Rift, Vive, and Virtual Reality

Abrash's talk: https://www.youtube.com/watch?v=KS4yEyt5Qes&t=58m53s
Carmack's talk: https://www.youtube.com/watch?v=N7NL5DkVFpc

Is really interesting to hear how their talks have changed on the topic of VR over the last couple years. Back at the 2012 Quakecon, Carmack's keynote was incredibly positive and hopeful sounding about the prospect of VR, while Abrash's talk was very grounded and cautious. Here Abrash seems to glow with optimism, and then Carmack walks out and the first words out of his mouth is his real-talk™ about what doesn't work and what all the problems are (albeit he's specifically talking about their GearVR implementation). Nevertheless, the transition between the two made me laugh out loud. As per usual though, Carmack manages to cover a lot of ground with little jargon and gives a lot of neat insight into their relationship with Samsung.
 
Otoy holographic video recreates Batcave for immersive virtual reality

Samsung Galaxy Gear VR and Oculus Rift users will be among those having a first shot at exploring Batman’s sanctuary from the 1990s animated series.

http://gfxspeak.com/2014/10/08/holographic-recreates-immersive/

BatcaveMainArea.jpg

http://render.otoy.com/newsblog/?p=641

http://render.otoy.com/newsblog/?p=547

Tommy McClain
 
It's a shame the game does not support decoupling of hands from "look camera".

I think it does it but on a limited way, for sure it is nowhere near the return on DCS flight simulation (A10C, Blackshark2 ) with the head movement of TtrackIR 5 ..

This said, this is typically a game style who look to be nearly made as a demo of how immersive can be the Occulus, at a point that it could be part of marketing launch for it. But the game have not been developped for it, just it bring an relative compatibility for it.
 
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Not sure where to post this.

http://vrfocus.com/archives/8011/magic-leap-secures-542-million-funding-tech-will-transcend-vr/


MAGIC LEAP SECURES $542 MILLION IN FUNDING FOR TECH THAT WILL ‘TRANSCEND’ VR

MagicLeap_Header.png



Technology enthusiasts may well have heard the name Magic Leap over the course of the past week. The company has recently teased a new mobile wearable system that seems to offer some sort of augmented reality (AR) experience. Although the technology doesn’t immediately appear to be related to VR, recent comments from CEO Rony Abovitz’s following a new round of financing for the company seem to suggest otherwise.

MagicLeap_1.png


Magic Leap today announced that it had raised $542 million USD in funding from companies such as Google, Qualcomm, Legendary Entertainment and more. The money will be used to ‘accelerate’ production of its mobile wearable device, which is still yet to be officially revealed. The funding also sees Sundar Pichai, SVP of Android, Chrome and Apps at Google, join Magic Leap’s board of directors.



“We are excited and honored to have such an extraordinary group of investors to help us bring our vision and products to the world,” Abovitz said of the funding. “Magic Leap is going beyond the current perception of mobile computing, augmented reality, and virtual reality. We are transcending all three, and will revolutionize the way people communicate, purchase, learn, share and play.”

Magic Leap’s site reveals that its technology uses the company’s own ‘Dynamic Digitized Lightfield Signal’ to create images said to be indistinguishable from real life. Just how relevant this will be to VR enthusiasts remains to be seen, then. Will the company’s device resemble something like the Oculus Rift head-mounted display (HMD) or instead be similar to Google’s own Google Glass AR system. VRFocus will continue to follow the company and the device closely, reporting back with any VR-related updates.

-END-
 
I tried the Rift DK2 a few days ago. It certainly is an improvement on the DK1 in latency/responsiveness. Unfortunately the resolution is still far from sufficient, and I'm starting to think that even 2560×1440 might not be enough.
 
I tried the Rift DK2 a few days ago. It certainly is an improvement on the DK1 in latency/responsiveness. Unfortunately the resolution is still far from sufficient, and I'm starting to think that even 2560×1440 might not be enough.

Since you have tried both of them, what do you think of the simulation bellow?
http://vr.mkeblx.net/oculus-sim/
Is it anywhere close to what the dev kits look like when it comes to screen door effect?
 
Since you have tried both of them, what do you think of the simulation bellow?
http://vr.mkeblx.net/oculus-sim/
Is it anywhere close to what the dev kits look like when it comes to screen door effect?
I've been lucky to use dk1 ,2 and cresent bay. I can tell you that cresent bay looks better (I used it about 3 months ago) than the CV1 shown on that site but not as good as the 4k option . I'd put DK2 at about 1080p and the gear vr at the cv1
 
Thanks guys!
The CV1 option looks like a nice entry point for VR. If they manage that and get the latency low enough, I think that the future will look bright for Oculus.
 
20150301htcrevive.jpg



HTC Vive, made in cooperation with Valve, so apparently Valve's VR-headset will be HTC VR-headset, or the same device will be marketed under 2 names.

Dev edition will get out to markets during spring, end user version later this year

edit:
Valve will use HTC's VR-headsets at GDC.
When paired with two Steam VR -base stations, the user can move within 15x15 feet area freely and the movements will translate into VR-game. There will be motion sensing controllers for each hand, which position is also being tracked.
The VR-headset doesn't include headphones, but instead has 3,5mm jack for your own headphones/headset

Each eye has 1200x1080 pixels at 90Hz, so total resolution is 2400x1080. The set is said to be free of motionsickness
 
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I guess that huge resolution wouldn't make sense on a console, so Valve/HTC developed a VR headset that will need a powerful PC to be fully taken advantage of.
I'm starting to predict lots of people with dual card setups for VR. Me included :)
 
2400x1080p isn't a large leap up from 1920x1080p. Going from 60fps to 90fps shouldn't be that big of a deal either. I'm going to guess that the cards out in the fall might make short work of the spec.

My fear is that while the rumors point to the headset costing $300 the 2 base stations and the controllers could bring the cost way up. We don't know whats in the base stations.

I'm also worried about weight. This has two screens which requires to boards to drive them. The dk2 is about the heaviest I could handle and even that makes my neck tired after an hour or so.
 
well this is what htcvr.com says
The Visuals
A 1,200 by 1,080 pixel screen in front of each eye, with refresh rates of a blistering 90 frames per second, displays photorealistic imagery that fills your field of vision in all directions, eliminating the jitter common to previous VR technologies and transporting you to another world.
 
Vive impressions from Jon Olick:
Jon Olick said:
That's the end of the demos and then something funny happened that I can't fully explain.

When the headset came off, I had a very primal need to get back into VR. I didn't *want* to get back into VR, I *needed* to. Something was compelling me. I noticed it right away as foreign and was a bit confused about how a VR experience can ilicit [sic] a drug like response.

I spend a lot of time in VR, so this is very unusual.
The future is going to be interesting.
 
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