Zuckerberg Teases An 'Affordable' Standalone Oculus VR Headset (techcrunch.com)
At the Oculus Connect developers conference today, Facebook CEO Mark Zuckerberg teased a standalone Oculus VR headset that fits somewhere imbetween the Gear VR consumer headset for Samsung Galaxy users and the high-end Oculus Rift headset designed for professional gamers. TechCrunch reports: The hallmark feature of the new prototype standalone headset is positional tracking. In a brief demo video, the headset appeared to be a modified Rift with a compute module embedded into the back of the headset. This positional tracking technology allows the headset to understand where it is in physical space and adjust the onscreen content accordingly. With 360 videos, you're limited to a spherical viewpoint from a fixed point, but with positional tracking enabled you can walk through an experience and see a story from every angle. There's a reason that plenty of enthusiasts refer to this as the hallmark feature of "real VR." Zuckerberg said development is still incredibly early, but that it's on the product roadmap. Unbelievably the word "affordable" was mentioned at some point. Oculus did also announce that its Oculus Touch motion controllers will be coming out on December 6th. They will cost $199, and will put the combined Oculus Rift price at roughly $800. Pre-orders for Touch start on October 10th.
I'll believe it when I see it. Oculus was supposed to be half it's current asking price.
BeauHD. Worst editor since kdawson.
Fire that douche nozzle Palmer Luckey and we'll talk.
The clear next step, to me, is wireless connection to a computer.
A good VR experience takes way more grunt than you're going to get in a low-power head mounted device anytime soon. Current VR experiences benefit from any extra bit of GPU horsepower, compute speed, or basically any improvement they can get. Using a Rift or Vive, you're working with i7s and GTX 1080s, and still you're not able to run consistently at the supersampling levels you want. Ideally, you'd also have a higher resolution screen with less latency than you're getting in current HMDs. To work well, VR will need even more resources going forward, not way less.
Also, making a standalone device, such that you're not able to reuse your current cell phone or home computer, isn't the path to making your overall device less expensive. For right now, a wireless connection to a computer is the most sensible solution from a technical and economic perspective, assuming they want a reasonable quality experience in the end.
Anyway - yes, wireless would be great, positional tracking is absolutely necessary (and the current "professional" Oculus Rift isn't good enough - the Vive is way better - and yes I've used both of them a lot), and it's all too expensive. Eventually obviously we should expect fully standalone devices, but for now it's just not going to happen, so this is not a reasonable step forwards at this time.
Let's not stir that bag of worms...
How about no telemetry?
I will never buy anything to do with facebook.
Seriously,
A $10 chinese plastic "cardboard" rig does a more than decent job at VR with your phone...
Google's Daydream for about $80 gives you a comfy headset and a controller...
Oculus is soo F'd is not even funny... all that money that FB sank into Oculus is about to turn into virtual shit. /My 2c
Enables you to view videos of your neighbors cat in full VR!
When Fascism comes to America, it will call itself Anti-Fascism, and tell you to give up your guns.
Did any one reading this did also wonder where the fuck Beau HD did be learning the Engli'sh?
Everyone continued to give zero shits.
I refuse to have anything to do with Oculus after the Palmer Luckey revelations...
Looks at Facebook.... looks at Palmer.... .. looks at Facebook.... looks at Palmer... looks at Zuckerburg... looks at Palmer...
I get it now.. your joking.
So they finally ended pretending that Oculus is still that "hip little startup trying to make the world a better place by building cool VR-stuff"?
the only new thing that Oculus did was....... Um... Nothing.... Nothing at all.
There's hardly a new *thing* that the Oculus does.
It does the exact same thing as old VRs back then, only it tries to said things better, thanks to *new technology*.
- It tries to dramatically cut down the price of optics and display:
- For display, instead of relying on small very specialized displays (e.g.: like the LCOS found in some) it relies on displays that are now extremely popular and mass produced thanks to smart phone (simply high resolution OLED displays from smartphones)
- For it goes for the "almost none" option : instead of a very complex (and very expensive) high quality lens assembly that is able to keep a picture straight, it uses the cheapest solution available and compensate the shape distorsion using (shader-) software.
- Thanks to the above, the field of view is dramatically increased.
- It makes the display less blurry (using high fps OLED, instead of the LCD used by some displays back then)
- It makes the interface more responsive (instead of using accelerometers only like older headsets, it supplements them with optical tracking for more precision and faster tracking - just like the human balance system, btw).
- Both of these drastically reduce the risk of headaches/motion sickness and help a bit with the immersion
- All of the above costs a fraction of what VR headset did cost back then.
So basically Oculus doesn't add any feature, it strives to do the same feature better and cheaper.
If you were quite happy with the VR headsets in the 90s, don't go for the occulus, try to get one of the older for cheap on ebay.
