DouglasteR
Member
YES !
Just imagine the slack in the gfx power need that foveat will give us !!
Just imagine the slack in the gfx power need that foveat will give us !!
Kinda want... but all these add-ons are a bit pricey and I wonder if it wouldn't be better to release a new version of the HMD with wireless and eyetracking integrated instead of Megadrive stacking everything onto the thing. Maybe too expensive still, I don't know.
YES !
Just imagine the slack in the gfx power need that foveat will give us !!
Just the in-game Eye-tracking alone!
Though it's going to be yet another thing to split the hardware baseline, so for eye-tracking in-game, might not get much support from many devs.
I'm still confused how foveated rendering can even work with 90Hz displays. I was under the impression that saccadic eye movements are so fast that you need ~200Hz to make foveated rendering work without artifacts.
I'm still confused how foveated rendering can even work with 90Hz displays. I was under the impression that saccadic eye movements are so fast that you need ~200Hz to make foveated rendering work without artifacts.
As for the consumer Tpcast wireless kit for Vive which is priced at $250, the company says they have begun shipping in China and plan to bring the product to the US in Q3 this year (a delay from the previously stated Q2 worldwide availability). The present holdup, the company explained, is largely due to pending FCC approvals.
http://www.roadtovr.com/tpcast-announces-business-edition-wireless-vr-kit-6-simultaneous-users/
This hardcore mech sim looks pretty amazing so far. Like the version of Steel Battalion that Kinect couldn't deliver.
Panzerwehr 1949
7 minutes of gameplay
T___T
I'm still confused how foveated rendering can even work with 90Hz displays. I was under the impression that saccadic eye movements are so fast that you need ~200Hz to make foveated rendering work without artifacts.
Where the freaking heck is Budget Cuts?
If they're just taking their time to make sure everything is the best it can be, that's great! But I'm starting to worry that it could end up being vaporware.
taken from the budget cuts forum
"We're intentionally staying quiet during development, so, please don't take our communication level as an indicator of how much we're working on the game
We're 5 people working full time every day, in case you're curious!"
I'm still confused how foveated rendering can even work with 90Hz displays. I was under the impression that saccadic eye movements are so fast that you need ~200Hz to make foveated rendering work without artifacts.
Given that the best-case full cycle response time with the eye tracking factored in should be ~15ms, you'd sit at a 15° movement even if everything aligns perfectly. Then the question is how large (in degrees) the "sweet spot" of our vision is. As far as I can find it seems to be defined as around 10° from the center point. So that would mean ýou need 25° in all directions to be artifact-free, which would be a 50° FoV. On current devices that is not really the massive savings people hope for with foveated rendering.The fastest degree/second measurement I can find is 900 (Wikipedia) so wouldn't they just need to cover 10 degrees radius from the gaze point at 90 FPS? Maybe a little large though the Road To VR article says the demo had noticeable regions.
End regarding eye-tracking addon, I'm personally really looking forward to games using the info. Imagine games were queues, and dialog happen depending on were you're looking. Or hell, eye-tracking in Multiplayer games (Rec room!), will really enhance player to player interactions I think.
I don't know, I feel like you'd need a pretty advanced AI for them to react (say different things) based on whether you're looking directly at them or not. As-is, I can't think of any NPC that says different things when you're facing them as opposed to when you're looking away, in or out of VR. I mean I'm sure it has been done, it's just not common.
I think that would be relatively easy to do, it's just that most games don't have a real reason to implement it. Off hand, I'm pretty sure Metal Gear has been doing something similar since Solid on PS1. I can think of a few Japanese games where if you try to look up a skirt, the character comments on it (from what I hear! lol).I don't know, I feel like you'd need a pretty advanced AI for them to react (say different things) based on whether you're looking directly at them or not. As-is, I can't think of any NPC that says different things when you're facing them as opposed to when you're looking away, in or out of VR. I mean I'm sure it has been done, it's just not common.
There are lots of things that haven't been done, or are uncommon that you can do in VR though. VR really shouldn't be constrained by traditional gaming mechanics.
But yes, it'd take quite good AI, but I don't see it as impossible.
I think that would be relatively easy to do, it's just that most games don't have a real reason to implement it. Off hand, I'm pretty sure Metal Gear has been doing something similar since Solid on PS1. I can think of a few Japanese games where if you try to look up a skirt, the character comments on it (from what I hear! lol).
