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It is currently Wed May 22, 2013 7:23 pm
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Oculus "Rift" : An open-source HMD for Kickstarter
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faker
One Eyed Hopeful
Joined: Fri Jan 09, 2009 3:45 pm Posts: 20
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As you spoke earlier about a FOV comparison: can you do something like that: 2nd picture on the text: http://trackingreality.com/2012/02/14/h ... nceptions/As its easy understandable for people that don't know all the technical terms and formulars if you do it somehow like the others FOV thingies around. Other nice blogs on this side: http://trackingreality.com/2012/01/04/h ... s-of-2012/http://trackingreality.com/2012/02/26/cybersickness/
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| Mon May 14, 2012 1:51 pm |
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cirk2
Certif-Eyed!
Joined: Fri May 11, 2007 10:13 am Posts: 521
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Hey, By reading the "A day with an Oculus Rift" Post I got an idea for an Kickstarter bonus: Maybe Carmack is willing to give vou Autographed Fotos/Cards/whatever.
In my mind that sounds like a nice gimmick ^^
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| Sat May 19, 2012 6:09 am |
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cybereality
3D Angel Eyes (Moderator)
Joined: Sat Apr 12, 2008 8:18 pm Posts: 10034
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So I won't hijack this thread, but I just wanted to mention that I am attempting to create that stereo driver I've been talking about and plan to add support for this Rift HMD. Please check my work log thread and continue discussion there if you're interested: viewtopic.php?f=26&t=14970
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| Sun May 20, 2012 1:32 pm |
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optimus
One Eyed Hopeful
Joined: Mon May 21, 2012 5:08 am Posts: 14
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Just signed up after clicking a link from the iracing.com forums. What a great idea. I've been looking in to a 3 monitor setup for the past half year and was investigating HMDs + Freetrack a couple of months ago. Really interested to see where this is heading; what a great initiative!
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| Mon May 21, 2012 5:20 am |
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BillRoeske
Cross Eyed!
Joined: Fri May 18, 2012 5:31 pm Posts: 102 Location: Houston, TX
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Hey Palmer,
One idea for a Kickstarter reward might be to offer fully-assembled FOV2GO Model D viewers. This is just an estimate, but the price of materials and shipping would probably put it into the middle-tier of rewards (in order for a useful amount to still be contributed to the campaign). Since the design of the Oculus Rift feels like an evolution of the FOV2GO, it seems like the software pipeline for displaying proper 3D images across both would be nearly identical. There might be some genuinely useful (although perhaps niche) overlap there, where people who wanted to support the project but couldn't afford the full HMD can still have part of the experience when and if mobile software that supports the Rift starts appearing. If you're not crazy about the prospect of assembling 25-50 FOV2GOs on top of all of the Rift orders, an option may be to offer kits.
A worthwhile low-tier reward might be a pair of anaglyph glasses. While the image quality isn't awesome, it's at least on-topic, inexpensive, and (again) potentially useful. I know I've never picked any up purely because it's just never been convenient. Someone who is just getting into the scene can access a lot of content (YouTube, 3D Vision, lots of legacy stuff) with a decent basic pair.
Anyway, just some thoughts from a first-time poster. The design of the Rift sounds both fantastic (FOV!) and extremely sensible. Coupled with the proposed price and John's hands-on testimonial, it's very easy to be excited about. I'd certainly like Canabalt HD (and any of our future Android projects, as appropriate) to support it and FOV2GO at some point. I can pretty much guarantee that I'll be picking one up as part of the Kickstarter campaign!
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| Mon May 21, 2012 3:40 pm |
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Bishop51
Binocular Vision CONFIRMED!
Joined: Thu Sep 22, 2011 11:05 am Posts: 231 Location: Vancouver Island
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Hey Palmer, Admittedly I haven't had a lot of time to spend with this due to other work commitments but I did manage to squeeze out a few concepts for you. If you like any of these or if you'd like to discuss it further please give me an e-mail denunger@worldworksgames.com (Subject: Oculus) and I'll send over the high resolution files to you. Or you can contact me during normal business hours via phone or Skype (e-mail for info). If you don't like what I've done, no hard feelings at all  Still wishing you the best of luck with this project and really excited for you!
You do not have the required permissions to view the files attached to this post.
