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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."

88 of 135 comments (clear)

  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:LOL by ArcadeMan · · Score: 1

    It's a virtual virtual headset!

  3. 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 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.
    6. 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.

    7. 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.)

    8. 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.
    9. Re:Transparent OLED by sexconker · · Score: 3, Funny

      We need a VR version of goatse

    10. 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.
    11. Re:Transparent OLED by sgt+scrub · · Score: 1

      noooooo!

      --
      Having to work for a living is the root of all evil.
    12. 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..)

    13. 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 :(

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

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

      --
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    15. Re:Transparent OLED by coofercat · · Score: 1

      Not to be confused with Pirate Reality (ARRR).

    16. 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
    17. 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.

    18. 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).

    19. Re:Transparent OLED by iampiti · · Score: 1
    20. Re:Transparent OLED by balaband · · Score: 1

      Why transparent? Add camera and present image on the screen

  4. 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.

  5. 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 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.
    3. 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
    4. 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?

    5. 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...

    6. 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!

    7. 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.
    8. 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.
    9. 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.
    10. 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...

    11. 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.

    12. 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.

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

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

  7. 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.

  8. 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..

  9. 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.

  10. 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.

  11. 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...

  12. 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?
  13. 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.

  14. Re:LOL by asjk · · Score: 1

    It's a virtual virtual headset!

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

  15. 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.

  16. 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)

  17. lol by slashmydots · · Score: 1

    Lol, Zuckerberg bought the wrong one.

  18. 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.
  19. 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"?
  20. Re:LOL by davester666 · · Score: 1

    It's virtually a real headset.

    --
    Sleep your way to a whiter smile...date a dentist!
  21. 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.

  22. 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.
  23. 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.

  24. 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.

  25. 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 !

  26. 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.

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

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

    This is good news.

  28. 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)
  29. 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

  30. 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.

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

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

  32. 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.

  33. 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.

  34. 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.

  35. 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
  36. 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!

  37. 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 :)

  38. 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.