doing game, the other half will be non game thing. Sometimes interactivity is not needed. People spend so much time on Netflix instead of gaming. It is human nature. VR should cater for both (paraphrasing).[/quote]
[url=http://www.polygon.com/2015/5/6/8557893/retail-oculus-rift-coming-in-first-quarter-of-2016][B]Oculus Rift CV1 - 'Oculus Rift' Announced! Coming Q1 2016[/B][/url] [t]https://cdn2.vox-cdn.com/thumbor/jwepYam87qJq0HEepOuH8xvFwpo=/0x0:3840x2160/960x540/cdn0.vox-cdn.com/uploads/chorus_image/image/46282420/rift_2.0.0.jpg[/t] [t]https://cdn3.vox-cdn.com/thumbor/euqQ5yQtAgzvYrD9ex35Bj46tgM=/800x0/filters:no_upscale()/cdn0.vox-cdn.com/uploads/chorus_asset/file/3673658/rift_1.0.jpg[/t] [editline]6th May 2015[/editline] Supports seated AND standing experiences apparently
OH SHIT FUCK IT'S REAL
[quote]"The main thing is the optics combined with the screen combined with the mechanical engineering is so much tighter, and synergized, that it really makes it so that you can't notice the pixel structure, there's like no visible pixels on the screen,"[/quote] Screendoor-effect no more (or Nate is in full-on marketing mode). [quote]"In the weeks ahead, we’ll be revealing the details around hardware, software, input, and many of our unannounced made-for-VR games and experiences coming to the Rift. Next week, we’ll share more of the technical specifications here on the Oculus blog."[/quote]Technical stuff will be posted in the coming weeks.
IGN's article just got 404'd they probably released it too early. It referred to a blog post that doesn't even exist yet etc Polygon article still up
So, which one do you think will have more feeling of presence, the HTC headset or the OR? Personally, if Orkel's quote is right, Carmack called the CB the CV1. And from what I recall people were saying that the HTC Vive had more presence than the CB, so I don't know if the CV1 will be up to snuff with the Vive CV1 if Oculus hasn't improved it, but I think they'll be close to each other.
[QUOTE=ClarkWasHere;47670100]So, which one do you think will have more feeling of presence, the HTC headset or the OR? Personally, if Orkel's quote is right, Carmack called the CB the CV1. And from what I recall people were saying that the HTC Vive had more presence than the CB, so I don't know if the CV1 will be up to snuff with the Vive CV1 if Oculus hasn't improved it, but I think they'll be close to each other.[/QUOTE] In terms of the HMD itself, the CB is actually on par or sometimes considered better than the Vive. The Vive's advantage is the whole SteamVR tracking system. So it'll depend on what Oculus has cooked up as an answer to that.
Blogpost is up [url]https://www.oculus.com/blog/first-look-at-the-rift-shipping-q1-2016/[/url]
[QUOTE=Orkel;47670152]Blogpost is up [url]https://www.oculus.com/blog/first-look-at-the-rift-shipping-q1-2016/[/url][/QUOTE] [quote]The Oculus Rift builds on the presence, immersion, and comfort of the Crescent Bay prototype with an improved tracking system that supports both seated and standing experiences[/quote] Hmm, really curious to see what they've come up with.
Q1 of 2016 huh? Well, i didn't have money to upgrade my pc until that anyway.
I hope the Radeon R9 390 will be out by then.
[QUOTE=Daemon White;47670979]I hope the Radeon R9 390 will be out by then.[/QUOTE] Those should be only a few months away. Also before we forget, CV1 will have an onboard mic hidden somewhere: [url]http://www.reddit.com/r/oculus/comments/351y4n/wheres_the_mic/[/url] [editline]6th May 2015[/editline] Also you can, but probably don't want to, roll your own headset instead of the onboard one: [url]http://www.reddit.com/r/oculus/comments/351m3l/oculus_reveals_when_the_consumer_oculus_rift_will/cr050xi?context=3[/url]
[QUOTE=Clavus;47671434] Also you can, but probably don't want to, roll your own headset instead of the onboard one: [url]http://www.reddit.com/r/oculus/comments/351m3l/oculus_reveals_when_the_consumer_oculus_rift_will/cr050xi?context=3[/url][/QUOTE] Question on this, does anyone have experience (or a link to someone else's experience) with the stock headphones that will be on the CV1? they look kinda tiny and like they might not be all that high quality audio wise
[QUOTE=Timebomb575;47671539]Question on this, does anyone have experience (or a link to someone else's experience) with the stock headphones that will be on the CV1? they look kinda tiny and like they might not be all that high quality audio wise[/QUOTE] Didnt Luckey state that they're great headphones despite the outward appearance?
CV1 might be bigger than CB. [t]http://i.imgur.com/iAAu1nI.jpg[/t]
[QUOTE=Daemon White;47671621]Didnt Luckey state that they're great headphones despite the outward appearance?[/QUOTE] I'm p. sure that's what headphones look like without all the extra fluff on more bulky-er looking headphones.
Nice to hear that CV1 will have an input solution.
[QUOTE=Daemon White;47671621]Didnt Luckey state that they're great headphones despite the outward appearance?[/QUOTE] Even if they are, I wonder if they'll be better than the pair of Sony MDR-7506 I wear now. These are really, seriously good headphones.
CV1's sides might be made of cloth. Click to enlarge images: You can see the cloth texture in this high-res image: [t]http://i.imgur.com/8cOXuZQ.jpg?1[/t] Also you can see a faint wireframe/mesh behind it: [t]http://i.imgur.com/X6U7Rqz.png[/t] The advantages of this would be obvious - the cloth breathes, reducing foggy lenses and making it a lot more comfortable, and the weight of the Rift would be massively reduced because instead of full plastic there's just a wireframe, possibly made of either aluminum or plastic.
Or maybe its a small layer of cloth over plastic (like a hat brim is cloth over cardboard). Might help with finger prints?
[QUOTE=Orkel;47674911]CV1's sides might be made of cloth. Click to enlarge images: The advantages of this would be obvious - the cloth breathes, reducing foggy lenses and making it a lot more comfortable, and the weight of the Rift would be massively reduced because instead of full plastic there's just a wireframe, possibly made of either aluminum or plastic.[/QUOTE] Probably better for sensors as well.
[QUOTE=Beacon;47669942][URL="http://www.polygon.com/2015/5/6/8557893/retail-oculus-rift-coming-in-first-quarter-of-2016"][B]Oculus Rift CV1 - 'Oculus Rift' Announced! Coming Q1 2016[/B][/URL] [editline]6th May 2015[/editline] Supports seated AND standing experiences apparently[/QUOTE] what.. I really wanted to ask what will vive stay usefull for seated to then I will most likely get vive beceuse it would be out sooner?..
[QUOTE=Orkel;47674911]CV1's sides might be made of cloth. Click to enlarge images: You can see the cloth texture in this high-res image: [t]http://i.imgur.com/8cOXuZQ.jpg?1[/t] Also you can see a faint wireframe/mesh behind it: [t]http://i.imgur.com/X6U7Rqz.png[/t] The advantages of this would be obvious - the cloth breathes, reducing foggy lenses and making it a lot more comfortable, and the weight of the Rift would be massively reduced because instead of full plastic there's just a wireframe, possibly made of either aluminum or plastic.[/QUOTE] what's the switch thing on the bottom?
The most likely thing is volume control for the built-in headphones.
Cloth makes me worry about light bleed though. I guess worst case just play in a dark room.
Regarding the cloth, check out one of the open positions Oculus has: [url]https://www.oculus.com/company/careers/soft-goods-engineer-oculus-a0I1200000G4WHrEAN/[/url]
[QUOTE=KorJax;47677505]Cloth makes me worry about light bleed though. I guess worst case just play in a dark room.[/QUOTE] P. sure they will test if it bleeds and if so, improve it.
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