05-25-2016 04:24 AM
Read this article:
http://uploadvr.com/valve-shared-vr-oculus/
So according to this article, Oculus stole pretty much everything from Valve and are more or less doing everything wrong in regards to having an open VR platform. Does anyone know if this is correct? I must admit after reading the article I started thinking about selling my Rift and buying a Vive instead 😞
05-25-2016 11:14 AM
05-25-2016 11:44 AM
05-25-2016 11:58 AM
05-25-2016 12:13 PM
05-25-2016 12:14 PM
05-25-2016 12:16 PM
05-25-2016 12:21 PM
Zenbane said:
^^ quick note to anyone that clicks on that horrible link: it's loaded with Script that will make your web browser bleed; and the info is only marginally meaningful.
So it was that, armed with the most promising goggles on the
fledgling VR hardware market, Oculus lately found themselves invited to
Bellevue. There, Oculus CEO Brendan Iribe tried on the latest iteration
of Valve’s own prototype - and left with a better idea of how to improve
the consumer version of the Rift.
“We’ve said before that delivering the most
comfortable VR experience is a key focus here at Oculus, and tech
advancements are bringing us closer to the Holodeck,” said the hardware
developers in a Kickstarter update on Virtual Reality’s Bright Future.
“Luckily for us, Brendan has always been very sensitive to visual
errors, which makes him an ideal subject for testing the latest demos.
“At [recent San Francisco event] Gaming Insiders, Brendan talked
about using a new VR prototype at Valve, which combines ultra low
latency, precise head and positional tracking with low-persistence
visuals for one of the most immersive and comfortable experiences ever,”
they went on.
“We can't share all the details yet, but we're taking the insights
we've learned from that demo and applying them to the development
process to make the consumer Rift even better.”
In his most recent blog entry
posted at the end of July, Valve VR wizard Michael Abrash talked about
the company’s struggle with ‘judder’ - a mix of smearing and strobing
that can notably reduce visual quality in VR displays.
The easiest solution to judder would be a near-infinite framerate -
clearly an impossibility without dialing back VR gaming to 2005-era
visuals (“That’s not to say 2005-level graphics couldn’t be adequate for
VR,” mused Abrash. “After all, they were good enough for Half-Life 2”).
Instead, Abrash has reduced the length of time each pixel remains
illuminated on screen, bringing about the ‘low-persistence’ visuals
Iribe mentions.
“The smear part of judder results from each pixel moving across the
retina during the time it’s lit, due to eye motion relative to the
display,” explained Abrash. “It’s actually not the fraction of a frame
for which pixels remain lit that determines the extent of the smearing,
it’s the absolute time for which pixels are illuminated, because that
(times eye speed) is what determines how long the smears on the retina
are.”
Low-persistence visuals are just the latest fix Abrash and team have
come up with to solve a series of problems with VR perception. With
every solution, he says, another issue has been uncovered.
“Fortunately, it does seem like the scale of the problems is
decreasing as we get farther down the rabbit hole,” he wrote. “Although
diagnosing the causes of the problems and fixing them seems to be
becoming more challenging at the same time.”
Thank goodness, then, that the leading lights in VR design are
putting their heads together, sharing and discussing their innovations,
rather than locking horns. Between Palmer 'Lucky Palmer' Luckey, Carmack
and Abrash, we should be on that holodeck in no time. What do you
reckon?"
05-25-2016 01:20 PM
05-25-2016 01:42 PM
05-25-2016 01:45 PM