I'm still so excited that he joined Oculus VR. When I see him in a video like this, it's like a giant "100% Guaranteed" stamp that this whole thing is going to eventually be everything we could possibly hope for.
They say in the video that they brought together the "best developers in the industry" which sounds like generic marketing embellishment until they cut to Carmack. Hard to argue that statement at that point.
I held off on the first Dev kit, mostly because I didn't have a decent gaming rig, and the lower resolutions, but I just bought a new machine, and I couldn't give them my money fast enough to get in on the Dev Kit 2
How cool would it be to use a VR headset to help you navigate a vehicle? Yes, I mean to say wearing this while driving essentially.
Given a fast/good enough sensor/input system, you could scan your environment, know the dimensions of your vehicle (I'm mainly thinking boats and huge trucks here) and be able to "see through" massive blind spots on your vehicle to enable for tighter maneuvering.
Imagine a boat. Sometimes with a large enough boat it can be hard to see all around it. And frankly, its almost impossible to see under it. But given depth finding/scanning and sensors, you could make it so you could see the virtual hull of the boat and anything under the water, making navigating through areas with dangerous stumps or other things under the water much easier.
Anyway, this is kinda silly... but neat to think about. Also, ordered one :)
If it suffices for an attack helicopter, I'd say that the idea probably has serious potential for automobiles as well. I wouldn't expect to see it come to standard consumer cars yet, but for commercial drivers (particularly truck drivers who have massive blindspots) this could be invaluable. Imagine being able to see through the back of your box truck while backing up!
Someone at Google with access to one of the self driving cars should see what this would 'look like' from a passenger perspective with the data.
The challenges there are mostly around downlink and latency, with analog video being the standard for its favorable latency and signal fade characteristics.
Many flyers do add a few more channels to their existing radio control systems in order to use camera gimbals with head tracking to allow the true "first person" experience you suggest.
Obviously for a real vehicle something like modern in-dash parking systems using stitched camera views to build an immersive environment would be more practical than a gimbal, although software latency is occasionally harder to control than that of hardware.
Meta is trying to achieve this through their AR glasses, which Steve Mann is part of.
No more blindspots.
As it stands our local CubeSat team apparently want to try high-bandwidth radio - I'm suddenly on that side as long as we include a pair of stereoscopic cameras.
I would put one camera in each of the lights, so I would have front and rear stereo vision.
The top of the screen would be forward, and the lower part, or a small window could be towards the back.
Easy parking!
"Trivia: I had suggested to Sony that they try to hire Palmer Luckey before the Oculus kick starter." [1]
"Calibrate PS4 VR expectations: a game that ran 60 fps on PS3 could be done in VR (stereo 1080 MSAA low latency 60 fps) on PS4." [2]
[1] https://twitter.com/ID_AA_Carmack/status/446122463747776512
[2] https://twitter.com/ID_AA_Carmack/status/446271995668217857
https://support.oculusvr.com/hc/en-us/articles/201835987
Here's an excerpt:
Q: What is the Oculus Rift Development Kit 2, its features,
and what does it come with?
A: The Oculus Rift Development Kit 2 (DK2) is a development
kit meant for developers that want to create virtual reality
content for the upcoming consumer version of the Oculus Rift.
New features:
- Positional Tracking
- Low Persistence OLED Display
- Built-In Latency Tester
What’s included:
[...]Am I going to be disappointed in what is available?
How similar does it feel to looking at real far away objects? Is it easy to tell it's not 3D and the screen is flat?
If I tied a passed out "friend" up and put on the Oculus Rift glasses and played a movie of them being thrown out of a helicopter from 1st person, would they be able to tell that it was fake or is there a perceived feeling of it being real?
2. Far away objects look pixelated, and very close objects look incorrect because the depth of field is wrong. However, the 3D effect is much better than with any previous 3D technology, and there's an overwhelming sense of real scale that you don't get watching e.g. a 3D TV set. You feel placed in the 3D world and you can easily judge the size of things relative to yourself.
