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Sony, Facebook, Google, Samsung, Apple, and Microsoft Now All Have a Hand In VR

An anonymous reader writes The Oculus Kickstarter breathed new life into consumer virtual reality when it raised more than $2.4 million just three years ago. Now, at the onset of 2015, some of the world's biggest tech companies have a vested interest in the growing consumer virtual reality industry. Road to VR takes a look back at VR in 2014 and the path that lead these tech giants to start taking it seriously.

61 comments

  1. overrated by Anonymous Coward · · Score: 0, Insightful

    even tough I personally always loved when VR when i tried it over the years it's currently nothing but a hype.
    Just like the Wii was when it released people have to high expectations from the tech.

    1. Re:overrated by Anonymous Coward · · Score: 0

      I try VR say "Egaa! is some thing clamp on to me face!" I dunna like thing clamp on to me face. Ugh.

    2. Re:overrated by arth1 · · Score: 1

      To be fair, they give you a choice between Headcrab and Facehugger models.

      Personally, I don't want anything that restricts my vision. I like my coffee mug not knocked over, and to not whack my love in the face because I didn't see her.
      3D is best done in booths where the environment is protected from the 3Dee.

    3. Re:overrated by aaaaaaargh! · · Score: 1

      It will be great for the 3d porn industry. Hopefully some interesting applications will evolve.

    4. Re:overrated by Anonymous Coward · · Score: 0

      Leap motion has just the thing for you:
      http://blog.leapmotion.com/new-demo-switch-vr-real-world-simple-gesture/

    5. Re:overrated by GNious · · Score: 1

      I like my coffee mug not knocked over, and to not whack my love in the face because I didn't see her.

      If your love doesn't notice the big black box strapped across your face, perhaps a whack or 2 will help her pay a bit of attention to you?

    6. Re:overrated by Applehu+Akbar · · Score: 2

      In your mother's basement, nobody can hear you scream.

    7. Re:overrated by Anonymous Coward · · Score: 0

      leap motion sucks large hairy donkey balls other than as a tech demo ATM.

      I should know, I just received one the other day after being dissatisfied with kb/mouse and/or controller used for input with an Oculus DK2.

      Apparently arth1 lives in some fantasy land where 3D vision is somehow going to magically work in a "booth", which ain't going to happen any time soon.

      DK2, eh it's nice I get no headaches/motion("VR") sickness with it, then OTOH I'm not prone to motion sickness at all, so I wonder if that's a factor.

      I still notice what they call the "screen door" effect, i.e. I can still see every pixel even though it's higher res than DK1(never used/owned DK1 but have seen screenshots showing the difference between screens not the same as seeing it in person but I HAVE experienced it with the DK2 and so feel that I can reasonably extrapolate to what a DK1 must have been like).

      It's nice, but needs more focus/etc. controls and since I'm VERY nearsighted the "B" lenses don't work for me at all(blurry) so I use the default "A" lenses w/glasses which is tricky and sometimes in the DK2 shifts just right annoying presses on glasses. Since it's winter now I haven't had the "fogging" effect that I see some users moaning about.

      There's not much software available and what there is, is like amateur hour or q&d hacks to make it more or less work with Oculus devices. e.g. Halflife 2 the cinematics end up with the camera too close -> lotsa clipping but in game it works fairly well, but let's face it Source and HL2 are getting to be very old. Alien Isolation took some tinkering to get working and again has the camera problem with cinematics and clipping but in game is ok. Using kb/mouse controls are clunky and usually poorly documented if at all. Technolust is not a bad start at an indie game, but exhibits massively low framerates -> uncomfortable.

      Watching videos now with the headset is nice, it's like having your own personal movie theater(maxvr(best solid 75fps) and cineveo(drops to 40fps -> not fun looking around -> what they are calling "judder")) are my two favorites, both are paid c. $10 each.

      Pretty much everything else currently available is indie or amateur demos and half(if that) finished games, and some of the devs are pretty snarky is wanting anwhere from $5 to $15 for fscking demos!

      Really my favorite app so far for 3D is the janusvr apps which is like a web browser for the virtual world.

