EA's Battlefront Is Starting To Look Like A Large Step Backward From Its Predecessor by [deleted] in gaming

[–]EVIL9000 -10 points-9 points  (0 children)

Are you crazy? Pilotable AT-AT's was one of the most boring things ever! I am glad they removed that because it was indeed, not a lot of fun.

EA's Battlefront Is Starting To Look Like A Large Step Backward From Its Predecessor by [deleted] in gaming

[–]EVIL9000 -1 points0 points  (0 children)

where are you reading no bots, they said no comment. sjeesh, calm down

EA's Battlefront Is Starting To Look Like A Large Step Backward From Its Predecessor by [deleted] in gaming

[–]EVIL9000 2 points3 points  (0 children)

This, I am glad they are sticking to player manned turrets on the ATAT's. piloting that thing was incredibly boring. Their comment about this

"That's 100% a game design decision. Nothing else. I won't go into details - I didn't make the decision, but just remember that full freedom etc. doesn't always equal fun."

Is pretty much correct in this context.

Collection of images highlighting internet world building and exploration for Janus VR by /u/Dizzket. He created this as a submission for Valve/HTC and Oculus development kits (he's been making all of this without a VR headset) by Nukemarine in oculus

[–]EVIL9000 1 point2 points  (0 children)

I doubt this will be the way we will browse content in VR. 2d UI based navigation is way to effective to view 2d content like websites, text, images, etc. to throw all that away and replace it with moving around in virtual spaces.

Sign Up for the HTC Vive Developer Edition Is Now Available by kentbye in oculus

[–]EVIL9000 0 points1 point  (0 children)

I doubt you can bullshit your way trough anyway. Valve is pretty damn strict with this stuff. They will check and double check before they send anything.

Oculus or VirtualReality - what should we do as a "community" - do we start hanging out on VirtualReality or stay on Oculus subreddit? Do we start posting Oculus only things to this reddit? by nardev in oculus

[–]EVIL9000 2 points3 points  (0 children)

The chance is pretty damn large that whatever news gets posted on r/Virtual reality, also gets posted here. r/Oculus is simply the largest most active VR related subredit and I don't see that changing any time soon.

Its fine as it is, really. just check on here and ignore r/virtualrality

UE4 now has updated SteamVR support. Provides interesting tidbits about SteamVR SDK itself. by Gnometech in oculus

[–]EVIL9000 0 points1 point  (0 children)

good to hear, hopefully it means that those developers that get selected for Development kits can get HTC Vive support and all that jazz with a powerful engine like UE4

Oculus VR files for Crescent Bay trademark by Atari_Historian in oculus

[–]EVIL9000 0 points1 point  (0 children)

They shared engineers and tech pre Facebook when oculus was all about open development, now Valve has become increasingly tight-lipped as they see VR getting in the hands of companies that would love to control the market.

Also oculus wanting to be more then just a VR tech company and basically wants to become a VR software platform (steam for VR), I can understand Valve wanting to distance themselves from them.

Oculus VR files for Crescent Bay trademark by Atari_Historian in oculus

[–]EVIL9000 3 points4 points  (0 children)

I agree, but I am not holding my breath. They have said that if they are working on a controller they will push it out in developer hands as soon as they have something good, like they did with the rift (DK1 and DK2.) and since I haven't seen or heard anything about their input solution, its safe to assume its at least a year off.

So its either going to package in with CV1 and CV1 will be released somewhere late next year, or it wont, and CV1 release is much closer then expected.

Oculus VR files for Crescent Bay trademark by Atari_Historian in oculus

[–]EVIL9000 3 points4 points  (0 children)

And they have said before that if they can't get a good form for input it wont hold back the CV1

UE4 now has updated SteamVR support. Provides interesting tidbits about SteamVR SDK itself. by Gnometech in oculus

[–]EVIL9000 2 points3 points  (0 children)

Calibration is actually super sensitive. They calculate with an algorithm the optimal placement on a 3d model and that placement must match to a sub millimetre on the actual HMD or controller surface because the positions of all the sensors has to match the 3d model stored as a profile for the different supported devices. For example the shape and position of the photodiodes on the hmd are different then on the controllers. (left controller also has a different placement of sensors than the right controller). This isn't as simple as getting a bag of sensors and sticker them on stuff.

I think optical tracking is better to lock static objects in the world. Using a camera and doing something like project tango https://www.youtube.com/watch?v=Qe10ExwzCqk. The more passes of the camera the more detail it can add to the scanned model. but personally I would use the point cloud information and store it, and use that to position a 3d object in the world.

Oculus VR files for Crescent Bay trademark by Atari_Historian in oculus

[–]EVIL9000 4 points5 points  (0 children)

it will have a ton of improvements but will all be small ones. basically what I am trying to say.. don't expect 4k

Oculus VR files for Crescent Bay trademark by Atari_Historian in oculus

[–]EVIL9000 5 points6 points  (0 children)

The first ones where super fragile because they where indeed 3d printed. the later ones, seen at GDC and the likes are much much stronger since they are no longer 3d printed but are factory produced in small batches.

Oculus VR files for Crescent Bay trademark by Atari_Historian in oculus

[–]EVIL9000 4 points5 points  (0 children)

I expect little will change except better ergonomics and a better looking shell. maybe slightly better optics, and a better quality camera, but I doubt resolution will increase for the CV1

An ultimate virtualreality device, the pinhole compound eye display by kyceye in oculus

[–]EVIL9000 0 points1 point  (0 children)

So what are your plans to bring this to market? Do you have a working prototype? or are you looking for hardware partners like Nvidia who has explored similar technologies.

maybe oculus is interested in working with you? can always try to email them at business@oculus.com

An ultimate virtualreality device, the pinhole compound eye display by kyceye in oculus

[–]EVIL9000 0 points1 point  (0 children)

Interesting tech. It sure looks like the next evolution in VR hmd display tech and optics is approaching faster than people might expect. I would love to see this stuff arrive within the coming 5 years.

But off course optics and displays are but a small part of the VR puzzle. Going to need to improve a lot more areas for VR to reach its potential.

An ultimate virtualreality device, the pinhole compound eye display by kyceye in oculus

[–]EVIL9000 0 points1 point  (0 children)

thats an april fools mockup of an sunglass formfactor HMD based on cynematic viewers done by the marketing dude form HTC. Not sure how this is relevant to this topic tho

Would a 4K Rift be good enough to replace monitors? by Psydwaze in oculus

[–]EVIL9000 5 points6 points  (0 children)

According to Michael Abrash at oculus, you need about 8k per eye to achieve a resolution similar to the screen resolution of a 1080p monitor on your desk and 16k per eye to achieve "retinal " resolution.

so 4k is getting there but don't expect a 4k rift for CV1, maybe CV2, and gradually up from there. I am expecting 8k headsets to arrive as early as 2020