• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
[t]http://i.imgur.com/OthJmGF.jpg[/t] USB2 now supported thanks to ASW it seems
[QUOTE=Clavus;51163056]Both things are already possible, just not "good enough". PC -> HMD streaming does seem to be the first to hit the bar, given recent news.[/QUOTE] Inside out tracking is already way beyond good enough to use for gaming under reasonable circumstances [sp](meaning you're not doing high speed gymnastics)[/sp] actually. Wireless streaming is a bit tougher because even if it's fine now, it's going to hit a wall that will take [b]significantly[/b] longer to break down than the performance barrier at higher resolutions (4k, 8k, etc). The bigger issue with mobile VR than inside-out tracking I feel is making quality experiences with reduced processing capability and battery life.
I wouldn't mind headsets having optional PC tethering. Tether it for charging and higher resolution video, otherwise limited to current VR resolution streaming with all the benefits of higher pixel density. How are they going to inside-out track controllers, though? Won't that be a lot harder?
[QUOTE=bitches;51163218]I wouldn't mind headsets having optional PC tethering. Tether it for charging and higher resolution video, otherwise limited to current VR resolution streaming with all the benefits of higher pixel density. How are they going to inside-out track controllers, though? Won't that be a lot harder?[/QUOTE] Yeah controllers are a nightmare for SLAM. The HoloLens handles it separately by tracking your hand with its depth camera, and then just uses your hand for interaction (which may or may not have a controller in it for button capture), and it works fantastic. Most systems don't have a 120 degree FOV depth camera looking down on your scene though, and it's hard to get it as smooth as the HoloLens does it even if you do. Considering microsoft is trying to open up windows holographic and share it's tech with 3rd party manufacturers, it might end up in a mobile vr headset.
Bunch of Touch prototypes [t]http://i.imgur.com/sHQUkXR.jpg[/t]
What's everyone's favorite Vive game currently? The only game that really pulls me in and I could play for hours is H3VR. I need some new, exciting games to play. [editline]7th October 2016[/editline] Is Hover Junkers dead?
[media]https://twitter.com/VRDesktop/status/784164689533997057[/media] You can already try out ASW right now. [editline]7th October 2016[/editline] Can't seem to get it to work here yet though. [editline]7th October 2016[/editline] [QUOTE=D3vils Buddy;51164940]What's everyone's favorite Vive game currently? The only game that really pulls me in and I could play for hours is H3VR. I need some new, exciting games to play. [editline]7th October 2016[/editline] Is Hover Junkers dead?[/QUOTE] Onward is pulling a nice amount of players currently. I'm waiting for it to get a bit more content though, before jumping back in. [editline]7th October 2016[/editline] [QUOTE=Elspin;51163152]Inside out tracking is already way beyond good enough to use for gaming under reasonable circumstances [sp](meaning you're not doing high speed gymnastics)[/sp] actually. Wireless streaming is a bit tougher because even if it's fine now, it's going to hit a wall that will take [b]significantly[/b] longer to break down than the performance barrier at higher resolutions (4k, 8k, etc). The bigger issue with mobile VR than inside-out tracking I feel is making quality experiences with reduced processing capability and battery life.[/QUOTE] We're talking about markerless inside-out tracking right? The only thing close to being a product that has that is the Hololens, and that uses a wide array of sensors to get it done. [editline]7th October 2016[/editline] The reasoning behind the name Asynchronous Space Warp: [media]https://twitter.com/tom_forsyth/status/784329717583196160[/media] [editline]7th October 2016[/editline] Here's an album on how to enable ASW: [url]http://imgur.com/a/iApLp[/url] However it's Nvidia only at the moment, hence why I couldn't get it to work :v: [editline]7th October 2016[/editline] Apparently the magnets in the Touch controllers that were shown in action a while back, were removed for the final product. Solid reasoning to back it up: [quote]Full quote from OC3 talk Designing Touch: "We had embedded magnets which allowed the controllers to clip together and rest nicely on the desk. Two things drove them out of the product. For one, if they unclipped, the weight would roll them off the table easily. We also found that people would notice the magnets in use, an we wanted to optimize for the VR use and not the storage use."[/quote] [editline]7th October 2016[/editline] Is there a limit to automerge? [editline]7th October 2016[/editline] ASW support coming for AMD cards Soon™ [url]https://www.reddit.com/r/oculus/comments/568i2t/quick_impressions_on_asynchronous_space_warp/d8hg8n4[/url] [editline]7th October 2016[/editline] Oculus' software engineers are bemoaning their lack of coordination on registery key naming. [img]http://i.imgur.com/lIMi7NI.jpg[/img]
So I take it ASW is only going on for the oculus headset?
