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VR Claire

FR3D
Explorer
another one - with riftup screens ...

https://vrunion.squarespace.com/claire/
24 REPLIES 24

Inscothen
Explorer
The dual panels setup doesn't make it cost that much. It appears that the high price is for a very limited run(50 units) of the professional headsets. It's probably that high to recoup from the RiftUp and to fund the next version's production. The next version(dual 1440p) is targeting a $400-600 price range.

eximvr
Honored Guest
Claire 22M
5120 x 1440 Pixels, Fresnel Panoramic View
Price Range $400 – $600

It's worth every penny and listen up, don't get Pentile display if it's appear on CV1, RGB is still much better for any contents.

tamonte
Honored Guest
No low persistence screens = blurry mess.
Also probably limited support for games. not to mention good luck running at 1440p times 2! :lol:


Don't get me wrong....competition is good, but the information about your HMD is so limited it's hard to take it seriously.

The only thing that gives it some credibility is your partnerships and your lead software developer...Tomas, "The Sightline guy"

Some Questions:

- Is your product directed to professionals or gamers?
- What's up with the price tag? (2450$ dolars for an extra 1080p screen seems a little excessive)
- And how come the upcoming 1440p HDM is expected to be priced at 400-500$
- Does it have low persistence? (how do you intend to solve motion blur/motion sickness)
- Does it have positional tracking for the HMD, if yes, how does it work?
- Why don't we have any videos with reputable VR reviewers analyzing your product?

Jotokutora
Adventurer
Looks like will be using 'Magic Leap' for positional.

Video demo/review would be good

nosys70
Expert Protege
for all who complains about FOV, pentile etc.. on oculus, then now there is a alternative.
the problem is not the product itself, it is the ecosystem.
if the device is compatible with what is currently developped for oculus, then ok.
It means you just go inthe settings of you game/app and change FOV and resolution.
if it is not compatible (as probably it should, since most of the oculus stuff is compiled for oculus, with their SDK), then you got in trouble to find contents for your expensive VR headset.

The same remark is also valid for all non-oculus VR Headset. All seems pretty locked to the SDK, and we need Nvidia to release their VR drivers (one card per eye ?) to get rid any limitation.
add the fact that running dual full hd resolution will require a pretty beefy pc for most of the interesting content.

Jotokutora
Adventurer
I assume that the rendering would be different with two screens. I am curious about the Graphics requirement for it.

SaiJinu
Honored Guest
So these guys actually will deliver in future VR with huge resolution and much more FOV than Oculus ( at a higher price) may be able to deliver.
I actually dont care about 600 $ price ( my DK2 come at 500 $ in EU). That will be a hard blow to Oculus if these guys are for real.
Lol 6 people can make a better product than 250 hardcore personal with Carmak and Abrash ?

Hard to believe but if is for real il pay even 1000 euros for a product that is more good than a 200 $ Oculus.

Great news !!
Welcome to die ..death awaits you Rift ROG OWNAGE http://www.youtube.com/watch?v=7m6l4igFGyE Wow DK OWNAGE I https://www.youtube.com/watch?v=hx0XO6dCsVs Wow DK OWNAGE II https://www.youtube.com/watch?v=59OV5aOTW8E

Anonymous
Not applicable
"SaiJinu" wrote:
So these guys actually will deliver in future VR with huge resolution and much more FOV than Oculus ( at a higher price) may be able to deliver.


I will wait that someone will release VR headset with 4*1440p display, that would be 2x better then this!

kojack
MVP
MVP
Having 170 degree fov sounds cool (and it is), but there's going to be a performance hit.
I'm not talking about the fact that wider fov means more of a scene is drawn, so there's less potential frustum culling (this is definitely an extra performance hit, but it's the obvious one). The problem is that typical 3d engines that work using standard projection matrix math (the way gpus like) are unsuited to wide fov. The closer to 180 degrees they get, the more distorted the view is, with excessive resolution devoted to the peripheral to the detriment of the centre. 180 degrees is impossible with this style (the camera frustum would become a flat plane instead of a pyramid).

In order to compensate for this extreme distortion, alternative rendering styles are needed. One way is to render multiple cameras per eye then use a shader to curve them. Two cameras may be enough (for example each eye has an 85 degree fov camera facing 42.5 degrees to the left and 42.5 to the right, for a total of 4 cameras. That will give you 170 degrees with much less distortion). Or we need to use techniques like ray tracing, which doesn't suffer from this at all, but is much slower.

Here is a quick scene I just made. It's a group of ninjas standing in a perfect circle around the player. The ninjas are evenly spaced and they are all exactly 5 metres from the player.
The top pic is a 170 degree fov using the standard rendering technique. This is what Ogre, UE4, Unity, etc would show if you just set the fov.
Look at the size difference between the ninja on the far left and the ninja in the very centre. The left one is 344 pixels wide (before I scaled the pic down for the forum), the middle one is 8 pixels wide! But we want more resolution in the centre and less at the sides.
The bottom pic is the exact same scene with a 170 degree fov, except this time rendered using 20 cameras, each 8.5 degrees across.
Of course 20 cameras is a bit extreme (hey, Ogre can handle it), I could have achieved a similar effect with just 2-4 cameras and a shader to unwrap their views, I just don't feel like writing the shader right now (just got home from work).

So if DK2 struggles on many people's computers with one camera per eye, imagine the performance of the Claire with two or more cameras per eye and double the horizontal resolution.
(That's assuming you don't want the image to suck).


Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2

edgewise
Honored Guest
"SaiJinu" wrote:

Lol 6 people can make a better product than 250 hardcore personal with Carmak and Abrash ?

Hard to believe but if is for real il pay even 1000 euros for a product that is more good than a 200 $ Oculus.

Great news !!


The hard part to believes for me are :

- concerning the FOV at the CES both google and oculus agreed that it would not be possible to increase it in the near future, the limitation being not only about resolution but also physical. Overcoming those limitation is possible technically but you would end up with a product not practical (to big, need to much computer power ect )
- Concerning the definition same opinion (well more than opinion as the representative knew the subject quite well being highly pay to do so), not possible technically for the time being, the screen necessary do not exist yet, everybody has to do with what is coming from the phone industry. Not ideal but the best available at the moment.

Even if working with the assumption that some ow VR manage to make two major technical breakthrough that eluded both oculus and FB, knowing that they target not particular but society (like google and FB for example, or any one who want to concurrence them ) why did they not make a big splash at the CES ?
It is not like nobody wait to see a potential oculus killer.

Translation : there is some limitation with this product that we are not aware of and it is aimed at a very selective niche market , the big actor (or the one who work professionally in this field ) know about this product and limitation that why they do not react.
I mean seriously oculus and google are on the level where they speak with the intel, nvidia , samsung ect for adapting theirr product to VR, they open factory for the production, ect ect You seriously believe that a team of six guy did better on a very complex multi technical element production problem ? And on top of that that those same guy are at the level were they advertise their product and oculus and google just did not notice ? :roll: