[QUOTE=Clavus;48411071]Natural depth of field is one of the bigger things missing from the current iteration of VR hardware, also hard to do without eye tracking or light field displays. Another missing piece I would say is natural colour and HDR displays (though I imagine no consumer authority would approve a display that could damage your eyes when set to its brightest...).
Speaking about "complaints about VR", Robert McGregor made this blog post about how calling it "virtual reality" is sort of setting this industry up for perpetual disappointment:
[url]http://id-r-mcgregor.blogspot.ca/2015/08/the-myth-of-virtual-reality.html[/url]
And I sort of see the point. Calling it "virtual reality" sets the expectations a bit high.[/QUOTE]
you do without natural color I find and I'm not sure if you read or watched the siggraph video, but you do not need eye tracking because the screen is rendered in a light field, IE what your eye will focus on will be not a blur while everything else out of focus is.
[QUOTE=Clavus;48411071]Natural depth of field is one of the bigger things missing from the current iteration of VR hardware, also hard to do without eye tracking or light field displays. Another missing piece I would say is natural colour and HDR displays (though I imagine no consumer authority would approve a display that could damage your eyes when set to its brightest...).
Speaking about "complaints about VR", Robert McGregor made this blog post about how calling it "virtual reality" is sort of setting this industry up for perpetual disappointment:
[url]http://id-r-mcgregor.blogspot.ca/2015/08/the-myth-of-virtual-reality.html[/url]
And I sort of see the point. Calling it "virtual reality" sets the expectations a bit high.[/QUOTE]
Volumetric Representation, on the other hand, sounds fucking so retarded that I literally can't find the words to adequately represent what I think of it.
[QUOTE=EcksDee;48411309]Volumetric Representation, on the other hand, sounds fucking so retarded that I literally can't find the words to adequately represent what I think of it.[/QUOTE]
Yeah... I think people will realize that Virtual Reality doesn't actually mean The Matrix...
[QUOTE=EcksDee;48411309]Volumetric Representation, on the other hand, sounds fucking so retarded that I literally can't find the words to adequately represent what I think of it.[/QUOTE]
Wouldn't call it retarded but it's probably way too technical to really catch on (plus virtual reality is too cemented anyway).
We're stuck with it. In the end the point is: moderate your expectations, appreciate the progress that's being made, don't fuss too much about technical specs in context of the experience.
So, are people more inclined to the HTC Vive or the Oculus Rift here on Facepunch?
Which are you more looking forward to?:
[img]http://www.facepunch.com/fp/ratings/heart.png[/img] = Rift
[img]http://www.facepunch.com/fp/ratings/wrench.png[/img] = Vive
[QUOTE=Ithon;48411249]you do without natural color I find[/QUOTE]
If you wear glasses that are red tinted, after a while of use everything becomes a normal colour to you because your brain has adjusted the colours perceived to become normal again.
But once that happens and you take the glasses off, the world will now have a tint of whatever colours were being compensated for until your brain readjusts itself again.
[QUOTE=Alaskan Wolf;48412182]So, are people more inclined to the HTC Vive or the Oculus Rift here on Facepunch?
Which are you more looking forward to?:
[IMG]http://www.facepunch.com/fp/ratings/heart.png[/IMG] = Rift
[IMG]http://www.facepunch.com/fp/ratings/wrench.png[/IMG] = Vive[/QUOTE]
I rate clock, since I'm gonna wait until they both are out and get reviewed.
[QUOTE=Alaskan Wolf;48412182]So, are people more inclined to the HTC Vive or the Oculus Rift here on Facepunch?
Which are you more looking forward to?:
[IMG]http://www.facepunch.com/fp/ratings/heart.png[/IMG] = Rift
[IMG]http://www.facepunch.com/fp/ratings/wrench.png[/IMG] = Vive[/QUOTE]
The Vive looks like it has a better overall experience if you are into the roomtracking, and how well games are made for it.
Other than that they're pretty much the same, though the exclusivity of the closed source rift stuff might force me to get both. I really want to try out that Cinema VR app
[QUOTE=EliteGuy;48413002]exclusivity of the closed source rift stuff[/QUOTE]
???????????????
