As its got carl zeiss and super cheap this might be one killer device
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
http://metro.co.uk/2014/10/17/the-future-of-vr-and-oculus-rift-interview-we-quickly-figured-out-it-was-not-about-first-person-shooters-4909185/ wrote:
GC: But the big problem I had with the E3 demos is the resolution of the headset. The stereoscopic effect was great, the positional tracking was amazing, but the resolution is still RoboCop-o-vision. I worry that after all this time you’re trying to go mainstream at what I’m guessing is just a couple of years too early. I can still imagine a much better experience that seems, in my ignorance, to be relatively easy to achieve.
NM: I completely understand. So… I think it’s a couple of different things, because resolution is one of those things that’s a lot of things coming together. For example, the resolution of the panel is one thing. How much multi-sampling and super-sampling and anti-aliasing you’re doing is another major thing.
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GC: So it’s a software thing?
NM: Yeah, exactly. Well… it’s software but it’s also the GPU horsepower that can actually support it. That’s another thing. The optics, the diffusers, the diffraction filters, all of those things – they can basically visually improve the resolution without actually improving the resolution significantly.
So when we talk about resolution what we’re really talking about is perceived resolution, and perceived resolution is affected by so many different things that I believe that when you see the consumer product you’ll actually be like, ‘Wow! They actually improved the resolution substantially’. When we actually haven’t necessarily improved the resolution substantially.
I do agree with what you’re saying though, and we are going to continue to see higher resolution panels for the foreseeable future – even up to maybe 16K x 16K down the road. I’m of the mindset that we are at a point, with the consumer v1, that it is good enough to release it. And we wouldn’t release it otherwise, right? I mean we’ve held it back so much already…
So we believe that the consumer v1 will have a perceived resolution that is good enough for the consumer market, absolutely. But you’re absolutely right, we’re counting on GPUs to get much better. We’re counting on CPUs to get much better, and we’re counting on screens to get much better.
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GC: [laughs] The other thing I’m still not clear on is how much these things are going to cost. Are you going to be paying like £600 and then a new version comes out next year like an iPad? Or is there going to be a subscription service or something?
NM: It’s really just too early to say. I can give you some hypotheses. So, the second developer kit is $350 [£218] and we’ve always said we want the consumer version to be somewhere in that same price point. Somewhere between a sort of $200 to $400/$500 range [£124 to £311]. We think it’s import to be in that range because we do want it to be as affordable as possible. And we’ve always tried to make this thing as affordable as possible.
Like with the development kit, we’re not making a lot of money. It’s all about getting it in the hands of as many people, so that there’s going to be more content… and that’s what’s most important. Which is actually not how other people approach their development kits.
I think the truth is though, with the Rift at least, even though you’re spending $350 on the devkit you do need a high-end computer to be able to power it, right? Because of the displays and everything else. And that really becomes the gating factor. Because if everyone can afford the $350 headset but then you need a $2,000, or a $1,000, computer that’s a huge cost. So that is one of the biggest challenges we have, moving into the consumer market. And something we’re worried about.
And I think in the long term that’s going to continue to be a challenge. We want to continually drive down the price, but ultimately you do need a powerful computer as well. And you know, you talk about wanting 8K displays/16K displays – just wait till you need the GPUs to power those things! They’re gonna be expensive… at least in the short term. 10, 20, 15 years from now, it’ll get better.
Dilip wrote:DK1 was PC exclusive. we are considering cable free experience at fraction of cost Assuming you are already holding good mobile phone...
Made for VR Note 4 is EXPENSIVE COMBO even more than $350 DK2 see how $900 for Note 4+ $250~300 for Gear VR that's $1200 at stake and No Positional Tracking.
No doubt IT HAS TO BE VERY GOOD TO PROVE ITS PRICE POINT.
I would still think $100 Zeiss VR (Being Zeiss Optics and their knowledge of Optics beyond questions) + Xiaomi Mi 4 Unlocked at $350/ LG G3 at $480 (G3 has its own adepter Vortex VR Too)
will come Awesome at half of investment for little less accuracy......? Options are not bad.
NOTE4+GEAR VR may be best but apparently fated to become niche product, if Samsung will not work around price point.
I still think that you need to study the scenario as a whole picture. You just posted an interview with Nate-VP of Product.Dilip wrote:y3p may be final include positional by some trick...
Price point is still constraint when you have almost equal hardware of phone and almost equal or better lenses but without
out of phone tracking and still 1/2 or 1/3 the entry ticket.
