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Relativty – An open-source VR headset

relativty.com

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Re: Relativty – An open-source VR headset

#151

Earlier quoted context omitted.

Thanks, I meant "Quest 2" - I only kept my Oculus Go for 1 week, then gave it to my grandson. I get a lot of value from my Oculus Quest which I bought last year.

The Quest 2 is rumored to be releasing this month, but you'll be forced to log in with Facebook to use it.

I will probably get it. I just spent 20 minutes playing the Quest ping pong game - amazing game physics and general gameplay.

Re: Relativty – An open-source VR headset

#153
post #41

Earlier quoted context omitted.

Since head-mounted displays put the screen a mostly fixed distance from the eye, I wonder if resolution is best described in terms of solid angles[0]. [0] https://en.wikipedia.org/wiki/Solid_angle

No, not at all. Solid angles could describe how big the display looks, but absolutely nothing about its resolution.

What I meant was to provide both of the following measurements:

(1) Solid angle of each individual pixel. (Assuming that typical screens and optics are used, I'd expect this value to vary depending on the location of a given pixel. So something like (average(solid angle of each individual pixel in the display)) could be advertised.

(2) Solid angle of the overall virtual image.

Re: Relativty – An open-source VR headset

#154

Earlier quoted context omitted.

> 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. I'm sorry but that sounds like pure snobbery. With the same PC running the game, and only changing the display, any game can be adapted to anything by changing gameplay mechanics and UI.

Then it's no longer a systems-level simulation but an arcade game with a sim-like physics. However, you are correct in the sense that most racing and flight sim folks tend to be entitled snobs who have spare money to throw around. Many have spent money on a RTX2080 Ti card when the non-titan edition could not run games in VR at high enough frame rates. Most are going to be upgrading to a 3080 as soon as it comes out…

> Most are going to be upgrading to a 3080 as soon as it comes out this fall.

You mean in a week?

Looking forward to replacing my GTX 1070. Such an underpowered card to sit next to my i9-9900K and 32 GB of RAM.

Re: Relativty – An open-source VR headset

#155

It's a great start at a young age, congratulations and all the best! I'm not into VR, but can this setup be used to create a 'Wearable low latency display for computers'[1] i.e a wired video headset? None of the current video headsets seem to work well according to the reviews be it $800 Ziess Cinemizer or $200 Avegant Glyph. [1] https://needgap.com/problems/16-wearable-low-latency-display...

A typical Apple "Retina" display has 57 pixels/degree[0], held at ~10 inches. VR screens are roughly similar resolution but held far closer to the eye, so pixels/degree is proportionately less. All this mean that we'll need dramatic increases in display resolution before it's pleasant to read text in VR for long periods of time.

[0] https://en.wikipedia.org/wiki/Retina_display

Re: Relativty – An open-source VR headset

#156
post #114

Earlier quoted context omitted.

> Even if tracking was working perfectly, this would be a cut down version of an Oculus Go Oculus Go doesn't have position tracking. I don't know what you're talking about.

Neither does this headset. Oculus Go has at least a 6D IMU, that gives it 3DOF (no position tracking), while this headset has a 6D IMU. The Quest and Rift have cameras on them for positional tracking. If it was possible to have reliable positional tracking just from an IMU, John Carmack would have delivered it on the Go. This OSS headset has "experimental positional-scaling" using "any camera". On github, they say: "…

So it does have position tracking. I guess it uses an external camera directed at you - of course that will be far from perfect, especially if you only have one. But it has potential. With more cameras and an improved model, it could possibly even do FBT in the future. At no or marginal upgrade cost.

I see more in this than just a weekend project. Even the fact that you can just buy a new lens when one gets damaged means this might actually save you money. (This actually happened to my Quest; lucky I could save it with some polish.)

Re: Relativty – An open-source VR headset

#157
post #21

I've been hoping someone would create an open source version of the lighthouse technology. I think that technology could be huge outside of VR. Inside VR, I just want more custom hardware... I want VR feet.

> I want VR feet.

That exists, and has existed for a couple years now through the Vive Tracker [0]. It's essentially a puck that acts as another receiver for Lighthouse tracking. You typically strap them onto an object or body part and it gets tracked.

Search YouTube for "full body tracking" and you'll see it in action, though it's mostly just a bunch of silliness in VRChat since very few games actually take advantage of it. With each tracker being $99, adding both feet and your hips will run you $300.

[0] https://www.vive.com/us/accessory/vive-tracker/

Re: Relativty – An open-source VR headset

#158

This is awesome. I'm glad we have have insurance in case no one fills the void of HTC leaving. You can argue that Valve is, but given the massive back orders of the Index and their discontinuing of their controller and streaming box; I'm not totally confident. Now we just need controllers and maybe even base stations.

Valve discontinued their controller and streaming box because they did not sell - to get rid of their stock, they had to put them on fire sale. They're still supporting the controller and afaik the streaming box as well. The controller was innovative but often regarded as awkward, and the streaming box wasn't particularly special.

The Valve Index on the other hand has redefined the high-end VR market and is selling out accordingly. I've tried most of the consumer VR solutions on the market and the Index "knuckles" controllers blow everything else out of the water, it's not even close. Oculus has dropped out of that market, opting to produce more affordable but somewhat less capable headsets and controllers. I don't see HTC turning it around as they don't have the name recognition or the capital and their tech is already weaker.

Point being is that Valve owns the top-end of the VR market already and this project, while impressive and definitely promising, is not competing with Valve. It might in the future, with a lot of work, but it's not insurance against a Valve dominion. There might not even be room in this niche market for more than one competitor, which is awful but that's what we're looking at.

Re: Relativty – An open-source VR headset

#159

To the creators: this is a really incredible achievement, especially to have done at age 15, and really well communicated. Please don't get disheartened by the mass of comments around this not actually being a $200 headset[1] or your unusual[2] spelling. This is freaking awesome, please keep it up! [1] It definitely would be cool to see some sort of parts list, but that's not really the point here. [2] Clever domain…

The parts are all listed right there on GitHub via the How to Build link, either with prices or direct links to AliExpress where you can see the price. The build comes in under $200. I don't understand the whinging in the comments.

The lcd screens listed are 195 right now. With a lower res screen it might get close. Pricing might be variable.

Re: Relativty – An open-source VR headset

#160
post #41

Earlier quoted context omitted.

No, not at all. Solid angles could describe how big the display looks, but absolutely nothing about its resolution.

What I meant was to provide both of the following measurements: (1) Solid angle of each individual pixel. (Assuming that typical screens and optics are used, I'd expect this value to vary depending on the location of a given pixel. So something like (average(solid angle of each individual pixel in the display)) could be advertised. (2) Solid angle of the overall virtual image.

In the enthusiast community, I've seen reference to 'pixels per degree' to define fidelity.

This changes a bit based on how close the eye is to the lens/screen, but is a useful general measurement that also takes into account lens effects.

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