Where are you getting closed source from? They're funding games and not putting their own money into explicitly developing for another company's in-development software and hardware. ANY company would do this, and they're not wrong to. You can't build plans around a device you know little about, whose plans you know little about. It's asinine to criticize them for this. They didn't even demand that the devs they're working with [I]not[/I] work with the Vive later. All oculus did was [I]fund games into existence that otherwise would not exist[/I], and you're [I]upset?[/I]
[QUOTE=bitches;48413094]Where are you getting closed source from? They're funding games and not putting their own money into explicitly developing for another company's in-development software and hardware. ANY company would do this, and they're not wrong to. You can't build plans around a device you know little about, whose plans you know little about. It's asinine to criticize them for this. They didn't even demand that the devs they're working with [I]not[/I] work with the Vive later. All oculus did was [I]fund games into existence that otherwise would not exist[/I], and you're [I]upset?[/I][/QUOTE]
I didn't say it was wrong but I meant closed source as in the games being exclusivity for the rift hardware and not being compatible with other HMDS. I know both the oculus sdk and SteamVR rift are open to all HMDS and etc.
I don't know where you're getting that I'm being critical or even mad (though you rated me dumb so heh) at them for doing so, I'm likely planning on getting both systems.
[QUOTE=EliteGuy;48413161]I didn't say it was wrong but I meant closed source as in the games being exclusivity for the rift hardware and not being compatible with other HMDS. I know both the oculus sdk and SteamVR rift are open to all HMDS and etc.
I don't know where you're getting that I'm being critical or even mad (though you rated me dumb so heh) at them for doing so, I'm likely planning on getting both systems.[/QUOTE]
That's kind of what he does. You'll get used to it.
[QUOTE=EliteGuy;48413161]I didn't say it was wrong but I meant closed source as in the games being exclusivity for the rift hardware and not being compatible with other HMDS. I know both the oculus sdk and SteamVR rift are open to all HMDS and etc.
I don't know where you're getting that I'm being critical or even mad (though you rated me dumb so heh) at them for doing so, I'm likely planning on getting both systems.[/QUOTE]
Valve hasn't said it outright, but the games developed for the Vive and SteamVR aren't going to work out of the box with the Rift either, simply because it has a different tracking system. In both cases it's up to developers (who had their initial games funded by either Valve or Oculus) to spend the resources for supporting other platforms.
[editline]9th August 2015[/editline]
[media]https://www.youtube.com/watch?v=L2RVI_SHbuU[/media]
No words.
[QUOTE=Alaskan Wolf;48412182]So, are people more inclined to the HTC Vive or the Oculus Rift here on Facepunch?
Which are you more looking forward to?:
[img]http://www.facepunch.com/fp/ratings/heart.png[/img] = Rift
[img]http://www.facepunch.com/fp/ratings/wrench.png[/img] = Vive[/QUOTE]
Surprisingly, even though I'm going to me in the military for 11 months starting next summer, I think I might get a Vive.
Or just look at other people enjoy themselves with VR while I go through conscription
So are there any reports on how well our eyes work after doing a session on these things?
I would imagine it would reduce sight significantly, You're basically sitting with your eyes plastered on a screen.
Gaming lenses anyone?
[QUOTE=dannass;48422736]So are there any reports on how well our eyes work after doing a session on these things?
I would imagine it would reduce sight significantly, You're basically sitting with your eyes plastered on a screen.
Gaming lenses anyone?[/QUOTE]
It wouldn't really be any different to focussing on a screen a few feet from your face because of the lenses.
[QUOTE=dannass;48422736]So are there any reports on how well our eyes work after doing a session on these things?
I would imagine it would reduce sight significantly, You're basically sitting with your eyes plastered on a screen.
Gaming lenses anyone?[/QUOTE]
[QUOTE=Ziks;48423006]It wouldn't really be any different to focussing on a screen a few feet from your face because of the lenses.[/QUOTE]
It IS different. As in, it's LESS harmful for your eyes than a monitor. Simply because the focal point is in infinity because of the lenses. You don't have to strain your eyes at all to focus on anything.
[QUOTE=Clavus;48423018]It IS different. As in, it's LESS harmful for your eyes than a monitor. Simply because the focal point is in infinity because of the lenses. You don't have to strain your eyes at all to focus on anything.[/QUOTE]
Well it's not putting any more strain on your corneas' lenses, but looking at stuff close up does strain you a bit because you go cross-eyed.
Where's Bill Murray when you need him?
[QUOTE=Ziks;48423296]Well it's not putting any more strain on your corneas' lenses, but looking at stuff close up does strain you a bit because you go cross-eyed.[/QUOTE]
Why would you go cross-eyed inside a Rift? The eyes don't have to "converge" to focus on anything. They stay "parallel".