      I'm running this on a fairly decent system, i7-3930k @ 4.2 GHz/evga SC 780 Ti so the low framerates should be attributed to poorly programmed demos/apps/games or poorly optimized same and/or poorly written Oculus drivers(currently using 0.4.4b and fw 2.12 on headset).

      There also exists vireio perception and the paid vorpx which attempted to inject themselves between directx and the display(presumably much like morrowind graphics extender and others) to allow older games and newer games that don't support oculus devices at all to kind of support them which works to varying degrees. I haven't used these enough yet to fully comment, so I'll leave at this now.

      Leap motion, tracks your hands with several joint detections per hand, essentially a skeletalish model of your. That said it could work better/faster(poor drivers? poor hardware? dunno maybe both) but this is as far as I've gotten with experimenting with alternative inputs as Razer Hydra is pretty much gone at reasonable prices and sixense stem is not available yet and is freaking expensive, so even if it were available I'd let others experiment with that one first. The real problem is that no applications that support leap motion have good control gestures along with the fact that well let's just say the leap motion really appears to not be quite up to the task even running on a USB3 port over which it IS able to stream more data v. a USB2 port, or at least according to diagnostics. (I must look hilarious flailing around to find my kb/mouse and then hoping that my fingers are in the right

  2. No thanks. by BarbaraHudson · · Score: 2

    No 3d for me. I only have one good eye, you insensitive clod!

    --
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    1. Re:No thanks. by Junta · · Score: 2

      It's about more than stereoscopic vision. The fact my head moves and the environment perfectly tracks my head movement is the real significant chunk. If you don't have stereoscopic vision in real life, then no you don't have stereoscopic inside a VR headset. Either way you judge 3d by head movements and that is very much helped in a VR context.

      --
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    2. Re:No thanks. by Anonymous Coward · · Score: 0

      Cyclops, quit talking with your mouth full. It's not polite as you eat your words here vs.apk for the 100th time http://tech.slashdot.org/comme... hahahahaha

    3. Re:No thanks. by Anonymous Coward · · Score: 0

      Which requires two eyes dumbass

    4. Re:No thanks. by Junta · · Score: 2

      Close one eye. Move your head left or right. Congratulations, you perceived 3d information by parallax. Same thing works in reality and VR. If you can't see it in reality, then of course you can't see it in VR, but your perception of reality continues to have you understanding depth.

      Two eyes provides depth information without head movement for a few meters. Moving the head provides the information over greater range and works with one eye or two.

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  3. What's different from 20 years ago? by Anonymous Coward · · Score: 1

    You know, when VR was in the spotlight the first time?

    1. Re: What's different from 20 years ago? by Anonymous Coward · · Score: 0

      enough patents starting to expire that people can finally get on with it?

    2. Re:What's different from 20 years ago? by kelemvor4 · · Score: 5, Insightful

      You know, when VR was in the spotlight the first time?

      The headsets are slightly smaller. Not much, but slightly. Maybe the name should be changed as with client-server becoming cloud! With a name change everything old is new again.

    3. Re:What's different from 20 years ago? by Junta · · Score: 4, Informative

      Displays that can be refreshed 75 times a second? Displays that can turn off between refreshes? GPU and software stack that can provide reasonable detail at high resolutions and high FOV? When VR was in the spotlight, 3dfx hadn't even released the voodoo 1, n64 and ps1 didn't even exist. Given that utterly primitive GPU technology by our standards today was beyond their grasp, it is pretty obvious a great deal has changed.

      Also, the proliferation of high quality mobile devices with accelerometers has provided the core pieces from evolved mass-market components. 20 years ago, it was all specialty equipment from the ground up.

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    4. Re:What's different from 20 years ago? by Anonymous Coward · · Score: 0

      Well, "primitive" tech didn't prevent people from buying millions of home computers in the 1980s. When things are useful enough, people will buy them.

      I saw no equivalent rush to VR in the '90s. Therefore I think it will always be hype.

