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Oculus Rift

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Re: Oculus Rift

#181
post #139

Earlier quoted context omitted.

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?

Not even close. The screens for each eye probably have about 1440 pixels of vertical resolution (I'm guessing they are Samsung OLED screens, similar to the display on the Galaxy S6). Imagine that resolution stretched out to fill your field of view and distorted by the lenses -- the perceptual resolution available for a virtual monitor would probably be less than VGA.

VR environments that can do high-quality typography will require something like 10k pixels vertical resolution. It's going to be more than a decade until we have the screens and GPUs that can push those pixels.

(I have a Samsung Gear VR with the Galaxy Note 4 which is a 2560*1440 screen split for two eyes, so I have a pretty good idea of what Oculus VR looks like on a 1440px screen.)

Re: Oculus Rift

#182
post #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?

I would like to see driver support for punching in the numbers on your eyeglass frames to adjust the focus to the prescription automatically.

Re: Oculus Rift

#183
post #139

Earlier quoted context omitted.

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?

Resolution of the final hardware will be 1080x1200 per eye (2160x1200 total) over a 90* field of view.

I'm not quite sure how to translate that into pixel density properly given the resolution is spread between your eyes, but I'd guess at least as good as a 1080p screen that fills a 90* angle of view?

The user experience would be quite different, as you could simply rotate+tilt the viewport to see sections of a larger virtual monitor screen. So it wouldn't necessarily be as restricting as low resolution on a fixed screen.

Re: Oculus Rift

#184

Earlier quoted context omitted.

I remember a conversation with friend about twenty years ago (yeah, I'm old). We're talking about the new exciting thing, mobile phones. "There's no way anyone, save for a few weirdos or people who must have it because of their job, will willingly give up their privacy by having a phone in the pocket all day along!" - said the friend, I remember like it was yesterday.

Not really the same though is it? A mobile doesn't strap on to your face and add half a kilo of weight to your head.

If you have a VR headset, you may as well get a comfy reclining chair too. Or lie down on your bed/couch -- either way, your head can be supported by things that are not your neck muscles.

Re: Oculus Rift

#185
post #139

Earlier quoted context omitted.

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?

A readable 80x24 text mode is the bare minimum for programming IMHO. It's probably detailed enough for that, but it's not going rival your laptop/desktop experience any time soon.

Re: Oculus Rift

#186

Off topic, but PHPBB would not have been the first forum software I would have expected Facebook to use. https://forums.oculus.com/

One problem is that migrating away from phpBB is hard (especially if it's phpBB 3). Anyways, it's not hip but it's not horrible either.

Re: Oculus Rift

#189
post #139

Earlier quoted context omitted.

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?

Probably - if you are like me and have terrible eyes and program in emacs at 18+ pt and 80 chars across.

The vrdesktop demo is impressive and gives you an idea of what is likely possible. I think if you want it enough you will put up with it

Re: Oculus Rift

#190

Earlier quoted context omitted.

PC gaming may be bigger than you realize - it's twice the size of the console gaming market and growing. PC might not reach everyone, but it's where the money is. http://www.forbes.com/sites/marcochiappetta/2014/07/14/the-c...

But how many of those PC gamers have large powerful computers adequate for use with VR?

Not many considering you really want a GTX 970 minimum to keep framerate high enough - crucial to reduce motion sickness. Those new MSI GTX 970 4Gb nvidia cards look nice. I'd put the $400 down for one if I didn't just buy a coffee machine.

BTW, these graphics cards are the first I've seen which spin down to a stop for normal computing, the fans only kick in for 3d applications, great stuff. PC gaming and graphics is more amazing than ever.

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