3. If your friend knew about the Rift they would easily be able to tell that it was VR; however there is also a perceived feeling of it being real that doesn't go away just from knowing that it's not. VR "presence" means that you'll dodge an object thrown at you even though you know it isn't there, and you'll be afraid to step out over a cliff even though you know you're on a flat floor in real life.
I've never tried one, but I'd assume the screen is projected at infinity or close to? This should only be an issue with objects that are closer than 1.5ft or something.
1) It didn't make any of us sick, but I could see how it still would for users, particular if they didn't try to move their body in roughly the same direction as they would if it was IRL. If you have ever sat in a vehicle and watched the outside via a mirror - it's like that.
2) For me, while it was immersive (we had several users scream at things and dance around), it is still nothing like real vision. It still gives you one real focal point (or lack of one at all), which immediately makes it different from real life vision - particularly over long distances.
3) Unlikely. It would probably severely freak them out. Perhaps the rapidness of it would leave enough confusion that they worked it out, but it is still obvious it is computer generated graphics. See the focal issue above as an example.
Having said that, it was amazingly fun and I wish I had one now. I'd love to experiment with a 'Virtual Programming' environment. I'll leave what that means as an exercise for the reader :)
The bad news is that while better tech in the DK2 and better design in new software can significantly reduce motion sickness, I doubt we will ever completely eliminate it.
The really bad news is that nausea is funny. It's great for catchy headlines and quippy comments. I'm really afraid that the Rift will get a reputation as a "vomit helmet" and that will lead the masses to dismiss it. That would be a tragedy.
It's really important PR for VR to get the word out: If you feel sick, stop. Don't try to push through, you'll make it really bad. Try again much later. With practice, it will get better and better. When you get over sim sickness, all kinds of awesomeness awaits!
Regarding your helicopter question, if you're tied and blind-folded and somebody moves you around, would you be able to fill that? So, in the same way your friend would "see" that he is falling through the glasses, but he would "feel" that he is actually not.
Citation?
There are several comments on this page that conflict with what you're claiming -- that motion sickness has not been reduced and, for some fundamental physiological reason, can't. First-hand accounts are suggesting otherwise.
How would you better word that statement to get the same information back? One of the keys is that the person wearing the goggles doesn't know they are wearing goggles and is in a panicked and rushed scenario with lots going through his head so that they don't have time to consider, "Wait, did someone put a virtual reality device on my head?".
Also because I realize that bumping into things and a video moving when all other senses are saying something different is happening would be clues that it would be easy to guess you are possibly in a simulation, being tied up takes away this freedom of movement (and is safer than drugs that paralyze) so I just made up a random scenario that was slightly humorous and anyone could easily imagine.
I do hope that nobody actually tries that, it would be funny but could be considered torture. I've heard of the media blacking out things willingly because they do not want people copying it, it would be an interesting article if anyone wants to research that stuff, not sure if that's ethical or not though.
Just super happy to be getting my hands on one... I think this thing is going to change the world.
I used my DK1 to death, tried every demo I could. Palmer is a pretty frequent poster on Reddit (they even got an early DK2-order heads up, before the e-mail went out), and it became fairly obvious a big announcement was coming at GDC. On that, offloaded my DK1 for $500 here in the UK just last week.
The positional tracking and the low-persistency display have what we've all been screaming for, and IMO is what's made, most people I've seen, feel sick.
Your machine needs to be capable of running your game at 1080p 60fps. Not sure how the rMBP stacks up, but for most of the demos you should be able to play on low.
I found the best demos were more about an experience then games. The novelty wears off after a while, but I think when the real games come out, that's when things are going to get interesting.
The retina mac book will be passable but will have trouble maintaining 60 fps with many of them.
Interestingly, the checkout page reflected my Oculus Store Credit discount, but the confirmation email I received did not.
Can't wait.
I've got a DK1 and had a whole lot of fun with it despite its laughable resolution but as much as I want to play with the DK2 and follow application development (which is all I'm capable of) I'm going to await the store shelf version. I think. :-)
His early work demonstrated potential with contemporary, off the shelf technology along with a visionary template. His growing team is taking it so much further. I consider that kind of talent acquisition and management a form of genius.
