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Oculus Rift

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321–330 of 378 posts

Re: Oculus Rift

#321

Earlier quoted context omitted.

>> not even close Huh. What the fuck have I been doing for the last 6 months, then?

Please elaborate! I am curious what your experience and setup is. I have zero interest in consuming media or games through VR but I am really wondering how it can be productive. Do you get more work done compared to regular monitors, or is it the same work while feeling 199% cooler?

Check the url in his profile.

Re: Oculus Rift

#322

Earlier quoted context omitted.

More than a decade sounds like a long time. Oculus has been riding the smartphone screen density wave but I'm not sure that will continue much longer since for phone use going beyond 500ppi doesn't make much difference. Maybe some kind of projected light field will be the next solution? GPUs will keep getting faster and smaller. Have you seen NVIDIA X1?

"Maybe some kind of projected light field will be the next solution?" already being done! http://en.m.wikipedia.org/wiki/Magic_Leap

Magic Leap is more of an AR solution, like HoloLens, as opposed to VR (as far as anyone can tell, seeing as they haven't demoed anything publicly).

Nvidia's light-field stuff seems to be more of a VR solution, but requires even higher pixel densities. https://research.nvidia.com/publication/near-eye-light-field...

Re: Oculus Rift

#323
post #181

Earlier quoted context omitted.

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…

I've seen the idea of multi-resolution rendering floating around, which I think has some promise when combined with eye tracking, would help with the GPU side of things. Not so much on the "raw display hardware" side of things though. I could still see it being a decade+ out on that alone.

Yep, foveated rendering. http://research.microsoft.com/en-us/projects/foveateddisplay...

Cool stuff, but it needs extremely fast and low latency eye tracking to work effectively. It's not insurmountable, but a significant engineering problem.

Re: Oculus Rift

#324
post #307

Is this the reason they stopped Linux development? http://techcrunch.com/2015/06/11/oculus-rift-consumer/#.xwct... > The partnership with Microsoft will also see the Rift work “natively” with Windows 10, plus play Xbox One games in the headset.

They better not dare making this Win10 exclusive and hosing people who plan to stay on Win7 for the foreseeable future.

People were all up in arms when facebook entered yet there was never an overlapping issue that would mean the Rift would be gimped or held hostage or anything. People who were suggesting FB login to use the Rift were quite frankly talking out of their behinds.

But this deal now with MS is awful. There was no need for Oculus to do that. None. It clearly wasn't a money thing. It wasn't for the controller as they clearly work on their own one. What on earth was riding these people to go with MS when it is clear that they are fully focused on their console and tablets. This does not paint a good picture to what the rift might be reduced to just to make it fit onto all of MS stuff. Pretty much like they are currently in the process of "consolification" of the desktop OS.

Re: Oculus Rift

#325

Earlier quoted context omitted.

I have a hunch it's not ready, though I have no evidence to support that

Good enough for Zuck to play! https://www.facebook.com/photo.php?fbid=10102175618819241&se...

Notice how they hid the wire coming from the rift.

Re: Oculus Rift

#327

They really didn't think about people with specs or is it just that they're not marketing that aspect?

They mentioned in the presentation yesterday that they've actually improved the ergonomics for people wearing glasses.

Re: Oculus Rift

#328

Earlier quoted context omitted.

Now we just need a catchy portmanteau like "glasshole" for that guy ? Vridiot?

Succubus Stiff

Not sure why this is being down-voted. From Wiki:

>>A succubus is a female demon or supernatural entity in folklore (traced back to medieval legend) that appears in dreams and takes the form of a woman in order to seduce men

I believe that it was as much social as technical issues that held back Glass. Like it or not, we can surely expect social push-back on a VR device which will make its users appear to onlookers as almost masturbatory.

Re: Oculus Rift

#329

Earlier quoted context omitted.

This is correct. It's called listening fatigue.

It's not just listening fatigue from sound, but the pressure applied to the ear-lobes. I have used circum-aural headphones that I can use for hours upon hours since they were very comfortable (no pressure) and were not too bright or forward that they caused listening fatigue.

Yes, I have a pair of Grado S60 (supra-aural) which are by far my best sounding headphones, but I cannot use them for many hours on end for this reason, as loose as I try to set them, they eventually become uncomfortable.

Re: Oculus Rift

#330

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...

Having all that funding means having the luxury of shipping a properly debugged and refined product, instead of having to chase the holiday season with a potentially bugged and broken one (which is far from an exceptional occurrence in the videogame industry).
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