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A 2560x1440 VR Headset That's Mobile

New submitter oldmildog writes: "GameFace Labs may very well be the furthest along in the quest to create a mobile VR headset. It's based on Android, and their latest prototype is the first VR headset (mobile or tethered) to include a 2560x1440 display, with 78% more pixels than 1080p based VR headsets like the Oculus Rift DK2. CEO Ed Mason said, 'The upgrade to 1280 x 1440 per eye is monumental. Individual pixels are hard to detect at first glance, making it a more immersive and comfortable experience in every single game and experience that we've tried. A lot of the ‘presence’ described by devs at the Valve [prototype VR headset] demonstration can be attributed to their use of higher resolution (and lower persistence) panels, which has a noticeable impact in suspending disbelief and tricking the brain."

135 comments

  1. congrats by Anonymous Coward · · Score: 0

    I hope they get $1Bn too :)

    1. Re:congrats by pitchpipe · · Score: 1

      I hope they get $1Bn too

      Meh. I would certainly rather get behind this than FB's Oculus Grift.

      --
      Look where all this talking got us, baby.
    2. Re:congrats by Anonymous Coward · · Score: 0

      This makes FB's Oculus buy a stupidest deal in this century so far. Not surprisingly their shares dropped so much (and caused a global tech shares dump).

    3. Re:congrats by Anonymous Coward · · Score: 2, Insightful

      in the meantime : WHERE is my cheap 2560*1440 resolution monitor ? i want more than 1920*1024 !

    4. Re:congrats by bumba2014 · · Score: 0

      who wants that resolution nowadays? I want 4k (but 3840x2160 is also acceptable...)

    5. Re:congrats by geirlk · · Score: 1

      Is this the point where I turn pedantic and remind you there is no such resolution as 1920*1024? =)

      And I guess "cheap" is a relative term. I see the cheapest UHD (4K) monitors now costs less than what I payed for my 27"@2560*1440. The monitor(s) are such an important interface between you and the machine, this is where you should invest. I usually spend about 7000 NOK for a new monitor (atm. about US$1175. This being a high cost country, and with high taxes, this would be the equivalent of about US$850-900 in the US).

      A new 28"@4K costs about US$600 and up here. A new 27"@2560*1440 costs about US$500 and up.

    6. Re:congrats by Anonymous Coward · · Score: 0

      re: Is this the point where I turn pedantic and remind you there is no such resolution as 1920*1024? =)

      I hope not. There might not be TV formats at that pixel count in use, but a display with these pixel counts seem entirely feasible, as they are integers ;-)

    7. Re:congrats by bill_mcgonigle · · Score: 1

      Heck, I'm considering buying one of these 'VR' headsets for use for business purposes. If you've ever taken an 8-hour bus or train ride and tried to use a small laptop screen the whole way, it can be frustrating.

      This thing has twice as many eye views as I need (future patent: slightly cross your eyes and interleave double resolution by shifting each pixel off by one for each eye), but the resolution is good enough.

      My real preference would be for a bluetooth keyboard and to run my desktop off a cell phone form factor. Good thing the buses and trains have AC mains now.

      --
      My God, it's Full of Source!
      OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
    8. Re:congrats by Anonymous Coward · · Score: 0

      i dunno whatsapp for 16 billion was pretty stupid too IMO

    9. Re:congrats by geirlk · · Score: 1

      I hope not. There might not be TV formats at that pixel count in use, but a display with these pixel counts seem entirely feasible, as they are integers ;-)

      Allthough it does indeed seem feasable, and dare I even say probable, I must unfortunately disappoint you; there is no such thingamabob, dookickey or thingamajig.

    10. Re:congrats by Anonymous Coward · · Score: 0

      There's some caveats to your statement

      1) You can get Korean branded 27" displays for $300 and under. Some have blemishes, but most don't. I have owned one for about a year, and have been able to run it at 110Hz stable.

      2) Those cheap new 4k displays are STILL limited to 30Hz refresh per panel. I don't know about you, but even 60Hz is getting to be a little bit low for a monitor, let alone WAY too low for a TV. The 4K displays that are supposedly 60Hz? Yeah they're not. They're using 2 tiled displays at 30Hz to make your "60Hz" display.

      What we need, is cheaper 2560x1440 displays at 120Hz and above, but are ALSO IPS/PLS panels.

    11. Re:congrats by Slizzo · · Score: 1

      Replying just to say that I posted the above without logging in by accident.

    12. Re:congrats by Anonymous Coward · · Score: 0

      Hahaha disregard that, I suck cocks!!!!

    13. Re:congrats by jgoemat · · Score: 1

      A new 27"@2560*1440 costs about US$500 and up.

      I got my 27" 2560x1440 monitor on ebay for under $280 (shipped) a few months ago, prices seem to be a little higher now but not that bad. The ~109dpi gives a slightly smoother image also (24" 1080p is ~92 and 30" 2560x1600 is ~100). I hadn't noticed pixelation on my other monitors before but side-by-side it's easy. 4k@28" is overkill dpi-wise unless you're putting your face 6" from the monitor to get that surround feel :)

    14. Re:congrats by geirlk · · Score: 1

      Unfortunately, I had to use .no prices, which are a bit steaper.

      Here's an example from a price comparison engine in Norway. I've sorted by 2560x1440 and 2560x1600, and prices run from Low to High. Prices are in NOK:
      http://www.prisguide.no/katego...

      A rule of thumb for costs in Norway compared to the US is to say 1USD = 10NOK, that way you'll have figured in taxes and charges. The currency itself is currently around 1USD = 5.92NOK.

      But when that is said, I am very happy with my Dell U2711.

  2. LOL by Anonymous Coward · · Score: 0

    their latest prototype latest

    As opposed to their latest prototype earliest?

    1. Re:LOL by ArcadeMan · · Score: 1

      It's a virtual virtual headset!

    2. Re:LOL by asjk · · Score: 1

      It's a virtual virtual headset!

      No, it's literally a virtual headset. Virtuous (or righteous)

    3. Re:LOL by davester666 · · Score: 1

      It's virtually a real headset.

      --
      Sleep your way to a whiter smile...date a dentist!
  3. Done with Oculus by Anonymous Coward · · Score: 0

    I purchased the Oculus due to its Kickstarter campaign.

    Very disappointed with Facebooks interference, but if that will cause some others to come forward with a better design, I am all for it.

    I have banked the funds I had for the Oculus 2 and will be looking toward the GameFace system when it becomes available.

    1. Re:Done with Oculus by glasshole · · Score: 0

      Yep. I canceled my DK2 preorder. I'd be more than willing to direct those funds to someone else's preorder while my DK1 collects dust.

    2. Re:Done with Oculus by pushing-robot · · Score: 3, Insightful

      Except I'm waiting for these guys to get sued into oblivion for copying Facebook's amazing groundbreaking invention.

      ...no, not the hardware, the word 'Face'.

      --
      How can I believe you when you tell me what I don't want to hear?
    3. Re:Done with Oculus by mellon · · Score: 1

      I actually ordered a DK2 after the facebook announcement on the theory that it will be less likely to be broken by facebook than later models. It remains to be seen of course, but July is a pretty early timeframe for Facebook to have completely destroyed the company.

