More info coming in the fall. I am really scared this thing is going to be $200 bucks.
It looked great until the bit at the end that said it was simulated and not actual gameplay footage. So basically nothing new to see here.
More info coming in the fall. I am really scared this thing is going to be $200 bucks.
yes but it brings the price up to $800 which is what htc vive is and htc vive has had room scale and touch like controllers since launch.$200 seems like a small amount of money when you consider that if the games are priced anything like the previous Oculus launch content then we're likely going to see a lot of $50 games that have a few hours of gameplay, and you'll need to buy them in order to get a full taste of what the controllers have to offer. The nice thing about SteamVR/Vive's plenty of assorted free demos, early access and shovelware is that you can get a pretty well rounded taste of room-scale and motion controllers without having to buy a couple hundred dollars worth of content that you might only play once.
As soon as the Rift and Vive prices were announced it was pretty clear that they both were going to come out to be roughly the same price. Oculus is definitely behind the eightball here, but there's really nothing they can do quickly/easily to change the general trajectory of hardware sales.
The reason to buy the Rift over the Vive hasn't changed all that much: if you don't have a lot of space for room-scale, and/or if you assume that room-scale will never be viable as a market, and/or if you assume that for the life cycle of this generation of HMDs we won't have a self-feeding ecosystem of quality content and the value of the systems will then be dictated by how much money the platform holders are willing to throw at their respective systems.
StarVR offers 210 x 130 degrees FOVAll of the HMDs that have come as a result of this recent VR boom are essentially revisions of the basic architecture and form factor of the Rift prototypes from 2011/2012. The common features between all these HMDs are that they use traditional displays, simple magnifier optics to boost FOV and collimate the light, and over the last 4-5 years their FOVs have stayed roughly in that same 90-110deg ballpark (the DK1 still has the biggest FOV of any of these HMDs.)
Any dramatic increase in FOV (humans can see upwards of 270deg when you factor in eye rotation, so we have a very long way to go) is going to mean a complete redesign of the HMD from the ground up pretty well. Everything from the display technology, resolution, optics, form factor, rendering optimizations, display communication protocol etc will need to get readdressed. Now that we have consumer HMDs out in the wild, the manufacturers aren't going to be willing to make huge concessions in the size and weight of these devices in order to improve the specs, so it's not going to be a simple matter of throwing giant screens at each eye like StarVR does.
The v2.0 of these devices are more likely to see a big bump in resolution, a trivial increase in FOV, further refined tracking (all of these HMDs suffer from some visible tracking jitter), and likely some form of eye tracking to provide dynamic IPD adjustment, foveated rendering, maybe faux-depth of field effects trickery, etc.
I don't think size is really an issue, weight could be, but can't seem to find any solid info on it?Yup, and its weight and size make it completely irrelevant in the VR market.
All of the HMDs that have come as a result of this recent VR boom are essentially revisions of the basic architecture and form factor of the Rift prototypes from 2011/2012. The common features between all these HMDs are that they use traditional displays, simple magnifier optics to boost FOV and collimate the light, and over the last 4-5 years their FOVs have stayed roughly in that same 90-110deg ballpark (the DK1 still has the biggest FOV of any of these HMDs.)
Any dramatic increase in FOV (humans can see upwards of 270deg when you factor in eye rotation, so we have a very long way to go) is going to mean a complete redesign of the HMD from the ground up pretty well. Everything from the display technology, resolution, optics, form factor, rendering optimizations, display communication protocol etc will need to get readdressed. Now that we have consumer HMDs out in the wild, the manufacturers aren't going to be willing to make huge concessions in the size and weight of these devices in order to improve the specs, so it's not going to be a simple matter of throwing giant screens at each eye like StarVR does.
The v2.0 of these devices are more likely to see a big bump in resolution, a trivial increase in FOV, further refined tracking (all of these HMDs suffer from some visible tracking jitter), and likely some form of eye tracking to provide dynamic IPD adjustment, foveated rendering, maybe faux-depth of field effects trickery, etc.
First - thanks, that is what I thought.
Second - Unfortunately you then mentioned StarVR which I went and looked up..... Dang! 210 degrees.
My question applies to software somewhat as well. For a normal display on your PC I wouldn't question the ability to scale to different monitor resolutions. This seems a touch different. From a software standpoint, would a game that was designed to work on one of the existing 3 VR headsets be trivial port to a larger FOV and higher resolution? Something tells me it isn't that simple. Not with the different distortion (lenses) being used. Or am I off my rocker?
I don't think size is really an issue, weight could be, but can't seem to find any solid info on it?
From a software standpoint, would a game that was designed to work on one of the existing 3 VR headsets be trivial port to a larger FOV and higher resolution? Something tells me it isn't that simple. Not with the different distortion (lenses) being used. Or am I off my rocker?
Or if you live somewhere that the Vive laser emitters might get shaken from time to time, the Rift might be the better choice. Like where I live (near a Hospital where helicopters flying by isn't infrequent) then Vive isn't really an option unless I'm fine with things going absolutely haywire anytime a Helicopter goes by.
But yeah, if I were to get one. It'd still be the Rift just for the convenience of the system even if shaking wasn't an issue.
Regards,
SB
I would think in terms of the vive they will try to fix the situation with more lighthouses for the same space ?
In other news it seems the touch has speakers on them ?