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Oculus Rift

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191–200 of 378 posts

Re: Oculus Rift

#192
post #144

Earlier quoted context omitted.

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.

Yes it is a problem. Morpheus, Vive and CV1 provide a larger eyebox so you can wear eyeglasses. GearVR has diopter adjustments (something like -4 I think).

Re: Oculus Rift

#193
It needs a camera on the front so you can have a PIP view and avoid having to take the goggles off to see something in the outside world.

Re: Oculus Rift

#194

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.

I was talking about the danger of predicting success of some technology based on personal bias, not about similarity between a VR headset and a mobile phone.

Duh.

Re: Oculus Rift

#195
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.

Because the entire VR experience is a summation of its immersive elements. Immersion in one domain (control, sound, display) can make up for immersive shortcomings in another domain.

Re: Oculus Rift

#196
post #62
post #28

The Xbox controller is really surprising to me. Years in development and it will ship with an Xbox controller. Oculus Touch didn't even get demonstrated and "prototype" was mentioned time and again.

Why reinvent the wheel? The xbox controller is widely considered the gold standard.

The X360 controller is/was the gold standard, the XBONE controller has more mixed reviews. I personally prefer Sony's DS4 to the XBONE controller (for next-gen controllers). But I still keep an X360 controller around.

Re: Oculus Rift

#197
post #112
post #86

Earlier quoted context omitted.

The Xbox One controller is certainly good, but the mini-trackpad-button-hybrid on the PS4 controller is a real touch of genius in interacting with menus, when support is properly implemented.

Really? What games have you found that the trackpad has worked well on? I haven't played too many PS4 games, but every game that's implemented that trackpad hasn't done it in a way that I feel like it's been to my benefit.

So far games haven't really taken advantage of it, except to gain two more buttons (it can sense which side you're pressing down on). But the built-in keyboard uses it, for example, which makes typing a breeze.

The potential is there, it's just up to developers to actually use it. Keep in mind that the PS4 didn't even have a single truly good exclusive game until Bloodborne came out recently. It's taking this new generation of consoles a long time to really kick off.

Re: Oculus Rift

#199
post #144

Earlier quoted context omitted.

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.

Because of the initial low pixel density it'd make sense to have a billboard sized screen, which would solve that issue. There's no reason that you'd need the stereo disparity for reading text.

In practice, anything that's placed 10ft+ away doesn't cause much stress for me although that's probably somewhat personal.

I think within 2-3yrs displays that solve the focal plane issue will be commonplace so this will be a bit of a moot point.

Re: Oculus Rift

#200
post #181

Earlier quoted context omitted.

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 typograph…

> the perceptual resolution available for a virtual monitor would probably be less than VGA

It's a shame we weren't able to program on VGA monitors. :(

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