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Displays The VR thread

Discussion in 'Hardware' started by Parge, 10 Apr 2013.

  1. wolfticket

    wolfticket Downwind from the bloodhounds

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    The Cinema thing with Oculus Rift: http://youtu.be/oCYq-suTluo?t=13m50s

    It's simultaneously very very cool and faintly ridiculous.
    While it's amazing, I can't quite work out whether it's better you have a realistic giant screen simulator or have it present a perfectly positioned and sized screen in front of your eyes.
     
  2. phinix

    phinix RIP Waynio...

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    I was wondering - so new HD version will have high res like 1080 per eye, right?
    Does it mean our GPUs need to cope with 2x1080, same as 2x 1080p monitors, is that correct?
    Or is it like - it will be full 1920×1080 for both, and then you divide it on two separate eyes, so ti would be 960x1080 per eye?
     
    Last edited: 29 Dec 2013
  3. law99

    law99 Custom User Title

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    3840x1080 I'd imagine. Else you'll piece together a half 1080p image in your head which would be pretty extreme tunnel vision.
     
  4. Parge

    Parge the worst Super Moderator

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    Nope.

    Its 960x1080 per eye.
     
  5. law99

    law99 Custom User Title

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    Really? Won't that make you field of view really small? Or, having not used it, am I underestimating how much this res will actually give you?
     
  6. Parge

    Parge the worst Super Moderator

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    Remember there are two LCD panels in there - one for each eye

    1080 tall - 1080 tall
    960 wide - 960 wide


    So you still get 1920 width by 1080 pixels tall.

    The FOV is 110 degrees at present
     
  7. Parge

    Parge the worst Super Moderator

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    Fellow VR believers! A MUST WATCH!

     
  8. Blogins

    Blogins Panda have Guns

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    What's really weird is that I randomly contemplated the problem of positional drift before the Crystal Cove prototype emerged! Must be an undercover thinker! :D
     
  9. rainbowbridge

    rainbowbridge Minimodder

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    Oculas Rift VR but with Avegant's Glyph technology is the future from what I can see.

    Avegant's Glyph is science fiction virtual retina display, hoping to try one out in late January will report in if it comes together.
     
  10. Parge

    Parge the worst Super Moderator

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    Worthwhile read from Steams Dev Days

    "Steam Dev Days VR Update
    by E McNeill on 01/17/14 03:59:00 am Expert Blogs

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    The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
    The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

    As the developer of an upcoming Oculus Rift game, I was eager to see the VR sessions at Steam Dev Days. They ended up being the clear highlight of the conference for me. Since the whole “off the record” thing seems to have been interpreted pretty loosely so far, I thought I’d give a general update to other devs who were interested in VR but weren’t able to attend. This isn’t a complete overview; instead, it’s just the stuff that was most salient to me, someone who was listening for information that hasn’t come out before.

    The conference featured talks from Michael Abrash and Joe Ludwig from Valve, Alex Schwartz and Devin Reimer from Owlchemy Labs (developers of Aaaah! For the Awesome), and Palmer Luckey from Oculus, whose talk was probably the most fun of the entire conference. A good portion of the content was advice for making a comfortable VR game, much of which was already old news to those of us who have been following Oculus for a while. Make sure your game runs fast, minimize player acceleration in-game, don’t override the user’s camera controls, etc. All this has been collected into a handy new VR Best Practices guide.

    Michael Abrash’s talk was notable for the amount of confidence that he projected. Valve’s VR demo is pretty incredible, and Abrash used it to illustrate that most of the big problems (on the visual side, at least) can definitely be solved. Achieving a real feeling of presence in a virtual world is now just a matter of time and good engineering; it WILL happen. It’s not so clear exactly when, however. Abrash kept saying “in two years” or “by 2015 or shortly thereafter”. I interpreted this as his deadline for reaching this mind-blowing golden standard of VR; I’m hoping that Oculus chooses to ship earlier with a merely excellent product. Palmer Luckey was pretty confident about the future of VR too, and it’s clear that both Oculus and Valve believe that it will be a huge part of the future of entertainment.

    The nature of the relationship between Valve and Oculus was not entirely clear to me. They’re certainly working closely together. Oculus talked about getting R&D help from Valve, while Valve named Oculus as the clear front-runner among consumer VR solutions. (Valve said they had no plans for a consumer product and that their demo system was not shippable due to its requirement that users plaster their walls with tracking markers.) On the other hand, Valve made it clear that their VR software work was not Oculus-specific, and mentioned that they want to be ready for when competitors start to arrive on the scene. I don’t think that means that they’re betting against Oculus in the short term, though. My impression was that Valve was taking a practical (if enthusiastic) attitude toward cultivating VR gaming, and they recognize Oculus as the obvious vanguard in that movement.

