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Relativty – An open-source VR headset

relativty.com

81–90 of 235 posts

Re: Relativty – An open-source VR headset

#81

This 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'm pretty sure the $200 quote is an "it's possible" type thing, like where car companies quote prices "from" the lowest-spec version.

Can you ever buy a car at advertised price? Excluding taxes... Im trying to buy a motorcycle and the dealers tag on 20% in fees

Re: Relativty – An open-source VR headset

#82
post #80

If it supports 5GHz Wifi, something like this could eventually work well with VirtualDesktop (An incredibly useful app which makes the Oculus Quest truly wireless and capable of playing all SteamVR games from your PC). Keeping 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…

OT but how is the lag with Oculus Quest + VirtualDesktop? Let's say I wanted to play Half-Life: Alyx.

Re: Relativty – An open-source VR headset

#83

This 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…

Probably Facebook can sell it cheaper that the hardware costs, because they (hope to) make money by tracking its users and showing them more ads.

Re: Relativty – An open-source VR headset

#85
post #78

Earlier quoted context omitted.

Not a valid retort, IMO, to a comment that was only making an observation on the prices of the parts.

It is a valid retort and trying to hide that fact when comparing doesn't do it justice.

The fact is well known and obvious to anyone so I don't see how anything is being hidden by anyone.

Re: Relativty – An open-source VR headset

#86
post #26

Earlier quoted context omitted.

Great, is the oculus go open source?

Not a valid retort, IMO, to a comment that was only making an observation on the prices of the parts.

If you only use one variable for comparison then the comparison is hardly valid.

Re: Relativty – An open-source VR headset

#87

Earlier quoted context omitted.

i'm pretty sure the $200 quote is an "it's possible" type thing, like where car companies quote prices "from" the lowest-spec version.

Can you ever buy a car at advertised price? Excluding taxes... Im trying to buy a motorcycle and the dealers tag on 20% in fees

Usually less, actually.

Re: Relativty – An open-source VR headset

#88

This 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'm pretty sure the $200 quote is an "it's possible" type thing, like where car companies quote prices "from" the lowest-spec version.

It is not possible. Not now at least.

Even if they manage to get the display+motherboard under $200, there is a number of small parts that will end up being quite expensive if you can't do the economies of scale big manufacturers can do.

There is the 3D printed enclosure, lens, cables, straps, padding...

Also it is just a headset, you probably want some sort of controller too. Also, even if though they mention experimental "roomscale", it involves a camera that is not included. And as with any DIY project, you a probability missing a few tools you'll have to buy...

I'd say it is affordable as a hobby project, which, in itself, is really nice. It is the kind of thing you enjoy making even more than you enjoy using.

For cheap, you can't beat cardboard. And if you really want VR and not a new hobby, commercial offerings are hard to beat.

EDIT: one way to reach the target price could be to start with one of these cheap "cardboard+" headsets you can find for about $20 on Aliexpress. They already have most of the parts you need except for the display and motherboard. The optics may be tricky though as they are optimized for smartphone screens (if they are actually optimized for something...).

Re: Relativty – An open-source VR headset

#89
post #72
post #65

Earlier quoted context omitted.

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?

Both existed at the same time. You had VGA (640x480) for example. But I do agree we should have called it 2160p not 4k, but marketing guys are like that.

Humans are like that, not just "marketing guys". Indeed, two numbers is "too hard". Adjust your expectations of humanity accordingly.
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