Usually technicians aren't gamer as engineers aren't mechanics and gamer mostly are just gamer which are not able to do it themselfs. Of course it doesn't applies for each individual, but those one able to engineering anything mostly can't think like the end user or the ones who have to deal with it all day long. Gesendet von meinem GT-I9300 mit Tapatalk
Cit.: We use 90 FOV, to minimize the screen door effect and make the HUD not too far away in your field of vision. You are right, it’s a neck model for current game, but developers can come with positional tracking Road to VR: Let talk about your current model and design. The specs are similar to the Oculus Rift DK2. 1080p OLED with low persistence, 90 degree FOV, positional tracking, etc. You have one feature that the Rift does NOT have, two cameras in front. Are they meant for tracking or passthrough or both?
My favourite make of Mobile Phone is the HTC, this company are now moving into the VR Headset market in partnership with Valve: http://www.bbc.co.uk/news/technology-31686482 http://www.engadget.com/2015/03/01/htc-vive-vr-headset-with-valve/
http://www.maximumpc.com/valve’s_vr_experience_closest_thing_holodeck_we_have_2015 Has a really good review so far, this guy says better than OR. Valve vs Facebook, should be interesting.
Steam is in the VR game too. Out this November. http://store.steampowered.com/universe/vr/ EDIT: Just saw the earlier videos and saw the Steam VR already mentioned.
with the really great advancements we're experiencing in simulator software & this type of hardware 2015 is about the most exciting year I've ever experienced tech wise
I agree! Competition always pushes tech further and it is nice to see other people's interpretations of what they think VR should be. Steam VR + their Steam machines + Steam OS looks like a strong base. We'll have to wait and see whether it is worth the switch!! Worth a look: http://store.steampowered.com/universe/machines/ http://store.steampowered.com/sale/steam_machines
baaaaad news for the RV and RF2 at least with the pioneers in the sector oculus. Code: DirectX 9 (DX9) Will be Deprecated Starting with Next SDK Postby cybereality » Wed Jan 21, 2015 11:54 am Due to API and resource limitations, we’ve decided to deprecate DirectX 9 support and will be removing it from LibOVR in the near future. This will allow us to focus on future work using DirectX 11 and OpenGL that will help deliver a great VR experience on Windows. Apps that use DirectX 9 will continue to work for the foreseeable future, but they won’t compile in future SDK releases and may have additional runtime latency after we remove DirectX 9 support. Oculus VR - Community Manager [URL="https://forums.oculus.com/viewtopic.php?t=19489"]https://forums.oculus.com/viewtopic.php?t=19489[/URL] bye bye support with the commercial version.
That probably means bye bye rFactor once simracers try consumer grade VR... ISI should do something to work with DX11-DX12 or I don't see a future
I'd feel this way if it was just about VR. But then you have DX12 and the new OpenGL radically improving graphics API's. Valve is finally releasing their Steam controller. Valve is partnering to release a killer VR system that's adopting Holodeck type aspects (and leveraging the Steam controller tech). Direct Drive FFB wheels have become mainstream (relatively). I think most would like them to be a little cheaper yet, but there's no debate you're getting a ton of value for the money (if you can afford it). Just an amazing year. And I'll agree, arguably the coolest tech year of my life.
They be dropping DX10 as well by the looks of it.. http://www.reddit.com/r/oculus/comments/2y2diu/oculus_to_drop_directx_10_as_well
Project Morpheus news: During the Game Developer Conference in San Francisco, Sony Computer Entertainment Inc. (SCEI) has shown the new prototype "Project Morpheus" (Morpheus) - a system of Virtual Reality (VR) which leads on PlayStation®4 (PS4 ™ ) a new level of immersion. Morpheus allows players to experience a sense of "presence", or feel like they are actually inside the virtual world of the game. Around this system Virtual Reality there was great interest and attention since Morpheus was announced in March 2014. Over the last year, Sony Computer Entertainment has listened to feedback from consumers and developers and has modified the prototype in order to improve it in order to provide a greater sense of immersion. OLED screen In place of the LCD 5-inch, Morpheus is equipped with a 5.7-inch OLED display with 1920 RGB and a resolution in 1080. This new screen widens the field of view, eliminates the blurring of the image and removes the vibration of images due to the movement. All these implementations serve to enhance the gaming experience, making it even more immersive. Output at 120fps Thanks to the OLED screen, Morpheus now supports output to 120fps and is capable of displaying up to 120 images per second. Moreover, thanks to an update of the system software, all consoles PS4 will manage output to 120 fps when they connected to Morpheus. The combination of the refresh rate of the images of the OLED display and the power of PS4 makes the images displayed by Morpheus incredibly fluid and realistic. More precise localization and reduced latency To make the localization of more accurate position with PlayStation®Camera, were added to the new prototype three LEDs in more up to a total of nine. Morpheus continues to support localization full 360 ° and additional LEDs enhance the stability and the robustness of the signal. In addition, the entire system has been optimized to reduce the latency between the movement of the head of the player and the on-screen rendering. Design user friendly While the new viewer resumes previous form style "bob" to ease the pressure on the head of the players, on the other hand this has been improved. In the new version, Morpheus is equipped with a single "end" and a quick release button that improves the fit of the hardware. The other additional components have been improved and configured to make the structure lighter so that players do not find the headset cumbersome or uncomfortable. Developers can use the new prototype to create content specifically for Morpheus and PS4, a solid platform that has sold more than 20.2 million of unit 1 in the world in just 16 months since its launch. In addition to the improvements, the new prototype will continue to support 3D audio and social screen, a component that shows the same gameplay displayed inside the viewer, even on the TV screen. SCE also provide an SDK that "converts" the images from 60fps to 120fps and that will therefore enable developers to bring in the New Morpheus content made previously. Sony Computer Entertainment will continue to develop Morpheus to run it as a product to consumers, within the first half of 2016. "With the addition of these technical features in the new prototype, we are one step closer to realizing our vision of making incredible gaming experiences in virtual reality with PS4 and provide a real sense of immersion within the game "- said Shuhei Yoshida, President of SCEE Worldwide Studios. "We believe that this technology applied to Morpheus combined with the power of PS4 will be the starting point for developers to realize their creative ideas and turn them into games immersive Virtual Reality".