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Would you buy a Half Dome right now?

JakemanOculus
Heroic Explorer
This thing:

https://www.youtube.com/watch?v=FM7aviAhxG4

Would you buy it?
94 REPLIES 94

Anonymous
Not applicable

snowdog said:



I don't think the CV2 will have varifocal lenses, tracking of our bodies and environments or controller-less finger tracking. That's why Nate Mitchell said not to expect everything in the CV2.

The CV2 is going to release next year, I'm certain of that, and it will have 4K displays, 140 degrees FOV, less god rays and considerably less SDE. If you all remember I predicted 2K displays at least in the CV2 with a small bump in FOV, 10-20 degrees, and said that we'd only end up with 4K displays if Oculus had nailed foveated rendering.

There are two things that confirm to me that Oculus have nailed foveated rendering for the CV2. Firstly, they've had a larger increase in FOV than I was expecting. Oculus are going to raise the FOV that much and have 2K displays. Secondly we saw foveated rendering being used in the still picture that compared the 110 degree and 140 degree FOVs.


I would like to see full body and hand tracking - but I kind of feel
like the software won't be available to make use of it yet so I have a
feeling that is a couple to few years out.

The varifocal lenses
might make the cut though - because on older titles all they would have
to do is stick the screens in the default position. Depending on how
easy it is to implement - you might also see older titles add it as a
new feature.

It is a big maybe though - and I agree that I think the only for sure things at this point are the better quality displays and wider FOV.

I am most excited about the FOV change.

Zenbane
MVP
MVP

snowdog said:

The CV2 is going to release next year, I'm certain of that, and it will have 4K displays, 140 degrees FOV, less god rays and considerably less SDE.



This would be perfect! A noteworthy increase in visual quality without creating a need to have everyone run out to upgrade the hell out of their PC. A minor graphics card bump is all that should be required.




I would like to see full body and hand tracking



I'm actually much less interested in full-body tracking. This is very much geared towards Social Interactions, which is cool, but I'm still an advocate of "mind over body." I've been preaching that noise since 2016. I love the Facebook-Oculus line of VR products/services, but currently they are still moving more strongly towards the side of mirroring our physical bodies in Virtual Reality, yet I feel that the biggest potential is VR's ability to allow our minds to transcend the physical realm.

Although we're probably another 10 years out before we get anywhere near what I"m hoping to see in that regard.

For now, I would love full-hand tracking via VR Gloves. It was great to see them in action! Having those in my home seems to be approaching sooner rather than later thanks to the foresight of the Facebook-Oculus R&D Teams (in contrast the shortsightnedness of Valve Knuckles developers lol).

Anonymous
Not applicable
I like the thought of full body tracking for things like VR Golf and Baseball - I see huge potential for Golf in VR especially. It isn't where it needs to be yet, but it will get there.

Anonymous
Not applicable
Well Oculus won't release any full body scanning and tracking until they can come up with an application robust enough to cope with @vannagirl's and my body. We're both so beautiful that the PCs will go into a state of lust and behave VERY strangely. ❤️

nalex66
MVP
MVP

snowdog said:
I don't think the CV2 will have varifocal lenses, tracking of our bodies and environments or controller-less finger tracking. That's why Nate Mitchell said not to expect everything in the CV2.

The CV2 is going to release next year, I'm certain of that, and it will have 4K displays, 140 degrees FOV, less god rays and considerably less SDE. If you all remember I predicted 2K displays at least in the CV2 with a small bump in FOV, 10-20 degrees, and said that we'd only end up with 4K displays if Oculus had nailed foveated rendering.

There are two things that confirm to me that Oculus have nailed foveated rendering for the CV2. Firstly, they've had a larger increase in FOV than I was expecting. Oculus are going to raise the FOV that much and have 2K displays. Secondly we saw foveated rendering being used in the still picture that compared the 110 degree and 140 degree FOVs.


 I’m not saying that CV2 will have all of the new features that have been teased, but it will definitely have some. It won’t just be what we currently have but with bigger numbers, it’ll bring something fundamentally new to the table. 