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| Mon May 21, 2012 5:11 pm |
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cybereality
3D Angel Eyes (Moderator)
Joined: Sat Apr 12, 2008 8:18 pm Posts: 10034
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Cool designs. I especially like the RIFT logo (first one on the top-right).
However the look/feel of the "oculus" seems to be at odds with the "rift". They are very different styles. Anyway, sure Palmer will have more feedback, just my 2 cents.
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| Mon May 21, 2012 5:32 pm |
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pierreye
Sharp Eyed Eagle!
Joined: Sat Apr 12, 2008 9:45 pm Posts: 373
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Oculus looks pretty cool. Like an eyeball
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| Tue May 22, 2012 12:40 am |
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WiredEarp
Certif-Eyable!
Joined: Fri Jul 08, 2011 11:47 pm Posts: 1171
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I agree, I think the Oculus is great, not so keen on the Rift tho. As said, they are totally different styles... but the thinner Oculus implies greater clarity imho 
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| Tue May 22, 2012 6:01 am |
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Bishop51
Binocular Vision CONFIRMED!
Joined: Thu Sep 22, 2011 11:05 am Posts: 231 Location: Vancouver Island
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There's some juxtaposition there between the logos in terms of line weight and style but its really a pretty common treatment when defining distinct brands. Oculus and Rift need to stand on their own, otherwise they become a jumble of muddy mega-logo...lol. Or at least that's the designer ramble you'll hear out of me  And yay! The eyeball in Oculus is reading for everyone! That makes me happy  The line darting through the center is an abstraction of the focal plane and or FOV  Rift went through a lot of iteration but it kept coming back to some kind of human form in the negative space creating the rift. In this case, the head is silhouetted in such a way that it feels like we're looking at the back of someones head as they gaze into a wide panorama of image...again, design ramble 
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| Tue May 22, 2012 12:17 pm |
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3dvison
Certif-Eyed!
Joined: Sun Oct 24, 2010 7:25 pm Posts: 598
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Yes Bishop51, That is what I thought when I saw the top pictures also. I thought Oculus was the companys Name/Logo and that RIFT was a product made by that company. I feel the Oculus Logo would be great to represent the company as a whole and would be printed somwhere on all thier products but then each product would also have it'a own name/model, that would also be printed on the product, in this case the RIFT. You would print somwhere on the unit in a prominent position,using your artwork "RIFT" Than somwhere else on the unit, still using your art work but printed smaller " By Oculus"
Is that what you mean Bishop51 ?
Last edited by 3dvison on Tue May 22, 2012 6:43 pm, edited 2 times in total.
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| Tue May 22, 2012 4:52 pm |
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brantlew
Petrif-Eyed
Joined: Sat Sep 17, 2011 9:23 pm Posts: 2038 Location: Irvine, CA
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My 2 cents. The Oculus symbol has a nice clean look. At first glance it simply looks like a unique font instead of a picture. Also the O is distinctive and symmetrical and would work as a desktop icon. The Rift is a bit too pictorial and literal for my tastes. I think just a slick font (maybe continuing the motif of the sliced letters) would look good.
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| Tue May 22, 2012 5:15 pm |
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PalmerTech
3D Angel Eyes (Moderator)
Joined: Fri Aug 21, 2009 9:06 pm Posts: 1611
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Omarzuqo wrote: Wow! It's amazing the amount of lurkers that subscribed just to post in this thread. I thought I'd be the only one. It really is amazing! The more demand the better, can't wait to see what the final tally is. mayaman wrote: Palmer when will this be available? Any pics? Great work.
Will it work with any game? I want to have units shipping in summer, exact dates are still hazy. John Carmack posted a few pictures in his thread, I am pretty bad about taking pictures of works in progress.  It will work with many games, but requires fiddling with now-defunct IZ3D drivers, so it is in no way a perfect solution. The ideal solution will be either support by the games themselves, or a new stereo 3D driver like the one Cyberreality is working on. optimus wrote: Just signed up after clicking a link from the iracing.com forums. What a great idea. I've been looking in to a 3 monitor setup for the past half year and was investigating HMDs + Freetrack a couple of months ago. Really interested to see where this is heading; what a great initiative! Thanks! I am glad there are sim racing people who are interested, it seems like a good fit. Most of the people here are FPS players, I think, and flight sim people tend to need higher resolution for reading gauges and the like. BillRoeske wrote: ...FOV2GO Model D viewers...
...anaglyph glasses...
