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Old 01-13-2016, 09:03 PM
 
Location: Keller, TX
5,644 posts, read 4,909,987 times
Reputation: 4047

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Some recent news:

CNET guy launching a VR channel:
CNET Founder Halsey Minor Launching Virtual Reality Network - Fortune

We've been talking about room-scale VR... these guys say they can do FOOTBALL FIELD SCALE VR:
IndoTraq Announces Wireless Tracking System

News from the world of AR:
Zeiss Smart Lenses Get Right What Google Glass Got So Wrong

Just read this:
The Best Oculus Experience Yet Is a Gray Room Full of Junk | WIRED

Nice graphic:
How to explain VR

Funny cartoon:
Early adopters - Fredo and Pidjin. The Webcomic.

These guys say they can do foveated rendering:
Foveated Rendering Really Works

Wow, controller-less hand / finger tracking is getting scarily good:

https://www.youtube.com/watch?v=2W9x3zmKS_w

This looks hilarious:

https://www.youtube.com/watch?v=j9jDo-NnyaY

Photogrammetry demonstration

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

Great CES interview with Chet:

https://www.youtube.com/watch?v=zbD1V6EJjZk

HTC Vive on Jimmy Fallon:

https://www.youtube.com/watch?v=LtA6...be&app=desktop
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Old 01-14-2016, 07:01 PM
 
Location: Keller, TX
5,644 posts, read 4,909,987 times
Reputation: 4047
Here's where we were a couple decades ago.

Virtuality
$60,000 ($96,000 in 2015 dollars)
20 frames per second (max refresh rate of screens was 50 Hz)
60 degree field of view
244 lines of horizontal resolution
no positional tracking
30,000 polygons per second (about 1500 maximum on-screen triangles, untextured, unlit, flat-shaded)

Oculus Rift + minimum spec PC
$1600
90 frames per second / 90 Hz refresh
110 degree field of view
1200 lines of horizontal resolution
360 degree positional tracking (six DOF)
a PC game playable in VR can have 2 million polygons on-screen, and they're all fully lit, texture mapped, filtered anisotropically, with multiple rendering passes each, while maintaining frame rates over 90


https://www.youtube.com/watch?v=-QiKnHxX7CY
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Old 01-15-2016, 06:32 PM
 
Location: Pueblo - Colorado's Second City
12,103 posts, read 20,372,219 times
Reputation: 4132
I like the no controller version.
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Old 01-15-2016, 06:34 PM
 
Location: Pueblo - Colorado's Second City
12,103 posts, read 20,372,219 times
Reputation: 4132
Quote:
Originally Posted by Nepenthe View Post
Here's where we were a couple decades ago.

Virtuality
$60,000 ($96,000 in 2015 dollars)
20 frames per second (max refresh rate of screens was 50 Hz)
60 degree field of view
244 lines of horizontal resolution
no positional tracking
30,000 polygons per second (about 1500 maximum on-screen triangles, untextured, unlit, flat-shaded)

Oculus Rift + minimum spec PC
$1600
90 frames per second / 90 Hz refresh
110 degree field of view
1200 lines of horizontal resolution
360 degree positional tracking (six DOF)
a PC game playable in VR can have 2 million polygons on-screen, and they're all fully lit, texture mapped, filtered anisotropically, with multiple rendering passes each, while maintaining frame rates over 90


https://www.youtube.com/watch?v=-QiKnHxX7CY
Since it advances exponentially wait 4-14 years!
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Old 01-26-2016, 10:02 PM
 
Location: Keller, TX
5,644 posts, read 4,909,987 times
Reputation: 4047
I had been collecting amazing articles to post here but the list hit 90+. I decided not to bother.

However, I loved this article so much I had to post it.

Why VR is the future of gaming, Part 2: Toybox and human interaction

Quote:
But as we were winding down the demo, that's when it hit me. There wasn't anyone else in the room with me. Yes, there was someone supervising the demo, by the computer. But my new friend that I'd spent the last 15 minutes hanging out and playing with wasn't right next to me at all. She wasn't in the same room, and I'd never actually seen her in-person.

