How Virtual Reality Became Reality
An anonymous reader writes "Wired has an in-depth report on the development of the Oculus Rift, telling the story of the tech and its creators from conception to present. Quoting: 'That's because Oculus has found a way to make a headset that does more than just hang a big screen in front of your face. By combining stereoscopic 3-D, 360-degree visuals, and a wide field of view—along with a supersize dose of engineering and software magic—it hacks your visual cortex. As far as your brain is concerned, there's no difference between experiencing something on the Rift and experiencing it in the real world. "This is the first time that we've succeeded in stimulating parts of the human visual system directly," says Abrash, the Valve engineer. "I don't get vertigo when I watch a video of the Grand Canyon on TV, but I do when I stand on a ledge in VR." ... The hardware problems have been solved, the production lines are almost open, and the Rift will be here soon. After that it's anybody's guess. "I've written 2 million lines of code over the past 20 years, and now I'm starting from a blank page," Carmack says. "But the sense that I'm helping build the future right now is palpable."'"
Disorientation, intense headaches, eye fatigue, vertigo, sickness, projectile vomiting in extreme cases. I don't know what it is with this thing but keep it away from me.
Competition is coming.
*cough* Valve *cough*
..don't panic
Here's how it happened:
2 decades passed since the last time they tried this shit and failed. Now they're trying this shit again, and they'll fail again. People don't want to wear headgear for their media consumption. "VR" (stereoscopic 3D on a head-mounted display) will be a massive flop in the mass consumer market, as always.
VR will continue to be marginally useful for specific uses such as 3D imaging for medical, military, or industrial applications, as it always has been. It will continue to get marginally better, extremely expensive upgrades that take it from HUDs to glasses to headgear to actual VR. It will do this outside of the 20 year abortion cycle that the mass consumer market sees.
The Oculus Rift and Sony's Project Morpheus are abortions in progress.
Since the Oculus Ruft now has a certain backer, I'm looking at alternatives:
http://www.roadtovr.com/castar...
...it, but just because a decent low cost HMD is finally coming out doesn't mean "Virtual Reality" has been made 'real.'
There's so much more to VR than just the visuals. Haptic feedback is critical, audio is critical, olfactory stimulation is critical, and yes - visual is critical.
I am very much looking forward to the HD Rift (provided there's no bulls*** FB related lock-in or stupid licensing), but mostly because it'll make games so much more enjoyable (especially flight simulation.)
Loading...
Can someone, in a few sentences, describe how Oculus rift is "revolutionary" aside from having self-contained accelerometers/gyros and probably including a higher definition display than previous models? I remember using a VR helmet 20 years ago that allowed free view, and sure the 3d was shitty compared to today, the textures and colors were basic, but it was the same thing as this claims to be "the first" of. Where is the magic?
No, I think you mean, "How virtual reality literally became virtually real virtually overnight". Also, don't forget to work "cyber" in somewhere.
For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
"the production lines are almost open"
Uh hua. I'll believe that when I see it on store shelves.
"I don't get vertigo when I watch a video of the Grand Canyon on TV, but I do when I stand on a ledge in VR."
I think this has pretty much been the problem with VR since the beginning. I'd phrase his comment thusly:
People still get nauseous using VR.
Carmack wrote 2 millions lines of code over the last 20 years? My math might be off, but if he took no breaks that means he wrote one line of code every 5.256 seconds. I for one applaud his dedication to programming. Keep up the good work!
Facebook isn't going to do anything that will inhibit this device, not while it still hasn't established a market for itself. They aren't stupid. In the very worst case, they require any avatar/profile to be associated with a FB account, which is a minor privacy annoyance, nothing more.
yeah, they really oughta patch that vertigo problem at the Grand Canyon, it's horrible.
the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff
No offense, but I don't give FB the credit that you do.
They aren't stupid, but they are incredibly greedy, a publicly traded company, and known for corrupting the things they buy. My real concern is that they fail utterly (like with their phone) and then inhibit the burgeoning HMD market with patent and IP threats.
<Ripley>I HOPE you're right - I really do</Ripley>, but historical precedent suggests otherwise.
Loading...
2000000/(365.25*20) = 273.785 lines per day; 7 days per week, 52 weeks per year.
If we assume a very heavy work schedule of 3000 hours per year, approx 60 hours per week, that's 66.667 lines per hour of fully debugged working code. Seems a bit of an over-estimate to me. (Exaggerate? I don't know the meaning of the word!
