Oculus "Rift" : An open-source HMD for Kickstarter

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Guspaz
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Re: A better name for your project

Post by Guspaz »

mickman wrote:RIFT is not so bad .. does it stand for anything ?

R.I.F.T ? Real Inner Face Technology ;) ( could swap Real for Retina too.. since its a hot word these days )
Retinal Immersion Factor Technology

Retinal Immersion Factor Theatre

Retinal Immersion Factor Transfer

Retinal Interface Technology

The T words are hard. Transporter? Transformer? Transcriber? Transmitter?

etc.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by naif »

I'd be in for this too.

I have an eMagin Z800, and did some development work with its 9DOF IMU, as well as 3D sample applications (testing convergence and such). The z800s 42 (45?) degree FOV was quite limited, so I never really stayed with it... I would be way in for a high-FOV unit.

As an aside - I wear glasses (nearsighted, about -3 diopters) and the Z800 adjustments were enough to let me use it without glasses. (I also have an icuity M920 - it also allows me to set the focus for no glasses.) Would be nice if it had some adjustment (even if disassembly required.)
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by android78 »

Once again, the RIFT is getting press, but the press is thinking the headset is made by John:
http://au.ign.com/videos/2012/06/06/ign ... ce-e3-2012
Either way, it's amazing how much acceptance this is getting just because of who is promoting it. I guess that the work John has done to make Doom render correctly for the display has a lot to do with it.
GOOD JOB GUYS!!!
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by cybereality »

Those interviews with Carmark are gold! I can't think of someone better to promote this product.

Also:

Really Impressive Future Technology
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by brantlew »

android78 wrote:Once again, the RIFT is getting press, but the press is thinking the headset is made by John:
http://au.ign.com/videos/2012/06/06/ign ... ce-e3-2012
Either way, it's amazing how much acceptance this is getting just because of who is promoting it. I guess that the work John has done to make Doom render correctly for the display has a lot to do with it.
GOOD JOB GUYS!!!
The press don't listen carefully, but Carmack was very clear about crediting Palmer. And Carmack seems to have done a lot of independent work as well and deserves plenty of credit. It's incredibly fortunate that the Rift came along at just the right time to synchronize with Carmack's work. It's a perfect marriage of independent hardware and software research.
Last edited by brantlew on Wed Jun 06, 2012 8:06 pm, edited 2 times in total.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by fractaloop »

Everyone seems excited about the possible gaming aspects of the wide FOV, especially with Carmack dedicating his time and resources to it. If he puts his weight behind something it seems to really push it into the mainstream.

As a software developer, I hope this continues to gain traction. i'm looking forward to the idea of having a spherical window manager to code inside while travelling with my laptop. The immersion of an isolated environment in common spaces would be a wonderful freedom from the noise of cubicles and airplanes. Of course, this dream requires a great deal more resolution before text is legible at workable resolutions, but the first 2D window managers were at now-painful resolutions.

In the meantime, I can't wait to try Doom 3D :woot
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by 3dvison »

The Hillcreast tracker has been tweaked to johns spec's, for use with an HMD, Doom3 BFG, of course has been optomized by John himself to be used with an HMD and Palmers RIFT is the goto HMD.
Doom3 BFG is going to be out of this world, when played on a RIFT.

Palmer you have worked so long on the RIFT and John now on his end. Set the RIFT at a price that covers for this work.
I thought John posted about buying 100 Doom 3 BFG's out of pocket, to ship with the first 100 RIFT's. The price for a RIFT should cover atleast Johns cost for the games, and all your work on the RIFT also. Well, some of your work, the RIFT would be another $20,000 HMD, if we had to pay for "ALL" of your work.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by PatrickReddeck »

Regarding the pricing of Rift on Kickstarter, for those who aren't familiar with how it works you are free to donate thousands of dollars for your part of the contribution if you choose and if Palmer sets up a tier.

