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2012-08-18, 09:14 PM | [Ignore Me] #1 | ||||
Corporal
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tweets from @mhigby:
Here's the official website: http://oculusvr.com/ And the kickstarter page for the beta 'dev. kit' they're producing now (they're wayyy past their goal already): http://www.kickstarter.com/projects/...-into-the-game From what I've read about it, this thing sounds really awesome, and the technology is quite close to being 'there' for producing consumer models. Thoughts? |
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2012-08-18, 09:33 PM | [Ignore Me] #3 | ||
Sergeant Major
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Thread title is misleading.
But yeah, I think it sounds awesome. Wether it pans out, who knows. Definately a step in the right direction though. What I'm really worried about is exactly how much of the "input" (head movement lag) is absent. Been a real problem in the past. |
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2012-08-18, 10:14 PM | [Ignore Me] #7 | ||
Major
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Now to make a portable version of VR so you can get 20 people in a random farm, and turn it into a shooter game. All through the power of virtual reality. So to onlookers, its just 20 people wearing weird equipment running around pretending to hold guns, to the gamers, they see the field has lots of buildings, cover, bullets flying around, holding guns, reloading by actually pulling the mag out and grabbing a new one, throwing grenades etc.
So i wonder how far away my dream is. Last edited by Toppopia; 2012-08-18 at 10:33 PM. |
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2012-08-18, 10:26 PM | [Ignore Me] #10 | ||
Private
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As said in the Kickstarter FAQ:
"This really depends on the shape and size of the glasses. The developer kit is designed to sit as close to your eyes as possible which makes it a bit unfriendly for glasses. That said, we'll do everything we can to make it as comfortable as possible for the developer kit and we have a lot of great ideas for supporting glasses in the consumer version (especially since huge portion of the Oculus team wears glasses everyday!)." |
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2012-08-18, 11:33 PM | [Ignore Me] #14 | ||
Corporal
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Of course this's a lot of hearsay, mixed among layman's opinions...
The resolution of the Oculus Rift is admittedly one of the limiting factors. No, the screen pixel count is clearly not high enough. However, I have read that the display is subjectively quite impressive despite it's limited resolution. Optical distortion of the lens means that the center area of the image has a somewhat higher pixel density than the peripheral areas. Furthermore, this is a prototype, v0.1 The pixels-per-inch of the prototype OR is supposed to be about 250. The newest apple 'retina' lcd's are supposed to be about 325 ppi. By my estimate, a 325 ppi screen, same size, would be approximately WSXGA+ (1680×1050). Visually, that would be like playing a game on a monitor at resolution about half that of my desktop monitor, so effectively about 960x600. Better than I ever ran QUAKE at. Except this would be 90 FOV immersion, with modern engines driving it. Another few years, and a 500 ppi display at 2k pixels, and it's roughly comparable to what you'd see while desktop computing. John Carmack arrived at supporting this project after he tried making his own hacked version, to overcome the latency issues of older VR products. For comparison, the frame-render interval at a 60Hz display rate, is 16 milliseconds. An ideal head movement latency, for being basically unable to distinguish the delay at all, is roughly 20 ms. The OR supposedly has feedback latency around 50-60 ms, which is better than previous VR, most at >100 ms. Still not ideal, but getting closer. More powerful graphics, and 120 Hz displays may improve this matter to a degree. Lastly, the OR sounds generally incompatible with glasses, and is supposed to have an natural optical focus at infinity. The technique is compatible with adding a dioptre adjustment (as with a camera eyepiece) but AFAIK the prototype does not have this feature. I don't know what that means for nearsighted users. My distance vision is about 20:60ish, I don't think I'd miss much with the limited resolution of this model. |
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