They make the sensors in pretty everything that needs a sensor to take pics. Not sure about the lenses.They do make almost every phone camera lens in all modern phones, right?
They make their own line of glass, G Lenses, and also collaborate with Zeiss.I don't know about now but Sony used to manufacture Zeiss lenses under licence.
Morpheus tracking should remain the lowest cost by using only a few visible power leds, and the simplest assembly of the bunch. Lenses still unknown. Reports puts their quality somewhere between Vive and Oculus...
Are you suggesting PSVR tracking is better than either Oculus or Vive? If so I'd be interested in seeing the source for that as everything I've read so far suggests PSVR is the least accurate of the three.
The first time I read it the same way I think pjbliverpool did.Speed reading?
Yeah, TVs can add anywhere between 16ms and 150ms. Also the external box probably adds 16ms for the unwarping buffer. So with the headset being 18ms, this would look a minimum of 50ms lag. That could be way above 100ms if the TV has frame interpolation enabled, or isn't specifically set to "gaming mode".have this video been seen?
seems the Move controllers is laggy, or its the TV thats laggy?
it seems the TV output itself add lag, because the head movement also become laggy. should be no problem because its view-only (for the tv).
Speed reading?
have this video been seen?
seems the Move controllers is laggy, or its the TV thats laggy?
it seems the TV output itself add lag, because the head movement also become laggy. should be no problem because its view-only (for the tv).
http://www.roadtovr.com/valve-shows-off-miniscule-lighthouse-sensors/
More details on the Vive's extremely precise tracking system. Each tiny sensor seems to have it's own port, I guess maybe a few op amps for high gain, and comparator, and AGC, something like that? There are a LOT of sensors but the miniaturization is really impressive. This should be the most expensive tracking system, but the whole package could be okay since the lenses aren't made with super-crazy-shit(tm) technology. OTOH Oculus is using low cost infrared leds that only need to be powered (no critical timing signal) so the only cost there is the assembly (but crazy expensive lenses).
Morpheus tracking should remain the lowest cost by using only a few visible power leds, and the simplest assembly of the bunch. Lenses still unknown. Reports puts their quality somewhere between Vive and Oculus... which doesn't help figuring out their cost or tech. All we can tell from the pictures is that it's not coarse fresnel, and it's probably not fine fresnel.
VR on xbox would really help multiplatforms, it's kind of a missing link (along with a less stupid price point).A lot of the rumors about Rift on the xbox one is that it will use Kinect instead of the IR sensor stands
In October, they said they'll be capable of producing 100 Rift per hour. It doesn't add up to more than a niche for 2016. A lower price points for VR on both XB1 and PS4 would sells a lot more, and with Vive added, the total would be a nice start for 2016. Multiplatforms would really have something to chew on.Yes, I am happy. I don’t show much joy, but I’m happy. Sorry. It’s going to be gaming for the beginning. I mean, that’s the initial market. There are about—I think it’s around 250 million people who have Xboxs, PlayStations, or Wiis. That’s the initial market of folks who we think are going to be most interested in the early VR experiences, especially at some of the higher price points.
VR on xbox would really help multiplatforms, it's kind of a missing link (along with a less stupid price point).
At Facebook's earnings call, Zuckerberg was asked about Rift preorders, he said:
In October, they said they'll be capable of producing 100 Rift per hour. It doesn't add up to more than a niche for 2016. A lower price points for VR on both XB1 and PS4 would sells a lot more, and with Vive added, the total would be a nice start for 2016. Multiplatforms would really have something to chew on.
That's pretty niche. A lack of competing software may make it attractive to devs, but otherwise you're targeting 400k OVRs versus 50 million consoles versus 50+ million gaming PCs versus a gazillion mobile devices. Targeting OVR would be like targeting Ouya.They started in June I believe however. So 100 rifts an hour , say 12 hours a day ? . That's 1,200. So they could have something like 432,00 for launch.