...
The varifocal lenses
might make the cut though - because on older titles all they would have
to do is stick the screens in the default position. Depending on how
easy it is to implement - you might also see older titles add it as a
new feature.


 If Oculus introduces new features like foveated rendering or varifocal lenses, I don’t think they will depend on the end-software to implement them. As much as possible, they will be functions of the Oculus software (like ATW and ASW are).

Both potential features would function based on information that is already used by the runtime (where you’re looking and how close the focal point is), and I can see them automatically working in the render pipeline, just like stereoscopic separation and barrel distortion. 

If if these types of features operate as hardware/driver functions, then they can work with any VR app, and won’t cause software incompatibilities with other VR systems. 

DK2, CV1, Go, Quest, Quest 2, Quest 3.


Try my game: Cyclops Island Demo

Zenbane
MVP
MVP
On the bright side, we now get to have healthy discussions about the Rift CV2, and other Oculus products, without lending voice and giving weight to anyone who made it a mission to chastise existing Rift owners based on the lack of such news.

From now until at least 2020, the critics and naysyers have officially become Background Noise.



Zenbane
MVP
MVP

A new article was published that talks about some of the benefits with this new Half-Dome prototype:

those new lenses are also mechanically-controlled varifocals. Think a fancy version of your grandparents’ glasses. Much like those lenses help them see near and far, Oculus’ new design would allow for various levels of focus throughout the visual plane. If you’re looking at an object up close, the lenses would refocus there and similarly so in the distance.

Oculus suggested it would use software and hand-tracking to facilitate this, though it seems likely that some measure of eye-tracking would also be involved.



https://differentimpulse.com/oculus-prototype-vr-headset-has-something-htc-vive-pro-doesnt/


The article compares it to the Vive Pro, which is unnecessary. The details behind what the prototype offers can stand on its own merit.

Anonymous
Not applicable
I know it might not make it - but I really hope they reconsider and actually add it for CV2 - I can't lie - this is a feature I would love to have in future VR. Maybe something we can turn off and on as needed depending on the app if they support the api or not - but it would be nice to have in some apps for sure in terms of be able to start reading things in the future. I know it'll add a bit of cost if they are targeting a price point - but really I would gladly pay for the feature. Sure it wont make a night and day difference, but it would just add the extra feel of niceness needed.

My end goal is to start removing monitors xD I really like to have VR start being my main monitor:) have the ability to have as many screens as I want and or applications without fear of ever running out of desktop space xD Have my code up on one side and my entermatment on the other (movies, youtube, etc). All while having my VMs and work to the side so I can know what is going on at a blink of an eye.

It would benefit me having this by having the control of taking a screen/view and bring it closer and have it auto adjust to make it a bit sharper. This means code and what I am looking at can be readable or at least more readable as needed.

Does it have to be moving screens? I guess not - but if they can do it via software that would be good as well. Long as it works the same if you know what I mean:) Ahaha, the only real thing missing from this model is vents xD add me in some air vents for some cooling inside the headset and boom - I will give you 1,000$ - you just take it and I will wait:)) Really though, it gets hot inside these things x..x; I think having some passive or active cooling wouldn't hurt to have. Active can be a thermal vapor design.

Image result for vapor chamber cooling

Anonymous
Not applicable
Theoretically I guess this varifocal gizmo would mean that if you could input your glasses prescription then the displays moving would mean that you wouldn't need to wear glasses or prescription lenses with the thing, which would be awesome. It would even work if you needed both short sighted and long sighted lenses.

kzintzi
Trustee

Zenbane said:

On the bright side, we now get to have healthy discussions about the Rift CV2, and other Oculus products, without lending voice and giving weight to anyone who made it a mission to chastise existing Rift owners based on the lack of such news.

From now until at least 2020, the critics and naysyers have officially become Background Noise.





they were always background noise.. annoying, loud, crappy background noise
Though you are more than slightly incoherent, I agree with you Madam,
a plum is a terrible thing to do to a nostril.