Anyway, just some thoughts from a first-time poster. The design of the Rift sounds both fantastic (FOV!) and extremely sensible. Coupled with the proposed price and John's hands-on testimonial, it's very easy to be excited about. I'd certainly like Canabalt HD (and any of our future Android projects, as appropriate) to support it and FOV2GO at some point. I can pretty much guarantee that I'll be picking one up as part of the Kickstarter campaign! Thanks for the ideas, Bill! Oddly enough, the FOV2GO design was actually an evolution of the Rift design. I have been working on it since last summer, and after making a folding prototype out of foam core, things just went in the right direction.  FOV2GO units would definitely be a cool reward! There are other people involved with the FOV2GO project, though. There has been talk of an FOV2O Kickstarter, so maybe that is how things will go down. Anaglyph glasses are a good idea, too! Would be very cheap to send.  I loved the original Canabalt, would be awesome to see that or any your new titles on an HMD! The FOV2GO in particular has so much potential as a platform for simple games. Bishop51 wrote: Admittedly I haven't had a lot of time to spend with this due to other work commitments but I did manage to squeeze out a few concepts for you. Sending you an email! I have an idea for tweaking the Rift logo, but the Oculus one is perfect. I seriously cannot imagine a better logo! As an update, I have been working on both the Rift and the unnamed 270 degree demo unit. Nothing too pretty to look at, but I will be taking pictures on Friday so you can see how ugly the prototyping process is. 
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| Wed May 23, 2012 11:13 pm |
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brantlew
Petrif-Eyed
Joined: Sat Sep 17, 2011 9:23 pm Posts: 2038 Location: Irvine, CA
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I'd love to see some pics of your development units. Keep up the good work Palmer.
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| Thu May 24, 2012 6:29 am |
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fader
One Eyed Hopeful
Joined: Sun May 20, 2012 7:28 pm Posts: 10
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Hey Palmer, just wanted to jump on and show my support, I also ended up here from iracing.com.. can't wait to see what comes out! 
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| Thu May 24, 2012 4:09 pm |
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mm0zct
Two Eyed Hopeful
Joined: Thu Nov 19, 2009 9:35 am Posts: 95
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Mostly a lurker, and ended up here after Carmack's hands on (from his twitter feed, really excited to see he's taking an interest in immersive stereo gaming).
Coming out of the woodwork just to say I would order one in a minute for a 90+ degree FOV, and will be in for the kickstarter.
I would really like the option of an FOV over 95 degrees, and I would probably opt for the built in head tracker since I don't already have one.
Currently my 3d setup is a 22" zalman, and 2d gaming/other stuff is on a dell u2711, so 3d gaming with a greater FOV would be fantastic (obviously an HMD has other significant advantages too!).
I would definitely be up for adding support to my last big game project, and any future games I make.
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| Fri May 25, 2012 6:33 pm |
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3dvison
Certif-Eyed!
Joined: Sun Oct 24, 2010 7:25 pm Posts: 598
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I would be happy with 90 degrees but now I kinda hope it will be 120 degrees. If Carmack couuld help with a pre-warped demo for 120 degrees, I bet overtime when we learn how to warp more software, we will wish it was 120 degrees. Cyber seemed happy with the 110 degree sample unit, so that would be cool also.
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| Sat May 26, 2012 11:48 am |
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PalmerTech
3D Angel Eyes (Moderator)
Joined: Fri Aug 21, 2009 9:06 pm Posts: 1611
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mm0zct wrote: I would definitely be up for adding support to my last big game project, and any future games I make. Great! More software is great. 3dvison wrote: I would be happy with 90 degrees but now I kinda hope it will be 120 degrees. If Carmack couuld help with a pre-warped demo for 120 degrees, I bet overtime when we learn how to warp more software, we will wish it was 120 degrees. Cyber seemed happy with the 110 degree sample unit, so that would be cool also. The horizontal FOV is actually smaller than vertical, I think the current one works out to about 90 horizontal, and about 110 degrees vertical. I would love to make it higher, but it would mean a huge weight increase. I will be making wider FOV lens sets available, though, so the upgrade will be there as an option for the people who want it! 
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| Sat May 26, 2012 3:33 pm |
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3dvison
Certif-Eyed!
Joined: Sun Oct 24, 2010 7:25 pm Posts: 598
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Great, sounds good. I still think getting the RIFT out as fast as possible,and not just because I wanted one yesterday, but because, as you can see, people all that much faster can start tinkering with current software and writing new software that is warped for the RIFTs optics.