    5. Re:What's different from 20 years ago? by Anonymous Coward · · Score: 0

      VR in the 1990s made a lot of people vomit -- the lag between the head moving (which, thanks to the hairs in your cochlea, your brain knows about in real time) and the display updating being the culprit. Much faster processors, and the latest OLED displays all but eliminate that. That's pretty much the biggie.

    6. Re:What's different from 20 years ago? by Junta · · Score: 1

      Home computers weren't ubiquitous in the 80s, but they did have a substantial footprint. However, they could do highly useful things. They could do spreadsheets, be glorified word processors, and play 2D games and players wouldn't be tortured that it wasn't remotely realistic.

      The problem in the 90s was that VR was frankly unworkable at all. Spend 20-30 thousand (about 10 times more than a PC of the time), and you had an experience that wasn't remotely adequate (low field of view, origami looking models, less than 10 frames per second, terrible display behavior, and 10 or so pounds of head weight). At that price range, nothing other than houses and cars ever has become a common household thing, and VR is more of an 'all or nothing' proposition. The technology was simply not ready at all.

      Oculus took the step to recognize that dedicated VR displays will never be cost effective, but mobile phone dpi has resulted in displays that are usable out-of-the-box. Sure there's software and tweaking firmware wise, but the components in most people's pockets can be used for VR construction. The advanced hardware plays a role, but the cost savings of that situation is probably the most critical.

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    7. Re:What's different from 20 years ago? by jeti · · Score: 1

      Thanks to smartphones and tablets, we now have compact and affordable displays and sensors. And GPU shaders now allow us to correct lens distortion and aberration with relative ease.

  4. 20-some years and still waiting by Anonymous Coward · · Score: 0

    Used to hear about VR when I was a child. Now I'm a sysadmin with 20+ years experience and STILL waiting for it *in a meaningful way*: we're not in it for R&D.

  5. VR by ledow · · Score: 3, Insightful

    3 years ago and, apart from some prototypes and some old games converted to "use" it, what do we actually have?

    90's-style VR with upgraded graphics?

    Sorry, but VR needs to find some kind of use case. Gaming, apparently, just isn't enough on its own to justify it.

    Three years and many millions of dollars to basically strap two screens to your head like we did back in the days of VRML and flat-shaded polygons.

    1. Re:VR by Junta · · Score: 2

      Gaming, apparently, just isn't enough on its own to justify it.

      Given that this time around the designs are generally based around slightly tweaked mass-market products, the price is in the neighborhood of a game console or high end desktop GPU. Gaming is enough to sustain those markets (yes, gaming consoles can do more now, but people would buy a sub-50 dollar product if they didn't care about games, and yes higher end desktop GPUs can be used in professional graphics, but that's usually a distinct product family).

      That said, I do enjoy the experiences that are more mellow and aimless that people are bothering to do for VR that they didn't bother to do in a conventional display. Sure, gaming is great and so is watching a video in an apparently large screen (could use better resolution), but I like calmly exploring nice environments.

      I don't think Facebook's 2 billion dollar investment will be justified, but I do think it's a viable market and my wallet is ready for the next step after Oculus DK2 (have the DK2 and have gotten more mileage out of that gadget than any gadget in remotely recent history.

      --
      XML is like violence. If it doesn't solve the problem, use more.
    2. Re:VR by Alioth · · Score: 4, Interesting

      While I don't know whether "rebirth of VR" is hype or not I can say this.

      Elite Dangerous through the Oculus Rift is mindblowing. VR that came before simply doesn't compare, it's like trying to compare a modern Lamborghini with a model T.

    3. Re:VR by Anonymous Coward · · Score: 0

      It's still nigh unplayable thanks to the OR's resolution, but it's at least looking like it'll get there before too long. An 8K screen would really be ideal to start playing "serious" games on the OR though.

    4. Re:VR by Anonymous Coward · · Score: 0

      May be you should try HMD on something other than a VRML website or software not designed for it. If a game can run with Occulus, it doesn't mean it will do it properly. I tried Occulus DK1 and DK2 with Elite and Star Citizen. Both games were built with VR in mind. It was a very immersive, new, interesting and practical experience. There is no way a person without HMD can pull off same thing as a person who has one (once you fix atrocious controls that is). I expect HMDs to become very popular for immersive games like Skyrim which right now as far as I understand doesn't work properly. Probably many interesting applications for gaming, communication and entertainment exist that nobody started exploring.