Tell me which will sell more....I tell you the second one because of lower entry price
Very interesting conversation and answers my questions as to why there is such a long delay in the production of CV1Dilip wrote:Awesome Pawsome Interview Here.
http://metro.co.uk/2014/10/17/the-futur ... s-4909185/
Some answers made me smile.
GC= GameCentral, NM=Nate Mitchell
http://metro.co.uk/2014/10/17/the-future-of-vr-and-oculus-rift-interview-we-quickly-figured-out-it-was-not-about-first-person-shooters-4909185/ wrote:
GC: But the big problem I had with the E3 demos is the resolution of the headset. The stereoscopic effect was great, the positional tracking was amazing, but the resolution is still RoboCop-o-vision. I worry that after all this time you’re trying to go mainstream at what I’m guessing is just a couple of years too early. I can still imagine a much better experience that seems, in my ignorance, to be relatively easy to achieve.
NM: I completely understand. So… I think it’s a couple of different things, because resolution is one of those things that’s a lot of things coming together. For example, the resolution of the panel is one thing. How much multi-sampling and super-sampling and anti-aliasing you’re doing is another major thing.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
GC: So it’s a software thing?
NM: Yeah, exactly. Well… it’s software but it’s also the GPU horsepower that can actually support it. That’s another thing. The optics, the diffusers, the diffraction filters, all of those things – they can basically visually improve the resolution without actually improving the resolution significantly.
So when we talk about resolution what we’re really talking about is perceived resolution, and perceived resolution is affected by so many different things that I believe that when you see the consumer product you’ll actually be like, ‘Wow! They actually improved the resolution substantially’. When we actually haven’t necessarily improved the resolution substantially.
I do agree with what you’re saying though, and we are going to continue to see higher resolution panels for the foreseeable future – even up to maybe 16K x 16K down the road. I’m of the mindset that we are at a point, with the consumer v1, that it is good enough to release it. And we wouldn’t release it otherwise, right? I mean we’ve held it back so much already…
So we believe that the consumer v1 will have a perceived resolution that is good enough for the consumer market, absolutely. But you’re absolutely right, we’re counting on GPUs to get much better. We’re counting on CPUs to get much better, and we’re counting on screens to get much better.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
GC: [laughs] The other thing I’m still not clear on is how much these things are going to cost. Are you going to be paying like £600 and then a new version comes out next year like an iPad? Or is there going to be a subscription service or something?
NM: It’s really just too early to say. I can give you some hypotheses. So, the second developer kit is $350 [£218] and we’ve always said we want the consumer version to be somewhere in that same price point. Somewhere between a sort of $200 to $400/$500 range [£124 to £311]. We think it’s import to be in that range because we do want it to be as affordable as possible. And we’ve always tried to make this thing as affordable as possible.
Like with the development kit, we’re not making a lot of money. It’s all about getting it in the hands of as many people, so that there’s going to be more content… and that’s what’s most important. Which is actually not how other people approach their development kits.
I think the truth is though, with the Rift at least, even though you’re spending $350 on the devkit you do need a high-end computer to be able to power it, right? Because of the displays and everything else. And that really becomes the gating factor. Because if everyone can afford the $350 headset but then you need a $2,000, or a $1,000, computer that’s a huge cost. So that is one of the biggest challenges we have, moving into the consumer market. And something we’re worried about.
And I think in the long term that’s going to continue to be a challenge. We want to continually drive down the price, but ultimately you do need a powerful computer as well. And you know, you talk about wanting 8K displays/16K displays – just wait till you need the GPUs to power those things! They’re gonna be expensive… at least in the short term. 10, 20, 15 years from now, it’ll get better.
Dilip wrote:Gear VR will be total around $1200 investment for VR (890$ note4 contract free + 200/250$ Gear VR approx) Not cheap by any means. Which too is highly constrained by mobile GPU. Mobile do heat up like hot tost in VR mode due to constant excursion on SoC (self experience Tuscany dive on Xperia SP). Not a good way, if you really want to enjoy long session.
Since Gear VR is Note-4 exclusive, not smarter move unless you own note4 or going to buy for sure.
Zeiss I find more interesting due to their expertise over optics. Else you can buy $25 aliexpress ColorCross Cardboard clone. Works fine many mentioned this is what for short term experience.
To enjoy Real VR rift is ahead of competition for positional tracking, low letency, low persistence and oled refresh timings, really its different product which needs content and visual boost.