LikeMike wrote:Hello there, newbie here. I am really excited about the Rift - but I still have a couple of questions, perhaps some of the people here can answer:
1. As I understand it and see it in the videos, the screen is basically divided in two halfs showing basically the same thing - doesn`t that mean, that we have an about half as wide field of view than we would have on a monitor? And basically a larger vertical field of view than a horizontal? To me that seems kinda odd...
2. I am not a programmer by any means - but I can code a bit and enjoy level editors, so I would be intrigues to try some things. How easy would it be to get UDK or Unity creations into the rift? Is it basically just checking a box ("add support for Rift") - or do I have to really code it in there somehow?
3. For people that have already tried it - how immersive is it? Do you really get the feeling that for example this knight is physically standing right in front of you - or is it like great 3D really close to the screen?
3. Positional tracking seems to be the biggest thing missing from the developer kit - is that something that could be added later with a software update, or is the necessary hardware missing from the devkit?
4. How easy will it be to get and load user created content? I can only imagine what you guys will produce - and I can`t wait to wander on famous movie sets, see historical events, walk the moon or dive the great barrier reef - but like I said, I am not a programmer, so would it be easy to get and use those?
5. Any idea when the consumer version comes out? I know there is no release date yet, but is there a timetable of some sort? Like this year, early next year, christmas next year... something like that. I am really tempted to get the devkit. But it wouldn`t be here till May probably or even later - and if the consumer version comes out only a few months later I guess I´d rather wait.
1. Its more complex than that.The screen isn't just sitting there in front of you, its warped around your vision with lenses, and there is only partial overlap, so even the effective resolution isn't halved. It also encompasses a much wider field of view than a monitor because of how close it is.
2. UDK and Unity support is going to be included with the dev-kit. I don't know precisely what it will entail to get it working, but I think the hard work has been done.
3a. Haven't tried it
3b. Positional tracking would require new hardware.
4. It should be as easy as getting any other game and playing it.
5. There is no telling right now, as that would depend on the feedback they get from developers. I'd recommend waiting for the consumer version if you aren't a developer, there won't be a lot to do with it at first, and the dev kit it will be inferior to the consumer version.
PasticheDonkey wrote:Mystify wrote:
But its not really a half pixel of separation. Its putting the picture through a paper shredder, tracking every other row, and gluing it back into 2 pictures, showing them to both eyes, and hope that somehow your brain figures out the extra detail, even though this type of vision task is completely unlike anything else your vision has to do. At best, I think it would make the image look blurry.
passive 3d tvs do this and it works, in that case tho the images your brain puts together basically have scan lines that make the picture not as good. rift wouldn't have this problem. test it by creating a half side by side image using one source (one an offset sampling of the other), and use parallel or cross-eyed 3d techniques, it should work.
oh i see MSat did test. discomfort might be from them not being aligned with your ipd.
in a passive 3d tv, they are using it to show you two different images, which your brain combines into 3d. you are trying to show the same image, and get more resolution out of it. I don't think that makes any sense.