For those hold-outs that refuse to install Oculus Home (me being one of them), Superhot VR is coming to Vive "Soon
I'm very interested in this principle. More specifically, I'm wondering if you go completely to the other side of the uncanny valley, to the side of abstraction and non-human representations, can you achieve a different kind of immersion and "presence"?It's funnyI feel like in VR games, graphical fidelity matters much more than it normally does. I find that I have a much better sense of presence when graphics are well done.
Depends on what you mean by graphic fidelity. If it means, high quality AA and the like I'm with you. If it means, "life like" or "triple A" quality graphics, I can't agree at all.
I mean, The Lab's Longbow is in no way a high graphic quality title, but god damn is it immersive. So for me, it can be cardboard cutouts, just as long as it's high quality AA (and doesn't display any glitches), I'm immersed.
I actually have a harder time being immersed in games that try to emulate "triple A" quality graphics, because they tend to have more problems with aliasing and such.
I still remember starting up Raw Data for the first time and thinking "what the fuck is this shit?" due to the default settings being low res, low quality AA. Fixable ofcourse as soon as I found the graphics settings, but just saying, AA is more important than pretty much anything else graphic wise.
Graphical fidelity might not have been the best term. Curious: what games have you found give the greatest sense of "presence" on first impression? Ignore gameplay, interactivity, and locomotionwhen you first start up a game and while you're still getting your bearings in a brand new world, which ones felt the most real?
My personal top three are:
1) Robo Recall
2) Budget Cuts
3) The Lab
IMO, the common thread in these three games is that the graphics are very polished and refined, but I couldn't tell you what that actually means. It definitely doesn't mean "realism" as that would exclude Budget Cuts. And it doesn't just mean "IQ" because then a lot of super-simple Unity games that can be supersampled a crapton would be much more immersive than they are.
Graphical fidelity might not have been the best term. Curious: what games have you found give the greatest sense of "presence" on first impression? Ignore gameplay, interactivity, and locomotionwhen you first start up a game and while you're still getting your bearings in a brand new world, which ones felt the most real?
My personal top three are:
1) Robo Recall
2) Budget Cuts
3) The Lab
IMO, the common thread in these three games is that the graphics are very polished and refined, but I couldn't tell you what that actually means. It definitely doesn't mean "realism" as that would exclude Budget Cuts. And it doesn't just mean "IQ" because then a lot of super-simple Unity games that can be supersampled a crapton would be much more immersive than they are.
Kinda running out of steam playing Raw Data alone. Failed Mission 3 on round 5 and was pretty crushed, sick of that level. So far I haven't been able to find an online match. Been in a few lobbies but no multiplayer so far. :\ Not for lack of trying.
Just a reminder that the Deluxe Audio Strap supposedly goes on sale today.
Here's the Amazon link, which is not for sale yet.
The wait is almost over. Starting June 6, VIVE customers can purchase the new Vive Deluxe Audio Strap for $99.99 (€119.99, £99.99, ¥799.00) at Vive.com and Vive retailers.
The Deluxe Audio Strap is great for multi-user environments and adds comfort features that make everyday use more enjoyable. A quick sizing dial makes it easy to switch between users or to get in and out of the headset quickly. Hard-sided construction with interior padding also provides better ergonomics and weight balance, enabling you to play longer and remain comfortable during extended use.
Plus, with integrated audio, searching for your headphones will be a thing of the past. The Deluxe Audio Strap's integrated on-ear earphones offer both height and angle adjustments to best fit your ears and are quick and easy to raise and lower when someone wants your attention outside of VR.
For developers and businesses, the Vive Business Edition (Vive BE) bundles every new purchase with the Deluxe Audio Strap. For those that have ordered the BE since Feb 27, orders will begin shipping later in June.
It'll be on sale over Vive web site right?
I think it already was at some point, but I'd expect it to be back up again today.
You know, looking closer at the design, are they packing the new 3 in 1 cable in with the strap? Because the old ribbon cable sure as hell isn't going to route through that thing properly.
Looks like it would have plenty of room based on this picture.
from https://www.vive.com/ca/vive-deluxe-audio-strap/
Yeah, I'd also prefer an option with better shipping.I assume it will not be available on amazon de/at ?
I don't really want to order from the vive store directly again...