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Oculus Rift

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Re: Oculus Rift

#311
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…

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

Re: Oculus Rift

#312

I really want VR computer monitors so that I sit at a desk with no monitors so that I can run 4,5,6, any number I want or just 1 big monitor. Also it would give me a lot more privacy as no one else could see my monitors unless I shared the monitor to them which I imagine would be a little easier to do with virtual monitors than when physical ones (even considering screen sharing which is iffy sometimes).

This: https://www.kickstarter.com/projects/wearality/wearality-sky...

seems to meets at least some of your requirements.

Re: Oculus Rift

#313
post #249
post #200

Earlier 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…

So long as it has that sweet sweet lamborghini countach poster on the wall, i'm sold.

Re: Oculus Rift

#314

Anyone else disappointed that they announced a new interface controller (Oculus Touch), but did not show any type of demo?

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...

Re: Oculus Rift

#315
post #28

The Xbox controller is really surprising to me. Years in development and it will ship with an Xbox controller. Oculus Touch didn't even get demonstrated and "prototype" was mentioned time and again.

What is really needed IMHO is a mind-reader. Something simple that would detect brain waves and allow you to move around. That way one could aim by turning your head and move by thinking about it. I know tech. has some way to go before it gets there, but that is the missing piece that would make this the next level of computing (and probably one that would cause Half Life 3 to finally show up).

Head turning without thinking about it would probably induce motion sickness. I think something the earlier Rifts taught us (through low framerates, lack of head tracking, etc.) is that our brains freak out if there are any significant inconsistencies between our movements and what our eyes see.

Re: Oculus Rift

#316
post #167
post #106

I'm curious to see how they intend to solve the glasses problem. Ideally, they'd partner with someone like Zenni Optical to provide $10 drop-in lenses for any prescription.

Couldn't you just correctively blur the display or something?

That's not beyond the realm of possibility, but it would significantly reduce the performance of the display:

http://web.media.mit.edu/~gordonw/VisionCorrectingDisplay/

Re: Oculus Rift

#317
post #253

Earlier quoted context omitted.

1080p that fills a 90* angle of view would be like looking at a 40" 1080p TV from ~28 inches away. Certainly not the same experience that you're used to with a retina display, unfortunately.

That's if you're looking at the full screen. Imagine walking closer, and having the resolution "increase" as you get closer (because you have the same number of pixels, looking at less "stuff" per pixel).

I'm not sure people would see the benefit of using it if you had to peer so close that each character took up a third of your displays just so it was at a comfortable resolution.

Re: Oculus Rift

#318
post #42

Does anyone know of a list of PCs that meet (or exceed) the recommended hardware specs for the Rift? Not that I'm going to run out and buy one of these machines in anticipation of the Rift's release next year, but I'm interested in knowing roughly what a premium VR experience costs today (excluding the headset, obviously) Edit: To rephrase my question, can anyone point me to a list of PCs manufactured by companies li…

This is likely going to be the biggest turn-off. People don't have those big PCs any more. Most people have just laptops/MacBook. I guess nobody would want to bring back those beasts in their living rooms again just to use Oculus Rift. They should have really considered full device experience where you get everything you need and hardware is exactly designed to give optimal Oculus experience. World has long moved on…

Something like this may become more mainstream [1]. Use your laptop on the go, and plug it into a high-power graphics card at your desk (along with monitor, keyboard, etc., and now Rift!)

Re: Oculus Rift

#319
post #138

Earlier quoted context omitted.

This exists. http://www.vrdesktop.net/ I haven't tried it yet since I have no HMD but I read some good stuff about it. Don't know if it will run more than one monitor though but that feature seems obvious to me. Like others have mentioned the big problem is the resolution at this moment. You have basically about the same res as a 1080p screen strapped to your face, so the res that you see will actually be lower than…

I tried this for about 6 hours straight using the DK2, and there seems to be a sort of catch-22. By default, the resolution is not high enough but your head stays stationary as in this default you can see the entire screen from the default head position. Virtual Desktop allows you to zoom in, and this then works wonders. However, you need to start moving your head to see the corners of the screen. Naturally, your nec…

What if focus followed window manager focus? I'm guessing there will be more innovation in window managers once VR like the Rift is available + affordable.

Re: Oculus Rift

#320
post #42

Earlier quoted context omitted.

This is likely going to be the biggest turn-off. People don't have those big PCs any more. Most people have just laptops/MacBook. I guess nobody would want to bring back those beasts in their living rooms again just to use Oculus Rift. They should have really considered full device experience where you get everything you need and hardware is exactly designed to give optimal Oculus experience. World has long moved on…

Something like this may become more mainstream [1]. Use your laptop on the go, and plug it into a high-power graphics card at your desk (along with monitor, keyboard, etc., and now Rift!)

I think you are forgetting[1] your link.

[1] http://en.wikipedia.org/wiki/Forgetting

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