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Relativty – An open-source VR headset

relativty.com

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Re: Relativty – An open-source VR headset

#91
post #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.

On my Oculus Quest I have completed a playthrough of Alyx and a few other games of different genres, no issues and no delay whatsoever.

It feels magical, in a way that feels like it must be cheating and the spell is going to break anytime... yet it doesn't.

To pre-empt a few of the obvious asterisks:

- "No latency" is physically impossible. If you play twitchy music rythm games you will indeed manage to notice.

- You must have a good wifi ac router.

- Your gaming host must be wired to that router.

- To minimize network hoops, all of this should happen in the same room. Every milisecond counts.

Re: Relativty – An open-source VR headset

#92

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

You can in most countries that have proper consumer protections. Cars in Australia are often advertised with their "drive away" cost which includes all state and federal taxes etc.

Re: Relativty – An open-source VR headset

#93

It's like Oculus redux. Give it a few months and Google/Microsoft/Amazon will probably buy it up.

If the product turns out great they might buy it as an aqui-hire.

What has Facebook gained from their purchase of Oculus? At the time I thought it was a pretty shrewd move by Facebook but six years later I'm not sure they got much for the $2 billion they spent.

Re: Relativty – An open-source VR headset

#94

Earlier quoted context omitted.

Can we just go back to calling resolutions by their height?

I've always wondered why we can't just use the pixel count.

Camera manufacturers often advertise the number of "dots" in their displays/viewfinders, but they also tend to count each subpixel separately so it's 2-3x higher than the pixel count.

Re: Relativty – An open-source VR headset

#95
post #47

I'll repeat a comment I made on Reddit: I was scanning the page trying to understand how you were doing positional tracking. Took me a while to realise that's what you mean by "Experimental room-scaling" I'd suggest that this isn't the best wording. Call it "positional tracking" or "6DOF" or something. The whole "room scale" thing was confusing at the start and isn't used much nowadays (Is seated 6DOF VR "room scale"…

Oh, I thought it was a cool mode that made your current room look huge or tiny.

A sort of "Alice in Wonderland" mode.

Re: Relativty – An open-source VR headset

#96
To the creators: this is a really incredible achievement, especially to have done at age 15, and really well communicated.

Please don't get disheartened by the mass of comments around this not actually being a $200 headset[1] or your unusual[2] spelling.

This is freaking awesome, please keep it up!

[1] It definitely would be cool to see some sort of parts list, but that's not really the point here.

[2] Clever domain hack, IMO

Re: Relativty – An open-source VR headset

#97

Good 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.

I agree that "relativity" isn't a great name: it's a mouthful at 5 syllables, and I don't see a logical connection between the name and the product. But I don't understand why the name would be infuriating. Can you explain?

The fact that you thought it was "relativity" is exactly what makes it infuriating, I think.

Re: Relativty – An open-source VR headset

#99

Earlier quoted context omitted.

> Disclaimer: I'm a sim game enthusiast and don't play any titles where the game designer can just change the gameplay mechanics and UI to work on screens with a low PPD. I'm sorry but that sounds like pure snobbery. With the same PC running the game, and only changing the display, any game can be adapted to anything by changing gameplay mechanics and UI.

Then it's no longer a systems-level simulation but an arcade game with a sim-like physics. However, you are correct in the sense that most racing and flight sim folks tend to be entitled snobs who have spare money to throw around. Many have spent money on a RTX2080 Ti card when the non-titan edition could not run games in VR at high enough frame rates. Most are going to be upgrading to a 3080 as soon as it comes out…

> Then it's no longer a systems-level simulation but an arcade game with a sim-like physics.

How are you defining a "systems-level simulation" in a way that it would no longer be one if run at a different PPD? I feel like there's something I'm missing here.

Re: Relativty – An open-source VR headset

#100

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…

On the plus side - you don't have to have a Facebook account.
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