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New Oculus Rift dev kit goes on sale for $350 today, likely ships in July

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Re: New Oculus Rift dev kit goes on sale for $350 today, likely ships in July

#102
post #2

Awesome news... on a related note, John Carmack had a couple of recent, Sony-related Tweets with regard to their Project Morpheus announcement: "Trivia: I had suggested to Sony that they try to hire Palmer Luckey before the Oculus kick starter." [1] "Calibrate PS4 VR expectations: a game that ran 60 fps on PS3 could be done in VR (stereo 1080 MSAA low latency 60 fps) on PS4." [2] [1] https://twitter.com/ID_AA_Carmack…

Could anyone with more background elaborate on what you think Carmack means with the second tweet? The PS4 already outputs 1080p with (varying algorithms of) antialiasing for several of its launch titles. I'd expect some rendering pipeline shortcuts to cut down on the latency that some operations incur and to achieve a constant 60 FPS, but a generational drop in graphical fidelity seems steep.

Re: New Oculus Rift dev kit goes on sale for $350 today, likely ships in July

#104
post #2

Awesome news... on a related note, John Carmack had a couple of recent, Sony-related Tweets with regard to their Project Morpheus announcement: "Trivia: I had suggested to Sony that they try to hire Palmer Luckey before the Oculus kick starter." [1] "Calibrate PS4 VR expectations: a game that ran 60 fps on PS3 could be done in VR (stereo 1080 MSAA low latency 60 fps) on PS4." [2] [1] https://twitter.com/ID_AA_Carmack…

Could anyone with more background elaborate on what you think Carmack means with the second tweet? The PS4 already outputs 1080p with (varying algorithms of) antialiasing for several of its launch titles. I'd expect some rendering pipeline shortcuts to cut down on the latency that some operations incur and to achieve a constant 60 FPS, but a generational drop in graphical fidelity seems steep.

How are you going to push twice as many pixels without some quality tradeoff?

Re: New Oculus Rift dev kit goes on sale for $350 today, likely ships in July

#105
post #2

Awesome news... on a related note, John Carmack had a couple of recent, Sony-related Tweets with regard to their Project Morpheus announcement: "Trivia: I had suggested to Sony that they try to hire Palmer Luckey before the Oculus kick starter." [1] "Calibrate PS4 VR expectations: a game that ran 60 fps on PS3 could be done in VR (stereo 1080 MSAA low latency 60 fps) on PS4." [2] [1] https://twitter.com/ID_AA_Carmack…

Could anyone with more background elaborate on what you think Carmack means with the second tweet? The PS4 already outputs 1080p with (varying algorithms of) antialiasing for several of its launch titles. I'd expect some rendering pipeline shortcuts to cut down on the latency that some operations incur and to achieve a constant 60 FPS, but a generational drop in graphical fidelity seems steep.

Carmack has written a lot detailed information about the latency problem, which is much more demanding for VR, and about how to mitigate it: http://www.altdevblogaday.com/2013/02/22/latency-mitigation-...

Re: New Oculus Rift dev kit goes on sale for $350 today, likely ships in July

#106
post #2

Awesome news... on a related note, John Carmack had a couple of recent, Sony-related Tweets with regard to their Project Morpheus announcement: "Trivia: I had suggested to Sony that they try to hire Palmer Luckey before the Oculus kick starter." [1] "Calibrate PS4 VR expectations: a game that ran 60 fps on PS3 could be done in VR (stereo 1080 MSAA low latency 60 fps) on PS4." [2] [1] https://twitter.com/ID_AA_Carmack…

Could anyone with more background elaborate on what you think Carmack means with the second tweet? The PS4 already outputs 1080p with (varying algorithms of) antialiasing for several of its launch titles. I'd expect some rendering pipeline shortcuts to cut down on the latency that some operations incur and to achieve a constant 60 FPS, but a generational drop in graphical fidelity seems steep.

The "stereo" part likely adds significant work (up to 2x), since you're rendering from two points of view.

Re: New Oculus Rift dev kit goes on sale for $350 today, likely ships in July

#107
post #2

Awesome news... on a related note, John Carmack had a couple of recent, Sony-related Tweets with regard to their Project Morpheus announcement: "Trivia: I had suggested to Sony that they try to hire Palmer Luckey before the Oculus kick starter." [1] "Calibrate PS4 VR expectations: a game that ran 60 fps on PS3 could be done in VR (stereo 1080 MSAA low latency 60 fps) on PS4." [2] [1] https://twitter.com/ID_AA_Carmack…

Could anyone with more background elaborate on what you think Carmack means with the second tweet? The PS4 already outputs 1080p with (varying algorithms of) antialiasing for several of its launch titles. I'd expect some rendering pipeline shortcuts to cut down on the latency that some operations incur and to achieve a constant 60 FPS, but a generational drop in graphical fidelity seems steep.

Stereo rendering requires rendering the scene twice, once for each eye. Off the bat, this is almost twice as computationally intensive as rendering it once.

Re: New Oculus Rift dev kit goes on sale for $350 today, likely ships in July

#108
post #104

Earlier quoted context omitted.

Could anyone with more background elaborate on what you think Carmack means with the second tweet? The PS4 already outputs 1080p with (varying algorithms of) antialiasing for several of its launch titles. I'd expect some rendering pipeline shortcuts to cut down on the latency that some operations incur and to achieve a constant 60 FPS, but a generational drop in graphical fidelity seems steep.

How are you going to push twice as many pixels without some quality tradeoff?

That's just it, though. It's the exact same number of pixels. It's a single 1080p screen divided in two.

Re: New Oculus Rift dev kit goes on sale for $350 today, likely ships in July

#109
post #69

A (likely terrible) idea that just occurred to me- How cool would it be to use a VR headset to help you navigate a vehicle? Yes, I mean to say wearing this while driving essentially. Given a fast/good enough sensor/input system, you could scan your environment, know the dimensions of your vehicle (I'm mainly thinking boats and huge trucks here) and be able to "see through" massive blind spots on your vehicle to enabl…

I've been wanting that for months.

I would put one camera in each of the lights, so I would have front and rear stereo vision.

The top of the screen would be forward, and the lower part, or a small window could be towards the back.

Easy parking!

Re: New Oculus Rift dev kit goes on sale for $350 today, likely ships in July

#110
post #104

Earlier quoted context omitted.

How are you going to push twice as many pixels without some quality tradeoff?

That's just it, though. It's the exact same number of pixels. It's a single 1080p screen divided in two.

You lose some performance with V-sync, which is necessary.
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