[QUOTE=Ziks;48423296]Well it's not putting any more strain on your corneas' lenses, but looking at stuff close up does strain you a bit because you go cross-eyed.[/QUOTE]
Put your finger about a foot in front of your face and then move it to your nose, you will go cross eyed. A lot of people think that's what happens when you use a rift etc, BUT IT'S NOT because shit doesn't look like it's right in front of your face!
WHY is this so hard to understand?
I can somewhat sympathize with it on an ignorance level, but at the same time I totally [i]despise[/i] the base assumptions around how the screen looks and feels. People seem to just press their face up against their monitor and assume that's the sensation at play
two screens positioned so you look forward as you naturally do, with special lenses that adjusts the focal point so the screens is comfortably distant, and the brightness isn't overbearing because it's exactly where it needs to be for the controlled environment of the rift
Basically, it's a "people don't understand" problem. They won't truly get it until they strap one on and see for themselves.
[QUOTE=Clavus;48415411]Valve hasn't said it outright, but the games developed for the Vive and SteamVR aren't going to work out of the box with the Rift either, simply because it has a different tracking system.[/QUOTE] Valve's OpenVR API will support the Oculus Rift as well as the Vive; here's a post from a Valve dev a few days ago talking about them updating the Oculus SDK version they're using in their current OpenVR Oculus support: [url]http://steamcommunity.com/app/250820/discussions/0/535152511365563601/#c535152511365998700[/url]. The OSVR people are also writing a driver for OpenVR: [url]http://www.osvr.com/blog/?p=98[/url] The idea is that if you come up with a new bit of hardware, you just need to write a driver to expose it to OpenVR and you're done.
Tracking isn't spectacularly difficult to abstract anyway; ultimately, we're just talking about a position and an orientation. The game doesn't need to know all of the details about how that position and orientation is determined.
[QUOTE=Ziks;48423296]Well it's not putting any more strain on your corneas' lenses, but looking at stuff close up does strain you a bit because you go cross-eyed.[/QUOTE]
Are we talking about the screen being close, or looking at 'close objects' in VR space? In the latter case yes, you go cross-eyed when looking at close virtual objects to compensate for the parallax. However there aren't that many VR games that put things right up in your face. On average you shouldn't be straining your eyes any more than a normal day in meat space.
[editline]11th August 2015[/editline]
[QUOTE=aiusepsi;48426778]Valve's OpenVR API will support the Oculus Rift as well as the Vive; here's a post from a Valve dev a few days ago talking about them updating the Oculus SDK version they're using in their current OpenVR Oculus support: [url]http://steamcommunity.com/app/250820/discussions/0/535152511365563601/#c535152511365998700[/url]. The OSVR people are also writing a driver for OpenVR: [url]http://www.osvr.com/blog/?p=98[/url] The idea is that if you come up with a new bit of hardware, you just need to write a driver to expose it to OpenVR and you're done.
Tracking isn't spectacularly difficult to abstract anyway; ultimately, we're just talking about a position and an orientation. The game doesn't need to know all of the details about how that position and orientation is determined.[/QUOTE]
This is sort of what I expected to see: Oculus is forging ahead to add new features to their SDK, while Valve works on their Vive stuff and tries to abstract new VR features under SteamVR as they come. HOWEVER, that work won't be done for a good while. The Oculus Touch isn't around yet so Valve can't really abstract both tracking systems under the same SteamVR API (same goes for several display features). The first wave of (motion controlled) games will be tailored to work with either the Vive or the Rift because of this.
I got too much money. Oculus Rift consumer version or HTC RE Vive (I know it's pretty much chancing right now).
[QUOTE=FUCK MY ASS;48431767]I got too much money. Oculus Rift consumer version or HTC RE Vive (I know it's pretty much chancing right now).[/QUOTE]
Why not invest in a Vanguard account, and have even more money later on?
Because, honestly, we have no idea what the better HMD is going to be yet. Better to just wait and see when they launch, or at least provide some hard numbers.
[QUOTE=Alaskan Wolf;48412182]So, are people more inclined to the HTC Vive or the Oculus Rift here on Facepunch?
Which are you more looking forward to?:
[img]http://www.facepunch.com/fp/ratings/heart.png[/img] = Rift
[img]http://www.facepunch.com/fp/ratings/wrench.png[/img] = Vive[/QUOTE]
I kinda want the Rift more exclusively from a historical standpoint. The way I see it the Rift is the first real headset. I kinda want the grandaddy when it comes out.
Also it seems like it will be substantially cheaper so there's that. I plan on getting the cheaper of the two.
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