Also keep in mind Palmer will own the rights to a name, thanks in large part to John Carmack, that is getting a lot of attention. That name can then be commoditized in various different ways to allow supporters and fans to hand over cash.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by 3dvison »

PatrickReddeck wrote:Regarding the pricing of Rift on Kickstarter, for those who aren't familiar with how it works you are free to donate thousands of dollars for your part of the contribution if you choose and if Palmer sets up a tier.

Also keep in mind Palmer will own the rights to a name, thanks in large part to John Carmack, that is getting a lot of attention. That name can then be commoditized in various different ways to allow supporters and fans to hand over cash.
I get that, but dosn't he still set the price for a single unit to be sold at ?
If so, that is the price I was talking about.
What good would it be, if he gave away units, in the hopes of a "Fan" giving a big donation one day.

No need for me to talk about this anyway...
Palmer is much smarter than me. He'll know how to price it correctly.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by blitter »

A couple of questions from a MTBS newbie interested in developing for the RIFT:

- Is the kit spec on the RIFT webpage an all-inclusive list? Will the kit include an option for the "wireless video link" and if so, are there more details on that?
- Is head tracking also included as an option in the kit or will a solution for that be required independently?

Just gathering up as much technical info as I can, so I can get a jump start on developing a game targeting this device while waiting for the Kickstarter to run its course :) Thanks!
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by BillRoeske »

Eurogamer has their preview up now.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by BillRoeske »

Hey blitter,

From what I've been gathering from recent coverage, it sounds like the initial Kickstarter run will probably have one tier that is just the ready-to-assemble RIFT kit and another tier that will bundle a tracker and a copy of Doom 3 BFG. Wireless video and higher resolution displays have been mentioned as possibilities, but it's sounding like that might be a more realistic expectation for a version 2.0 kit.

This is all just a reasoned guess, though, so don't take any of it as Gospel until you hear it from Palmer. :) I imagine things will probably be shifting around quite a bit behind the scenes right up until the Kickstarter is a go.

Hope that helps!
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by blitter »

Thanks BillRoeske! Assuming that wireless video and head tracking will be necessary as third-party components, what is the status on the development of so-called "Wireless HDMI" technologies? How significant of a hit to latency would there be when applying such technology in combination with head tracking? Are there any numbers / Have there been any experiments done with this yet?
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by JohnCarmack »

I warned Palmer ahead of time that it was a foregone conclusion that some of the media would report the Rift as my work, despite my vey explicit description otherwise. Sometimes their eyes are just glazed over by the time I start talking about the actual display I am showing, as opposed to all the general lead up, and they miss the critical bit, and sometimes it is the push to make a more sound bite friendly article title.

In any case, I repped the Rift pretty hard through a dozen presentations to a lot of important people. The original plan was that I was just going to do them on Tuesday and bail from E3 after that, but the response was so strong, and the buzz was getting around, so I wound up giving another day full of demos on Wednesday.

The reaction was honestly better than I expected -- only one person found it distractingly uncomfortable (due to their eyelashes brushing the lenses), and every one of the journalists left enthusiastic about it, with several bordering on awestruck. I would have been happy with an 80% win rate.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by 3drocket »

Just came across this thread today and thought the project was worth doing a quick logo concept for.

Cheers,
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by hast »

I saw another video interview at GiantBomb today: http://www.giantbomb.com/e3-2012-john-c ... w/17-6164/.

And there are several examples in these videos of journalists listening and trying to make enouraging noises at the appropriate moments. But I have to say that having a video is really nice because that way we viewers can at least listen to what the developer is saying without relying on a filter of what the reporter took away from it. (It would be awesome to see a similar "interview" or discussion between Palmer and John where they talk about the technology but where they actually understand each other and can ask followup questions.)

Regarding the price on the Kickstarter. I just figured I should say that for me I'd rather see Palmer charge a bit more per unit to ensure that he doesn't get into unforseen economical problems when it is scaled up. Also, remember to look into shipping prices world wide before because I'm sure I'm not the only one who is interested in that. (Other Kickstarters that ship products have charged a bit more for world wide shipping.)