[QUOTE=bord2tears;51165404]So I take it ASW is only going on for the oculus headset?[/QUOTE] For now, yes. But it's something that Nvidia and AMD support at driver level. Valve has stated they're exploring alternative methods rather than relying on reprojection... but given their lack of results so far, and how well it works for Oculus, I wouldn't be surprised if they're still going to support it at some point. People on the subreddit have been going mental over the performance enhancements that ASW brings. Elite Dangerous and Project Cars running completely smooth at ultra settings on a GTX 970 for example.
Why doesn't Valve just use ATW if there's not some funky exclusivity licensing deal? I can tell you from playing DCS at 45 FPS on a CV1 that ATW is magic and I can't believe how well it works. Meanwhile I know people with Vives who say to not even bother with DCS unless you have a monster computer from next year that can maintain 90fps at all times. [editline]7th October 2016[/editline] It's just a software thing right? As far as I know there's nothing unique about the CV1 that lets it do ATW.
[QUOTE=Clavus;51164995]We're talking about markerless inside-out tracking right? The only thing close to being a product that has that is the Hololens, and that uses a wide array of sensors to get it done[/QUOTE] Not really no, there's other systems that do it too, when I was at augmented world expo there was a huge amount of people trying to market SLAM systems. There was even one that appeared to be doing better than the HoloLens (at least in terms of performance, not necessarily reliability when your features are sparse) with a single camera+IMU combo, but it was also $10,000 so there's that v:v:v
Tested's favourite game from OC3 is Lone Echo apparently: [media]https://www.youtube.com/watch?v=ggZvKL3pArc[/media] Very novel movement mechanic, no teleportation.
I don't want to say I am expressing regret at being an early adopter of VR, it has been a dream of mine since childhood to beable to pop on a headset and be almost completely immersed in a new world. BUT Technology is advancing so quickly that I can see my Vive being outdated by this time next year, I don't want to fork out another £800 on Vive 2.0.
[QUOTE=D3vils Buddy;51166192]I don't want to say I am expressing regret at being an early adopter of VR, it has been a dream of mine since childhood to beable to pop on a headset and be almost completely immersed in a new world. BUT Technology is advancing so quickly that I can see my Vive being outdated by this time next year, I don't want to fork out another £800 on Vive 2.0.[/QUOTE] The hardware will be good for a few years. Even Abrash said the current hand controller design is likely to last into the next decade, and radical display innovations are some time away too. It's the software that's evolving at a rapid pace, and this was Oculus' moment to shine. Just keep an eye on the Steam Dev Days next week (October 12th / 13th) for more SteamVR news. [editline]1[/editline] Carmack's closing keynote starts in 4 hours from now. Stock up on energy drinks and other essential supplies.
[QUOTE=Clavus;51165470]For now, yes. But it's something that Nvidia and AMD support at driver level. Valve has stated they're exploring alternative methods rather than relying on reprojection... but given their lack of results so far, and how well it works for Oculus, I wouldn't be surprised if they're still going to support it at some point. People on the subreddit have been going mental over the performance enhancements that ASW brings. Elite Dangerous and Project Cars running completely smooth at ultra settings on a GTX 970 for example.[/QUOTE] I have the same issues with Onward at times where short frame drops are really noticeable on the vive - so having ASW be a general VR thing sounds great except I imagine that such tech and techniques are super patent / legally bound area. Heh, maybe someone will make a driver hack one of these days.
[media]https://vimeo.com/185937747[/media] Pretty neat little robot.
Carmack keynote started. He made it very clear he's going to be here all evening :v:
So with the new news on the Rift, which looks like a better choice for a vr system for someone looking to buy one soon?
Stream is having issues though, lot of interruption on my end. [editline]7th October 2016[/editline] [QUOTE=Itszutak;51167380]So with the new news on the Rift, which looks like a better choice for a vr system for someone looking to buy one soon?[/QUOTE] Unless you really want to go all in on room-scale, I think the Rift is currently the more compelling and polished package. But you can't really go wrong with either the Rift or Vive if you want high-end VR.