  4. facebook by Anonymous Coward · · Score: 0

    is like a virus that's spreads everywhere, oculus got infected too - RIP

  5. Transparent OLED by Charliemopps · · Score: 4, Interesting

    These things really aren't going to hit their stride until they start using Transparent OLED displays so instead of cloaking you in VR it's overlays info on the real world.

    1. Re:Transparent OLED by ensignyu · · Score: 5, Informative

      Then it'd be Augmented Reality (AR), not Virtual Reality (VR).

    2. Re:Transparent OLED by catmistake · · Score: 3, Insightful

      These things really aren't going to hit their stride until they start using Transparent OLED displays so instead of cloaking you in VR it's overlays info on the real world.

      Nope... that's not going to help them "hit their stride," or become the next radio, TV, iPod, etc. No manufacturer of HMD has yet figured out what they have. They are getting hints from their R&D, but they, and everyone, are so excited about how cool VR is that they are ignoring the mechanism that allows immersive VR to occur, and it has nothing to do with the resolution of the display components. It has to do with the human brain, our capacity for the suspension of belief, not of our conscious mind only, but of the semi-conscious awareness of what ALL our senses (not just the regular suspects) are reporting. In the research and science of brain and mind is where the breakthroughs will occur. Also, as in all technology weighted heavily towards vision, gaming will not drive this forward to manufacturers hopes of a regular, ordinary consumer device that everyone will soon have just like a TV. Only the pornography industry will do that, as only it always has and and only it always will.

    3. Re:Transparent OLED by Anonymous Coward · · Score: 1

      Your comment shows a complete lack of understanding of the differences VR and AR. You're asking for AR - things like the Epson Movario Bt200 (which is pretty much the product you're asking for) and Google Glass. VR are things like Occulus and this.

      The problem with AR are several, but chief among them are:
      - Latency. For your eyes to be fooled into correctly overlaying things, the camera needs to capture the image (let photons accumulate on a sensor), then move the image to RAM, the CPU then needs to process it, identify positions/objects, do game logic, prepare items to draw, send the items to draw to the video driver, and the video driver needs to display on the screen. All this in about 6 milliseconds or (preferably) less. In short - technology is nowhere near good enough yet as you're very lucky if you can get each of these steps to work under 6 ms. I believe Michael Abrash had a good post about this a few months ago. You will notice objects swimming around in AR due to latency.
      - Focus. Your eyes focus at different depths for different objects. Overlayed text on an object usually creates a depth disparity for the eyes where either the text or the object will appear out of focus. This causes eye strain. Nvidia presented a possible solution prototype at last year's Siggraph, but it is not see through and the current design will not let it be (even with transparent OLEDs).
      - Calibration. The smart glasses shifting on your nose change their position in relation to your eyes when compared to the rest of the world. Making sure things line up is really hard. Possible solutions are permanent attachment (though I think you'd agree this might hamper sales), or some kind of fast dynamic eye tracking and on-the-fly re-calibration.
      - Field of view - no current AR maker has a huge field of view - the technology used will not allow it.

      Currently, do not expect any games that correctly overlay stuff on real world objects. It's completely unrealistic right now. maybe in 10-20 years.

      VR is for immersive worlds. It's supposed to be opaque to the world - it replaces the world. Since the're no slow camera input and because your FOV is entirely rendered, the latency requirements are a little lower. The focus issue can be solved when necessary, but it's often not necessary. The field of view can be larger. In short it's designed for gaming. In general, AR is a much tougher problem than AR (though both are very hard).

      Don't mix the two - they are as different as they can be for being so similar at first glance.

    4. Re:Transparent OLED by Xicor · · Score: 1

      that wont happen for a while. the pattent owner for oleds is being paid to hold onto his patent and not let anyone do anything with it.

    5. Re:Transparent OLED by Anonymous Coward · · Score: 0

      Charliemopps writes some really bizarre shit. Don't pay too much attention to him.

    6. Re:Transparent OLED by sgt+scrub · · Score: 1

      \o/ internet pr0n is going to be even better!

      --
      Having to work for a living is the root of all evil.
    7. Re:Transparent OLED by Anonymous Coward · · Score: 0

      and it has nothing to do with the resolution of the display components.

      Not really. The first gen Oculus has a very low resolution which makes it very obvious that you're looking at pixels. A sufficiently high resolution and refresh rate might not mean much to the gameplay, but not having it can break immersion.

    8. Re:Transparent OLED by kamapuaa · · Score: 0

      Film: Not popularized by porn
      TV: Not popularized by porn
      8mm movies: Not popularized by porn
      VCRs: Not popularized by Porn
      Beta: Yes it also had porn just as much as VHS
      Video Games Machines: Not popularized by porn
      DVDs: Not popularized by porn
      Online Streaming Video: Not popularized by porn
      Blu-Rays: Not popularized by porn
      Bittorrent pirating: Not popularized by porn
      Streaming Devices: Not popularized by porn (are there even any legit porn channels, at all, for any device?)

      Porn was basically the only thing to use the multi-angle feature on DVDs, so there is that.

      --
      Slashdot: providing anti-social weirdos a soapbox, since 1997.
    9. Re:Transparent OLED by mellon · · Score: 1

      Unlikely. Easier to use video cameras to do the overlay. Less worry about matching light levels. It would certainly be cool if we could get a version of this that was more like a pair of Oakley shades than a giant set of opaque goggles, but I'm skeptical that such a thing will be useful.

    10. Re:Transparent OLED by LongearedBat · · Score: 1

      Would be cool to have them combined. Flick a switch on your AR headset and the outside world is blocked out (with a change in optics?) turning it into a VR headset.

      (Don't know how enough about the implementations. I expect they work very differently. But still, it would be cool if they could be combined.)

    11. Re:Transparent OLED by Beardo+the+Bearded · · Score: 1

      Let me know when someone starts making OLEDs.

      They've all but stopped production. My guess is that there are far too many LCD panels sitting in warehouses to change the tech to OLED.

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    12. Re:Transparent OLED by sexconker · · Score: 3, Funny

      We need a VR version of goatse

    13. Re:Transparent OLED by Immerman · · Score: 1

      I suspect AR will initially come in the form of laser-projected image on the retina that is currently being worked on by the military. Seems like I've heard some pretty impressive things out of that corner. Expensive, but it actually monitors your eye and adapts to keep the image always in focus. Then there's the interference-pattern based lenses, of which I remember almost nothing except that I'm pretty sure they had something to do with letting your eye see the focused image at a completely different distance than the lens itself, and that it was extremely computationally expensive. Again though they'd need to continuously monitor your eyes to keep the image in focus. On the plus side that should make it easy enough to also compensate for the glasses shifting around.

      As for the camera feedback loop I suspect the situation is not as bad as you portray. A combination of gyroscopic sensors and object motion prediction should make it easy enough to extrapolate several frames ahead of the in-depth video analysis. You may lose some or all of your overlay for a fraction of a second when turning your head too quickly, or when something unexpectedly pops into view, but it should be good enough to overlay relatively stable "virtual billboards" and telepresence "ghosts" on the world. Actually "painting" on surfaces in a non-jittery manner will probably have to wait though.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    14. Re:Transparent OLED by sgt+scrub · · Score: 1

      noooooo!