      A new affordable device that provides fundamentally new experience for mass market is almost here. That never happened before and people see it as an opportunity. How is it surprising?

    5. Re:VR by antdude · · Score: 1

      I wanted to try it at E3 last year (even met Dave Braben in person too :D -- http://aqfl.net/node/11029 for my blog and blurry photo(graph)s!), but someone was hogging it so I just played in 2D (can't see 3D anyways and my bone conduction hearing aid would get in the way with the VR headset :P).

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  6. Flught-Sim but else...? by Anonymous Coward · · Score: 0

    I want one for flight-simulation. Strongly. Provided it comes with 4-PI 6dof head-tracker, good resolution, and is supported in software. Willing to pay way more than the current estimated OR price (200-400 range?), just not the 20-40k of professional devices of the past.

    However, I cannot really see how such a device would have any other good use. Maybe, by being cheap enough there'll still be a market for it, even if it ends up unused like other gadgets, for most people.

    Looking forward to get one, cheaper than I had hoped for a few years ago; but probably would not invest long-term in companies making them...

  7. Augmented reality is what will win by Anonymous Coward · · Score: 1

    Go to a huge field with friends, put on your augmented helmet (VR with cameras)

    - Your friends become avatars
    - You see a three story cyclops, or whatever
    - You run around waving your arms to create shields, shoot fireballs with hand motions, etc...

    THIS is what I want.

    1. Re:Augmented reality is what will win by Anonymous Coward · · Score: 0

      You're a retard.

      You can run around in a field failing your arms around like a lunatic right now. All you need is a little imagination.

    2. Re:Augmented reality is what will win by Anonymous Coward · · Score: 0

      Augmented Reality, hmmmm. So with augmented reality glasses I can dispense with getting drunk at the bar because these nifty glasses will make the ugg's look like hoties for me instead? SOLD!

    3. Re:Augmented reality is what will win by Anonymous Coward · · Score: 0

      You can buy a skateboard/guitar on CL for ~$30-> that doesn't mean Tony Hawk Pro Skater/Guitar Hero didn't make disgusting amounts of money.

    4. Re:Augmented reality is what will win by Anonymous Coward · · Score: 0

      Basically Larry Niven and Stephen Barns' Dream Park.

  8. Degree of reality by Livius · · Score: 1

    Every "first-person" game is essentially a virtual reality, it's just the experience is limited and requires a minimum of imagination. A total immersion experience in a virtual reality will be very cool, and the technology behind it will be very cool, but the limits of the existing 'technology', or even the technology 10 or 15 years ago, don't seem to bother people that much. Rather like how movies in the 50s and 60s did not have 'realistic' special effects, but people enjoyed them all the same, maybe better than the remakes with the latest special effects.

    1. Re:Degree of reality by Dr_Barnowl · · Score: 1

      The limitations of the technology have historically been terrible.

      Ever been to Disney World? They have an arcade building with a bunch of old games and new in there.

      One of the rides is an Aladdin Magic Carpet VR ride. Possibly the cause of the most horrible motion sickness of my life.

      I'm not prone to motion sickness. I was born in a coastal town. Ships pitching in the ocean are part of my natural environment. I play FPS and sim games without problems. I love most rollercoasters. This thing left me pale and sweating and nauseous.

      Oculus made the first big pubic thrust at solving the problems that cause this - latency between the viewpoint input and the display being primary amongst them.

    2. Re:Degree of reality by Provocateur · · Score: 1

      Oculus made the first big pubic thrust

      that has got to be a freudian slip right there

      --
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    3. Re:Degree of reality by Applehu+Akbar · · Score: 1

      Apparently that's what she was wearing at the time.

