- Feb 14, 2004
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The Oculus Rift launch thread was starting to derail, so I created this one for generic VR stuff discussion. I've captured some basic links & info on my wiki:
http://catch42.pbworks.com/w/page/104034609/VR
I'm very interested to see what happens in the VR space over the next few years. Lots of accessories & projects being worked on as well, such as foveated rendering using a 250Hz eye-tracking kit:
http://uploadvr.com/smi-eye-tracking-foveated-rendering-exclusive/
Or 60Ghz wireless video connections:
http://uploadvr.com/nitero-wireless-vr-2016/
And 11K displays:
http://www.pocket-lint.com/news/134580-forget-about-4k-and-even-8k-samsung-is-making-11k-displays
Interesting note on display resolution:
http://blogs.valvesoftware.com/abrash/when-it-comes-to-resolution-its-all-relative/
Michael Abrash said the following:
That's a ridiculous amount of CPU & GPU processing once you do the math, but still...very exciting to think that we might see better-than-wetworks resolution in another couple of generations of VR gear. Lots of people are working on really neat accessories for input & tracking...skinsuits, eye-tracking, motion controls, etc. I foresee a lot of fast development in this space over the next few years. Moveo just demoed a 360-degree VR flight simulator at CES:
http://www.engadget.com/2016/01/08/krush-moveo-360-vr-simulator/
Might seem crazy to put in a house & expensive, but there are already smaller devices that could potentially fit in a large room or garage for a few thousand dollars: (particularly racing simulators, but also 360 motion simulators)
http://www.alibaba.com/showroom/motion-simulator.html
Granted, the full-motion 360 models are between $30 to $60k, but they'll figure out how to get the price down. They'd probably be more for mall arcades & the kids of 1%'ers, but still having this type of technology become available would be really, really cool. Lots of potential for entertainment, virtual tours, etc.
http://catch42.pbworks.com/w/page/104034609/VR
I'm very interested to see what happens in the VR space over the next few years. Lots of accessories & projects being worked on as well, such as foveated rendering using a 250Hz eye-tracking kit:
http://uploadvr.com/smi-eye-tracking-foveated-rendering-exclusive/
Or 60Ghz wireless video connections:
http://uploadvr.com/nitero-wireless-vr-2016/
And 11K displays:
http://www.pocket-lint.com/news/134580-forget-about-4k-and-even-8k-samsung-is-making-11k-displays
Interesting note on display resolution:
http://blogs.valvesoftware.com/abrash/when-it-comes-to-resolution-its-all-relative/
Michael Abrash said the following:
Given a 90-degree field of view in both directions, 4K-by-4K resolution would be close to achieving that, and 8K-by-8K would exceed it.
...
Believe me, I cant wait to have a 120-by-120-degree field of view at 8K-by-8K resolution it will (literally) be a sight to behold. But Im not expecting to behold it for a while.
That's a ridiculous amount of CPU & GPU processing once you do the math, but still...very exciting to think that we might see better-than-wetworks resolution in another couple of generations of VR gear. Lots of people are working on really neat accessories for input & tracking...skinsuits, eye-tracking, motion controls, etc. I foresee a lot of fast development in this space over the next few years. Moveo just demoed a 360-degree VR flight simulator at CES:
http://www.engadget.com/2016/01/08/krush-moveo-360-vr-simulator/
Might seem crazy to put in a house & expensive, but there are already smaller devices that could potentially fit in a large room or garage for a few thousand dollars: (particularly racing simulators, but also 360 motion simulators)
http://www.alibaba.com/showroom/motion-simulator.html
Granted, the full-motion 360 models are between $30 to $60k, but they'll figure out how to get the price down. They'd probably be more for mall arcades & the kids of 1%'ers, but still having this type of technology become available would be really, really cool. Lots of potential for entertainment, virtual tours, etc.