If you complained about motion sickness/headache or wished the whole thing to be more responsive/immersive, go get an Oculus, and you'll happily find that it costs a less significant part of your income.
If you don't give a damn about VR, then keep your current screen/keyboard/mouse configuration. Whatever rocks your boat.
"Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
Well, there goes the whole Indonesian VR market.
A CRT works {...}
So you've successfully proven the point of the poster you're replying to:
- a CRT was a vital part of a PC installation back then.
- taking into account inflation, CRTs did cost an arm and a leg back then
- a VR is a novelty. A gadget for hardcore geeks to play with
- VR headset cost a fraction of the above mentionned CRT price.
So a modern toy for a couple of people to experiment is less taxing on your wallet, than a vital part of an installation used to be back then.
And that's at a time when headset are still niche product for hardcore gamers to experiment with.
(After a some time, if the technology move more mainstream, it could even get cheaper, with the production scaling up)
"Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
Reasons I don't like Facebook and don't intend to purchase Touch or CV2:
- Oculus runs 24x7 and connects 24x7 to Facebook servers constantly wasting power, network and system resources to stalk people by at the very least uploading list of every VR program they've ever ran even third party software totally unrelated to Oculus home.
- Random forced updates of low quality and no back out with proven track record of breaking shit.
- North Korean style privacy policy granting insane rights including rummaging through your computer and extracting complete inventory of all content and software.
- Online install without any offline download. This is intentionally engineered to allow Facebook to retroactively waltz in and fuck everyone over with more draconian bullshit at their pleasure as if existing updates were not bad enough: Random breakage, introducing hardware DRM, retroactively imposing artificial system requirements that turn working systems into broken ones for no reason other than laziness and indifference.
- External sources toggle is a FU hoop intended to artificially advantage Oculus home.
- Oculus home required to run whether you want it or not.
- Account required to install CV1 even if you don't want one and don't intend on using their app store.
- CYA warnings show up every time you use it and can't be stopped even with registry hacks.
- Facebook legal department asserts physical product is in fact a "service" and only recourse for not agreeing to new service terms is stop using product you paid >$600 for.
- Instantly killed off all community shit that made Oculus and attracted attention to the platform the very second CV1 rolled out.
- Facebook is incapable of having a vision for VR HMD beyond cyber stalking, advertising and walled gardens. It's what they do.. it's what they are. It's all they care about.
For the record: 90s headsets weren't much pukeyer than the Oculus (once you got them running on GHz+ machines and got the frame rates up). It all comes down to content.
90s never reached anything like critical mass. And no killer app (VR porn).
John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
Steam's VIVE headset has beat the Occulus in the reviews. Sorry Zuckerberg but you've wasted $2B.
Mod up Wafflemonsters post.
I manage a museum that has both Oculus Rift and Google Cardboard available for the public to use. The unanimous opinion of hundreds of people who tried both is that there's no comparison between even the best phone versions and the Oculus. I can only assume that your experience with the Oculus has been with a substandard computer because seriously... there is no comparison.
"The headset currently requires Oculus's software suite to operate, which headset wearers must use to load games and find more software in the online Oculus Store. The software requires an Internet-connected process called OVRServer_x64, which sends and receives data even when you're not in a game, and the privacy policy spells out at least some of what's included in those transmissions."
"Oculus Rift’s privacy policy allows the company to gather information on users’ locations, physical movements, and interactions with games and services. The policy notes that Oculus may use that information for marketing and promotional purposes."
http://uploadvr.com/facebook-o...
http://www.pcworld.com/article...
http://arstechnica.com/tech-po...
So Zuckerberg supports schools that only pay teachers who teach girls ... and Donald Trump.
Sexism sucks, dude. BOTH WAYS.
Back in the day, a 21 incher was the height of luxury. Insanely expensive.
Before that, Tektronix graphics terminals cost as much as houses.
At this pace, the next generation will be loudly complaining that their luxury gadgets cost a whole pair of chocolate candy bars worth more than normal goods and therefore are never going to catch up because of the crazy price.
"Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
Palmer Invented Oculus for virtual sex but now Facebook's "Always Watching" privacy policies have turned it into a threesome with you and Palmer rolling around in the cybersheets while Zukerburg whispers advertisments in your ear "FLESHLIGHT! FLESHLIGHT!" Eeeeewwww...
ha ha! good luck getting that out of your head!
and the high-end Oculus Rift headset designed for professional gamers.
Err...? That's an odd target demographic?
Does OP misunderstand what a professional is, or is he actually saying it was designed for people to pay me to play VR?
If so, I've clearly missed the gravy train.
What a millionaire considers affordable and what I consider affordable and two drastically different things. As soon as people like Zuckerberg pile up the cash they lose all ties to reality.