--- Often in error; never in doubt!
Complete Lawnmower-man VR is so far from being achievable that, I think, most people use VR to mean only the visuals. If I were able to look into the distant future, it would be fascinating to see which type of complete VR happens first: lawnmower-man VR suits, startrek holodecks, or TheMatrix neural interface implants.
Have used the rift extensively -- it's an incredible device. make no mistake, this is likely to kick of a massive change in computing and entertainment.
..of VR that makes writers ignore reality and talk about fantasy as if it really exists
This is an important step toward the answer..but NOT the answer..yet
VR is harder than anybody realizes
Total bullshit.
Total bullshit.
You could have said exactly the same things about the upgrade from movies to 3D movies, or from pictures to movies, and they would be just exactly as true as they are here.
It seems pretty common to complain about the resolution. There are other projects that appear to have resolved the issue: http://www.avegant.com/ And their kickstarter: https://www.kickstarter.com/pr... And for Abrash's book: http://amzn.com/1576101746 And a good story on Carmack's background: http://amzn.com/0812972155 Abrash's book is dated, but still pretty common.
Until the porn industry starts using it.
Have you worn an Oculus? No, you haven't. Which is why you think it is an 'abortion'. I have spent the better part of a year with an early development kit and I can tell you it's already a highly entertaining experience that will only get better over time.
> People don't want to wear headgear for their media consumption.
People don't want to watch a wall-mounted rectangle for their media consumption. Both are asinine statements. Anyway, VR isn't so much about consuming media. It's about being part of an interactive experience that can't be replicated any other way.
> 2 decades passed since the last time they tried this shit and failed.
Yes, it was super expensive back then, there was next to no content and the overall experience was absolutely horrible by anyone's standards.
So what's different this time? Technology has improved immensely. Field of view is much larger, latency is way down, resolution is way up, and weight is a small fraction of the early headsets. Oh, also most households already have the computers necessary to drive a decent VR experience. And content? It's coming. There are thousands of 3d games that can benefit from VR with only a few months of additional development effort and hundreds of new titles already being built. Furthermore, VR headsets will be in the same price range as a typical game console or high end video card. It is now right in the cross-hairs of the mainstream digital consumer.
See nobody cares.
Lol, first thing I thought of when I saw the 2 million lines of code remark. Great minds....
You don't seem to understand something. 3D sucks because after you play in 3D for a while, the effect wears off and your brain can barely tell the difference between it and a simple 2D image. Then you wonder why you're wearing the dumb glasses.
VR is a completely different experience. It doesn't wear off in the same way, though the brain does get somewhat accustomed to aspects of it. The problem is you can't just move back to a 2D screen and get a similar experience. Games developed specifically for VR are very compelling and can't really be experienced any other way.
> These things cost way too fucking much and have way too little use for the mass market to buy in. The amount of people that do buy in is way too fucking small for developers to support, and thus those use cases are never created.
Welcome to the smartphone market circa 2005...
olfactory stimulation is critical
Yeah, I hear you... smelling the pussy would increase the realism tenfold. Too bad I'm allergic to cat hair.
`echo $[0x853204FA81]|tr 0-9 ionbsdeaml`@gmail.com
Two simple words: video games. Twenty years ago, video games were a lot different. VR didn't make sense because there wasn't sufficient graphical detail for it to be a useful upgrade to immersion. Now, we have that capability. I play a lot of video games and I know a lot of gamers are excited about this, at least those that I know. It probably won't be immediately the most popular thing ever, but it doesn't need to be. It'll start with some gamers who talk it up and will move from there. The applications you mentioned will also help it gain traction. I don't know if it will ultimately sink or swim, but I do know that your cynicism is unwarranted; there's more of a chance here than you're giving it credit for, and I don't see why you're +5.
Maybe a little chanel no. 5... ;)
Loading...
I can think of one difference right off the bat. In the real world your eyes converge on the distant object and each eye's lens has to focus to the distance that object is from you. In any 3D tv or headset, the eyes will do the converging part, but nobody has figured out a way to trick the eyeball into focusing at the correct depth yet. In a TV or screen, your eye will focus at that surface. In a head mounted display the focus depth may be out a bit from where the actual screen is due to the way the lenses in the head mount change the focal depth of the apparent display, but your eyes focus there and not on the 3D object you are looking at.
