Relativty – An open-source VR headset
71–80 of 235 posts
Re: Relativty – An open-source VR headset
#72Earlier quoted context omitted.
Can we just go back to calling resolutions by their height?
There was a brief period of sanity in the late 90s early 2000s where resolution used actual numbers (ex: 1024x768) Otherwise it is a mess. There is the letter soup (WSXGA+, WQUXGA,... ), the lines (1080p, 720i,... a throwback to analog CRTs), the HD (Full HD, HD ready, ultra HD,...), the K (4K, 8K,...)... Is it that hard to use 2 numbers?
You had VGA (640x480) for example.
But I do agree we should have called it 2160p not 4k, but marketing guys are like that.
Re: Relativty – An open-source VR headset
#73Earlier quoted context omitted.
Any sim game recommendations that fit your criteria?
Digital Combat Simulator (DCS World) has some really tiny text on the cockpit dials and screens, and distant targets are often only a few pixels in size. Those 2000+ vertical pixel HMDs I mentioned don't have any issues with cockpit details whereas my older Samsung Odyssey+ required constant use of the zoom button. Furthermore, the performance hit when upgrading to higher resolutions is negligible. Smaller pixel dens…
I got the rift in order to play it only to realize that learning DCS from the ground up requires a lot of keyboard input / referencing cheat sheets so need to be pretty proficient with it before you can't see your hands and as you mentioned the resolution is not quite good enough in rift to really see things with much detail though it is still a fun experience to try out.
Looking forward to playing it on a future headset.
Re: Relativty – An open-source VR headset
#74This might be a fun weekend project to work on, but cannot be built for $200. The displays alone (and their driver PCB that accepts DisplayPort) cost $195. They are also not 2K but rather 1440x1440 (or 2.0736M pixels). Maybe the displays were cheaper when they built this. They also hookup a 6-axis tracking chip (MPU-6050) to an Arduino board and feed it to a PC via usb. Even if tracking was working perfectly, this wo…
I did not take it as each eye was getting 2k when I read it. Your total screen space is 2880x1440 with those displays. Even with two 1080s you have 2160 total. But then again the screens are advertised as 2k on aliexpress. So it is all a bit weird.
Re: Relativty – An open-source VR headset
#75Good luck to them, and I've bookmarked it to keep tabs on it in future, but that is an infuriating and in my opinion - very poor - choice of brand name.
Can you give more details on this? Is that name already associated with something else?
Choosing names is Hard though, I appreciate.
Re: Relativty – An open-source VR headset
#76Earlier quoted context omitted.
These specifications don't mean anything for a lot of people. To me they sound like marketing buzzwords that companies use to try to sell me inferior products. I'd much rather have them say 2k than any of the "FHD" abbreviations.
At least FHD almost universally means 1920×1080 and is googlable. This is less true for QHD / QHD+, unfortunately.
Re: Relativty – An open-source VR headset
#77Re: Relativty – An open-source VR headset
#78Re: Relativty – An open-source VR headset
#79Can anyone recommend an elegant method to 3d map a face? If I were to print one of these housings, I would at a minimum adjust it to my PD, but it would be great to also contour the fit to my face.
I used an iOS app called ScandyPro which gave me a mesh which I then imported into Fusion360 and modelled some lines/layers of the curves around my face. Then I performed a 'loft' between them.
The result was a perfect fit.
Re: Relativty – An open-source VR headset
#80Keeping all the GPU overheads off the headset is the way to go. (And will also be seen eventually with future '5G' wireless systems (not to be confused with '5GHz' Wifi) which will put that 'grunt' in the cloud.)