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| Sat May 26, 2012 4:13 pm |
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optimus
One Eyed Hopeful
Joined: Mon May 21, 2012 5:08 am Posts: 14
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From a selfish, race-sim perspective (heh), a noticeable vertical FOV could at least be 'written off' as constrained view caused by wearing a helmet! The larger FOV is what got me interested in the Rift. If it's a trade off between either a large FOV and high resolution then I'd prefer one direction is chosen rather than aiming for a middle-ground. The 1280*800 sounds small enough so I would hope that there's a massive FOV available. 120 should be a minimum. 
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| Sat May 26, 2012 9:29 pm |
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davidgutierrezpalma
One Eyed Hopeful
Joined: Tue Apr 24, 2012 4:14 am Posts: 23
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The best think about this HMD is that it will be modular and we will be able to change the optics or the panels (when a better alternative is available) depending on the intended use. For example: considering the weight reduction, I think 90 degrees should be "good enough" for everyday use... but as a developer, I would consider very useful having other additional lenses (the 120 degrees or even the experimental 270 degrees optics) that I can use for research.
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| Sun May 27, 2012 2:58 am |
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PatrickReddeck
One Eyed Hopeful
Joined: Sun May 27, 2012 1:50 am Posts: 15
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Palmer,
What is the current status of this project? I didn't see a website up and unless I'm missing it I have only heard 'June' as a date. I haven't seen any specs, assembly, driver support, etc. details in one reference. Is there a repository?
I have been researching the ST1080 but the lack of reviews falls under the same purview as a game release without a demo. It screams "sale as many as units possible before word gets out!" That endeavor led me to MTBS3D and your Oculus Rift. I was originally planning on getting something for game development within with-in the next month as the ST1080 should be out in quantity by then, but Oculus sounds at the top of the three reasonably priced units right now and better suited for games with head tracking and upgradable to make it useful for development.
Patrick Reddeck
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| Sun May 27, 2012 11:37 pm |
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WiredEarp
Certif-Eyable!
Joined: Fri Jul 08, 2011 11:47 pm Posts: 1171
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Im happy with 90 degree FOV as a minimum. I mean, this is still double everything else out there at attainable prices. Having the ability to put 120+ degree lenses in would be the icing on the cake.
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| Mon May 28, 2012 3:25 am |
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pierreye
Sharp Eyed Eagle!
Joined: Sat Apr 12, 2008 9:45 pm Posts: 373
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If Palmer can get this 5" 1080p IPS panel it would be great. http://www.engadget.com/2012/05/27/lg-d ... nch-1080p/
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| Mon May 28, 2012 4:52 am |
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PalmerTech
3D Angel Eyes (Moderator)
Joined: Fri Aug 21, 2009 9:06 pm Posts: 1611
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optimus wrote: From a selfish, race-sim perspective (heh), a noticeable vertical FOV could at least be 'written off' as constrained view caused by wearing a helmet! The larger FOV is what got me interested in the Rift. If it's a trade off between either a large FOV and high resolution then I'd prefer one direction is chosen rather than aiming for a middle-ground. The 1280*800 sounds small enough so I would hope that there's a massive FOV available. 120 should be a minimum.  I will try to make some 120+ lenses available, but it would not work as the minimum for most people. It is fine if you mount it to a helmet, sure, but pretty heavy with just goggle straps! And actually, assuming that the horizontal FOV is wide enough, it seems like it might even be better to have higher vertical. It lets you see the ground and sky, and that is huge. PatrickReddeck wrote: What is the current status of this project? I didn't see a website up and unless I'm missing it I have only heard 'June' as a date. I haven't seen any specs, assembly, driver support, etc. details in one reference. Is there a repository No website or repository yet, that is priority #1 right now. Gotta have one up before E3 so people can be pointed there. There is a lot of info spread across a bunch of different threads both old and new, but nothing solid and official. The status of the project is that the optics design and hardware selection is basically finalized. Assembly and final form factor are still being worked on, though I have several prototype units that you could call finished, so this is pretty far along. Software wise, John Carmack has a demo that works great, and I have a hacked together setup that uses a combo of the IZ3D drivers and Nthusim to get standard commercial games working. If I had the money in my hands right now, I could be shipping in three weeks. WiredEarp wrote: Im happy with 90 degree FOV as a minimum. I mean, this is still double everything else out there at attainable prices. Having the ability to put 120+ degree lenses in would be the icing on the cake. Actually, even "double" is a pretty big underestmation. It is about twice as wide, sure, so if it were the same aspect ratio, it would be 4x the image size. However, it is taller, too! Here is a terrible, "not quite to scale but about right" comparison I made up in MS Paint:  pierreye wrote: If Palmer can get this 5" 1080p IPS panel it would be great. Too small, unfortunately.  A 5.6" or larger panel is needed, 6" is about ideal. A 7" panel could work, at the cost of making the HMD a little bit oversized.  7" 1080p panels might be our best hope in the near future, though. I know I said I would post more pics of my various prototypes, but I had to leave them at the lab last Friday before I had a chance. Here is a consolation picture, an HMD I made attached to an ACH helmet! 