      --
      Having to work for a living is the root of all evil.
    15. Re:Transparent OLED by drkim · · Score: 1

      Would be cool to have them combined. Flick a switch on your AR headset and the outside world is blocked out (with a change in optics?) turning it into a VR headset.

      (Don't know how enough about the implementations. I expect they work very differently. But still, it would be cool if they could be combined.)

      Not particularly hard. Flip an opaque sheet down into the field of view. (This could be display tech dependent, of course..)

    16. Re:Transparent OLED by gbjbaanb · · Score: 1

      not of our conscious mind only, but of the semi-conscious awareness

      what you're saying is that subliminal advertising is where its at :(

    17. Re:Transparent OLED by L4t3r4lu5 · · Score: 1

      How would you keep the overlay in focus while you are concentrating on objects in the distance?

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    18. Re:Transparent OLED by coofercat · · Score: 1

      Not to be confused with Pirate Reality (ARRR).

    19. Re:Transparent OLED by Ceriel+Nosforit · · Score: 2

      I was about to say "Use the Force Luke," and hope GP remembered the blast visor.

      --
      All rites reversed 2010
    20. Re: Transparent OLED by Anonymous Coward · · Score: 0

      > We need a VR version of goatse

      said no one ever.

    21. Re:Transparent OLED by Guspaz · · Score: 1

      Simpler to just use a monochrome LCD with a large single pixel (same idea as active 3D glasses) as your backing.

    22. Re:Transparent OLED by Guspaz · · Score: 1

      Huh? Most mobile phones use OLED displays, most upcoming VR headsets (including the Oculus Rift DK2 and consumer version and Sony's Project Morpheus) use or will be using OLED displays, and you can now buy OLED TVs at various sizes (cost still hasn't come down to consumer levels yet).

    23. Re:Transparent OLED by Anonymous Coward · · Score: 0

      I think you have too many "not"s in your post.

    24. Re:Transparent OLED by iampiti · · Score: 1
    25. Re:Transparent OLED by Anonymous Coward · · Score: 0

      Yup. Just like people that need glasses aren't convinced the world is real unless they are wearing their glasses, what you say must also be true if this is. Because if the people that need glasses aren't wearing their glasses, everything looks blurry, and it breaks their belief in reality. I know a lot of people that need corrective lenses, and it really is very sad when they aren't wearing them... it makes them delusional.

    26. Re:Transparent OLED by Anonymous Coward · · Score: 0

      Agreed. Most of what he lists is only popular, or even known, because the pron industry adopted the technology and drove the rest of the market to accept it as standard (VHS, DVD, BluRay, Streaming video, and bittorrent, at least, would not be the same without what the porn industry decided to adopt). Because of this, it's not even worth looking at any valid points he might have... because of the weight of all the invalid, incorrect points he is trying to shovel out as though true.

    27. Re:Transparent OLED by Anonymous Coward · · Score: 0

      Not necessarily! I believe what GP is saying is that it is not only our conscious awareness of what we can be consciously aware of that makes reality feel "real," but that there are other things in the mix beyond what we are consciously aware of that are just as important to that feeling we have that what is real actually is real and not illusion. And I am sure he is correct because I took some psychology in college and remember reading about some facinating brain studies, and only now it occurs to me that it is indeed strange that no one that is making these things seems to be paying any attention to the mind or brain, just the 5 senses we are consciously aware of... or really, not even the 5 senses, just sight and sound... and the extra sense of proprioception (which they are getting seemingly without being aware of) by also using head motion and creating a virtual body the user can see when the device is engaged. Also, though I didn't stay in a Holiday Inn Express last night, I did see the movie Awakenings. Its a shame that anyone working on HMD's apparently hasn't seen that movie, or are somehow unaware that it is the mind and brain that ties everything together that they are trying to accomplish, and not whatever the heck they think it is that makes such a thing work or not work.

    28. Re:Transparent OLED by balaband · · Score: 1

      Why transparent? Add camera and present image on the screen

  6. Why mobile? by Anonymous Coward · · Score: 0

    I would think that a major concern would be making vr gear as light as possible, making it mobile would mean that you have to include a battery making it unnecessarily heavy. This may seem silly at first, but trust me, if you're going to be wearing it for any period of time every little bit of weight matters.
    Also, running out of battery in the middle of my vr session would get pretty old after a while.
    The resolution seems great though and should they decide to make a tethered version I'd be interested.

  7. I don't think this headset is first. I think I recall palmer or cormack talking about 4k when they discussed the headsets they tried prior to developing the rift. That 4k was one of the requirements for some defense application. I suppose this might be the first prototype 2.5k display whose parts cost less than 10 grand.

    1. Re:4k by Immerman · · Score: 1

      Didn't Oculus say the DK2 was 1080p, and that specific substantially higher-resolution hardware had already been selected for the commercial version? Seems to me that implies at *least* 2.5k, and presumably they have actually tested the hardware in their own labs and are just keeping quiet about the details, which would put them at least on par with these guys, who it sounds like are only at the early internal prototype stage themselves.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    2. Re:4k by locopuyo · · Score: 1

      Yes, Oculus isn't stopping at 1080p, they said they need at least 1440p, but might go higher, and might possibly have multiple versions that are more expensive but have higher resolution.

    3. Re:4k by Immerman · · Score: 1

      Shit. Just when I though I had escaped the upgrade treadmill.

      Also: Woohoo!!!

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    4. Re:4k by Guspaz · · Score: 1

      There are no 4K OLED displays of the appropriate size in existence, let alone ready for integration into a product (Palmer's said this on Reddit to boot), so it's likely that CV1 will be 2.5K.

  8. Resolution is not the hard-to-solve problem.. by mgemmons · · Score: 4, Informative
    Display resolution is not the hard-to-solve problem. This quote from John Carmack sums it up best:

    The latency between the physical movement of a users head and updated photons from a head mounted display reaching their eyes is one of the most critical factors in providing a high quality experience. Human sensory systems can detect very small relative delays in parts of the visual or, especially, audio fields, but when absolute delays are below approximately 20 milliseconds they are generally imperceptible.

    According to the article

    [...]the latest GameFace SDK significantly reduces latency to a point that it is easily comparable to the DK1. The company plans to benchmnark their latency soon to get a quantitative latency figure.

    Notice that is DK1 latency, not DK2. DK1's latency was notoriously bad and made many people nauseous. So, while I'm happy to see competition in this space, as far as GameFace is concerned, there is not a lot to see here yet.

    1. Re:Resolution is not the hard-to-solve problem.. by Electricity+Likes+Me · · Score: 2

      This is a lot of words without actually explaining why one problem (display latency) is not a suitable proxy for the thing you call the actual problem (perceptive latency).

      They're obviously related, but one of these we can measure directly, the other we cannot. Ergo, we get our proxy suitably low until we find a point where the trade-offs are acceptable.

    2. Re:Resolution is not the hard-to-solve problem.. by catmistake · · Score: 0

      They're obviously related, but one of these we can measure directly, the other we cannot. Ergo, we get our proxy suitably low until we find a point where the trade-offs are acceptable.