Also JohnCarmack: I've seen you mention in several videos that you haven't gotten translation tracking to work properly with the unit. One thing I wanted to try with it was to use a Playstation Move or similar device to optically track the 3d location of the unit and try to use that in game. Have you already tried that and found out that it doesn't work for some reason? (The USB webcam has too much lag perhaps?)
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by SinSilla »

Media Coverage is exploding right now! (Kotaku, Giantbomb, Eurogamer, Neogaf, Golem.de, avsforum, pcgameshardware.de and many more...)

This is so so awesome, what a wonderful coincidence that John showed up here. Even if almost no one gets the crediting quite right atm (what may be a good thing at this point in time) thats probably the very best thing that could happen to us VR Folks, even more than Sonys move with the HMZ-T1.

Good job guys, good job!
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Guspaz »

JohnCarmack wrote:only one person found it distractingly uncomfortable (due to their eyelashes brushing the lenses)
Which brings to mind something that's been nagging at me, how does this sort of thing work with those of us who need glasses? For myopia, for example. Does the Oculus Rift have diopter correction?
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by BillRoeske »

blitter,

High resolution, low latency wireless video has actually been gaining a decent amount of traction lately. I'm not an expert, but from what I know most recent stabs use 5GHz radio signal. Because it's so high frequency, it can carry a lot of data very quickly. Tradeoffs include a relatively short range (around three to five meters) and a signal that's easily blocked by obstructions.

Probably the easiest example to point to is Nintendo's upcoming Wii U console, which uses wireless video to stream game play to the screen on the GamePad controller. They claim effectively no latency, which lines up with other comments I've seen that the overhead is about 1ms. Various recent home theater and networking equipment has also been shown off using similar high-frequency radio for wireless video, too.

So, I wouldn't call it common yet, but things are looking up. That Nintendo is effectively pinning the success of the new console on the technology speaks volumes about their confidence in its reliability and lack of latency. Overall I agree with John and a few others that the ultimate way to go will be the equivelant of a smartphone hooked directly to the HMD. But, wireless video certainly is useful, especially if you have a smaller arena and just want to throw gobs of desktop computing power at it.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by rajveer »

JohnCarmack wrote:only one person found it distractingly uncomfortable (due to their eyelashes brushing the lenses)
Ooh ooh Palmer, can you make the distance from out eyes adjustable for those with long eyelashes?? :D

Actual question though, how many of them found the resolution a limiting factor for the immersiveness of the HMD? Sounds like everybody you showed it to was impressed and it wasn't really an issue?
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Alkapwn »

I really hope that even with all the publicity that this has gotten lately, that I'm able to get in on the Kickstarter order. Seems like there's more and more people getting excited about this every day.

I have one question about the screen that's currently being used. I'm fine with it being low res as I know that the sense of immersion is more important than screen resolution. I was wondering however, what happens if during the process of the Kickstarter funding or in waiting for the Doom release, somebody comes up with a screen solution that yields a much higher resolution. Would the kit design of the Rift allow for a screen swap? I'm really new to this kind of stuff, but am excited about this project almost to an unhealthy level. The thought of FINALLY being able to be immersed in a virtual world as apposed to watching it through a window, has gotten me insanely geeked!
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by brantlew »

Here's a funny writeup. This author seems to be the most impressed of any of the reviewers I have read so far. Just made me laugh when he referred to "Lucky Palmer". At least he tried... :lol:

http://www.cnn.com/2012/06/07/tech/gami ... ighlights/
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by cybereality »

BillRoeske wrote:Eurogamer has their preview up now.
Wow! They actually linked to this MTBS thread!!!! Impressive.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by clancey »

Lurking as well. I am subscribed so I can jump on the kickstarter. I am most interested in the expandability. How difficult would it be to swap in a higher resolution LCD? I would be willing to pay more for a higher resolution!
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by druidsbane »

