Rift, Vive, and Virtual Reality

What is pointless about the display? Have you seen it and compared it to other displays?
To be fair no, but I've seen other 5.5 inch phones and to my eye 1080p doesn't have discernable pixels at the distance you view it from (my phone's 1440p). My expectation then is that any improvement is so incremental as to be pointless. Happy enough to be wrong though!
 
4k on a 5.5 inch does seem pointless for anything other than VR...
 
To be fair no, but I've seen other 5.5 inch phones and to my eye 1080p doesn't have discernable pixels at the distance you view it from (my phone's 1440p). My expectation then is that any improvement is so incremental as to be pointless. Happy enough to be wrong though!
I can see a difference between my note 3 (1080p) and the note 5 (1440p) . I'm not sure if 4k would be the same. But I would suspect phones will still get bigger still as the bezel gets smaller. I think we will go to a 6 inch screen
 
It's probably because of the pentile that you can see the difference between 1080p vs 1440p. I personally can't see the difference in sharpness between my display (5.5 1080p LCD) vs note 4. If it weren't for VR, 1080p on 5.5 display is more than enough for me. I tried to watch VR on my phone (using cardboard) but in the end, I would rather see the whole screen @1080p vs each eye at half the res (also the fact that the view is cropped, thus even less effective res). This is for watching movie. For gaming it might be different depending how effective the devs use VR.
 
Agreed. RGBG Pentile vs. RGB shows a big difference, mainly with text. I thought the Note 3 had a RGB screen.
 
What is pointless about the display? Have you seen it and compared it to other displays?
The human eye cannot tell the difference. That makes it a pointless waste of battery life on mobile phone. Fine for vr though. It is something easy to brag about like p4 frequency.
 
Joshua Ho's take on the HTC Vive:

A week ago, I was discussing my thoughts on VR with HTC when they realized that I had never tried their VR headset, the HTC Vive. A few days later, I stepped into one of HTC’s offices in San Francisco, expecting the experience to be similar in feeling to what I had seen before.
(...)
In a lot of ways, HTC Vive is hard to describe because of its rarity. I’ve always been around personal computers, and while the modern smartphone was a great innovation it’s always been a connected mobile computer to me. There are other VR headsets out there to be sure, and these headsets were all neat to use, but HTC Vive is life-changing. It is a revolution.
 
I recently saw an episode of shark tank from 2013 Virtuix Omni was pitched to the sharks
all of them said no
http://www.virtuix.com

ps: season 5 episode 11 if anyone wants to watch it
yea I saw that one awhile ago. They were right to pass. The rift was no where ready and the Omni was very expensive. It might have been different if they went on this season or next season.
 
It's even more expensive now $699
Yea but there has been a lot of improvements made. Also we know what the rift and vive will be.

I could see gym's using these they'd be great for cardio . But a set up will be costly . Say $700 for the platform. $1,500 for the pc and another $400 for rift / vive ?
 

It's nice that they pointed out one of the very real problems (and potential dangers) with VR.

That was the end of my experience. I took off the headset, headphones, and set the controller down. In some ways, I felt a bit groggy as if I had just woken up from a dream. I was reflecting upon what had happened when I tried to look at my phone closely. I immediately got a sense of vertigo and had to sit down to gain my bearings. The room wasn't spinning, but I was definitely disoriented.

And it's something that is going to be exacerbated by extensive use (as many gamers are wont to do). Imagine after a kid/teen/etc. has used this during a 2+ hour gaming session and then immediately tried to walk (or worse run) somewhere. Or someone inebriated on alcohol or pot who will likely not notice how their body's reaction to the real world is subtly different which then is compounded by their inebriation.

Regards,
SB
 
And it's something that is going to be exacerbated by extensive use (as many gamers are wont to do). Imagine after a kid/teen/etc. has used this during a 2+ hour gaming session and then immediately tried to walk (or worse run) somewhere. Or someone inebriated on alcohol or pot who will likely not notice how their body's reaction to the real world is subtly different which then is compounded by their inebriation.

Yes, and this is why I think early widespread applications of VR is likely to be something involving AR instead of full VR.
 
I would liken the disorientation one feels after long VR sessions to the feeling one gets when they walk out of a dark theater after a long movie, stand up after intensely focusing on an exam in a gymnasium, or after being absorbed in a good book for several hours. I wouldn't call that vertigo exactly but more so the sense of decompression or reacclimating to your surroundings as your brain/body have grown accustomed to being in a different space. Personally I wouldn't even consider it a negative characteristic of the tech - there's something almost euphoric about it and it validates that the tech is greater than the sum of its parts.

Oh and regards to the Virtuix Omni and Shark Tank, a few months after that aired Mark Cuban changed his mind and invested a bit of money with them (probably one of many byproducts of facebook's purchase of oculus.) Not that that makes its future any more likely as you're still looking at a device that's cumbersome, expensive, and doesn't really feel like natural walking. Maybe the military will show enough interest to keep them afloat.
 
It's nice that they pointed out one of the very real problems (and potential dangers) with VR.



And it's something that is going to be exacerbated by extensive use (as many gamers are wont to do). Imagine after a kid/teen/etc. has used this during a 2+ hour gaming session and then immediately tried to walk (or worse run) somewhere. Or someone inebriated on alcohol or pot who will likely not notice how their body's reaction to the real world is subtly different which then is compounded by their inebriation.

Regards,
SB

I wonder if that is really a problem let alone a danger. Pretty much every thrill ride leaves you with some sensation out of the ordinary.

Besides why would this be a bigger issues for kids or teenagers? If any I'd say kids are much better at reacting to such things. When I was a kid we had this human size hamster wheel and kids being kids just running inside the thing like it was intended to wasn't any fun. So kids would lie on their backs, push their feet against the frame and hold the sides with their hands and had other kids spin the thing around for some time so the kid inside would be doing loopings the whole time (obviously the challenge was going on for as long as possible). I can tell you nobody got out seeing straight but it never caused any problems.
 
I play on a DK2 for 4 hour+ stretches sometimes, it really isn't a problem. I find it exactly as hughj does - just like walking out of the cinema.
 
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