Well steam told me I was ready but oculus did not because it did not make the minimum requirements.Go download the benchmark tool from each manufacturer. Should tell you right away if you're ready or not
Well steam told me I was ready but oculus did not because it did not make the minimum requirements.Go download the benchmark tool from each manufacturer. Should tell you right away if you're ready or not
Please explain to me how I will be able to walk through a free range open world (think Witcher 3 or Skyrim) inside a 18x18 room ( who has a room that size just for VR?).
Sorry, can you show me the battery slot on a vive pre lighthouse?
You don't need to adhere to VESA standards thanks to the earlier mentioned compositor. The compositor will build a VESA-compatible frame at the headset itself.
The process is simple - you wind up sending two tiny frames simultaneously be composited at the headset. You already have the framework worked out in your post. One tiny frame is for everything besides the fovea area of the image - this could be theoretically something tiny, like 320x240 resolution or comparable. You blit this to the compositor using a scaling algorithm - even something as simple as doubling or quadrupling up the pixel resolution, then blit the second tiny frame at it's native resolution on top of the scaled image, at the position the fovea rests.
No, of course this is not free, but blitting is hardly an expensive operation, and the gains made by sending a few tiny frames and composing the image at the headset is going to be way smaller than the cost of transmitting a full-resolution frame.
If you're not adhering to VESA standards, then you're making a new one and requiring the GPU manufactures to play game on the driver level. At that point you better fucking have the support of every headset manufacturer because things will get messy very fast otherwise.
I don't see how "oh i want to walk over there, shit my wall is in the way. now i have to use some weird locomotion method (teleportation) to get around that issue" will ever stop being annoying.
It works fine for stuff where the scene can realistically be constrained to an area that small, but I wan't to play open world stuff.
Please explain to me how I will be able to walk through a free range open world (think Witcher 3 or Skyrim) inside a 18x18 room ( who has a room that size just for VR?).
Sorry, can you show me the battery slot on a vive pre lighthouse?
I don't have a vive, so no.
Or, much more likely, a standard will arrive that will be adopted by headset manufacturers. Just like VESA in the first place.
Foveated rendering will have a profound effect on display standards. Why would you assume no such standard will arise for VR displays? Why would you assume they would continue to stick to display standards built for conventional 2D screens as technology progresses?
You won't unless you want to use redirected walking to walk across an entire city. Unless motion sickness disappears and VR sells 40 million headsets, these aren't games that will be made for VR. VR support may exist for said game and a person could play it with a controller if they want, but VR isn't a replacement for traditional gaming if that's what you're expecting it to be.
Please explain to me how I will be able to walk through a free range open world (think Witcher 3 or Skyrim) inside a 18x18 room ( who has a room that size just for VR?).
Maybe if more people had the DK2, more people would desire room scale. The tracking space is very limiting and leaves you wanting so much more.
The frame itself can be massively compressed with effectively no discernible difference. You don't need lossless transmission thanks to foveated rendering - very lossy transmission is fine provided only the small area of the fovea is clear. You can even use multiple resolutions and have a piece of compositor hardware on the headset itself piece it together for you.
You can send a single high resolution small are for your fovea, and a much lower resolution full frame, and you won't notice the difference at all.
Or, much more likely, a standard will arrive that will be adopted by headset manufacturers. Just like VESA in the first place.
Foveated rendering will have a profound effect on display standards. Why would you assume no such standard will arise for VR displays? Why would you assume they would continue to stick to display standards built for conventional 2D screens as technology progresses?
No dev will take advantage of a "feature" that so few can actually use. So while the tech is cool, and will make a great experience at Disney Land, I don't see it as a plausible solution for making a mainstream, AAA, or whatever "consumer word" you want to use, open world VR game.
Generally speaking standards are slow to be ratified and implemented. I wont say it'll never happen, but "soon" isn't a word I'd use to describe my view either. We're currently starting out VR with multiple APIs and having at least one of the two major players seemingly not wanting to play ball. This isn't a good start for creating any universal standard. We don't need a Freesync vs G-Sync thing happening with VR.
Ok cool, now lets get realistic. Out of the people who will buy VR, how big is the audience going to be for a room big enough to pull that off?
That's why that type of game won't be made in VR. Or if it is, it will be a hybrid experience such as minecraft VR where you can switch from "theater mode" to full VR at will.
You could use theater mode to do traversal without having to deal with motion sickness, and you could switch to full VR for combat or detailed exploration or whatever.
When people say "soon" with regards to stuff like wireless displays, we are speaking in terms of a decade+, not months.
We use VESA standards currently as a dirty hack. The first foveated rendering solutions will work precisely as you'd expect, building a full VESA frame at the PC and sending it that way. This will not be a wireless display. When wireless VR displays arise, then the new standard will arise, and it'll work the way I am describing - using lower resolution frames dynamically composed at the headset to drastically reduce transmission requirements. There are only 3 conceivable ways to send information faster wirelessly - reduce the amount of information needed to be sent, increase the bandwidth of wireless transmission, or eventually, move to light-based transmission technologies.