Not to be a another me too, but I want to pitch in that I'm in for every iteration you produce and hope the responses here give you the drive and numbers you need! Will be a lot of fun writing toy worlds and 3D engines once again to play in, maybe even create something akin to "Snow Crash" one day... we have the tech, just need to get it out to more people affordably :) Prior experiences with VR were the exact opposite of what I had hoped for but the responsiveness and FOV of this kit gives me hope in my lifetime :)
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by DragonM »

hast wrote:And there are several examples in these videos of journalists listening and trying to make enouraging noises at the appropriate moments. But I have to say that having a video is really nice because that way we viewers can at least listen to what the developer is saying without relying on a filter of what the reporter took away from it. (It would be awesome to see a similar "interview" or discussion between Palmer and John where they talk about the technology but where they actually understand each other and can ask followup questions.)
Personally I prefer to read what Carmack writes. While his speech is very information dense, it sometimes gets a little tangled. His writing is very clear though. But if the alternative is listening to him vs reading some journalist who may or may not actually grasp the subject, I guess I'll listen. I got a lot out of the interview Giantbomb posted.

I'm glad to see so many things coming together, and I'm glad Palmer is pushing ahead with the project, despite the issues. "The perfect is the enemy of the good." --Voltaire Let's have the good this year, and worry about the perfect later. Sure, I'd love for Samsung to buy about a million meters of Corning's new 100 micron flexible glass and use it as a substrate for 440 ppi 4k2k AMOLED displays with submillisecond latency. Wrap-around hi-res lag-free display goggles would be fantastic. Until then, well, a Rift will do nicely. :)

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Post by android78 »

DragonM wrote:... Sure, I'd love for Samsung to buy about a million meters of Corning's new 100 micron flexible glass and use it as a substrate for 440 ppi 4k2k AMOLED displays with submillisecond latency. Wrap-around hi-res lag-free display goggles would be fantastic....
I've had a dream like that since I was about 10yo (even though AMOLED hadn't been invented yet)... now over 20 years later, I am still amazed it hasn't happened yet. The thinking was that they would pretty much be being used by everyone by now. Although, I think these days we really need to be pushing for QLEDhttp://www.qdvision.com/qled-technology displays instead of AMOLED
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by paratay »

My first post here on MTBS and had to join in with this product, sounds Great! I just like to know PalmerTech, which LCD panel and Controller are you using, is it from Vitrolight?

The 5.6inch Panels I tested had Major Ghosting issues. ( http://www.ebay.com.au/itm/5-6inch-TFT- ... 45fd0f9722 )

They look great with images, however when there is any motion due to it's slow response, there is significant ghosting.

You mention you are using a 6inch Panel and I would greatly appreciate if you can provide a little more info on them, thanks again! and good luck
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by Chriky »

I'm not sure if those are the screens paratray but Carmack did mention (and Palmer confirmed) - http://www.mtbs3d.com/phpBB/viewtopic.php?f=120&t=14967 - that it is reasonably slow at switching colours (20ms) which can cause some ghosting. It didn't sound that bad though. It's not something anyone has mentioned in the actual Doom demo, I don't know if John actually put in the motion blur to minimise it or not.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by hast »

I found a post on Hack-A-Day which discussed these glasses as well: http://hackaday.com/2012/06/07/where-is ... y-display/. It seemed like a good fit for the Oculus Rift as that's a community about modding and hacking devices so I posted a link to this forum thread as well.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by hast »

Guspaz wrote: Which brings to mind something that's been nagging at me, how does this sort of thing work with those of us who need glasses? For myopia, for example. Does the Oculus Rift have diopter correction?
I asked Palmer that in a disussion thread on The Verge article, which I think was one of the first: http://www.theverge.com/2012/5/30/30521 ... -with-john.