  9. Too little there in VR today by Anonymous Coward · · Score: 0

    Let me just say that for me to care about VR it will need to be completely immersive. Think holodeck. It doesn't need to BE real as long as all of my senses are deceived into thinking it is real. I need to sense, taste, touch, etc. all objects. Otherwise it is a silly looking welder's goggle strapped to your head. Silly. Not very useful. Can you imagine the applications for VR if it felt actually real? Training, adventure, porn, you name it.

  10. Sweet by Anonymous Coward · · Score: 0

    I can break out all my 90s VRML code. RICHES WILL BE MINE!

  11. Oh boy! More crap to push at us. by Chas · · Score: 1

    Yup! VR is The Next Big Thing!

    It's going to change the world!

    Like...touchscreens..

    Like...tablets...

    Like...webcams...

    Like...sixteen different branded "social media" attempts by everybody and their brother...

    *Sigh*

    Don't get me wrong. Technically, I think VR is cool.

    As an end-user, and one who's getting older and less tolerant of bullshit, the current and even upcoming additions to VR a just nowhere even CLOSE.

    Honestly, it's really 10+ years from market ready. And even further from "widespread adoption".

    Mainly because people keep trying to reinvent solutions to 2D problems for a 3D medium. Rather than actually figuring out what a 3D VR environment is good for on its own and using that as the "killer app".

    --


    Chas - The one, the only.
    THANK GOD!!!
  12. Re:Oh boy! More crap to push at us. by binarylarry · · Score: 1

    Which of those cases didn't have an impact on the world?

    It sounds like you're arguing FOR VR but don't realize it.

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  13. Re:Oh boy! More crap to push at us. by Blaskowicz · · Score: 1

    Touchscreens are great. I don't know wtf will happen if I touch a playing full screen youtube video on someone's huge 4" phone. Will it pause instantly?, or offer controls? How do you get out of full screen? Basic "DJ ethics" forbid from interrupting the music so I refuse to try out. I'm no longer "the computer guy" when people are playing with their computer-phones around. I jokingly ask where is the keyboard and/or tell I don't know how to use it without the Escape key.

  14. Re:Oh boy! More crap to push at us. by Anonymous Coward · · Score: 0

    I would hope that basic dj ethics would prevent you from playing freaking youtube videos for music in the first place

  15. Still not going to become main stream by Higaran · · Score: 1

    This is still a bad idea, I don't care how good the graphics are going to become. I'm sure that this is great for certain applications, like training the military or a doctor, but VR will always be on the fringes. We won't be ridding the bus to work wearing these hugh things playing games the whole time. Here is the main problem, no one will sit extended periods of time wearing that thing on their head when your still basically playing a FPS. This is great for a little bit, but people will give up on it because it will be too much fatigue after a while and that will not be worth it then.

    1. Re:Still not going to become main stream by Anonymous Coward · · Score: 0

      We won't be ridding the bus to work wearing these hugh things playing games the whole time.

      If texting is any indication, we'll be driving while posting compromising pics on Facebook VR instead.

  16. Depends on the person.. by Junta · · Score: 1

    I personally spend most of my time in it watching video. It allows me to have an impossibly large screen, without being intrusive to my family. It also allows me to watch content and play computer games that my daughter shouldn't be seeing/hearing.

    Simulator gaming is certainly a big one, but I would like more FPS and even third-person perspective gaming as well. I'm utterly immune to being simulator sick, so I'm eager for experiences that might not work for everyone.

    I also enjoy the more laid back experiences. I would love to see new star trek interactive technical manual software, for example.

    I think any 3d gaming experience naturally suggests VR enhancing it, but there are other opportunities. Not everyone will stand for the bother of putting on goggles to experience it, but there's some of us who are perfectly fine.

    --
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  17. Have you tried it? by Junta · · Score: 1

    So I don't use mass transit. If I did, I would be looking harder at GearVR to watch movies on my commute, no problem. This is something that really should be tried before going out of your way to dismiss it as having any market at all. It really isn't a bad idea for a significant chunk of people.

    no one will sit extended periods of time wearing that thing on their head when your still basically playing a FPS

    I have absolutely no issues playing for a long time. At least no problems unique to VR (as a husband and a father, binge gaming is usually off the table). I have played for hours on end while my family went out to do something a couple of times. The headset doesn't weigh much, meaning your neck doesn't get tired. The focus is at infinity, so it doesn't fatigue your eyes to focus. Some people prone to sickness may not be able to cope, but so far the people I know that have tried it and said they got sick can't play FPS games either for the same reason.

    I won't claim my experience is how it will be for everyone, but I can't imagine I'm unique in not getting at all sick or fatigued.

    --
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  18. Almost, but not really by s.petry · · Score: 1, Interesting

    I built 3 VR systems for a large defense contractor running SGI Infinite graphics. Later we added Linux (RH ES3) 5 node clusters, so you could say I built 6 labs. We had projectors and monitors that ran at 120 Hz even 20 years ago. It was rarely used except to test, because the human eye has difficulty seeing more than 60hz. "Optimal" display rate was 48 Hz per eye, which was 96Hz graphics rate if you used a single card (which was not an issue).

    While motion tracking has improved due to the proliferation of cheap CPUs, there are still massive limitations simply due to practicality. I/O on a server that can process that many inbound channels is a biggie to overcome without a massive back plane.

    The only difference between now and 20 years ago is that some people believe for "Entertainment" these systems will take off. It's counter intuitive if you know any history of VR in any other aspect (TVs, Movies, and Engineering), but they keep pushing. VR in work related extremely well to Human Factors Engineering, but had only "ooh ahh" value outside of this. I don't see "gaming"s implementation to be any different, limited payout for the investment.

    As to the mobile devices with accelerometers they can only relate to a single point in VR. One object does not give anything meaningful in VR, and anyone that has worked with motion tracking should know that fact.

    --

    -The wise argue that there are few absolutes, the fool argues that there are no probabilities.

    1. Re:Almost, but not really by Junta · · Score: 1

      I won't notice better than 48 hz, except how it impacts my head tracking. 60 fps versus 75 fps when head tracking is involved at least appears very different. There could be an issue with some factors not being done perfectly right or an unfortunate interaction with the motion sampling frequency that could change, but at least for now it looks night and day to me.

      I/O on a server that can process that many inbound channels is a biggie to overcome without a massive back plane.

      I guess I'm a bit perplexed at this statement. The current DK2 uses two USB 2 ports (for camera data and motion tracking). A tiny fraction of modern IO capabilities, and it seems to do just fine. Sure it only tracks the head, but technology adding more tracking seems content with USB as a bus. I'm not sure what IO load you are referring to that would be infeasible with modern systems.

      One object does not give anything meaningful in VR,

      Well, just head tracking is *huge*, though the lack of positional tracking without augmentation is an issue. My point is those sorts of sensors, which are a valuable component of comprehensive motion tracking, are now commodity items. DK2 provided good experience using camera based tracking to what amounts to a somewhat higher end version of common motion tracking equipment.

      In general, you make it sound like you haven't been involved in the market since RH ES3 days. I had the opportunity to experience VR demos back then in a few instances, and it wasn't compelling. It's night and day compared to the DK2. I haven't had the chance to demo modern high-end VR simulators, I can't imagine how those have changed since back then.

      --
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    2. Re:Almost, but not really by s.petry · · Score: 1

      I/O on a server that can process that many inbound channels is a biggie to overcome without a massive back plane.

      I guess I'm a bit perplexed at this statement. The current DK2 uses two USB 2 ports (for camera data and motion tracking). A tiny fraction of modern IO capabilities, and it seems to do just fine. Sure it only tracks the head, but technology adding more tracking seems content with USB as a bus. I'm not sure what IO load you are referring to that would be infeasible with modern systems.

      Think multiple players/viewers, etc.. In our Linux clusters we could handle a max of 32 objects being tracked. Again, consider HFE where you were tracking feet, hands, head. The more complex the model the faster this number dropped, so in reality 2 people in a vehicle was maximum. These were custom built 4CPU motherboards with 512GB memory, Infiniband connections (low latency), and graphics cards that you can't purchase in the normal market. Models were loaded into Ramdisk for faster access, and of course custom drivers since stereo sync is not available in the consumer based driver (in fairness perhaps it is today). Yeah, tracking data must make it from the tracking device to the visual cluster so it's a lot of I/O.