      You're again making their same mistake. They and you seem to be focused on the product, what your prejudices already tell you what it is and what it should be. I can't make you see the wrong-headedness of your beliefs. And it absolutely is false that we do not have the ability to measure perceptive capacities. Let me put it this way: everyone believes they are trying to design a head-mounted display... but the reality is they are producing a mind-mounted display and ignoring this! That is why they will continue to come up short, forever, until they realize what they are really trying to do.

    3. Re:Resolution is not the hard-to-solve problem.. by Anonymous Coward · · Score: 0

      You're again making their same mistake. They and you seem to be focused on the product, what your prejudices already tell you what it is and what it should be. I can't make you see the wrong-headedness of your beliefs.

      There is always someone who thinks everyone else is wrong.

      Let me put it this way: everyone believes they are trying to design a head-mounted display... but the reality is they are producing a mind-mounted display and ignoring this! That is why they will continue to come up short, forever, until they realize what they are really trying to do.

      What is the difference in concrete terms? What **specifically** would you do differently? I expect an abstract response couched in philosophical garbage which fully avoids providing a useful answer.

    4. Re:Resolution is not the hard-to-solve problem.. by sgt+scrub · · Score: 1

      Wouldn't the refresh rate be the greater factor over resolution in reducing latency? I don't see the connection with resolution and latency.

      --
      Having to work for a living is the root of all evil.
    5. Re:Resolution is not the hard-to-solve problem.. by Twinbee · · Score: 1

      Finally. Something that gets hardware and software devs to care about latency. For too long, software, mobile phones, games, monitors and tons of other gadgets have often exhibited latency above 50-100ms. I'm hoping the tech will trickle down from VR headets to other devices so we can end the madness once and for all.

      10ms would be better by the way as even 16ms can be perceptible by many.

      --
      Why OpalCalc is the best Windows calc
    6. Re:Resolution is not the hard-to-solve problem.. by __aailob1448 · · Score: 2

      Lol. Are you for real? If you're not , then that was a magnificent way to say a bunch of stuff without actually saying anything, just as grandparent said. Subtle trolling. Solid A.

      If you are for real, then can you lay off the empty platitudes and come up with concrete suggestions? These guys are building real stuff. They got real tons of investor money. You are just producing empty words in a useless slashdot post.

      The Onus is on you to produce a headset that blows theirs away before you can start shitting on them. Those are the rules of life, you dig?

    7. Re:Resolution is not the hard-to-solve problem.. by Scottingham · · Score: 1

      Can't speak for the dude, but I think that the single LED w/micro mirror approach painting an image directly onto your retina like an old CRT is going to win. It can fool what we're focusing on. This current approach never gets beyond the 'you are still looking at a screen inches from your eyes'.

      The current tech has the resolution at about 320x200 or something like that. Obviously to low for now. But even reviews of that resolution said that it was still eerily lifelike and different from a regular screen

      http://en.wikipedia.org/wiki/V...

    8. Re:Resolution is not the hard-to-solve problem.. by ceoyoyo · · Score: 1

      First message I thought you might be an idiot. Second message tied it all together! Stop worrying about decreasing the display lag and just get high so you can't notice it anymore! Or better, you notice it, but you think it's totally groovy, man!

    9. Re:Resolution is not the hard-to-solve problem.. by Immerman · · Score: 1

      What? The optics of the Oculus alter the visual path so that your eyes are essentially focused on a giant screen 80 feet way (40? I forget.). The various technologies that project an image onto your retina do something not altogether different, except that they can adapt to your changing focus so that the virtual screen is always in focus instead of at a fixed optical distance. Eventually they may even be able to project an image with actual focal depth, and that will be really impressive. But that's still a long ways away.

      Neither though has you focusing on a screen only a few inches from your eyes. I don't think *any* do, except possibly that one hobbiest design that suspends a pair of tablets in front of your face - I don't recall seeing any lenses with that setup.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    10. Re:Resolution is not the hard-to-solve problem.. by Immerman · · Score: 3, Informative

      I think that's exactly what they said. Resolution is an easy problem to solve. Lots of high-res screens out there. Latency is a far more challenging problem as it involves the entire system from head tracking, to rendering, to projection. And even just for the screen's contribution to latency, refresh rate is only a small part of the equation. A 60Hz panel refreshes 60 times per second (~17ms), but there may well be substantial internal latency between receiving the new frame and actually updating the image.

      Think HD TVs where the refresh rate may be even higher at 120Hz, or even 240Hz (4ms), but you may see several hundred ms of latency between when an image change is sent to the TV and when the change appears onscreen - hence the need to calibrate the Rock Band, etc. timing-based games to your TV. That latency is mostly in the image-processing circuitry rather than the screen itself, but it illustrates the point.

      And then there's ghosting to consider as well - just because the screen refreshes once every 17ms doesn't mean the previous image is completely gone yet, you may actually see the "remains" of several previous frames on screen at any given time, especially where there's sharp changes in brightness. And that latency in removing previous images can be nauseating as well, even when gaming on a normal monitor.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    11. Re:Resolution is not the hard-to-solve problem.. by wonkey_monkey · · Score: 1

      Human sensory systems can detect very small relative delays in parts of the visual or, especially, audio fields

      Funny, I'd have thought the auditory systems were less sensitive to delays. You only have to be 13m away from something for the audio to be "delayed" by one video frame (1/25 of a second) in real life.

      --
      systemd is Roko's Basilisk.
    12. Re:Resolution is not the hard-to-solve problem.. by Anonymous Coward · · Score: 0

      Which is precisely why we are more sensitive to audio delays :) There is more timing difference to detect, and thus to actually use for positioning (your own, the one of your close ones, and the one of attackers and targets), leading to eventual evolutionary advantages, possibly transmitted.

    13. Re:Resolution is not the hard-to-solve problem.. by Guspaz · · Score: 1

      There is no real difference between using DLP to shine light in your eyes versus looking at an LED screen. The Avegant Glyph (and the LED/DLP setup you describe) is not a virtual retina display, and it doesn't "paint an image directly onto your retina".

      Any advantages that it gains from increased pixel fill (and the three subpixels overlapping) are undone by the massive issues they have with the rainbow effect, since they have to stagger the red/green/blue images in time instead of in space. Solving that requires much higher update rates from the digital micro mirror device than we have today, and those things are already above ten thousand hertz...

    14. Re:Resolution is not the hard-to-solve problem.. by Anonymous Coward · · Score: 0

      One of the interesting talking points is how it works for users that require glasses: "You’ll be able to adjust the diopters in the Glyph to accommodate a wide variety of prescriptions and pupillary distances. In short: you won’t need your glasses. Note: at this point we cannot account for astigmatic eyesight."

      Can panel-based headset displays provide a comparable benefit?

    15. Re:Resolution is not the hard-to-solve problem.. by Guspaz · · Score: 1

      Yes, varying the distance between the lens and the screen does the exact same thing on a display-based headset. The Oculus Rift sort of supports this today, by providing different lens cups. All the lenses that come with the Rift (the A/B/C lenses) are actually identical, the only difference is their plastic casing that varies their distance from the screen. It's possible that the consumer version will allow this to be fully adjustable rather than in discrete steps.