-- ssoorrrryy,, dduupplleexx sswwiittcchh oonn.. -Quote found on actual fortune cookie.
Let's put it another way: Facebook is platform agnostic, much more so than their competitors. They don't care iOS vs Android, PC vs Mac vs Linux vs consoles, XBox vs PS4 vs Nintendo. If you have a Rift application you want to build, they will shrug at your platform choice and only provide comments about the VR contents itself. Maybe because they are a Social company, they will prefer your VR thingie be multi-user, but I don't see them saying no to anything of decent quality. Even adult content should be ok if it has adequate age restrictions implemented.
Even adult content should be ok if it has adequate age restrictions implemented.
You're missing the point entirely.
It's a piece of hardware and an SDK, and it should be able to be used for whatever the hell people want to use it for. I don't want Facebook doing anything other than collecting my money to buy the hardware.
Your scenario is exactly what everyone who wanted to write code to integrate the HMD prays does NOT happen.
Loading...
Of course they will give out the SDK, and of course you can do whatever you want with it. It's like Apple, though... if you want to distribute your VR IP through the Rift store, probably your IP will have to comply with ToS. Even Google Play Store has that, if perhaps a more forgiving one. And, as far as adult content goes, you think an independent OR company would be any different in their rules? They would still be based in the USA, and still have the same legal and PR concerns. Having seen some of what happens in Second Life, it's clear that VR adult content can get pretty, um, "imaginative", and not putting age blocks on that is taking a huge unnecessary risk.
...the Rift store...
Where are you getting this?
You, yourself, were trying to argue that FB are platform agnostic, so how can you have a "Rift store" and be platform agnostic? It wouldn't make any sense.
... independent OR company would be any different in their rules?
Are you confused about who OR was? They made hardware? That's it. Like all hardware, it had drivers or an SDK to make use of it, that's it.
No "OR Store"...
Again, you're missing entirely what everybody who was planning on making use of OR was afraid of when FB bought them. That they'd do exactly what you think they're supposed to do, lol.
The only thing developers want out of OR is a great HMD. That's it.
Loading...
The basic problem with VR is that your eyes (and your ears and any other senses the VR kit is acting on) are telling you you are moving in a certain way yet your balance organs are telling you something completly different.
Thats why it will give you motion sickness and cause other problems. And why, unless Occulus have come up with some brand new trick to tweak your balance organs (which I doubt they have), it will never really be able to work.
2000000/(365.25*20) = 273.785 lines per day; 7 days per week, 52 weeks per year.
If we assume a very heavy work schedule of 3000 hours per year, approx 60 hours per week, that's 66.667 lines per hour of fully debugged working code. Seems a bit of an over-estimate to me. (Exaggerate? I don't know the meaning of the word!
I don't think so. John is on a whole other level. 66.7 lines of code an hour is a just over a line a minute. One line a minute. Yup, I believe he cranked it out, read about him. He is a machine. Sure, many of us are not that good, and perhaps average out 5 or 10 lines an hour. He write's code like we write sentences. I just wrote this in under a minute. Some people are that good.
------ Curiosity killed the cat. {satisfaction brought it back | it didn't die ignorant | lack of it is killing mankind
I can't believe Facebook bought that evil thing that's been murdering people for centuries now.
could you commit suicide with the oculus rift by jumping off a fake grand canyon and suffering a heart attack? or commit murder by making someone view a frightening VR world?
Remember kids, if you're not paying for the service, YOU ARE THE PRODUCT THAT IS BEING SOLD.
Virtual reality timelines are fun because predicting the future itself is a type of virtual reality. They can be from a simple "by 2020 we'll have this" bet to a series of predictions that are threaded together in some way.
I wrote out this timeline in 1994 taking care to keep everything up to that point do-able with the technology of the time. I honestly believed that a progression as described here was possible.
Several things have come to pass -- at least on the drawing board -- such as '3D' storage in bit crystals, processors based on light, even the meta-symbology of parallel MapReduce systems today is a good step towards embedding language into symbols. Vivid projection holography without mist is tough to crack and it looks like we have to make do with goggles for now.
Do submit your own timeline predictions, the more whimsical the better.
VON BURGEUR'S CASTLE
A personal vision of incidental objects, people and events in the past and to come, written in anno domini 1994 by Hocus Locus
<blink>down the rabbit hole</blink>