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Practical VR setup finally here!

Doc Holliday

SPOILER: Columbus finds America
http://www.emagin.com/3dvisor/html/product.htm


# Brilliant 3D stereovision with hi-fi sound for an immersive experience
# Superb high-contrast OLED displays delivering more than 16.7 million colors
# Advanced 360 degree head-tracking that takes you “inside” the game
# Comfortable, lightweight, USB-powered visor; PC compatible

eMagin Z800 3D Visor Product Features:

* 360 degree horizontal field of view
* State-of-the-art head tracking device
* Full SVGA stereovision (800 x 3 x 600) OLEDs
* High contrast (>200:1) ratio
* Full color (>16.7 million) pixels
* Low power (USB-powered) visor
* Lightweight, ergonomic (<8 oz) visor
* Built-in stereo sound and noise-canceling microphone

The eMagin Z800 3D Visor will be available in the second quarter of this year. List price is anticipated to be $899 USD.

Z800_home.jpg


flash demo
http://www.emagin.com/3dvisor/assets/emagin.swf
 
If this was under $400, I would buy it for oblivion in a heartbeat. I'd probably even replay morrowind with it
 
I hope that flash demo isn't illustrative of how exactly it works. Turning your head to strafe doesn't seem too intuitive ;) If you could map mouselook to it, and then use a pad in your hand for other functions, it might be better..although then you'd be looking to shoot. Maybe it'd work for a game where you shoot from your eyes :P Or maybe you could decouple weapon control from mouselook..have a stick to control aiming independently of head movement.

The contrast ratio seems quite low, no..?

And of course, there's still all the same questions than hang over any proposed "VR" solution...
 
Looks cool but you can never tell what these are really like to use in real life until you can experience it yourself. A flash demo wont show you that.
 
gofreak said:
I hope that flash demo isn't illustrative of how exactly it works. Turning your head to strafe doesn't seem too intuitive ;) If you could map mouselook to it, and then use a pad in your hand for other functions, it might be better..although then you'd be looking to shoot. Maybe it'd work for a game where you shoot from your eyes :P Or maybe you could decouple weapon control from mouselook..have a stick to control aiming independently of head movement.

Or play a game where aiming doesn't matter much.. like MORROWIND

The contrast ratio seems quite low, no..?

It will probably be sufficient because it will block out ambient light
 
if it doesn't have a good refresh rate on the tracking, you'll throw up.

Also, games need to be designed to take it into account. You can't simply map it to the mouse.

Head tracking is a red herring IMO. Its only one small part of the VR solution, not the cure-all.

FPSes won't work for reasons already stated. Even simple adventure games won't work that well if your head movement is attached to your avatar movement. How often do you walk around with your head perfectly straight ahead, and twisting your body to follow it? It leads your movement, provides rough direction which your legs may follow if you choose to head that way. And your eyes provide accurate tracking within the area your head is pointing.


So you need

- head tracking
- eyes tracking
- panoramic display, to allow your eyes to move around (not forced to look straight ahead)
- arm/hand tracking (so you can carry weapons and shoot in other directions
 
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