Everyone says that a powerful GPU is needed to drive this thing, but I don't think that's a must. Careful art direction based on current hardware limitations can produce nice-looking virtual worlds — not photorealistic, but still immersive and fun. Nintendo pulls this thing consistently.
Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
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Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#72Now we just need a decade or two until consumer computing power can actually power it.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#73I'm looking forward to the next generation of VR headsets immensly. A lot of people have been quick to jump on the "VR is already dead" train, but having picked one up during Christmas this year, it's obvious how much potential is there. There are a few things that need to be accomplished before widespread adoption: - Removal of wires. It restricts movement too much and removes immersion. The new HTC headset is a ste…
- Removal of sensor placement the room. This will be harder to do, but cameras/sensors built on the headsets themselves could potentially accomplish this. Inside out tracking is a reality in consumer devices now. All Windows MR devices that shipped late last year have 6DOF inside out tracking via cameras on the front of the headset with no external sensors. Moving forward there will be more devices from other vendors…
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#74Everyone says that a powerful GPU is needed to drive this thing, but I don't think that's a must. Careful art direction based on current hardware limitations can produce nice-looking virtual worlds — not photorealistic, but still immersive and fun. Nintendo pulls this thing consistently.
It is not a must, but it is a mostly. Most people want something approaching realism by default. Stylism is okay but it isn't the primary use case.
The video game sales show this. Top selling games are mostly ultra realistic, Witcher, Call of Duty, Modern Warfare, Battlefront, etc. Yes there is Nintendo's low end strategy but most are ultra realistic.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#75Earlier quoted context omitted.
- Removal of sensor placement the room. This will be harder to do, but cameras/sensors built on the headsets themselves could potentially accomplish this. Inside out tracking is a reality in consumer devices now. All Windows MR devices that shipped late last year have 6DOF inside out tracking via cameras on the front of the headset with no external sensors. Moving forward there will be more devices from other vendors…
How reliable are they? The Vive's tracking is pretty rock solid. I'd be very disappointed with anything less (e.g., even 97% solid is not good enough) given that any glitches are REALLY jarring and nauseating in VR.
They are very, very good. I've owned every major HMD since the DK2 came out in 2014, and I would say the Samsung Odyssey is the best one to date. The inside-out tracking is fantastic and just as good as Lighthouse (in practical usage, not theoretically). When you consider that there is no setup involved, it makes it a no brainer that this is the way forward.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#76Earlier quoted context omitted.
I dont think we're even in iPhone 1 stage - more like Motorola Razr (the old one, back in 2004/05). The real cool stuff is barely even being thought of now, let alone built and sold. Also, in a perfect world this will all just be a transition step before we get full on holodecks.
The other thing that needs to happen is that the skill, time and money required to create quality VR & AR content needs to be significantly reduced. This will come with time too. We're doing our own small part to try and make that happen with our automated 3D scanning platform ( http://realityzero.one )
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#77I'm looking forward to the next generation of VR headsets immensly. A lot of people have been quick to jump on the "VR is already dead" train, but having picked one up during Christmas this year, it's obvious how much potential is there. There are a few things that need to be accomplished before widespread adoption: - Removal of wires. It restricts movement too much and removes immersion. The new HTC headset is a ste…
> average computers to be able to render high frame-rates without breaking the bank High res stereo at 120Hz is never going to have to same graphics as the latest high budget big game release. Current GPUs are already very powerful, but if people have the expectations of getting the same graphics when they use VR they are going to be very frustrated.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#78Earlier quoted context omitted.
How reliable are they? The Vive's tracking is pretty rock solid. I'd be very disappointed with anything less (e.g., even 97% solid is not good enough) given that any glitches are REALLY jarring and nauseating in VR.
>How reliable are they? They are very, very good. I've owned every major HMD since the DK2 came out in 2014, and I would say the Samsung Odyssey is the best one to date. The inside-out tracking is fantastic and just as good as Lighthouse (in practical usage, not theoretically). When you consider that there is no setup involved, it makes it a no brainer that this is the way forward.
Maybe they could do inside-out tracking on the controllers?
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#79I'm looking forward to the next generation of VR headsets immensly. A lot of people have been quick to jump on the "VR is already dead" train, but having picked one up during Christmas this year, it's obvious how much potential is there. There are a few things that need to be accomplished before widespread adoption: - Removal of wires. It restricts movement too much and removes immersion. The new HTC headset is a ste…
> average computers to be able to render high frame-rates without breaking the bank High res stereo at 120Hz is never going to have to same graphics as the latest high budget big game release. Current GPUs are already very powerful, but if people have the expectations of getting the same graphics when they use VR they are going to be very frustrated.