I'd rather get a Vive
Sorry, teleporters just kill you and then make a copy. A perfect, soul-less copy.
For the record: 90s headsets weren't much pukeyer than the Oculus (once you got them running on GHz+ machines and got the frame rates up).
It definitely depends on the user.
I've never had any problem, neither with the VFX1, no the Virtual IO I-Glasses.
(Neither the blurry display, nor the significant latency did bother me).
(The 2 that where demoed at a local computer shop)
But friends of mine got quite dizzy and disoriented while playing Descent on the same hardware.
It all comes down to content.90s never reached anything like critical mass. And no killer app (VR porn).
Because back then, adjusted for inflation they did cost an arm and a leg.
As stated above, we only played using the demo hardware at a computer shop.
We couldn't manage to afford them.
Whereas mid 2000s, I managed to get eMagine Visor Z800 for a bargain price (I think I managed to catch it for nearly have the official retail price)
Nowadays the Dev Kit 2 of the Occulus Only cost 350$ that's cheaper than some gaming consoles.
So back in the 90s only a few ultra rich could afford VR at home. And thus there wasn't a big enough market to justify producing a lot of content, hence no killer app.
Now, they are much more affordable, meaning nearly anyone interested could grab one, with a big enough market, lots more of content producer might by tempted to experiment with it. Including the pronographer. And we all know (VHS, Online-Streaming, etc.) how THIS is going to influence the market.
"Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
Descent (actually Descent 2) was the most pukey terrible VR experience ever implemented. It's everything done 'wrong' for VR.
Well, *I* didn't have any nausea or whatever while playing it. I even though the 3D effect added a bit to the immersion.
My only complain was the accelerometers input weren't that resposive and a bit too cumber some for this game.
Dual joysticks (with optionnal pedals) was and is still my preferred control setup for 6-DOF games.
But well again, I'm not the one crawling on the ground after each play. (I don't suffer much from sea sickness) So your mileage might vary...
I got a VFX1 at about half retail (IIRC at was about $700) and played with it for years. It was much better a couple of years later when GHz machines drove frame rates to 200 (games supporting the VFX1 having been made in the 200MHz era). Yes I know it refreshed at 30Hz, clear vSynch.
I should dust off the VFX1, and see how it feels next to the Oculus.
Finding compatible drivers (and even a compatible machine) for the ISA board (handling the accelerometer) will probably a real pain-in-the-ass.
(On the other hand, given that the VFX1 was one of the few VR headset to get popular - should I say the only major popular from that era - I'm sure you should find at least half a dozen of projects on github with Arduino firmware and schematic so you can drive it over USB).
On the other hand, modern GPUs are capable of so much processing, that you could clearly bump up the quality of the low resolution of VFX1's eye pieces.
(You can probably turn FSAA and Anisotropic Filtering to the max to reduce the pixelation a bit).
You'll just need a way to setup the correct display mode to send whatever format the headset needs (I think VFX1 was side-by-side ? I don't remember... I even remember write a quick couple lines of code on the built-in QBasic of MS-DOS to test, but I really don't remember what it did use).
Most modern-era "Stereo 3D" openGL drivers tend to rely on VESA DDC pin hardware swap (hello, anything on Nvidia), or auto-swap (hello eMagin Visor Z800), or swap command on a separate channel (hello, USB emitter from Nvidia).
I bet Descent on the Oculus is still a puke fest.
I *hope* the Occulus' 3D Stereo openGL driver can correctly patch into Descent's rendering stack.
The problem is that Descent's own built-in stereo stack was designed at a time where you output images straight to the display, and complex (really expensive) optics assemblies make sure that you can see the image distosion-free, whereas on current-era "smartphone screen" VR Headset (Occulus, Vive, Google Cardbox, etc.) rely on cheap simple plastic lens and on the graphics engine outputing a pre-distorted image to compensate for lens aberrations.
Otherwise: I didn't feel any pukey at all when I tested my Visor on Descent (don't remember the source of my driver) and on Quake3 (used Wicked's 3D stereo patched openGL).
But then again, I didn't have any problem with the original experience neither.
But I hope for you that increased quality of modern headset will help.
The devs likely never tried it on the VFX1, just went for it.
Given the high price and the rarity of stereo hardware: I'm sure that's probably how it happened indeed.
So some random dev at Parallax did spend some time for the mathematical model of stereo display (get the parallax correctly),
wrote some generic code for "get the correct signal output" (side-by-side, vertically interlaced, etc.)
Tested it shortly 5min on actual hardware made available to them for a very short timeslot at the office of some stereo headset maker.
Saw that it basically works (yes, I have a stereo image, the depth seems correct at first glance),
and then worked all the support for various headsets "by specs" (headset XyZ needs a vertically interlaced signal, so use this one when the player picks it up on
"Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]