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Gonna have to be a new HMD to put eye tracking I would think. I mean I could be wrong but that seems like a pretty big thing to just stick in somehow.
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# ¿ Feb 27, 2017 16:43 |
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# ¿ May 11, 2024 15:35 |
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If the system knows your IPD exactly and can track your eyes then it can use convergence to tell what depth you are looking at. If all of this info gets passed to the game engine then it can use the LOD system to render less complex items outside your focus as well as lower resolution.
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# ¿ Feb 27, 2017 20:57 |
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The convergence of your eyes completes a triangle that lets you work out depth, so long as you know the distance from eye to eye.
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# ¿ Feb 27, 2017 22:01 |
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NRVNQSR posted:It varies a great deal across the population; about 10% of people have reduced or no matching between convergence and focus, so any attempt to deduce their focus like that is going to give you the wrong answer. Good to know.
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# ¿ Feb 27, 2017 22:25 |
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For what it's worth I found the Oculus intro that shipping with Touch to be really good at getting people into VR for the first time. Job simulator was a pretty big let down for me.
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# ¿ Feb 28, 2017 20:45 |
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I'm going to quote myself from the last time we tried to talk about the MS headsets coming in March.TomR posted:Looks like some new VR stuff coming in March. Again no tracked controllers, but I think VR hardware development is going to speed up a ton. It's not going to be Vive and Oculus only for long. Stereoscopic tracking on the headsets, no need for base stations or cameras. PSVR style headbands. Dell, HP, Acer, Lenovo, etc. MS API has stuff for controllers but nothing announced.
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# ¿ Mar 1, 2017 13:26 |
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Nalin posted:So not only does Robo Recall support mods, they are also releasing the full source code of the game. I hope some neat stuff comes out of that. That's awesome. I can't wait to try it.
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# ¿ Mar 1, 2017 21:49 |
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GDC 2017: Hands-On With Microsoft’s First Windows Holographic VR Headset https://uploadvr.com/gdc-2017-hands-on-with-microsofts-first-windows-holographic-vr-headset/ Some good things, some bad things. Very much still in development.
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# ¿ Mar 2, 2017 02:09 |
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Robot Recall was released with full source with the mod kit. Someone will put out a version that works native with Vive shortly I'm sure.
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# ¿ Mar 2, 2017 12:25 |
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You would need a video compression algorithm aware of foveated rendering, and wireless VR uses uncompressed video for low latency. Need to sort out a bunch of things before this stuff just works. Put me in the more resolution, field of view and better optics camp. I still spend most of my time in VR using tools like medium or piloting spaceships or trucks. Being able to see clearly is way more important than moving more. Heck, I was tired when I got Robot Recall so I played it sitting in my office chair to try it out and it was fine. Standing up and having more room to move in is great too, but don't discount seated VR. It's still good.
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# ¿ Mar 5, 2017 14:39 |
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Inside out tracking is coming fast. Tracking cameras and lighthouses are gonna go away sooner than you think.
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# ¿ Mar 7, 2017 00:10 |
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Info coming out slowly: https://betanews.com/2017/03/02/microsoft-renames-windows-holographic-mixed-reality/ Edit: Here is the MS page with info: https://developer.microsoft.com/en-...ntent=hmdlineup TomR fucked around with this message at 00:17 on Mar 7, 2017 |
# ¿ Mar 7, 2017 00:15 |
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The best VR locomotion is pogostick. You walk around free in your space, but then you pull out a pogostick and start hopping. Whatever direction your hand is facing while you hop is the direction you travel.
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# ¿ May 9, 2017 16:35 |
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Rectus posted:Has anyone actually made that? If not, I will. I was joking but go ahead, it could work.
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# ¿ May 11, 2017 14:24 |
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Rectus posted:Who ordered the pogo stick locomotion?! How does it feel?
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# ¿ Jun 2, 2017 12:52 |
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Probably want to eat up more of the market before the MS VR stuff comes out. I wonder if they got their hands on it and are scared at how "good enough" it is as to eat away the lower end of the PC market. Or maybe it's actually good. We'll have to wait and see.
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# ¿ Jul 11, 2017 13:34 |
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rage-saq posted:LG "Vive+?" (the higher resolution might be somewhat negated by the larger screen lowering the PPI) - https://www.theverge.com/2017/3/2/14769624/lg-valve-vr-headset-development-kit-hands-on-gdc-2017 Screen size and PPI don't mean anything once you put a lens system between the screen and your eyes. The FOV and screen res are the only thing that tell you how big each pixel will look, assuming the whole screen is visible.
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# ¿ Jul 11, 2017 19:40 |
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Face grease on the lenses makes the rays much worse, maybe your brother slimed his before you got to try it.
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# ¿ Jul 16, 2017 22:42 |
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Some games cause sickness from things like slightly wrong camera setups. It was way more common before everyone started using the pre-made UE4 or Unity VR assets but it still comes up.
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# ¿ Aug 2, 2017 13:51 |
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Apparently you can use more than 4 sensors with the Oculus Rift: https://www.reddit.com/r/oculus/comments/6reww8/5_sensors_and_hidden_wires/
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# ¿ Aug 3, 2017 22:10 |
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# ¿ May 11, 2024 15:35 |
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You guys even watch the video? He's got 4 cameras mounted in a big square on the ceiling and 5th camera on his desk pointing at a race chair with wheel that isn't inside his roomscale area.
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# ¿ Aug 4, 2017 02:08 |