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Oculus Rift

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Re: Oculus Rift

#161
post #114

Earlier quoted context omitted.

VR definitely needs a reinvented wheel in this case. Being able to move your head in virtual space but not your hands is clearly suboptimal, and the motion sensors in that generation of controllers are not up to the task. My take: this a bandaid, so they can get the headset out in Q1, ahead of the proper controllers in Q2. Not what they wanted to do, but Vive forced their hand on timing.

I'm curious as to why you think that freedom of hand motion is essential for VR. Certainly I can think of many VR experiences where it would be useful, but I can think of just as many where having discreet inputs (buttons) would be preferable. For example, a spaceship piloting game that allows the players head to rotate and look out the windows could very easily be controlled with a traditional gamepad.

Hell, even most driving games. Why would I want to use my hands to work phantom controls rather then get the physical feed back of an xbox controller.

I for one am looking forward to GTA 5 which I'm convinced they added a first person mode to future proof against VR.

Re: Oculus Rift

#162
post #58

Earlier quoted context omitted.

Since OR is under Facebook, and Facebook has been fairly Microsoft friendly in the past (opting for bing maps and some office docs stuff etc), it doesn't seem like a huge surprise, especially since Sony/PS4 has their own thing in development (Morpheus) I guess this also explains the earlier announcement dropping OSX and Linux support.

I think it is more than Facebook being MS "friendly". Like it or not, Windows is still the dominant platform for PC gaming period. As much as many would like this to change, it is not even close to happening.

Oculus not bothering means they're just part of why it's not happening.

Valve on the other hand seems to fully embrace OSX/Linux (with both Steam and the Vive) and have done plenty to improve gaming on those platforms.

I think I know which HMD I'll be purchasing.

Re: Oculus Rift

#163

I was a little disappointed to not find the one thing i really wanted to see on this site: a buy button. But I want it NOW!

They're not shipping until Q1 2016? With all that funding? They're going to miss the 2015 holiday season? Zuckerberg needs to kick some ass over there.

[1] https://www.oculus.com/en-us/blog/first-look-at-the-rift-shi...

Re: Oculus Rift

#164
post #144

Earlier quoted context omitted.

I've thought a lot about this as well. There's one big problem I see with this: your eyes would get really tired. The nice thing about having a real-world monitor is that your eyes get a lot of ambient light as well. So, if Microsoft can really develop and evolve their HoloLens, that could be one solution to this problem since ambient light would come through the transparent display. Update: as other people have ment…

Current HMD lenses collimate the light so you focus on infinity which is isn't too stressful for your eyes. There's still strain from vergence-accommodation conflict, but I think light field displays will outpace the holographic waveguide tech that MS is using.

Yeah but will you still focus to infinity while you're trying to read text? That's the main thing with VR for desktop use - reading text.

Re: Oculus Rift

#165
post #139

Earlier quoted context omitted.

Your use case is particularly apt for frequent fliers. I've almost had a tray table-supported laptop destroyed on more than one occasion by a reclining passenger in front of me. It would be amazing to just set up a small keyboard+trackpad on my lap and not have to even pull the computer out of its bag. If I could do this, I wouldn't even care how ridiculous I looked.

I, too, want to be a gargoyle. The abundance of virtual space is one of the main draws that I don't think people really understand yet. But if you have a sufficiently hi-resolution display, you could easily watch an imax movie or put an insanely large amount of data in front of you in an intuitive, customisable way. This is one of the main points where I think people really need to see it done well to understand the…

Resolution is the main concern. Is oculus detailed enough to do programming on a virtual monitor?

Re: Oculus Rift

#166

Earlier quoted context omitted.

It isn't a problem. Just like monitor manufacturers don't offer prescription glasses along with the purchase, Oculus won't offer lenses. Corrective eye-wear is very individual and requires some amount of expertise( exam, specialist ), so it doesn't make sense, and it isn't very feasible, for Oculus to provide that for you. Also contacts are very cheap.

I thought the dev kit came with lenses specifically for near-sighted people.

It does but this is because you can't easily wear glasses under the devkit.

Re: Oculus Rift

#167
post #106

I'm curious to see how they intend to solve the glasses problem. Ideally, they'd partner with someone like Zenni Optical to provide $10 drop-in lenses for any prescription.

Couldn't you just correctively blur the display or something?

Re: Oculus Rift

#168

Separating the controllers into 2 devices for each hand is a natural way to do input in VR, but I feel that the hand and finger motion should also not be limited by the need to hold the controller. The pointing and thumbs up gestures are ok, but imagine if the computer could respond to the full range of motion a-la Leap. Maybe it would look something like a cone that's at its base wrapped around your wrist but at its…

Hell why not just use something the same thing glovers use. http://i.ytimg.com/vi/xxAghmBb6zQ/maxresdefault.jpg

Just use IR LEDs instead of colored.

Re: Oculus Rift

#169
Any data on the SDE of the new display?

I'm really excited about VR, have a DK2 and am really impressed with the experiences available already. But, I've found it very hard to use for long periods of time (more than 20-30 minutes) as my eyes eventually focus on the screen door and I can't seem to break that without taking some time away from it.

Re: Oculus Rift

#170
post #144

Earlier quoted context omitted.

I've thought a lot about this as well. There's one big problem I see with this: your eyes would get really tired. The nice thing about having a real-world monitor is that your eyes get a lot of ambient light as well. So, if Microsoft can really develop and evolve their HoloLens, that could be one solution to this problem since ambient light would come through the transparent display. Update: as other people have ment…

Current HMD lenses collimate the light so you focus on infinity which is isn't too stressful for your eyes. There's still strain from vergence-accommodation conflict, but I think light field displays will outpace the holographic waveguide tech that MS is using.

Wouldn't focusing on infinity be a problem for people who are myopic? I imagine everything would be blurred, and I don't think glasses would be wearable together with the VR gear.
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