Anyways his answer was that it will have adjustable diopter correction and it will be "virtually limitless". From what I understood it may take a screw driver or something to adjust so it may not be something you want to do if you have a lot of people over. Then it'd be easier to use contact lenses if you have.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by zoost »

Hi everyone. Very exciting all this. I think i have read most interviews with JC and the threads here and I'm very keen on experiencing the Rift with DooM myself. I noticed that someone on slashdot mentioned that:
According to an engineer who worked on the Sega VR project, [sega-16.com] there's a very serious problem with this sort of device:


There is a danger with HMDs: the IPD (inter-pupilar distance) must be properly set. IO Glasses gets around this by having a really big aperture. Sega had a thumbwheel to adjust the IPD. Here is the danger: if the IPD for the LCDs are wider than the user IPD, you force the user’s eyes to look outward. This is the opposite of cross-eyed. This can really stress the weak muscles around the eyes, and can cause permanent damage in less than 30 minutes. What I heard was the Sega lawyers brought up the liability issue on the eye damage. That is the reason I heard the project was canceled. Take it with whatever block of salt you want.
http://www.sega-16.com/2006/07/intervie ... -engineer/

Is there anyone who can confirm / deny this?

Anyhow, I'm willing to take my chance ;-)

Thanks for all your dedication an hard work.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by hast »

I saw similar claims on some comment thread that Boing engineers who worked with design in VR environments suffered permanent eye damage in the early 90s. But I couldn't find anything online to support it.

Considering the number of head mounted displays available for casual use this is something we'd heard of by now if it was a problem. (Vuzix have been selling their devices for quite some time now.)
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by bcpk »

Is there an audio element to this that is yet to be announced? Given that the demo was done using a Logitech gaming headset (not famed for their fidelity), I suspect audio is less of a priority. Yet it is just as capable of immersion. If you don't believe me, just look up "binaural" on Soundcloud (eg. http://soundcloud.com/carrionfeast/rain ... nd-cs10-em / http://soundcloud.com/carrionfeast/bris ... e-roland-1).

The trouble with truly accurate spatial audio is that each person's ears respond to frequencies differently, and these responses inform our positional inferences. However, even an averaged approximation of these responses (called Head Related Impulse Response / http://recherche.ircam.fr/equipes/salle ... index.html) is much more impressive than simple, immutable stereo audio.

There's some more info about spatial audio at the following links: http://www.ausim3d.com/about/AuWeb_perception.html http://www.myears.net.au/pdfs/white.pdf (2nd is a brochure; take their claims with a pinch of salt).

Considering the impressive cues I've picked up in Quake Live, I imagine John Carmack already has a good grasp of spatial audio but I'd be happy to explain what I can. I did my fourth year project (ECE) on the subject so it's something I'm pretty passionate about!
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by optimus »

Re: potential health issues, here's an article I remember reading on the ABC website a while ago:
http://www.abc.net.au/unleashed/32814.html
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Post by Guspaz »

hast wrote:
Guspaz wrote: Which brings to mind something that's been nagging at me, how does this sort of thing work with those of us who need glasses? For myopia, for example. Does the Oculus Rift have diopter correction?
I asked Palmer that in a disussion thread on The Verge article, which I think was one of the first: http://www.theverge.com/2012/5/30/30521 ... -with-john.

Anyways his answer was that it will have adjustable diopter correction and it will be "virtually limitless". From what I understood it may take a screw driver or something to adjust so it may not be something you want to do if you have a lot of people over. Then it'd be easier to use contact lenses if you have.
That's good to hear; last time I tried taking off my glasses and using the dioptre adjustment on a camera viewfinder, I found that the dioptre adjustment on cameras was a joke, not nearly enough to correct typical myopia.
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by hast »

optimus wrote:Re: potential health issues, here's an article I remember reading on the ABC website a while ago:
http://www.abc.net.au/unleashed/32814.html
Seems like that's from the same source, Mark Pesce. Reading the comments there (and the Wikipedia article for the term http://en.wikipedia.org/wiki/Binocular_dysphoria) suggest that this is pretty much something only Mark Pesce is concerned about. Importantly there seem to be no peer revied evidence of the condition. (So there is not only no evidence that it can be permanantly damaging, there is no evidence that it actually happens at all.)