      Well, just head tracking is *huge*, though the lack of positional tracking without augmentation is an issue. My point is those sorts of sensors, which are a valuable component of comprehensive motion tracking, are now commodity items.

      I don't think you understand the definition of "huge". Umbilical helmets did this natively, and all 3D apps can be coded for a focal point. 1 Object is nothing, and not very useful. If you are in a cave/powerwall, it's absolutely useless.

      In general, you make it sound like you haven't been involved in the market since RH ES3 days. I had the opportunity to experience VR demos back then in a few instances, and it wasn't compelling. It's night and day compared to the DK2. I haven't had the chance to demo modern high-end VR simulators, I can't imagine how those have changed since back then.

      Never assume, it makes _YOU_ look like an ass, not me. It has been about 4 years since my last work with VR, but the applications I worked with were way beyond anything you seem to know about. If you knew your ass from a hole in the ground you would have at least mentioned CEI, but then again you claimed that tracking 1 object in VR is "huge".

      --

      -The wise argue that there are few absolutes, the fool argues that there are no probabilities.

    3. Re:Almost, but not really by Bruce+Dawson · · Score: 1

      > the human eye has difficulty seeing more than 60hz.

      Not true. And, a broad claim like that conflates many different concepts. Flicker fusion can require 85 Hz to not cause headaches for some people (especially with the low persistence needed for non-blurry VR), and smooth motion continues to feel smoother up to at least 120 Hz.

      In addition, lower frame rates generally mean increased latency, and latency is probably the biggest cause of VR nausea.

      But don't take my word for it. This blog post does a great job of summarizing the latest research on the topic:
      http://home.comcast.net/~tom_f...

      I have no idea what cheap CPUs and server I/O have to do with motion tracking, but tracking a single point (translation and rotation) is exactly what is needed for VR -- that point is the user's head, and tracking it with low latency is what makes VR work.

      > The only difference between now and 20 years ago...

      is everything. The technology is orders of magnitude cheaper and more capable.

    4. Re:Almost, but not really by Junta · · Score: 1

      Perhaps you reacted a bit strongly. Keeping in mind the thread was oversimplifying to imply nothing has changed in 20 years tech wise, I naturally presumed you were supprting that argument by saying the high end 20 years ago had everything that the consumer level is offering, which isn't so.

      When I say huge, I mean huge compared to looking at the same environment on a monitor with no tracking. When you say it is nothing next to high-cost solutions, that's almost certainly true, but not relevant to the consumer space. In much the same way an automotive company needs a rack of servers and a meticulous model of a vehicle to simulate a car crash for their purposes, but a game developer can make a car model in a matter of minutes that can be deformed by a physics engine running on a single core enough for a gaming situation, consumer grade VR doesn't need the things you are talking about. Similarly, the communication needs for multiple players depending on game design isn't going to be more than a conventional shooter game.

      I last tried a high end professional VR environment in the 90s, and even then just as a guest, not an expert. My current perspective is totally based on my first hand experience with an Oculus, firmly rooted in the consumer electronics world. It's just odd because it seems remarkably capable and all my guests felt it was in the right ballpark, but then people say it can't be remotely adequate.

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      XML is like violence. If it doesn't solve the problem, use more.
    5. Re:Almost, but not really by s.petry · · Score: 1

      Perhaps you reacted a bit strongly. Keeping in mind the thread was oversimplifying to imply nothing has changed in 20 years tech wise, I naturally presumed you were supprting that argument by saying the high end 20 years ago had everything that the consumer level is offering, which isn't so.

      Perhaps you were the one over reacting and claiming that technology today was so much better than 20 years ago out of ignorance, and my post was a correction based on knowledge. You attempted to claim that 75hz was a huge difference, then later claimed that you could not notice anything over 60hz. Boggling that was.

      When I say huge, I mean huge compared to looking at the same environment on a monitor with no tracking.

