Rift, Vive, and Virtual Reality

Discussion in 'VR and AR' started by idsn6, May 8, 2013.

  1. Kaotik

    Kaotik Drunk Member
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    Actually all the info I put in that piece is available straight from Varjo's website (I think, had few other sources open but I don't think I used them in the end).
    As it turns out, Verge has seen at least one prototype version of the Varjo VR-glasses, where the Bionic-display is on top of the glasses and it's image is projected on the main display with a mirror
    https://www.wired.com/story/varjo-vr-microdisplay/
     
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  2. manux

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    Google seems to be investing into displays

    https://www.roadtovr.com/google-developing-vr-display-10x-pixels-todays-headsets/
     
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  3. manux

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    Long overdue, finally youtube vr os available for vive (and works also on rift)

    https://www.roadtovr.com/youtube-vr-rift-vive-pc-windows-mr-steam/
     
  4. manux

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    Magic leap kind of revealed their first hw. Assuming there is no lack of money on purchasers part hw will be available some time 2018

    https://www.rollingstone.com/glixel...ing-magic-leaps-mixed-reality-goggles-w514479
     
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  5. manux

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    Good information about magic leap one via interview format.

    https://uploadvr.com/magic-leap-ceo-interview-indoor-augmented-reality-is-the-first-step/

     
  6. Ike Turner

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    Silent_Buddha and BRiT like this.
  7. Silent_Buddha

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    Yeah, from there...

    http://www.kguttag.com/2017/12/20/magic-leap-one-instant-analysis/

    With how little information has been released, it looks like what was released was primarily to attempt to drum up more venture capital for the project.

    Also interesting (another article on the site) that despite all the hubabaloo from the Magic Leap guy, they are using the same optical displays as HoloLens basically.

    Regards,
    SB
     
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  8. eastmen

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    its interesting that they still aren't' avalible until first half of 2018 which most likely means June. The current hololens is from 2016. So It will be interesting to see what MS does. Do they show off third prototype when magic leap dev kits are avalible to purchase or do they just relese them then also. Going to be really interesting esp since now Oculus is saying no new headset in 2018 to replace the rift.

    Thats not to say there aren't some things to like about it. Hololens could certianly benefit from moving the cpu / battery down to your belt
     
  9. manux

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    NextVR is coming out with some real cool videos

    https://uploadvr.com/nextvr-6dof/


    HTC vive pro was announced. Basically regular vive with higher resolution display

    https://www.roadtovr.com/ces-2018-first-look-htc-vive-pro/
     
  10. manux

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    Intel is partnering with olympic games to provide vr footage
    https://iq.intel.com/gear-up-how-to-watch-the-winter-olympics-in-virtual-reality/
     
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  11. Entropy

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    There are some things still unknown about the ”Pro”. Price the foremost, perhaps.
    It seems to be a matured, consolidated product. With the new lighthouses and controllers, it will hopefully take the total package a distinct step up the ladder. However unexciting it appears. Increasing linear resolution by a third, without any foveated rendering is less than hoped for.
     
  12. manux

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    Sounds better than what the specs looked

    https://www.roadtovr.com/ces-2018-vive-pro-hands-on-much-more-than-an-improved-screen/


    180 degree 3d cameras complements of google. To me it these look lacking as they don't seem to be capable of 60fps or higher. 30fps on vr videos is pretty horrible. On the other hand, plus points for good effort. Maybe decent 3d consumer camera will eventually happen. I would be perfectly happy with 180 degree solution as long as quality is high.

    https://www.roadtovr.com/google-announces-vr180-3d-consumer-cameras-coming-lenovo-yi-technologies/
     
  13. Silent_Buddha

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    I have to say, that is incredibly disappointing. It's a safe upgrade, but a very disappointing one. FOV barely changes, and resolution is only bit higher. It's definitely better than the current Vive, however. A huge plus for including on ear headphones.

    I understand that for compatibility with the current Vive, they don't want to change much, but after having tried a Pimax 8K (even with some of its issues), there is no way I can use anything with lower FOV or resolution now.

    I recently have gotten to borrow a friend's Rift again, and after having tried a Pimax 8K, the FOV feels extremely confining with the black areas are far more noticeable now than the last time I used a Rift.

    As well, after trying to watch VR video on the Rift again, pixel density needs to, at the very least double and space between pixels/sub-pixels needs to shrink.

    Granted, the Vive Pro is probably not being marketed as a next gen HMD, but it's still disappointing to me. I definitely won't be considering it for purchase, whereas even with its flaws, I'm seriously considering getting a Pimax 8Kx (so it's not limited to a 2560x1440 input per eye which is that upscaled to 3840x2160 per eye on the 8K).

    And that is seriously saying something because up until I got to try it hands on, I wasn't prepared to spend more than 150-200 USD on a HMD headset.

    Regards,
    SB
     
  14. Entropy

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    I was hoping for this display, introduced to the World back in May.
    Oh well.
     
  15. eloyc

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    Has any of you tried one of those "treadmill" devices with VR?
     
  16. MfA

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    So a few years and a whole lot more users on I guess I have to eat my words, smooth yaw control without physical rotation does seem plain impossible for a large percentage of users without motion sickness.

    Why then did Oculus ignore this and leave wireless and rotating cable couplers to third parties to expensively solve? You see the problem coming in 2014, flush with money ... do bugger all? At least Vive is coming out with it's own wireless solution now.

    Though I'd rather just have something I could hang on the ceiling with a rotating coupler and wires to use with a swivel chair (or threadmill). Could have been developed for far less than 0.1% of what was paid for Oculus and mass produced for 10$.

    The Swedes and Chinese are fixing the FOV, others are finally getting down to fixing the cable issues. I think it's a bit embarrassing what Oculus has been doing to improve the state of the art and usability. Of course it's hard to be embarrassed when counting so much money :)
     
  17. cheapchips

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    The Rift was aimed primarily as a plug in and play forward facing seated/standing experience. Wires hanging from the ceiling in a VR dungeon wasn't/isn't mass market.

    Vive pushed the acceptance of room scale and pushed Oculus a little more in that direction.

    Wireless still doesn't exist as a broad consumer proposition. It's not cheap enough to be baked into a headset. Maybe it is for V2?

    I'd say the same for higher res and wider fov hmds. Fine for enthusiasts. Garbage ergonomics and price point for wider adoption.
     
    #1717 cheapchips, Jan 14, 2018
    Last edited: Jan 14, 2018
  18. BRiT

    BRiT (╯°□°)╯
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    How much does the wireless aspect add to the cost? What makes it expensive? Is it just economy of scale affecting prices?
     
  19. MfA

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    It's because they all use 60 GHz to get high enough bandwidth (TPCAST 2.0 can also work over 5 GHz, but with significant amounts of compression). There's a lot of expensive engineering with non recouped costs behind that.

    But something which you can hang on your ceiling with a rotating slip ring could be made far cheaper.
     
    #1719 MfA, Jan 14, 2018
    Last edited: Jan 14, 2018
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  20. MfA

    MfA
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    They could have made a motorized swivel chair. Wireless is a hassle, because now you get to strap a battery and a bunch more electronics to your head.
     

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