Here's pictures of the Lighthouse that I just took off the wall. Krej, I'm not exactly sure what you're talking about. It'd be good if you not just put out statements as facts. We devs shouldn't mislead like that. There's no battery slots in this thing. Took these just now.
Im not talking tomorrow, Im talking 20 years from now. Im sorry, I guess people think I am talking about CV1 lol. The mainstream will not buy into VR for probably 5-10 more years.
You said they "slot in normal batteries".Where did I say the words "battery slots"? I said these could be run off of batteries, and they can, and are advertised as being able to do so. And have been demonstrated that way as well.
What's about outdoor? For Vive, will it work for bright light?
I don't really have empty space in my small garden flat for full potential. But I do have quite big garden. 6ft x 8ft or 8ft x 14 ft flat area.
When people say "soon" with regards to stuff like wireless displays, we are speaking in terms of a decade+, not months.
Where did I say the words "battery slots"? I said these could be run off of batteries, and they can, and are advertised as being able to do so. And have been demonstrated that way as well.
I have personally seen lighthouse running on normal batteries.
It isn't, the ones with the pre are much smaller and sleeker, and slot in normal batteries. That's from the early dev kits, the ones that also had Vive controllers that only lasted like an hour on a full charge.
Where did I say the words "battery slots"? I said these could be run off of batteries, and they can, and are advertised as being able to do so. And have been demonstrated that way as well.
I don't think anyone has a good idea of what VR will be in 5 years, let alone 20
#1 Rule of VR
Don't bring existing game design baggage to the discussion. You don't know what you want or what works until you experience it.
Do you know what the practical upper bound on wireless data transmission is for this applicaiton? What is the bandwidth need for say, two 3840 × 2160 resolution images at 90-120fps? That seems like it would be maybe the ultimate goal of a VR headset.
"It isn't, the ones with the pre are much smaller and sleeker, and slot in normal batteries. "
If there isn't a battery slot, what is the battery slotting into???
You said they "slot in normal batteries".
https://www.reddit.com/r/Vive/comments/42271m/slug/cz74ynb
If you want to run them off normal batteries you're going to need a lot of them, they're not "slotting in" and the battery life is not going to be fantastic.
That...is actually an incredible idea. Instead of a room, get a tent you can put up and take down .
That's not the ultimate goal of a VR headset, actually. The bandwidth requirements for displays of that size, for the framerates people talk about (and realistically, we're going to increase our framerates going forward) is too high for any conventional wireless technology.
But we don't need to send full frames, because once we can track our fovea at the headset, we can significantly dismiss the vast majority of the resolution of the image being sent. We only see a tiny dot of our vision in crystal clarity. If we can send that single tiny dot at a high resolution (which would still be a tiny image), then we could send the rest of the frame at a much lower resolution to get the bandwidth requirements down.
What's about outdoor? For Vive, will it work for bright light?
I don't really have an empty space in my small garden flat for full potential. But I do have a quite big garden. 6ft x 8ft or 8ft x 14 ft flat area.
"Several hours" is really not very long. Not long enough to make it worth avoiding finding a wired power solution at home, even if it does involve a bit of annoying cabling.Then I misspoke. "Slot in" as in "plug in." We ran the vive demo on NiMH batteries for the entire several hours.
You telling me people are not going to want to move around in a giant world and kill stuff? That is like the most human thing to do in VR. LOL
"Several hours" is really not very long. Not long enough to make it worth avoiding finding a wired power solution at home, even if it does involve a bit of annoying cabling.
Note that the paper is 15 years old.Ok cool, now lets get realistic. Out of the people who will buy VR, how big is the audience going to be for a room big enough to pull that off? I am going to guess pretty small. From that paper it says once you start dropping below the optimal size people start noticing the NASCAR effect. People in this very thread don't have space for Valve's room scale and we are enthusiasts. Houses are not going to magically get bigger in the future (or grow extra rooms).
Maybe if more people had the DK2, more people would desire room scale. The tracking space is very limiting and leaves you wanting so much more.
Then I misspoke. "Slot in" as in "plug in." We ran the vive demo on NiMH batteries for the entire several hours.
It's not a recommended setup but I saw a picture of it being done. Just be careful not to fry your screen by exposing the lenses to the sunlight.
If doing that stuff doesn't work well with VR, then no. People will want to do what works well in VR, and will want to avoid what does not work. There are many ways to build an enjoyable experience. Open World COD clones are not the only thing people can and will do for fun.
I expect many passive VR experiences to become popular, things like Sightline the chair, or streaming sports experiences.
Then I misspoke. "Slot in" as in "plug in." We ran the vive demo on NiMH batteries for the entire several hours.
Was hoping someone could point me towards stuff like the redirected walking study, or the stanford/nvidia near light field displays. I already know current VR is nowhere near what I expected, but I was looking for hope in the future.
You telling me people are not going to want to move around in a giant world and kill stuff? That is like the most human thing to do in VR. LOL