I just expect it to be a really tough herd to manage in a collective fashion and for it to get increasingly difficult as time makes room for the inevitable ego expansions and the elbowing for power, influence and credit. But then it also appears that he has placed some very alpha managers at the top of the executive team.
Take the Razer Edge - a little 10" gaming tablet. Create a keyboard peripheral that can be attached to the Edge at any angle - it can be used as a laptop or a tablet, or:
Put the keyboard next to the tablet, laid flat. Then emulate a mouse-input with the touchscreen - a full 10" mouse-pad-like area for your fingers to simulate a mouse - your middle-finger is the mouse-position and you can l-click and r-click with your ring and index fingers a-la magic trackpad. Boom, we've got a lapboard keyboard/mouse.
Then use the Rift with that. The ultimate portable PC gaming experience.
vs Sony: http://techwatching.com/page.php?i=22780
Oculus' focus is on latency; Sony's looks like its on packaging. At least Sony has cut its lead time on cloning other's products, compared to Sony's "Move" following the Wii.
My computer only has a mini-displayport port. Does anybody know if a minidp->hdmi adapter would be suitable for this HDMI/USB pairing?
P.S. Although that would represent more mass to accelerate/decelerate with head movements...
That was really nice. Not many companies would do that.
Even a slight delay between your head moving and eyes seeing a reaction can cause nausea
Imagine that every time you move your head, the image not only takes time to appear, but also is a little blured.
It's kind of simmilar to being a little drunk, but sober, so the effect is really awkward.
Different applications that place less emphasis on text may be a better fit for VR - think photoshop and autocad for a start.
http://blogs.valvesoftware.com/abrash/when-it-comes-to-resol...
quoted:
"Given which, the obvious question is: how high does VR resolution need to go before it’s good enough? I don’t know what would be ideal, but getting to parity with monitors in terms of pixel density seems like a reasonable target. 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."
Things are about to get crazy.
Personally, I'll be waiting for the second generation public release before seeing how my badly unbalanced far-sighted vision handles the experience. I'm happy to give them plenty of time to sort out all the little problems and upgrade the hardware.
I only have a hobbyist/tinkerers interest in developing for anything for this, but I figure that (in my opinion) the Rift is the most exciting piece of technology out right now and I'd love to have a play about and see what I could achieve with it.
Also, I've never even so much as tried any VR before, so I reckon the price is cheap for the chance to experience it and see what it's all about. It might be a total let down - and I'm ready for that, but at < £300 I figure it's worth a punt.
Not entirely clear.
Q: I received a Unity Pro Trial code with my purchase of the original Oculus Rift Development Kit. Will I receive another code after my purchase of Oculus Rift Development Kit 2?
A: There are no plans to offer a Unity Pro Trial code with Oculus Rift Development Kit 2 purchases at this time.
I get it when you have a kick-starter, but when you're already established doesn't it come off as a bit shady and scummy?
Are they low on money and desperately need to cash-in asap? Are they worried their product will be poorly reviewed b/c they aren't confident in the quality - so they're trying to lock-in buyers?
EDIT: I'm just putting out the question "Why do they have a preorder system? What's the rational behind it? Why just announce it when it's available?"
Preorders are a way of locking in buyers. You can trick a few people into buying it, that may have otherwise not bought it when it was actually released (maybe due to negative reviews, or a change in their financial position). Except... why would you ever want to do that with developers? So why are they trying to do that? I don't get it
Example: http://www.retrotrader.com/catalog/product_info.php?products...
If consumers want to be dumb and ignore everything that states very clearly that this is a product for developers, that's their business.
And yes, selling things before they actually exist is the new norm for a while now.
I hope you are not too confused since you got out of your 1990s time capsule.
Edit: And as for why would they take preorders... Because they can, because people are willing to throw money at them. Last september preorder queue was 50k people deep if you wanted to get in line. They would be mad not to take preorders as it helps them keep costs down (expected inventory, it is easier to get loan from a bank if you have N widgets already sold,...).