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Oculus Rift Will Change Your Gaming World

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61–70 of 93 posts

Re: Oculus Rift Will Change Your Gaming World

#62
post #7

There is a really sort of chilling feeling when you get really good head tracking and high DPI visual input, it fools your brain enough to move your sense of place. The absolute creepiest thing I've experienced with this was put the goggles on and have the screens showing the view of a pair of cameras mounted on a telepresence robot in the same room. Then slowly pull the telepresence robot back so that I could see my…

The sense of place is the vital element and it's really hard to communicate how significant it is. If you're sceptical about Oculus Rift, here's an experiment for you. Download Doom and play it back-to-back with a modern FPS. What you'll probably notice most isn't the low resolution or the weird cardboard-cutout objects, but the absence of freelook. You'll find yourself jarring as you try to look up at ledges or peek…

I guess then the next stage would be eye-tracking, so you can glance around without even moving your neck.

Re: Oculus Rift Will Change Your Gaming World

#63
post #9

I think a more compelling idea for having a camera on the outside is to allow for hand tracking within the game. Imaging if Leap-like functionality were added to the Rift. Flying through space in your star ship, you could reach out and actually interact with the controls in your cockpit. I think that could be a lot more compelling than what we are seeing with games on Kinect today.

I think the real future of this is some sort of spinal substitution where you can override the nerve response for the entire body.

Re: Oculus Rift Will Change Your Gaming World

#64

Anecdote time. The last time I played with a set of VR goggles was a few years back, and the technology was certainly not up to this pace. That said, the head tracking was pretty good, particularly for the FPS we were playing. The problem wasn't in the head tracking... it was that the head tracking was pointless. Since you couldn't realistically look around more than ~120 degrees, you still needed a way to turn aroun…

I think this has a 120degree FOV but actually changes when you move your head, so it's much more natural.

Re: Oculus Rift Will Change Your Gaming World

#65
post #50

I highly suggest everyone go watch the first season (or even first few episodes) of an anime called Sword Art Online. It's about what will likely be a future iteration of this hardware applied to an MMO. Addiction to being plugged in, death within the game, and which is the true reality are all themes covered. I never thought I'd suggest watching anime on Hacker News, but this topic proved to be the exception.

The movie GAMER with Gerard Butler also has this theme. Its pretty horrible though :)

Re: Oculus Rift Will Change Your Gaming World

#66

Earlier quoted context omitted.

The sense of place is the vital element and it's really hard to communicate how significant it is. If you're sceptical about Oculus Rift, here's an experiment for you. Download Doom and play it back-to-back with a modern FPS. What you'll probably notice most isn't the low resolution or the weird cardboard-cutout objects, but the absence of freelook. You'll find yourself jarring as you try to look up at ledges or peek…

I guess then the next stage would be eye-tracking, so you can glance around without even moving your neck.

Which might also lower the computational requirements as the level of detail only needs to be high where you are looking.

The latency would have to be very low though.

Re: Oculus Rift Will Change Your Gaming World

#67
post #17
post #7

There is a really sort of chilling feeling when you get really good head tracking and high DPI visual input, it fools your brain enough to move your sense of place. The absolute creepiest thing I've experienced with this was put the goggles on and have the screens showing the view of a pair of cameras mounted on a telepresence robot in the same room. Then slowly pull the telepresence robot back so that I could see my…

I believe you're looking for the omnidirectional treadmill[1]. [1] http://en.wikipedia.org/wiki/Omnidirectional_treadmill

I can see lots of possibilities for new-age arcades with this in mind. Something like a real-world holodeck could feasibly come together with some investment.

Option 1: Just an omnidirectional treadmill with kneepad and wrist sensors. This is cool but immersion breaks trying to interact with obstacles or walls.

Option 2: Build different arena like a laser tag arena or paintball arena or a tennis court with obstacles and different types of gun controllers littered around the arena, then have the Occulus overlay a virtual simulation of the arena and different weapons depots, and add kneepad sensors connected to the Occulus so it can simulate motion. This allows you to solve the immersion problem of simulating and experiencing obstacles/walls.

Bonus: Some sort of suit that can use ems to be able to simulate muscle resistance to add weight to virtual collisions. Like this: http://www.cct.lsu.edu/~fharhad/ganbatte/siggraph2007/CD1/co...

Re: Oculus Rift Will Change Your Gaming World

#68
post #13
post #7

There is a really sort of chilling feeling when you get really good head tracking and high DPI visual input, it fools your brain enough to move your sense of place. The absolute creepiest thing I've experienced with this was put the goggles on and have the screens showing the view of a pair of cameras mounted on a telepresence robot in the same room. Then slowly pull the telepresence robot back so that I could see my…

Out of body experience? I imagine the future will be more like Avatar or Surrogates [1]. [1] - https://www.youtube.com/watch?v=Zl_h9RaL0es

Fun fact: the "happy ending" in Surrogates would likely result in total collapse of global economy and death of billions of people.

Sometimes filmmakers don't understand large-scale real-world consequences of the plot choices they make.

Re: Oculus Rift Will Change Your Gaming World

#69

I have long been a proponent of stereoscopic 3d, but there are still two major problems. One is that is our current realtime rendering methods rely heavily on screen-space operations (blurring, many shadow types, SSAO, bloom, refraction, post-process fx), which confuse the brain when rendered in stereo (I.e. will make things float when the should not). The other problem is focus. In the real world, your eyes move to…

I totally agree with the second part. Focus is a major problem of 3D today. As you said, without eye tracking the system chooses where our eyes should focus sometimes giving that 'paper pop-up book' feeling to movies and games.

For real 3D movies we need something like Lytro (https://www.lytro.com/), but for movie recording.

Re: Oculus Rift Will Change Your Gaming World

#70

Earlier quoted context omitted.

They're handing integration with Unity and UDK, so that's a lot of devs who will be able to use it with minimal effort. Whether they do also depends on enough consumers owning them that devs feel it's worth the time. Bit of a chicken and egg problem; I hope they can pull it off. The 8000 units sold on Kickstarter suggest there's enough demand to make it work.

Also, since the dev kits come with Doom3, I assume Id Tech 4

They did, but don't any more. Only the kickstarter and 1000 first kits sold after release were bundled with Doom 3. But your point is correct. Just wanted to throw that small note in.
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