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| Mon May 28, 2012 10:37 pm |
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brantlew
Petrif-Eyed
Joined: Sat Sep 17, 2011 9:23 pm Posts: 2038 Location: Irvine, CA
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Wow, that comparison drawing is crazy and really puts this thing in perspective! Can't wait to check it out - especially with Carmack's demo.
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| Mon May 28, 2012 11:18 pm |
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cybereality
3D Angel Eyes (Moderator)
Joined: Sat Apr 12, 2008 8:18 pm Posts: 10034
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You call that an HMD? That's not an HMD... 
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| Tue May 29, 2012 5:25 pm |
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JohnCarmack
One Eyed Hopeful
Joined: Wed Apr 04, 2012 5:21 pm Posts: 25
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I did a VR demo with the Rift for the Verge today, there should be some public video available tomorrow.
Twice now I have heard comments along the lines of "I am going to be able to tell my grand kids about the day I first experienced VR".
Some people seem to have more of an issue with the optics than others -- of the dozen or so people that have played with it here, a couple seemed to find it distractingly blurry.
I am really excited about getting kits into a lot of people's hands, because there will be a dozen different takes on form factor, fitting, and adjustment.
John Carmack
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| Tue May 29, 2012 6:07 pm |
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FingerFlinger
Binocular Vision CONFIRMED!
Joined: Tue Feb 21, 2012 11:57 pm Posts: 346 Location: Utah
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That sounds like some killer feedback; I can't wait to get my hands on this!
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| Tue May 29, 2012 7:44 pm |
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PalmerTech
3D Angel Eyes (Moderator)
Joined: Fri Aug 21, 2009 9:06 pm Posts: 1611
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JohnCarmack wrote: Some people seem to have more of an issue with the optics than others -- of the dozen or so people that have played with it here, a couple seemed to find it distractingly blurry. If you are able, it would be good to know if they were nearsighted, farsighted, or suffer from eye problems like astigmatism. Some of those people might be able to fix the problems with an adjustable unit, but it would be interesting if there are some people who just can't make it work properly. Can't wait to see what the Verge has to say, they are my favorite tech blog out there.
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| Tue May 29, 2012 7:55 pm |
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space123321
Binocular Vision CONFIRMED!
Joined: Wed Sep 30, 2009 8:29 pm Posts: 236
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I am now drooling over here!!!! Can't wait to see the video of it in action!!!
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| Tue May 29, 2012 7:56 pm |
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brantlew
Petrif-Eyed
Joined: Sat Sep 17, 2011 9:23 pm Posts: 2038 Location: Irvine, CA
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I am anxious to see the video as well. It is so awesome that Carmack is on board to give this thing the exposure it deserves.
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| Tue May 29, 2012 8:03 pm |
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3dvison
Certif-Eyed!
Joined: Sun Oct 24, 2010 7:25 pm Posts: 598
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JohnCarmack wrote: I did a VR demo with the Rift for the Verge today, there should be some public video available tomorrow.
Twice now I have heard comments along the lines of "I am going to be able to tell my grand kids about the day I first experienced VR".
I am really excited about getting kits into a lot of people's hands, because there will be a dozen different takes on form factor, fitting, and adjustment.