    Palmer’s talk was called “Porting Games to Virtual Reality”, and his message was that porting “doesn’t really work”. Instead, make content that’s designed for VR! We’ve heard this message before, but it was a pleasant surprise to see it presented so starkly and with such candor. Oculus doesn’t know exactly what they want from developers (that’s our problem to solve), but they have a high standard, and that’s ultimately great news.

    There was also a Q&A session with all the speakers after the talks. Again, a large part of the discussion had to do with common mistakes in VR games and how to avoid them. The speakers seemed to agree that FPSs and similar games would not translate very well to VR, especially in their current form (with fast movement, circle-strafing, lots of forced movement from explosions, etc.). I consider that good news, since it points the way towards a wider variety of experiences in VR. There was also a consensus that games involving small, nearby objects (e.g. a virtual board game) felt great, especially with positional tracking. The speakers agreed that player input was still a hard, unsolved problem in VR, and Palmer made it clear that (for now) they’re targeting a seated experience with gamepads. Lastly, there was discussion about how great a multiplayer experience felt when multiplayer head-tracking and simulated eye contact was implemented.

    One audience member asked a business question, wondering how to justify making games for a new, small audience of VR players. I was surprised by the honesty of the speakers; rather than project false enthusiasm, they were practical. The general answer was “it all depends on how many units you need to sell to make money”. It’s an easier path for a small team than a big AAA outfit (another reason why indies should favor the Rift). Even then, the Owlchemy devs mentioned that, despite a fantastic attach rate of around 8% among Rift owners, they still didn’t directly cover the costs of the extra month of development they spent on the VR port. Of course, the outlook will improve when the Rift actually releases. I’m still optimistic.

    Overall, it was a very impressive presentation from Valve and Oculus. They convinced me that VR is going to be able to deliver on a technical level, and they left me feeling more inspired than ever to create games for the Rift. At the same time, they tried to be very clear about what wouldn’t work. They talked openly about what they had successfully accomplished, but they also talked about the challenges that lie ahead. It didn’t feel like a bunch of marketing folks desperately trying to recruit developers. Instead, it felt more like they were sharing the news of a fait accompli: VR is happening, and soon."
     
  11. phinix

    phinix RIP Waynio...

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    Is it still "scheduled" for this year? End or middle?
     
  12. Parge

    Parge the worst Super Moderator

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    It was always going to be Q4. With all the money they've got from investors though, they want to get it right, however long it takes (you only get one chance for a first impression). I have ZERO issues with this.

    It's looking increasingly like late Q4 or Q1 2015 at the moment..... which just happens to co-incide with the release of Star Citizen.
     
  13. law99

    law99 Custom User Title

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    Too bad porting won't be so simple. Great that Oculus will get, or more likely have, unique gaming... but sad there is a potential rift in titles that include it. But hey, that is with anything else around too, such as mantle.
     
  14. Blogins

    Blogins Panda have Guns

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  15. phinix

    phinix RIP Waynio...

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    Did you guys saw this rumor?
    Summer 2014 would be nice. Price of $500 isn't that bad either I say... About £350-400.
     
  16. Blogins

    Blogins Panda have Guns

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    Still believe they'd need to get it under £300 to nail it in the UK market. Also I'd say Summer 2014 is a bit optimistic. As the product is based in North America we're bound to lag by a month or two from the outset.
     
  17. Parge

    Parge the worst Super Moderator

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    I’ve heard two competing rumours.

    A) That they want to get it right, however long that takes, and that due to screen supply it now may end up being early 2015 before we get the final hardware.
    B) That there are a lot of software developers out there who are relying on this product being released by Q4, in order to ship their games pre-xmas.

    I also think that $499.99 is a little too high price wise. Palmer has said a few times that they only way this product is going to be successful is if its affordable for the mainstream. Given that $499 will likely translate to about £399.99 on these shores, I don’t think that fits into the mainstream affordability bracket.

    If I had to bet I’d say

    Ships at end of Q4
    Costs $400/£300.
     
  18. Parge

    Parge the worst Super Moderator

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    Porn in the near future.

     
  19. Parge

    Parge the worst Super Moderator

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    Just going to leave this here.....

    Linky
     
  20. Nexxo

    Nexxo * Prefab Sprout – The King of Rock 'n' Roll

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    I said it once and I say it again: Zelda 3D and ELITE Dangerous on the Occulus Rift. So want.
     

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