That realization blew my mind. After all the things we'd done together, and how we'd physically interacted with each other (handing things off, the fist-bump, picking up that archway together), I had completely forgotten that this person wasn't in the room with me. And that was an amazing feeling.
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Old 02-02-2016, 04:02 PM
 
18 posts, read 9,791 times
Reputation: 22
Im looking forward to it, cant wait to play horror games on that
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Old 02-03-2016, 07:35 AM
 
Location: Lakewood NJ/Murrells Inlet SC/ N. Naples FL/Swainton NJ
3,044 posts, read 4,786,701 times
Reputation: 2110
I watch a BBC science program on YouTube last night (What Happened Before the Big Bang) that was available in two formats. One was a split screen double (and the other regular HD). Apparently the split screen double image version was for watching with VR glasses. True? What would be the viewing affect (or is it effect?)?
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Old 02-03-2016, 09:14 AM
 
Location: Keller, TX
5,644 posts, read 4,909,987 times
Reputation: 4047
Quote:
Originally Posted by Magnus2000 View Post
Im looking forward to it, cant wait to play horror games on that
Remember, everything is more intense in VR. It creates a sense of being there despite your higher reasoning. That said, the horror genre will probably be huge, but just be aware of the immersion.
Quote:
Originally Posted by tmozer View Post
I watched a BBC science program on YouTube last night (What Happened Before the Big Bang) that was available in two formats. One was a split screen double (and the other regular HD). Apparently the split screen double image version was for watching with VR glasses. True? What would be the viewing affect (or is it effect?)?
Effect.

You are correct, that view is for stereopsis (two eyes seeing the same image from two slightly different perspectives, creating a sensation of depth).

That said, you'll see a few different formats out there:

360 degree video
: if you're wearing a VR headset, you'll be able to look in any direction; the image will not have any depth to it (other than that which gets "baked" in in any video since the dawn of film), due to each eye seeing the same image and due to there being no parallax or other depth cues; note that in some browsers you can also drag the image around using your mouse; the 30+ "VR" videos presented at Sundance in January (including the trippy "Waves" by Reggie Watts) used this method

Split screen video: like what you saw; if you're wearing a VR headset, you'll be able to see some depth, a bit like watching 3DTV or a 3D film; you will not be able to utilize any head-tracking (no matter where you move your head you'll be seeing the same image) and there will be no parallax; it is actually possible to get stereo vision on a handheld computer screen if you cross your eyes just right

Split screen + 360 degree video: best of both worlds, you can look around everywhere AND everything has the appearance of depth; however, there are technical hurdles to doing this successfully and it's very rare to find anything that's available with this, so far; and there's no parallax

An important thing to realize is that we can't yet do video that includes PARALLAX motion -- you can't positionally move your head and see AROUND things, or have objects in the foreground move differently relative to objects in the background. Think about the movie Avatar. It had the illusion of depth, but if you walked from one side of the theater to the other, you'd be seeing exactly the same images, rather than being able to see around the foreground objects like you'd be able to do if they were really up there.

That's where real-time 3D rendering comes in. Games, experiences. With graphics we CAN actually create "actors" and "sets" that exist in space (virtual space), and create parallax. It's possible at some point that film directors might be able to incorporate some sort of real-time photogrammetry while filming that would allow this, but this is YEARS away.

I keep mentioning parallax. That's because it is SO important to the perception of depth. This article has a nice list of the many elements that our brains use to assess depth in our 3D world: Depth Perception

For an example of how important parallax is, look at this video, paying particular attention to how flat the image looks at 2:30, and how much depth it seems to have at 2:45. Keep in mind that's a normal 2D TV filmed and displayed as a normal 2D Youtube and you're viewing it on a normal 2D screen, but it appears as if there's some real depth there. That's parallax and occlusion.


https://www.youtube.com/watch?v=Jd3-eiid-Uw

Last edited by Nepenthe; 02-03-2016 at 10:16 AM..
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Old 02-23-2016, 08:03 PM
 
602 posts, read 925,118 times
Reputation: 690
Found this to be an interesting read about the future of VR and the Brain Machine Interface.

‘Sword Art Online’ Full Dive Technology Is Real — ‘Accel World’-Like DARPA Brain-Machine Interface Makes NerveGear Possible
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Old 02-23-2016, 11:53 PM
 
Location: Great State of Texas
86,093 posts, read 69,963,954 times
Reputation: 27520
The vision of Star Trek's Holodeck is slowly becoming a reality.

Been following the development of VR.
Even got to try an early version of Oculus Rift and after 20 minutes got VR sickness.

Can't wait and hope they have all the kinks worked out.
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