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Relativty – An open-source VR headset

relativty.com

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Re: Relativty – An open-source VR headset

#191
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.

I remember when makers were advertising "8514/A!" You know, 1024x768 interlaced 43Hz.

Re: Relativty – An open-source VR headset

#192

Earlier quoted context omitted.

Doesn't the Steam dependency mean the reports are going to Valve?

Why would this be steam (or anything) dependent -- am I missing something?

Most of the VR graphics code & engine integration AFAIK is implemented within Steam, not on the headset. So beyond just getting some basic positional tracking you're not really going to be able to access any content without something else.

Re: Relativty – An open-source VR headset

#193

Earlier quoted context omitted.

Why would this be steam (or anything) dependent -- am I missing something?

It looked to me like it was Steam compatible, not steam dependent. However, I can see where the idea would come from, because they do talk a lot about Steam on the site.

What would you be able to do with the headset aside from connect it to Steam? They could add support for OpenXR but OpenXR is just starting to get traction and that's on the application developer side. I don't know how widespread the adoption of the HMD agnostic bits of OpenXR are.

Re: Relativty – An open-source VR headset

#194
post #155

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...

A typical Apple "Retina" display has 57 pixels/degree[0], held at ~10 inches. VR screens are roughly similar resolution but held far closer to the eye, so pixels/degree is proportionately less. All this mean that we'll need dramatic increases in display resolution before it's pleasant to read text in VR for long periods of time. [0] https://en.wikipedia.org/wiki/Retina_display

I think a 'video headset' doesn't try to such a wide angle as a 'VR headset.' I would really like one for programming on, as it's more portable than a big screen.

Re: Relativty – An open-source VR headset

#196
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.

It's also worth note that manufacturers like JLCPCB have SMT Assembly Service which might be able to deliver fully assembled boards. I haven't looked at the gerber+BOM to verify.

Re: Relativty – An open-source VR headset

#197

Earlier quoted context omitted.

It looked to me like it was Steam compatible, not steam dependent. However, I can see where the idea would come from, because they do talk a lot about Steam on the site.

What would you be able to do with the headset aside from connect it to Steam? They could add support for OpenXR but OpenXR is just starting to get traction and that's on the application developer side. I don't know how widespread the adoption of the HMD agnostic bits of OpenXR are.

On the developer side, both Godot and Unity have some support for VR.

On the game side, there's also Windows MR, which supports some games. I don't know if this headset supports it now, but it could presumably be made to.

Re: Relativty – An open-source VR headset

#198

Earlier quoted context omitted.

What would you be able to do with the headset aside from connect it to Steam? They could add support for OpenXR but OpenXR is just starting to get traction and that's on the application developer side. I don't know how widespread the adoption of the HMD agnostic bits of OpenXR are.

On the developer side, both Godot and Unity have some support for VR. On the game side, there's also Windows MR, which supports some games. I don't know if this headset supports it now, but it could presumably be made to.

Godot and Unity have support for specific VR API's.

This headset is designed for SteamVR.

You can build for this headset by targeting SteamVR in Godot and Unity, but you'd have to do a TON of work yourself if you wanted to build your own VR runtime to bypass SteamVR for use on this headset.

Re: Relativty – An open-source VR headset

#199

One interesting thing I noticed is that this project ALSO doesn't seem to have a controller. You can't really play SteamVR games without at least one! (Issue #50) You can grab a Samsung VR for very cheap, put a phone on it and do VirtualDesktop magic, but you are still gonna struggle without controllers. Same for Google Cardboard and other similar projects. There's some very cheap controllers you can get, with base s…

There are many great SteamVR games that support mouse and keyboard or an XBOX controller. Trover Saves the Universe is one of them.

I don't think the lack of controller tracking is a deal-breaker for those who want to get an open source VR experience.

Re: Relativty – An open-source VR headset

#200

on a side note, I wish if there was a company like LEGO but for providing components for building DIY electronic gadgets especially small size home robots which gets some particular work done. for instance DIY wifi locks for doors, automated food dispenser for pets etc.

People have tried to make kits like this but they never work out because a LEGO-like form factor is not flexible enough for 99% of projects.

Electronics are already pretty LEGO-like conceptually; you just have to solder instead of snapping things together.

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