John Carmack OK, now I really do believe it.... Not that I did not believe in you PalmerTech all along, but with input from JohnCarmack and an ID demo, it is just at a whole new level now. I do not mean to keep harping on it, but I really do believe, what I said before is true. People will buy the RIFT just to play an ID demo that is coded for it. People have been buying new computers or video cards just so they could play the latest ID offerings for a long time, and it will be the same with the RIFT...Only a whole new form of gaming is about to begin. And the last time that happened, I do believe JohnCarmack was there...Wolfenstein 3D (VR edition) anyone..Ha Ha
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| Tue May 29, 2012 8:27 pm |
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PatrickReddeck
One Eyed Hopeful
Joined: Sun May 27, 2012 1:50 am Posts: 15
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Any thoughts or experience using Arduion for head tracking? Unless latency is really bad or compatibility doesn't work it looks like a pretty good $45 solution. http://www.arduino.cc/cgi-bin/yabb2/YaBB.pl?num=1231185714http://hacknmod.com/hack/automatic-head-tracking-with-arduino/Palmer I'm almost done putting a doc together. I'll PM to get some clarification on some points before posting. Patrick Reddeck
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| Tue May 29, 2012 9:39 pm |
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optimus
One Eyed Hopeful
Joined: Mon May 21, 2012 5:08 am Posts: 14
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That looks like a fun project! The discussion thread mentions it's programmed against a 'SimConnect' API. I haven't heard of that one before. Is SimConnect as well-adopted as the FreeTrack or Eagle Dynamics protocols? facetracknoir is an opensource project; would it be feasible to submit code to the project that allows it to track the HMD (i.e. switch from face mode to Rift mode)? Or maybe glue some googly-eyes to the visor so that it gets picked up... ? 
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| Tue May 29, 2012 9:52 pm |
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WiredEarp
Certif-Eyable!
Joined: Fri Jul 08, 2011 11:47 pm Posts: 1171
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The Arduino stuff looks cool, but still has gyro drift problems. No magnetometer to automatically recalibrate...
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| Tue May 29, 2012 11:03 pm |
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davidgutierrezpalma
One Eyed Hopeful
Joined: Tue Apr 24, 2012 4:14 am Posts: 23
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PalmerTech wrote: If you are able, it would be good to know if they were nearsighted, farsighted, or suffer from eye problems like astigmatism. Some of those people might be able to fix the problems with an adjustable unit, but it would be interesting if there are some people who just can't make it work properly. Will the final units be adjustable? If not, that would be a show-stopper for me...
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| Wed May 30, 2012 4:51 am |
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brantlew
Petrif-Eyed
Joined: Sat Sep 17, 2011 9:23 pm Posts: 2038 Location: Irvine, CA
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Congratulations Palmer! The article is up. http://www.theverge.com/2012/5/30/3052191/doom-3-bfg-edition-announced-for-the-fall-we-try-it-with-johnOh, and thank you John for backing this with the considerable resources at your disposal. Please convince Palmer he needs to commercialize this device! Seriously this endeavor could take off like nVidia did in the 90's. As you have mentioned before - we're hitting a wall of diminishing returns with graphical fidelity. Immersive gaming is the next big leap and all the necessary technology is coming together at this very moment.
Last edited by brantlew on Thu May 31, 2012 9:49 am, edited 4 times in total.
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| Wed May 30, 2012 8:34 am |
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space123321
Binocular Vision CONFIRMED!
Joined: Wed Sep 30, 2009 8:29 pm Posts: 236
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The link is not valid? Edit - found it! http://www.theverge.com/2012/5/30/30521 ... -with-johnI am crying now like a little spoiled kid - I WANT IT NOW!!!! lol!
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| Wed May 30, 2012 8:45 am |
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BillRoeske
Cross Eyed!
Joined: Fri May 18, 2012 5:31 pm Posts: 102 Location: Houston, TX
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Congratulations, guys! That was a nice preview. The light weight has me almost as excited as the FOV and price tag. It looks like the device used in the preview is running at 60Hz. Palmer, is that the same as can be expected in the initial version, or is there a chance for a higher refresh rate? Thinking about display latency in our engine (and I hope this isn't considered a hijack, just not sure where else to put this and the Rift has gotten me thinking about HMD programming again), I'm wondering if it makes sense to punch a hole for camera control straight into the rendering thread rather than the main simulation thread. Right now what we have is pretty a standard fixed time step simulation thread/interpolated render thread setup, which includes interpolating the camera based on controller input to the simulation. Theoretically, having the motion sensors directly drive the camera on the rendering thread should eliminate (at least) one whole frame of latency...
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| Wed May 30, 2012 9:48 am |
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