      So you mean "no VR" vs. "VR" is a huge difference? Motion tracking a single point is useless, again actually work with the technology and you will find out. If you are trying to claim that the Oculus is better than the older Helmets, sure.. but helmets were of limited value just like the Oculus. Bang for the buck is and was in wide sharable screens. Tracking head direction is no different than rotating with a mouse in terms of technology and not measurable in terms of practicality. Nobody is going to be constantly turning their head in VR, or turning in a constant circle.

      My current perspective is totally based on my first hand experience with an Oculus, firmly rooted in the consumer electronics world.

      Said another way, you have little to no experience with VR. You know some of what I referred to as being a gimmick for "ooh ahh" and bragging rights, with no practical benefits to user experience. As 3D TVs have shown these devices are not going to be a latest craze. Playing World of Warcraft in 3D is still cartoon graphics lacking any realism with no measurable benefit to user experience. Lets not forget that VR causes many consumers to experience physical discomfort. No, it's not going to take off and be the latest craze. You may like it as a toy, but that's all VR will ever be for consumers. In Engineering there is some benefit, but it's not better than 3D graphics without the Stereo vision in almost all disciplines

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      -The wise argue that there are few absolutes, the fool argues that there are no probabilities.

  19. Do not let the perfect be the enemy of the good... by Junta · · Score: 1

    So you wouldn't watch any movies because you can't feel anything? You wouldn't play any sort of game because none of them provide perfect immersion?

    We are talking about a rather *large* step in progressing immersion. Going from text adventure to side scrolling/overhead games to wolfenstein 3d to doom to quake, etc. Each step has added a new dimension to immersion, and this is just another step. It's not the last step but why bother waiting for the last step while settling for lesser immersion than is possible?

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    XML is like violence. If it doesn't solve the problem, use more.
  20. Apple and Microsoft? by ArcadeMan · · Score: 1

    I didn't RTFA, but I also never heard about anything VR-related from either Apple or Microsoft.

    1. Re:Apple and Microsoft? by PhilHibbs · · Score: 1

      Apple always keep their cards close to their chest until they're ready to do a big launch event. The article mentions they hired some people to work on VR a couple of months ago.

      p.s. Is "lead" valid for past tense in American English? We spell it "led" in the Old Country.

  21. Re:Oh boy! More crap to push at us. by ArcadeMan · · Score: 2

    It's going to change the world!

    Like most technologies, it does change the world when it reaches a certain point.

    Like... touchscreens..

    The first touchscreens (resistive) didn't change the world because the technology wasn't good enough. Capacitive touchscreens, on the other hand, changed smartphones in less than a decade.

    Like... tablets...

    Tablet really changed things. For casual Web browsing, instant messaging, email and video calls they're more useful than stationary desktops or laptops.

    Like... webcams...

    Ever heard of video calls? Or that thing called "YouTube"? Neither would exist without "webcams".

    Like... sixteen different branded "social media" attempts by everybody and their brother...

    I'm also getting old, so I can only agree with you on that one. I understand forums where people share a common hobby but I don't understand social media at all. What pisses me off to no end is when a company gives us a Facebook URL instead of their own website domain.

  22. Linden Labs, OpenSimulator still leading by Baloo+Uriza · · Score: 1

    So, still gonna have to play a LOT of catchup on this. Shiny hardware is nothing without an application for it. OpenSimulator and Linden Lab are solving this equation from the other end.

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    Furries make the internet go.
  23. Re:Oh boy! More crap to push at us. by Chas · · Score: 1

    Which of those cases didn't have an impact on the world?

    I didn't say "had an impact".

    I said "changed".

    While you may think of it as splitting hairs, the difference is quite real.

    Each of the technologies talked about brought about an evolution in the market.

    I'm talking about a world-wide revolution brought about by the tech. All the crazy shit they always promise and pie-in-the-sky about and never actually deliver.

    It sounds like you're arguing FOR VR but don't realize it.

    You apparently missed the part where I said I'm a fan of VR, as a concept. It's just that the current implementation is far, FAR behind where it needs to be to reasonably become a ubiquitous technology.

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    Chas - The one, the only.
    THANK GOD!!!