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Valve and HTC create a VR headset
posted in Off Topic
1
#1
0 Frags +

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

rip oculus [*]

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

rip oculus [*]
2
#2
-3 Frags +
brownymaster...

Most VR headsets still need higher refresh rates and resolutions. 90hz refresh isn't that amazing when the screen is right up to your eye. Neither is ~1080p.

[quote=brownymaster]
...
[/quote]

Most VR headsets still need higher refresh rates and resolutions. 90hz refresh isn't that amazing when the screen is right up to your eye. Neither is ~1080p.
3
#3
11 Frags +

big announcement on march 3rd at 3 too

3/3/3

big announcement on march 3rd at 3 too

3/3/3
4
#4
9 Frags +
milobig announcement on march 3rd at 3 too

3/3/3

could it be???

[quote=milo]big announcement on march 3rd at 3 too

3/3/3[/quote]
could it be???
5
#5
16 Frags +

i hope its l4d3 ive been looking for some new dads recently

i hope its l4d3 ive been looking for some new dads recently
6
#6
0 Frags +
brownymasterCouple the headset with a pair of Steam VR base stations to track your physical location (in spaces up to 15 feet by 15 feet) – get up and walk around inisde the virtual world!

Ok, so I went to a talk by one of the Oculus engineers last week and he made it abundantly clear how friggin dangerous walking around in VR is. Without visual feedback, if you trip over something and fall you will almost certainly break something (since you have no idea where your body is oriented in space relative to the floor).

I assume this unit will come with a giant sticker on the front waiving Valve from liability for any injuries your dumb ass incurs, but I wonder how the press will react the first time somebody seriously gets injured by this.

[quote=brownymaster]Couple the headset with a pair of Steam VR base stations to track your physical location (in spaces up to 15 feet by 15 feet) – get up and walk around inisde the virtual world![/quote]

Ok, so I went to a talk by one of the Oculus engineers last week and he made it abundantly clear how friggin dangerous walking around in VR is. Without visual feedback, if you trip over something and fall you will almost certainly break something (since you have no idea where your body is oriented in space relative to the floor).

I assume this unit will come with a giant sticker on the front waiving Valve from liability for any injuries your dumb ass incurs, but I wonder how the press will react the first time somebody seriously gets injured by this.
7
#7
4 Frags +
Schweppesmilobig announcement on march 3rd at 3 too

3/3/3
could it be???

it's ricochet 2

[quote=Schweppes][quote=milo]big announcement on march 3rd at 3 too

3/3/3[/quote]
could it be???[/quote]
it's ricochet 2
8
#8
3 Frags +
milobig announcement on march 3rd at 3 too

3/3/3

http://schedule.gdconf.com/session/physics-for-game-programmers-physics-optimization-strategies

Not a media event, rather a talk for programmers

[quote=milo]big announcement on march 3rd at 3 too

3/3/3[/quote]

http://schedule.gdconf.com/session/physics-for-game-programmers-physics-optimization-strategies

Not a media event, rather a talk for programmers
9
#9
5 Frags +
deetrmilobig announcement on march 3rd at 3 too

3/3/3

http://schedule.gdconf.com/session/physics-for-game-programmers-physics-optimization-strategies

Not a media event, rather a talk for programmers

Huh... I might be going to that conference. Sadly it's not the day I'd be there but I am wondering if I can scout out any info.

[quote=deetr][quote=milo]big announcement on march 3rd at 3 too

3/3/3[/quote]

http://schedule.gdconf.com/session/physics-for-game-programmers-physics-optimization-strategies

Not a media event, rather a talk for programmers[/quote]

Huh... I might be going to that conference. Sadly it's not the day I'd be there but I am wondering if I can scout out any info.
10
#10
3 Frags +
deetrmilobig announcement on march 3rd at 3 too

3/3/3

http://schedule.gdconf.com/session/physics-for-game-programmers-physics-optimization-strategies

Not a media event, rather a talk for programmers

Source 2?

[quote=deetr][quote=milo]big announcement on march 3rd at 3 too

3/3/3[/quote]

http://schedule.gdconf.com/session/physics-for-game-programmers-physics-optimization-strategies

Not a media event, rather a talk for programmers[/quote]

Source 2?
11
#11
-2 Frags +

VR at low res is a joke.. i had a chance to use the oculus rift early in dev 1280x800 is not enough, literally google cardboard + note 3 was as immersive

you need at least 2560x1200 or 4k+ to really start being immersed into the headset, 120hz wouldnt hurt either for silky smooth movement transmission

VR at low res is a joke.. i had a chance to use the oculus rift early in dev 1280x800 is not enough, literally google cardboard + note 3 was as immersive

you need at least 2560x1200 or 4k+ to really start being immersed into the headset, 120hz wouldnt hurt either for silky smooth movement transmission
12
#12
0 Frags +

I used the oculus rift at anime expo and it was okay, yeah higher res and refresh rate is better, but the ones they have now arent too bad either

I used the oculus rift at anime expo and it was okay, yeah higher res and refresh rate is better, but the ones they have now arent too bad either
13
#13
3 Frags +

Oh god. Valve's moved on to creating hats IRL.

Oh god. Valve's moved on to creating hats IRL.
14
#14
8 Frags +
Rickyou need at least 2560x1200 or 4k+ to really start being immersed into the headset, 120hz wouldnt hurt either for silky smooth movement transmission

have fun running 4k 120fps on normal current hardware :)

[quote=Rick]
you need at least 2560x1200 or 4k+ to really start being immersed into the headset, 120hz wouldnt hurt either for silky smooth movement transmission[/quote]
have fun running 4k 120fps on normal current hardware :)
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