Relativty – An open-source VR headset
11–20 of 235 posts
Re: Relativty – An open-source VR headset
#12Ever since Facebook bought Oculus I've really hoped something like this would spring up. I really really want it to succeed and would be happy to back it on Kickstarter or similar. How do we ensure that these projects don't end up being bought out by Facebook or Google?
According to the GitHub it appears to be under GPL v3. I'm not qualified to state whether this applies to the hardware design or just the software.
I certainly wouldn't want to put any effort in to a project where the IP can be bought.
Re: Relativty – An open-source VR headset
#13Re: Relativty – An open-source VR headset
#14The screens are 1440x1440 and square format makes a lot of sense for this application. They're best described as 2MP instead of 2K.
Re: Relativty – An open-source VR headset
#15Daily reminder: 2K doesn't really exist. Yes by definition anything with around 2000 pixels vertical would be 2K but that would mean FHD is 2K because it almost 2000 pixels wide. The display in question here is 1440x1440 That is not 2K. Sure there are two next to each other that would mean 2880 pixels horizontal but the image you see cant have this resolution. Also that would be 3K not 2K. So pls everyone stop the no…
Disclaimer: I'm a sim game enthusiast and don't play any titles where the game designer can just change the gameplay mechanics and UI to work on screens with a low PPD.
Re: Relativty – An open-source VR headset
#16Daily reminder: 2K doesn't really exist. Yes by definition anything with around 2000 pixels vertical would be 2K but that would mean FHD is 2K because it almost 2000 pixels wide. The display in question here is 1440x1440 That is not 2K. Sure there are two next to each other that would mean 2880 pixels horizontal but the image you see cant have this resolution. Also that would be 3K not 2K. So pls everyone stop the no…
Having 1440p screens would have been great two years ago. The baseline currently is Index with 1700ish vertical pixels, and competitors such as HP and Pimax have pushed past the "4K" (2160+) pixel mark. Disclaimer: I'm a sim game enthusiast and don't play any titles where the game designer can just change the gameplay mechanics and UI to work on screens with a low PPD.
Re: Relativty – An open-source VR headset
#17The screens are 1440x1440 and square format makes a lot of sense for this application. They're best described as 2MP instead of 2K.
Jees, pls dont. MP should not be used for display resolutions. It's 1440x1440 or 1440p 1:1 But yes definitely not 2K.
Re: Relativty – An open-source VR headset
#18Daily reminder: 2K doesn't really exist. Yes by definition anything with around 2000 pixels vertical would be 2K but that would mean FHD is 2K because it almost 2000 pixels wide. The display in question here is 1440x1440 That is not 2K. Sure there are two next to each other that would mean 2880 pixels horizontal but the image you see cant have this resolution. Also that would be 3K not 2K. So pls everyone stop the no…
Having 1440p screens would have been great two years ago. The baseline currently is Index with 1700ish vertical pixels, and competitors such as HP and Pimax have pushed past the "4K" (2160+) pixel mark. Disclaimer: I'm a sim game enthusiast and don't play any titles where the game designer can just change the gameplay mechanics and UI to work on screens with a low PPD.
Re: Relativty – An open-source VR headset
#19Daily reminder: 2K doesn't really exist. Yes by definition anything with around 2000 pixels vertical would be 2K but that would mean FHD is 2K because it almost 2000 pixels wide. The display in question here is 1440x1440 That is not 2K. Sure there are two next to each other that would mean 2880 pixels horizontal but the image you see cant have this resolution. Also that would be 3K not 2K. So pls everyone stop the no…
Re: Relativty – An open-source VR headset
#20Ever since Facebook bought Oculus I've really hoped something like this would spring up. I really really want it to succeed and would be happy to back it on Kickstarter or similar. How do we ensure that these projects don't end up being bought out by Facebook or Google?
If we make sure it's licensed properly, that's not possible, right? They could hire certain people but if it's all open source, we can at worst just fork it. According to the GitHub it appears to be under GPL v3. I'm not qualified to state whether this applies to the hardware design or just the software. I certainly wouldn't want to put any effort in to a project where the IP can be bought.
Stallman, of course, realized this a long time ago and started a group of people, in the legal form of a charitable foundation, to keep that forward momentum going. To his telling, his Hail Mary was phenomenally successful.
If what you want is to work on a platform that will stay free no matter what, your best bet is to align with the FSF. They have the most momentum, the fewest corporate threats, and a long enough memory to keep it that way.