    16. Re:Resolution is not the hard-to-solve problem.. by Anonymous Coward · · Score: 0

      There is always someone that believes an ad hominem fallacy is a valid argument. You don't like what GP is telling you, so instead of attacking his argument with a valid counter-argument, you say "you're just that someone who thinks everyone else is wrong," attacking the man, as it were, because you have no valid counter-argument. I do apologize if you think this truth is "couched" in philosophical rhetoric, but if you don't have the skills needed to make a valid argument, you should either practice those skills in order to learn them, or STFU, and not instead complain that you're an idiot, like exactly what you are doing.

    17. Re:Resolution is not the hard-to-solve problem.. by Anonymous Coward · · Score: 0

      Yeah, GP should just give away capital so you can get your game on. You're so totally a fucking moron its ridiculous. GP doesn't care about your game or HMD manufacturers' success or profits. Who knows, perhaps GP is working on their own product. Regrdless, GP is under no obligation to give you or anyone the answer. And he is at least half-decent for saying "you're doing it wrong," and giving easily understood and undeniable reasons how that could be.

    18. Re:Resolution is not the hard-to-solve problem.. by Anonymous Coward · · Score: 0

      I find your interpretation of GP's posts puzzling. He didn't say "ignore this lag problem." He said the bigger problem is, if I may paraphrase, "they are designing a shoe without bothering to examine what the purpose of the shoe actually is." I'm not exactly sure what he is getting at, but his argument is compelling, as they have been working on this consumer HMD thing since the early 90's at least, and that's about 25 years of bringing products to market that continuously ultimately fail. Every single one of them has failed. Every year manufacturer's fail to build a winner to market that sells and is profitable, it will appear that the GP becomes more and more likely to be correct, and also more and more likely that you are the idiot. I say... let's just see what happens, because I suspect (but I do not know for sure if) you are an idiot, and I'd really like to know that. Wouldn't you?

    19. Re:Resolution is not the hard-to-solve problem.. by ceoyoyo · · Score: 1

      Quoting said GP: "Really, it's not that the problem is latency of the device, but of our brain or conscious/unconscious minds' ability to notice the latency."

      The problem isn't the latency (forget about trying to fix that), the problem is our brain's ability to notice it (fix that part, with drugs). Which fits in nicely with the GP's posts, masterpieces of incoherent rambling that sound almost like they mean something.

    20. Re:Resolution is not the hard-to-solve problem.. by Anonymous Coward · · Score: 0

      Ah, well I see how you read into that incorrectly. I don't see, however, where he said or even meant "(fix that part, with drugs)". Can you explain how you came to that conclusion? Because it seems quite obvious he did not intend that at all, and that you added your own bullshit to make sense of it. Seems to me all he meant was that they're paying attention to the wrong problem. Yes, latency of the device is a problem, but even if they fix that they will be in the same place and no closer to their goal, because it's not the "real problem," i.e. the "really big problem that is confounding them causing them to fail." He's saying pay attention to the brain. Don't try to fix the latency problem there, just focus on the brain (or mind) first, understand "the foot," how it works and what it does before you try to design "the shoe." Get it now? Please let me know. Or are you just incensed by that kind of insightfulness that you apparently are incapable of having or understanding, so you are compelled to troll? If the latter, troll on, baby! Its your life.

  9. Skipping Laptops Screens by Anonymous Coward · · Score: 0

    I had to manually build a laptop (T60p/T61 parts) to get a screen with that resolution on a laptop. Argh! There's no real point to this post. I'm just complaining about how high mobile screen resolutions are compared to laptop and desktop screens. If only CRTs weighed less.

    1. Re:Skipping Laptops Screens by itamihn · · Score: 1

      There are now a few HiDPI choices in laptops. Writing this from my 3200x1800 laptop...

    2. Re:Skipping Laptops Screens by viperidaenz · · Score: 1

      For $2k you could get a 3.2k display laptop.

      second hit on google: http://www.dell.com/us/p/xps-1...

    3. Re:Skipping Laptops Screens by Anonymous Coward · · Score: 0

      What laptop would that be?

  10. Oxymoron by Anonymous Coward · · Score: 0

    "Mobile VR Content."

    That's like saying "Supercharged smartcar."

    It doesn't make any sense. It's a lot of work put into something incredibly stupid. What's the point of having a minimum of 60fps 3D content at a 1440p resolution when you are running on a mobile chip? That'... that's just... dumb. That's not dumb. That's idiotic, it's pointless.

    Besides, it's easy to tell the overhyped article is just bull. "It's almost hard to notice the pixels!" At that resolution per eye right on your face the relative screen resolution would be just above playing the original Doom at 320x240. So, yeah, thanks for the lies.

    1. Re:Oxymoron by fuzzyfuzzyfungus · · Score: 3, Interesting

      There's also the question of what, exactly, the 'mobile' use case for something even harder on your situational awareness than a bag over your head...

      Having lived through the era of 21+ inch CRTs, I certainly want any VR headset to be relatively lightweight(especially the part I attach to my face) and nobody likes dealing with devices that require three dongles, an external PSU, a processor box, and a couple of line lumps to operate, so my (perhaps naive) assumption would be that 'non-mobile' would still mean 'fairly lightweight thing you put on your head, probably with a smallish support box that takes the video inputs, handles the motion-tracking camera, if any, and either houses or is connected to the power supply'.

      So, um, even the non-mobile units are going to be easy enough to toss into a (suitably protective) laptop bag, which makes them pretty 'mobile' for something that's dangerously useless when actually walking around.

      I'm also a trifle baffled about the 'Android' element. What is based on Android? Did they drag a gratuitous smartphone/tablet interface into the firmware that handles location tracking and such because, um, some reason? Is this VR system tied directly to the output of yet another probably-doomed niche Android Gaming Product? I hope it has video-in for when that flops.

    2. Re:Oxymoron by rossdee · · Score: 1

      That reminds me of when I was shopping for bluetooth headphones

      Some of them were advertised as 'portable'

      I wouldn't want to wear anything on my head that wasn't portable.

      (remember the Osbourne 1)

    3. Re:Oxymoron by Immerman · · Score: 1

      I don't know. You obviously couldn't do pseudo-realistic rendering at that resolution on a current mobile chip, but much more stylized rendering could be possible. Imagine walking through a 3D cartoon world - low detail, but with no obvious pixels to interfere with immersion or create obvious "jaggies"

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    4. Re:Oxymoron by Anonymous Coward · · Score: 0

      If you're doing 3D cartoon worlds, then that high of a resolution is absolutely not needed. The solid colours would hide the pixels and antialiasing (FXAA alone would be fine) can be applied to the edges.