In fact, Googling around a bit more there is a post from 94 on Wired (again by Mark Pesce) that claims that the effect exists and references a study performed by a Californian think tank called SRI on behalf of Sega. But no results were ever published and Sega has not released any information. People at SRI which were contacted then did not want to comment further than to say that there were "unresolved problems" which could mean anything.

This does of course not mean that there can be problems with it. But if no effects have been found in the last 20 years it seems reasonable that they are at least not as obvious as what Mark Pesce claims.
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Post by zoost »

hast wrote:
optimus wrote:Re: potential health issues, here's an article I remember reading on the ABC website a while ago:
http://www.abc.net.au/unleashed/32814.html
Seems like that's from the same source, Mark Pesce. Reading the comments there (and the Wikipedia article for the term http://en.wikipedia.org/wiki/Binocular_dysphoria) suggest that this is pretty much something only Mark Pesce is concerned about. Importantly there seem to be no peer revied evidence of the condition. (So there is not only no evidence that it can be permanantly damaging, there is no evidence that it actually happens at all.)

In fact, Googling around a bit more there is a post from 94 on Wired (again by Mark Pesce) that claims that the effect exists and references a study performed by a Californian think tank called SRI on behalf of Sega. But no results were ever published and Sega has not released any information. People at SRI which were contacted then did not want to comment further than to say that there were "unresolved problems" which could mean anything.

This does of course not mean that there can be problems with it. But if no effects have been found in the last 20 years it seems reasonable that they are at least not as obvious as what Mark Pesce claims.
Thanks for clearing that up! Lets get it on!
gurehamu
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by gurehamu »

hast wrote:
optimus wrote:Re: potential health issues, here's an article I remember reading on the ABC website a while ago:
http://www.abc.net.au/unleashed/32814.html
Seems like that's from the same source, Mark Pesce. Reading the comments there (and the Wikipedia article for the term http://en.wikipedia.org/wiki/Binocular_dysphoria) suggest that this is pretty much something only Mark Pesce is concerned about. Importantly there seem to be no peer revied evidence of the condition. (So there is not only no evidence that it can be permanantly damaging, there is no evidence that it actually happens at all.)

In fact, Googling around a bit more there is a post from 94 on Wired (again by Mark Pesce) that claims that the effect exists and references a study performed by a Californian think tank called SRI on behalf of Sega. But no results were ever published and Sega has not released any information. People at SRI which were contacted then did not want to comment further than to say that there were "unresolved problems" which could mean anything.

This does of course not mean that there can be problems with it. But if no effects have been found in the last 20 years it seems reasonable that they are at least not as obvious as what Mark Pesce claims.

I'm finding similar information. An interesting article I found did have quotes from one of the SRI researchers (Tom Piantanida) who said that the hardware at the time wasn't fast enough and he experienced perception issues after wearing the headset for 8 hours(!?!), but made no mention of permanent damage.

http://www.osa-opn.org/home/articles/vo ... 9IXOeJYvKw
BrianSmith42
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Re: Oculus "Rift" : An open-source HMD for Kickstarter

Post by BrianSmith42 »

Replace the gyros & accelerometers with a 3d camera system (like the kinect) mounted to the goggles. Use the change in view and distances to "static objects" to figure out the position and orientation of the head. gyros are only going to give you good data for orientation, a stereoscopic camera systems will let you bob your head up or down or side to side to see around objects and will add to the realness.

After all mounting a stereoscopic camera systems is going to be a next step for augmented reality use anyway so why not use it to track head position and kill 2 birds with one piece of hardware.

The question is can it be tracked with low enough latency and accurately enough, I suspect it can.

(When i say "static objects" I mean any point that appears to not be moving aka ignore objects going by a car window for example. yup Head tracking via stereoscopic view should work in moving vehicles unlike a gyro/accelerometers based system.)
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