Earlier quoted context omitted.
Interestingly enough, it looks like it will be wireless, which currently isn't possible with the PC. The Xbox One controller is only wireless for Xbox, the drivers/wireless receiver aren't available for PC. I wonder if they partnered with Microsoft to make it wireless?
Microsoft announced a wireless adapter for PC a couple of days ago http://www.anandtech.com/show/9358/microsoft-launches-update...
Oculus Rift
271–280 of 378 posts
Re: Oculus Rift
#272Earlier 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.
You won't be able to see the keyboard though. So, how confident are you in your touch-typing skills?
Re: Oculus Rift
#273Earlier quoted context omitted.
So the way to signal that one is an evidence based aficionado of sound is to call yourself a "sound nerd?" In today's parlance, "audiophiles" are all deluded woo-woo proponents who are deserving of ridicule. (I find that to be a form of shallow prejudice: One can simply evaluate the science behind what someone is saying.)
I have no idea what point you're trying to make.
Re: Oculus Rift
#274Re: Oculus Rift
#275Earlier quoted context omitted.
Why reinvent the wheel? The xbox controller is widely considered the gold standard.
The gold standard is Nintendo's controllers, not Microsoft's.
Re: Oculus Rift
#276Earlier quoted context omitted.
> 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. :(
VGA had 480 scanlines. When was the last time anyone seriously programmed on a display worse than that? My guess would be Commodore 64 with an NTSC TV for display. That's pretty close to the text fidelity you can reproduce on a "virtual monitor" in a current-generation VR environment. (I think a lot of people underestimate the amount of resolution lost due to lens correction -- the rendered screen image is heavily di…
Even today, most of my (C / Bash) programming is done in an 80x24 xterm, although I'll typically have documentation open in another window. However web and GUI app development requires enough room to see the resulting product.
Re: Oculus Rift
#277Somebody shoot the graphic designer for laziness. If you are making promotional artwork for a VR headset, try not to have the view in each eyepiece being the same picture slid horizontally. Surely it wouldn't hurt to do two renders.
Re: Oculus Rift
#278Earlier quoted context omitted.
Resolution is the main concern. Is oculus detailed enough to do programming on a virtual monitor?
A few people are experimenting with that over at http://www.reddit.com/r/HMDprogramming/ Right now, the resolution is clearly not high enough for a straightforward implementation. I've got some ideas I'd like to play with around green-on-black text rendered directly in the post-lens-warp buffer, but I haven't had time to try it out yet.
> Removed support for application-based distortion rendering. Removed functions include ovrHmd_CreateDistortionMesh, ovrHmd_GetRenderScaleAndOffset, and so on. If you feel that you require application-based distortion rendering, please contact Oculus Developer Relations.
Re: Oculus Rift
#279Earlier 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.
Even just a few years ago most people were thinking that game genre popularity would just map into VR - i.e. Witchers and CoDs would be king. What's becoming more and more apparent is that VR is such a different medium that we need a whole new set game genres and mechanics.
For instance: locomotion with the left controller stick, head movement with the right (which the current controllers are brilliantly adapted for) is such a core controller "idiom" right now, but when applied to VR it's just horrible - a recipe for nausea and disorientation.
If you look at the kinds of experiences that are being developed around Valve's controllers, they're all huge departures from the games we currently play, and the reason is that Valve, as game designers, realized from an early point just how far back to the drawing board we need to go. VR is just too different, with different objectives (immersion), possible modes of interaction, and human weaknesses to address.
Re: Oculus Rift
#280Somebody shoot the graphic designer for laziness. If you are making promotional artwork for a VR headset, try not to have the view in each eyepiece being the same picture slid horizontally. Surely it wouldn't hurt to do two renders.
It's a well-done site. I had to go back and look carefully to even notice that the views in the eyepieces were not rendered in proper perspective.