    5. Re:Oxymoron by Immerman · · Score: 1

      Who said anything about solid colors? Even gouraud shading would benefit from a bit more detail, and there's absolutely no reason you couldn't still do fully textured figures, just using smaller textures and a lot fewer polygons than in Crysis. Plus, even if most of the world were solid shaded colors you still have all the fine detail that would benefit from the resolution. Mouths, hair, stick figures, etc. Also things in the distance - I can't tell you how many games I've played where I've struggled to make out what the 4-pixel tall maybe-horror in the distance is. The difference between a 4 and 6 pixel height cannot be overstated.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    6. Re:Oxymoron by Anonymous Coward · · Score: 0

      It doesn't make any sense. It's a lot of work put into something incredibly stupid. What's the point of having a minimum of 60fps 3D content at a 1440p resolution when you are running on a mobile chip?

      They don't mean mobile like your phone, they mean mobile like not having wires connecting it to the image source. Have a look at CAREN: it's basically a 2-d treadmill inside an iMax. Currently useful only as a physical therapy and research tool, but much easier to do if you can substitute a VR headset for the iMax. Wireless connection between the headset and the image generator lets the user move around in the environment.

      Surely you've seen youtube videos of people literally pulling their computers off the desk when they duck or dodge objects in the virtual environment.

  11. Resolution is everything by DMJC · · Score: 1, Insightful

    Resolution is pretty much everything with VR headsets. The only problem I see with this headset is that it won't have much content for a long time. Unless they can port CryEngine 3 for example, there won't be a copy of Star Citizen running on it. It's big-name PC titles that are going to drive VR. This headset needs to support getting content from a PC. Not just it's own Android based content.

    1. Re:Resolution is everything by Osgeld · · Score: 3, Insightful

      resolution is really not even that big of a deal (course you would know that if you have used one... ever) its input lag, poor focus, weight, cables and refresh rate.

      After all that you dont give a shit if the image is a bit grainy

    2. Re:Resolution is everything by fuzzyfuzzyfungus · · Score: 2

      Latency counts: People were happily fragging cyberdemons back in the Doom days; and you could practically cut your wrists on pixels that size; but a nontrivial portion of the population can't, even with nontrivial effort of will, suppress the nausea and sometimes vomiting associated with mismatches between motion perceived by the inner ear and motion inferred visually.

      More resolution is better, and with smartphone screens locked in an arms race it can't be all that expensive to provide; but the product that doesn't make you want to vomit will have a certain edge.

    3. Re:Resolution is everything by sgt+scrub · · Score: 1

      If a personal gaming device, like a PSP or Genesis, was released built into a VR headset people would buy it. I don't know if it would be the next big thing; but, I can see it being sufficiently successful.

      --
      Having to work for a living is the root of all evil.
    4. Re:Resolution is everything by DMJC · · Score: 1

      Actually I did use one last year in July, it was an oculus Rift V1 devkit, and for me it WAS the resolution. seeing large black bars, and not enough detail sucked, Frankly I didn't care about the motion tracking/depth of field stuff because my eyes were too busy trying to get around the giant freaking pixels. They really need to fix the pixel density which is the easy part. The latency and refresh stuff they will naturally solve over time. But if they can't get the pixel density high enough in the first place. The latency won't matter.

    5. Re:Resolution is everything by Anonymous Coward · · Score: 0

      You obviously have used one for about 2 minutes.

      After 25 minutes playing with a DK1, I almost puked. The lag is abhorrent.

  12. what is different by Anonymous Coward · · Score: 0

    what is different with this technology from the stuff 10+ years ago that companies dropped like a hot potato when they found out that besides giving adults constant headaches, that growing childrens eye-brain development was irrepairably damaged by constant use?

    Im sure that the lawyers will be gleeful that these things will be coming back.

    1. Re:what is different by Guspaz · · Score: 1

      The stuff at affordable prices (still double what VR headsets will go for when the Rift or Morpheus launch) 10+ years ago was high-latency, low-detail/resolution, low-precision, bulky, with a tiny depth of field. The units that solved some or most of those problems cost tens or hundreds of thousands of dollars.

      The two biggest things today are the much higher amount of compute performance available, as well as the existence of modern smartphone displays (small, high-resolution, low-latency), which didn't exist ten years ago.

  13. Sounds good! by Anonymous Coward · · Score: 0

    Keep facebook away from it.

  14. That's pretty stupid by SuperKendall · · Score: 1

    I was on the fence about buying a DK2, but the Facebook purchase convinced me for sure I should do so - because I want to own and program against a prototype of something that is probably going to deliver.

    It's kind of dumb to back up a company that is not only still catching up to DK1, but also lacks the financial resources to even keep up with further Oculus advancement going forward.

    There's a reason why Facebook bought Oculus and not one of the other VR wannabes. They are years behind.

    As for "interference", what the hell are you talking about? There's been none so far, only speculation - the only known thing about interference is they have said there will be none.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:That's pretty stupid by Stolpskott · · Score: 1

      I was on the fence about buying a DK2, but the Facebook purchase convinced me for sure I should do so - because I want to own and program against a prototype of something that is probably going to deliver.

      It's kind of dumb to back up a company that is not only still catching up to DK1, but also lacks the financial resources to even keep up with further Oculus advancement going forward.

      There's a reason why Facebook bought Oculus and not one of the other VR wannabes. They are years behind.

      As for "interference", what the hell are you talking about? There's been none so far, only speculation - the only known thing about interference is they have said there will be none.

      I think the thing that has most people worried about the Facebook purchase of Oculus is the difference in emphasis between the two companies - Oculus are/were looking to bring a reasonably-priced viable VR display to the market. Facebook are a social media powerhouse which makes revenue by monetizing it's users' details for advertising purposes. There is very little obvious synergy there, meaning it is not clear which direction the Facebook-piloted Oculus ship is going to go, but very few business lay down this kind of money and just let things carry on as they are, so there will almost certainly be some form of redirection.

      If Oculus had been bought by a VR competitor, the direction would be largely unchanged; if the purchaser was an OS company - Microsoft, for example, the approach would probably be one of monitor-replacement for the Xbox and also for the Windows OS, other buyers with their own agendas, and so on. If the purchaser was Google, the synergies are again less apparent and the deal would probably be greeted with some skepticism laced with hope/expectation for what improvements might come when paired with Google's resources, but the question is - what is Facebook doing at the moment that makes a VR display the last piece of the puzzle for a killer app? VR Social Media? (Would not really work if the interaction is real-time, as all you will see are loads of people with Oculus headsets on. Not very social...)

    2. Re:That's pretty stupid by SuperDre · · Score: 1

      Well, you forget one thing, Facebook bought Instagram and let it do their thing without real interference (even though it IS a service that is ripe for being facebookyfying (as I call it)), just like they did with WhatsApp and a lot of other companies they bought..
      Facebook will certainly provide a service for the Oculus which is more in their vein, but it will also be just a hardware device which will be usable for anythingelse just like games, without any facebook connection..
      You really are ignorant if you think the direction of the Oculus Rift will change in a way that would be bad for VR, think again..
      And then you even mention Google, a company that is even MORE set on monetizing people's data, even your mail/documents.. So if you have a gmail account or an Google accound you are really just a hypocrite for saying something about Facebook..
      Let's not forget, facebook is in business of making money no matter how, so if they Oculus Rift is a succes they'll make money no matter what, being it through the hardware as being through other extra VR services..
      And at the moment there is no other VR competitor that is in the same ballpark as Oculus, especially as most 'older' VR competitors have always been doing consumer VR as an extra but mostly were building stuff for the millitairy and industry where money isn't really the problem.. Also Mobile tech has only become really usable for VR the last few years..