[QUOTE=Clavus;51167376]Carmack keynote started. He made it very clear he's going to be here all evening :v:[/QUOTE] [img]http://i.imgur.com/m1BkTN5.png[/img] [img]https://i.imgur.com/xA8LLRu.png[/img]
Seems the VR scripting thing from last year didn't really go anywhere. Programmers at Oculus were like "Really John? Lisp?". Then WebVR rolled around and everyone's back to using Javascript :v: [editline]7th October 2016[/editline] All the Rift, FB and GearVR social stuff has been developed by different teams so there wasn't too much coordination. Carmack wants to put some more pressure on "figuring out" how a social app should work. He's jealous of apps like Altspace because they're already out there engaging with communities and stuff. [editline]7th October 2016[/editline] Huge technical ramble on 360 photo / video compression :v: [editline]7th October 2016[/editline] After a brief tangent on the importance of voice acting for apps, we're now onto phone thermal management and how he blows up phones when doing ATW on the CPU. [editline]7th October 2016[/editline] Carmack remains focused on mobile because he's convinced that's going to be the billion-user platform.
[QUOTE=Clavus;51165470]For now, yes. But it's something that Nvidia and AMD support at driver level. Valve has stated they're exploring alternative methods rather than relying on reprojection... but given their lack of results so far, and how well it works for Oculus, I wouldn't be surprised if they're still going to support it at some point. People on the subreddit have been going mental over the performance enhancements that ASW brings. Elite Dangerous and Project Cars running completely smooth at ultra settings on a GTX 970 for example.[/QUOTE] I am 99% sure I heard in one of the reviews PlayStation VR uses it too. They said something like the devs have an option to render at 60 FPS and magically convert it to 120 FPS. I have no idea which video that was, I think it was the Digital Foundry one they mentioned it, but I watched several videos one after another, so I'm not sure anymore.
Now we're onto app load times. His advice: stop doing fancy shit to hide it, just lower your damn load times. [editline]7th October 2016[/editline] [QUOTE=AntonioR;51167735]I am 99% sure I heard in one of the reviews PlayStation VR uses it too. They said something like the devs have an option to render at 60 FPS and magically convert it to 120 FPS. I have no idea which video that was, I think it was the Digital Foundry one they mentioned it, but I watched several videos one after another, so I'm not sure anymore.[/QUOTE] PSVR uses reprojection similar to the Vive. As far as I know it's not used for frame-rate insurance. And they definitely don't have something like ASW, at least not announced. [editline]7th October 2016[/editline] We're nearly at the 1.5 hour mark. I have ascended to a new plane of knowledge. There is no self, there is only Carmack. [editline]8th October 2016[/editline] Onto text rendering and UI design. [editline]8th October 2016[/editline] Too bad, they had to chase him off the stage while he still had a ton of talking points :v:
I want to know how long he would be [I]willing[/I] to talk for.
[QUOTE=bitches;51168476]I want to know how long he would be [I]willing[/I] to talk for.[/QUOTE] I believe this is his current record. [img]http://i.imgur.com/JRL7DZK.png[/img] But that's just what's recorded. His live app review session just yesterday went on for [i]over 5 hours[/i].
[url]http://www.pcgamer.com/this-is-what-oculus-new-wireless-prototype-rift-is-like/[/url]
Having a tiny computer on the back of your head sounds very limiting performance wise and likely make the whole thing a lot more expensive. A decent tradeoff for some I suppose, but saying that it will phase out current headsets is very disingenuous at this stage
[QUOTE=Ryo Ohki;51171579]Having a tiny computer on the back of your head sounds very limiting performance wise and likely make the whole thing a lot more expensive. A decent tradeoff for some I suppose, but saying that it will phase out current headsets is very disingenuous at this stage[/QUOTE] Wireless VR PC streaming isn't ready yet, but will be soon. I believe the article's author expects the next VR generation to stream via PC and potentially use no external tracking, which seems very reasonable.
[QUOTE=Orkel;51171524][url]http://www.pcgamer.com/this-is-what-oculus-new-wireless-prototype-rift-is-like/[/url][/QUOTE] I like the sound of no sensors and cords. The less equipment there is to deal with the more viable VR on PC will be to mainstream consumers. [editline]8th October 2016[/editline] [QUOTE=Ryo Ohki;51171579]Having a tiny computer on the back of your head sounds very limiting performance wise and likely make the whole thing a lot more expensive. A decent tradeoff for some I suppose, but saying that it will phase out current headsets is very disingenuous at this stage[/QUOTE] I'm guessing in the future the small computer will probably be used to compensate for possible streaming latency. Kind of a wild guess though.
[QUOTE=Clavus;51168548]I believe this is his current record. [img]http://i.imgur.com/JRL7DZK.png[/img] But that's just what's recorded. His live app review session just yesterday went on for [i]over 5 hours[/i].[/QUOTE] carmack should just record an hour video each day discussing whatever just to get that shit off his chest
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