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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
5 Frags +
The Visuals:
A 1,200 by 1,080 pixel screen in front of each eye, with refresh rates of a blistering 90 frames per second, displays photorealistic imagery that fills your field of vision in all directions, eliminating the jitter common to previous VR technologies and transporting you to another world.

The Audio:
Plug your favorite set of headphones into a jack located on the side of the Developer Edition headset.

Tracking and Room Scale:
A gyrosensor, accelerometer, and laser position sensor combine to precisely track the rotation of your head on both axes to an accuracy of 1/10th of a degree, allowing you to look around the virtual environment naturally. 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!

Custom and Game Controller:
Ergonomic VR game controllers in each hand allow you to use virtual objects and interact with the virtual world. The position of each controller is tracked in space, allowing developers to simulate a wide range of activities and interactions.
[quote]
The Visuals:
A 1,200 by 1,080 pixel screen in front of each eye, with refresh rates of a blistering 90 frames per second, displays photorealistic imagery that fills your field of vision in all directions, eliminating the jitter common to previous VR technologies and transporting you to another world.

The Audio:
Plug your favorite set of headphones into a jack located on the side of the Developer Edition headset.

Tracking and Room Scale:
A gyrosensor, accelerometer, and laser position sensor combine to precisely track the rotation of your head on both axes to an accuracy of 1/10th of a degree, allowing you to look around the virtual environment naturally. 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!

Custom and Game Controller:
Ergonomic VR game controllers in each hand allow you to use virtual objects and interact with the virtual world. The position of each controller is tracked in space, allowing developers to simulate a wide range of activities and interactions.
[/quote]
3
#3
-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.
4
#4
11 Frags +

big announcement on march 3rd at 3 too

3/3/3

big announcement on march 3rd at 3 too

3/3/3
5
#5
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???
6
#6
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
7
#7
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.
8
#8
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
9
#9
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
10
#10
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.
11
#11
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?
12
#12
-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
13
#13
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
14
#14
3 Frags +

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

Oh god. Valve's moved on to creating hats IRL.
15
#15
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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