    3. Re:That's pretty stupid by Anonymous Coward · · Score: 0

      They still your data without a facebook logo. Which is exactly why the bought the companies. Logging into whatsapp and instagram is logging into facebook except you don't know it.

  15. Do your research first by Anonymous Coward · · Score: 0

    http://www.youtube.com/watch?v=G-2dQoeqVVo

  16. bout time by Osgeld · · Score: 2

    I hate it when I have to bolt my VR helmet to the floor, now I can get a neck-ache with 78% more pixles while it runs on a phone that has about the same horsepower as a decade old computer!

    the future is finally here!

    1. Re:bout time by GrumpySteen · · Score: 1

      The next version will have 47% more than 26% neck-ache annually. That's down from last year - hold your applause.

  17. Latency by thisisauniqueid · · Score: 1

    Low motion latency (not above half the frame interval) is far more important than resolution. None of these headsets are there yet.

  18. Beats the Glyph... by Anonymous Coward · · Score: 0

    ...at 1280x720 per eye, however Avegant is using DLP which won't have the screen door issue. It will be interesting to see which actually LOOKS better. Pixels aren't everything. Persistence and latency also matters. See DK1 vs DK2 for latency upgrade!

    http://www.avegant.com/

    1. Re:Beats the Glyph... by Guspaz · · Score: 1

      Trading the screen-door effect for the rainbow effect isn't a good trade-off. The screen-door effect can be solved by increasing display resolution and tweaking sub-pixel geometry (DK2 is a diamond matrix pentile-like display that reduces the screen door effect), while a single-chip DLP solution can't do much to improve on the rainbow effect short of cranking up switching speeds (which are already in the thousands or tens of thousands of hertz).

      For what it's trying to do, which is to simulate big screen without having to carry around a big screen, the Glyph can put up with some rainbow effect. For VR, it's a death sentence.

  19. lol by slashmydots · · Score: 1

    Lol, Zuckerberg bought the wrong one.

  20. Makes a ton of sense to me by SuperKendall · · Score: 1

    It doesn't make any sense. It's a lot of work put into something incredibly stupid. What's the point of having a minimum of 60fps 3D content at a 1440p resolution when you are running on a mobile chip?

    The iPad is already running complex games at 2048 x 1536 (close to 1440p). It's not hard to imagine you could do 120FPS (or faster) output of simpler scenes and interleave them between a screen over each eye...

    Why? Well, what about airline travel for one thing. I personally would not mind shutting out the whole plane for a few hours and imagining for some reason I'm bound in a small chair on a beach somewhere.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:Makes a ton of sense to me by Namarrgon · · Score: 1

      It's certainly possible, but in order to maintain that 120Hz minimum at all times, your scene would have to be extremely simplistic by modern standards. Still leaves room for some interesting games, but it cuts out a lot of others, and it would limit immersion rather more than a lower resolution would, IMHO. Perhaps in a few more years.

      --
      Why would anyone engrave "Elbereth"?
    2. Re:Makes a ton of sense to me by SuperKendall · · Score: 2

      I've seen a few arguments that claim a less detailed but more fluid world is more immersive than a very detailed world with any immersion hiccups.

      --
      "There is more worth loving than we have strength to love." - Brian Jay Stanley
    3. Re:Makes a ton of sense to me by Namarrgon · · Score: 1

      Yeah, I'd agree with that - framerate is crucial. OTOH I find my brain quickly learns to ignore the pixel size and screendoor to a surprising extent, treating it as visual noise, so resolution is less important than I had thought (within reason).

      --
      Why would anyone engrave "Elbereth"?
  21. Shut up! by Anonymous Coward · · Score: 0

    and take my money!

  22. Halfway right. by JustNiz · · Score: 1

    Excellent idea making a headset with a Display that is HD-res or better per eye, however very bad idea including the computer in the headset too. I wish they would have just made it a display device that had good tracking.

  23. Catmistake as an APK sockpuppet by Anonymous Coward · · Score: 0

    With that kind of vapid, yet vehement trolling I half expected catmistake to suddenly "put on his robe and wizard hat" and start talking about how the *real* problem was due to not using his hosts file trojan.

    1. Re:Catmistake as an APK sockpuppet by Anonymous Coward · · Score: 0

      I am having trouble understanding your post because I am really stupid. Therefore, you must be trolling.

    2. Re:Catmistake as an APK sockpuppet by Anonymous Coward · · Score: 0

      APK, is that you? I can't believe you haven't heard of the saga of Bloodninja

  24. What makes it "mobile"? by Animats · · Score: 1

    What's "mobile" about it? Runs on batteries? Plays crappy cellphone games? No. It's cordless.

    That's good, but it has nothing to do with mobile phones. Even GameFace uses the term "cordless", not "mobile".

    The site is kind of vague on what processing takes place in the headgear, and what takes place on the external WiFi connected device where, presumably, the game is playing. This thing is only worth the trouble if the game behind it is rendering very fast and has very high resolution content, and the latency to the game is very low.

  25. Field of view by _Shorty-dammit · · Score: 1

    The resolution of these types of devices is a huge factor in whether or not I would find them acceptable to use, but the field of view they have is an even bigger factor. With very inexpensive monitors I can have a combined display that takes up a very large portion of my horizontal vision. I currently have three 24" monitors that give me a combined field of view of 123 degrees in their current configuration, with a 5760x1080 resolution also being a plus. Going to a VR headset with a FOV of only 90 degrees would be a step down as far as I'm concerned, and I would not take that step. The VR aspect of it, while cool in and of itself, would be a non-starter for me if the FOV was well below what I can do with monitors. Getting slightly bigger monitors, like 27" ones, would give me an even larger FOV, and alterations to their physical configuration can also change that FOV value and give me close to 180 degrees if I want.

    As far as I'm concerned, if a VR headset isn't giving me something near/beyond a 180 degree FOV I really couldn't care less. I'd rather keep my head stationary and look at a display setup that does give me a larger FOV. Hopefully they get there soon, because everything else that goes along with the idea is pretty damn cool. But I don't want to look at an image where only a small portion of my vision is taken up. The immersiveness of a large horizontal FOV (vertical is less important to our vision, but would still be desirable) is too much to give up. I've lived with this setup for a couple years now, and wouldn't want to go without something similar/greater in FOV capability.

    1. Re:Field of view by Guspaz · · Score: 1

      Having experienced both VR headsets (with 90-110 degree FOVs) and the surround-yourself-by-lots-of-2D-monitors approach, throwing LCD monitors at the problem doesn't hold a candle to the immersion/presence the VR headset gets. There's more to experiencing presence than a big horizontal FoV. A VR headset also gets you the horizontal FOV, gets rid of gaps between monitors, blocks out stuff outside the monitors, provides you with stereoscopy, the head tracking gives you the possibility of parallax, etc.

