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Relativty – An open-source VR headset

relativty.com

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Re: Relativty – An open-source VR headset

#201

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.

Isn't that AdaFruit and Sparkfun?

Re: Relativty – An open-source VR headset

#202

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...

There's a good one coming out soon, the Cinera Edge Elite.

Re: Relativty – An open-source VR headset

#203

Earlier quoted context omitted.

That doesn’t really help, as while typically it’s assumed the aspect ratio is 16:9, that’s not always true, making such a scheme ambiguous. Listing vertical resolution with aspect ratio is fairly sane, though. Or use standardized specific resolutions (e.g. FHD, QHD, 4K UHD).

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.

Perhaps they don’t mean anything for a lot of people, but ambiguous terms mean nothing precise to anyone at all, so how useful are they really? At least a term one doesn’t know they can look up and learn, rather than be perpetually misled by ambiguous terms.

If anything 2K and 4K and 1440p are the more marketing terms because their ambiguity allows companies to apply them to products in a misleading way to market their product as something better than it is.

Re: Relativty – An open-source VR headset

#204

Earlier quoted context omitted.

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.

Thanks for the additional info, I'll definitely have to do some more research in this area.

Re: Relativty – An open-source VR headset

#207

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...

There's a good one coming out soon, the Cinera Edge Elite.

https://www.cinera.net

It's a KickStarter, so I guess "coming out soon" is pretty speculative, but that's the link for it.

Interestingly, I googled this and the permalink to this comment was actually the top result, 1 hour after the comment was made.

Re: Relativty – An open-source VR headset

#208

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.

But to use it without steam you would have to develop VR software for your desktop. I think there is some open source stuff but idk how well it works. The PC software end is a much bigger job than the hmd.

Re: Relativty – An open-source VR headset

#209

This is awesome. I'm glad we have have insurance in case no one fills the void of HTC leaving. You can argue that Valve is, but given the massive back orders of the Index and their discontinuing of their controller and streaming box; I'm not totally confident. Now we just need controllers and maybe even base stations.

> fills the void of HTC leaving

Huh? I'm out of the loop here. HTC is still selling the Vive Cosmos. What are you referring to?

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