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Relativty – An open-source VR headset

relativty.com

141–150 of 235 posts

Re: Relativty – An open-source VR headset

#142
It's a great start at a young age, congratulations and all the best!

I'm not into VR, but can this setup be used to create a 'Wearable low latency display for computers'[1] i.e a wired video headset? None of the current video headsets seem to work well according to the reviews be it $800 Ziess Cinemizer or $200 Avegant Glyph.

[1]https://needgap.com/problems/16-wearable-low-latency-display...

Re: Relativty – An open-source VR headset

#144
Great brand name. Awesome write up.

"We made Relativty in my bedroom with a soldering iron and a 3D printer and we expect you to do the same: build it yourself." Soldering SMD components sounds daunting, so kudos to you for this.

Not sure why the pedantics about 2K and the price in these comments...

Re: Relativty – An open-source VR headset

#145

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…

> Even if tracking was working perfectly, this would be a cut down version of an Oculus Go Yes, I agree, this is a tremendous achievement and a great project.

Nobody disagrees with that, I greatly respect the project's authors, and even just successfully replicating it would be undoubtedly a great learning experience!

I think the comment is just trying to align the expectations better, given the context in which it appears and is communicated.

The $200 claim is plainly inaccurate, and unlike many open-source projects whose stated and successfully executed aims are to provide a hacker-friendly, cheaper alternative, this project does is not one of those; and its technology is in fact inferior. If one aims to experiment with VR, there's simply better options for an individual.

This is separate from the project itself being a great achievement and/or a potential base for further community improvements - and it would be appropriate to celebrate those aspects, which the website, and their ProductHunt entry do not communicate too well - as is evident from even this comment section.

Re: Relativty – An open-source VR headset

#146

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

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Re: Relativty – An open-source VR headset

#148

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.

Relati-"vee"-ty?

They could brand it like "relatiVty" or "RELATIvTY", I guess.

Or maybe "relativTY" (relative, thank you [open source community])?

Either way, by searching for "relativity vr headset" you end up on the proper website. So the point is kind of moot in my opinion. People might remember it as the "correct" spelling and end up at the right place anyway.

Re: Relativty – An open-source VR headset

#149
post #144

Great brand name. Awesome write up. "We made Relativty in my bedroom with a soldering iron and a 3D printer and we expect you to do the same: build it yourself." Soldering SMD components sounds daunting, so kudos to you for this. Not sure why the pedantics about 2K and the price in these comments...

> Soldering SMD components sounds daunting,

It really isn't, watching some videos learning some techniques. Practice. The same statement could be made about most things that people aren't familiar with or haven't spent any time working to learn.

Re: Relativty – An open-source VR headset

#150
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.

https://upload.wikimedia.org/wikipedia/commons/e/e5/Vector_V... What a mess.
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