    2. Re:Field of view by _Shorty-dammit · · Score: 1

      A larger field of view by turning your head is not the same thing as a larger field of view at once. If I can't have both, I choose larger field of view at once. And, btw, you can do 3D with monitors. And I don't notice the bezel gaps while I'm racing on iRacing. I notice the track in front of me and the large FOV means I can see the cars beside me. It would be great to be able to turn my head to see even better beside me, but most of the time peripheral vision is enough for that use. But that absolutely requires a large FOV. In that use, a smaller FOV with head-tracking is still going to be a disadvantage compared to the larger FOV. The larger FOV will still be greatly preferable.

    3. Re:Field of view by Guspaz · · Score: 1

      I'm not talking about enhanced field of view by turning around (although that's definitely a bonus), but about the subtle sensations that enhance presence by having the small movements of your head reflected in terms of parallax changes and such.

      3D displays work poorly for the use case that you describe, because they all assume that your head is perfectly still, facing the monitor, dead-centre. It doesn't account for any movement or different position of your head whatsoever(so it probably doesn't work for anything but the central monitor in front of you).

      You will not get a sense of presence sitting in front of a bunch of monitors, even if they surrounded you in a circle. This is something that's difficult to describe to someone who has never tried modern VR headsets, because if you'd tried them, you would understand the huge difference between them. The feeling of feeling like you're actually in a game world, rather than looking at it through windows. Of standing next to a virtual character and having the same sort of sense of the person being there, being a certain size, in relation to yourself. A multi-monitor setup doesn't provide any sense of presence at all.

    4. Re:Field of view by _Shorty-dammit · · Score: 1

      Plenty of 'iRacers' have multiple 3D monitors. It works fine.

      I have no doubt that your 'sense of presence' might be better with a VR headset, but to say I will not get a sense of presence with three monitors in front of me is ridiculous. You say don't discount VR's VRness. I say don't discount wide FOV for vastly improving the immersiveness factor, too. My view of the race track in this particular sim (thanks to its display calculator in the graphics options) gives me a 1:1 view of the sim world. It would look exactly the same to me if I were in that car at that track in the real world, save for the fact that I would have a full FOV in all directions rather than just the monitors in front of me.

      Believe me, once the racing starts I am in that world. I completely lose the fact that I'm looking at monitors because of how much of my FOV it is taking up. The bezel gaps disappear. I fail to notice anything beyond the monitors' display area. A good VR headset *with* as much or greater FOV would be even better, yes. But I would not want a VR headset with less FOV than I have now, no matter what else the headset brings to the table in terms of immersiveness. FOV is too important, and trumps all the other headset pluses, for me, with this usage.

  26. yay, VR isn't dead by Mirar · · Score: 1

    And here I feared for a second that Facebook killed VR.

    This is good news.

  27. journalism is dead. I hope you're happy. by Thud457 · · Score: 1

    but but but...
    78% MORE PIXELS!

    --

    the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff

  28. Wow that's pretty cool, what's the killer app? by VortexCortex · · Score: 1

    Wow, that's neat, can I buy it and add to my existing collection of VR and AR gear I've been using since Quake and Descent came out about two decades ago?

    I mean, I have mobile ready VR already, it's pretty cool, and doesn't have to look like I've strapped a toaster to my face... That high resolution is nifty, but how is it on battery life? That's the main thing for me, FoV isn't really that big of a deal since most receptors are concentrated in the center of your visual field anyway. Also, in my albeit limited studies, it's not lag-time but difference between visual and inner-ear inputs that primarily induces motion sickness, so any

    I really do hope VR succeeds in the general public this time around. There really isn't much in the way of good 3DUI experiences, so I've been doing some 3D experiments in input / output. I love having a full 360 degree desktop full of text terminals, documentation, issue trackers, tool-bars, palettes, actor models, and widgets off to the side and out of the way of the workspace, etc. Unfortunately, I have discovered that with combinations of two or more [accelerometer | compass | head tracking | eye tracking] I can achieve a different yet cheaper, less strain inducing, nearly as immersive, and somewhat similar feature set to what VR provides, but using any standard 2D screen -- they become 3D viewports into a virtual landscape. Lean in and tilt the head slightly to view surrounding workspaces, combinations of vocal, keyboard, mouse, and eye blink / motion for intuitive (yet easily controllable) focus acceleration and action input, etc. Even my grandma was surprised and grinning saying, "Oh wow, I can actually use this. It's like an actual window. Why isn't this on my TV right now?" So, I think AI + cameras embedded in our devices will be strong competition for the VR market.

    IMO, it is Augmented Reality (AR) that's really exciting. However, just like VR, there isn't much in the way of good UI design, and the wearable AR tech is still as expensive and clunky as the UI research itself remains... I have experimented with some brain-blowing concepts when combining my active display UI designs with wearable AR UI, but it makes some of my friends and family instantly puke -- unlike the active display itself, which doesn't induce nausea because it mimics something we're all familiar with, and aligns itself with our perception expectations by augmenting reality instead of enforcing a virtual reality. In other words, AR is not just for goggles anymore, and it's already better than VR in terms of IO ROI and monetary ROI, IMO, but YMMV w/ VR vs AR.

    TL;DR: VR is still cool but gimmicky hype that's soon to be obsolete before it even gets off the ground, unfortunately.

  29. Don't let your hate of Facebook blind you by Anonymous Coward · · Score: 0

    From the article: "And while the lenses on their early prototypes were lifted from the Oculus Rift DK1, Mason tells me that new lenses and much more will debut with their latest prototype"

    Again: "Mason tells me that the latest GameFace SDK significantly reduces latency to a point that it is 'easily comparable to the DK1.'"

    Further: "I was playing the cult-classic Jet Set Radio (2000)"

    So how is the GameFace more advanced than the Oculus again? They have yet to demo a product which doesn't use the Oculus's lenses. Their latency is on par with Oculus's first gen DK ... when Oculus is taking preorders on their second. And for the games they can demo, we're expected to get hyped up about games from 2000.

    I'll admit that I am intrigued about the prospect of not being tethered to my computer. Still, I'm not sure that I want to be spinning in complete circles while wearing VR goggles. I don't want to trip on things and fall over while playing Portal. The "selling point" of this device seems to put a niche device into an even smaller niche.

  30. No Difference by SuperKendall · · Score: 1

    Oculus are/were looking to bring a reasonably-priced viable VR display to the market. Facebook are a social media powerhouse which makes revenue by monetizing it's users' details for advertising purposes.

    I'm not sure how other people though Oculus was going to have to make money in the long run, but if they thought there was ANY difference between those two things they are deluded.

    With the Facebook integration it means Oculus has LESS of a need for ad revenue, not more. And Facebook has said they will remain hands off - which they have with Instagram.

    With the Facebook purchase the Oculus is going to be a much purer form of what they were envisioning than it would have otherwise.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  31. Still Waiting For My Bike HUD by MarkvW · · Score: 1

    Can't wait for my Bike HUD headset with rearview camera, speed, gps, heart rate, RPM, and automated machine gun targeting display!

    That will be SO cool!

  32. All it needs is two HD cameras on the front. by Anonymous Coward · · Score: 0

    So I can "see" through it without having to take it off.

    What a silly oversight! Or are they constrained by patents?

  33. and the best technical stat that beats the Oculus? by Anonymous Coward · · Score: 0

    it's not owned by Facebook.