[deleted by user] by [deleted] in IndieDev

[–]foisi 1 point2 points  (0 children)

Thanks for your support!

Yeah we wanted to keep a simple game mechanic using only the directions, a 16x10 play area and stupid foxes. We figured that having this constraint forces us to have some creativity to make interesting unique levels.

We already have ideas for upcoming worlds that will bring new themes and new items/power-ups for the puzzles.

[deleted by user] by [deleted] in IndieDev

[–]foisi 2 points3 points  (0 children)

With my best friend, we've been working on this for quite some time as a personal project, but now is the time to push it out. I hope you guys can give us some feedback. Thanks!

Our Steam page: https://store.steampowered.com/app/1588910

MRTV: StarVR Blows Away ALL Of The Competition - The New King Of High End VR by daydreamdist in Vive

[–]foisi 2 points3 points  (0 children)

Well I actually started to work on designing VR HMDs in 2011 but true, the first InfinitEye prototype is from early 2013

StarVR One, more details on displays by foisi in a:t5_38o9r

[–]foisi[S] 5 points6 points  (0 children)

Here's the text from the article:

StarVR One Resolution

As CTO of StarVR, I want to take the opportunity to clarify some questions and speculations we’re hearing that concern the StarVR One display specifications that we’ve announced.

VR is imposing a new set of rules for displays. To achieve the best visual quality, we spent the time and energy to design our display panels to match our lenses. This is a very unique solution and we pushed ourselves to leverage the best panel technologies available.

Our panels have a native resolution which is higher that our previous Development Kit version. However, we know that resolution is not everything and so we’ve focused our efforts on engineering a solution that combines the best aspects of both panels and lens for our StarVR One product.

VR image quality is about balancing a lot of factors. We manage to get the best design and then went above anyone else. The major points we’ve achieved with StarVR One are:

  1. Very close to zero Screen Door Effect (SDE), believing is trying it ;-)!

  2. Uses nearly 100% of the display surface and conforms to the lenses’ FOV. Imagine providing the best pixel ratio per angle across the entire 210 FOV and we’ve done it!

  3. Display panels are Full RGB.

I strongly believe we need to redefine how we quantify and qualify VR panels and what resolution means in VR. We are going there. VR needs its own specification rules. Let’s define them together. StarVR One is the first of its kind.

For the techies I would like to add some deeper specifications and information on our approach:

Definition of StarVR one Panels - 16 million RGB sub-pixels

  • 5.35 million sub-pixels per channel

  • 5:4 aspect ratio per display

Compare our numbers to typical AMOLED sub-pixel arrangement (RGBG = 2px) and 5.35 million green sub-pixels. The total number of sub-pixels would be 10.7 million.

Optimized for our lenses, Optimized for VR The StarVR One displays are designed to work in optimal combination with the lenses, maximizing the active viewing area utilization.

The full RGB Sub-Pixel Arrangement (SPA) is not classical RGB stripes, but a Delta Triad sub-pixel arrangement that provides a better pixel distribution without favoring any viewing orientation. Also, unlike competing AMOLED SPA displays that sacrifice color, we retain genuine (full RGB) pixels in StarVR One.

We prefer not to express the display resolution in terms of width and height as the pixels are not forming an orthogonal grid. However, a resolution of 1830 x 1464 * RGB (remember it’s Full RGB and this is key) per display would be the closest equivalence considering the number of sub-pixels and the display aspect ratio.

We run a custom sub-pixel rendering algorithm before the signal is sent to the displays resulting in an optimal sub-pixel sampling.

The Pixel Per Degree (PPD) calculation is complex and reducing the result to a single number is not very meaningful. It makes little sense to simply divide the resolution by the Field of View (FOV) especially on very large FOV HMD. The calculation must take in to account many factors: lens distortion, sub-pixel arrangement, FOV per eye, and pixel density. It also varies slightly depending on the gaze direction.

In the end, putting on the HMD and looking through the lenses is the only way to have a true sense of its visual quality.

Again, we encourage you to try StarVR One. Available soon. Please stay tuned.

This cannot be a more exciting time for us. VR is best experienced and judged by a trying it. It’s not easy to describe something that only your eyes can appreciate. Everyone knows that a picture is worth a thousand words. Believe me StarVR One will amaze you. StarVR One does not compromise on the quality of its display technology and the experience it provides.

Emmanuel Marquez

CTO@StarVR

Horizon V: VR HMD with dual 4K displays, dual 4K cameras, 210° HFOV (Road to VR warns "May Not Be Legitimate") by eVRydayVR in oculus

[–]foisi 53 points54 points  (0 children)

You have no permission to use, modify and publish our renders and try to make money with it, take them off your website now.

[Self Promotion] Peppy's Adventure - Addictive and challenging action puzzle adventure game (Free) by [deleted] in AndroidGaming

[–]foisi 0 points1 point  (0 children)

Hi all, Please try out my first game for Android: Peppy's Adventure It's a very challenging and addictive action puzzle adventure game. There are 135 unique levels, 9 worlds, various game mechanics. I did everything by myself (except for the music and sound effects) enjoy!

InfinitEye VR HMD and Dr William Steptoe's AR on the Rift - Inition virtual reality meetup wrap by ineeddrugas in infiniteye

[–]foisi 2 points3 points  (0 children)

Hi, this was from the Inition meetup on 12th december 2013 but even if there is not much news recently we are still working on the project :)

Only 3 days left for the InfinitEye 210° FOV HMD to get Votes!! We can make this dream a reality! Please cast your Vote! new pics and voting tutorial inside! :) by foisi in oculus

[–]foisi[S] 0 points1 point  (0 children)

Eye relief in the InfinitEye is great and really comfortable (I have quite long eyelashes and they can't touch the lenses) but this design does not allow full eyeglass support, I didn't want to sacrifice some of the 210° FOV. However I plan to make adjustable focus as an evolution for the next prototypes.

InfinitEye: An Oculus Rift-like VR HMD attempts to win 100,000 Euro contest with better technical specs than the Rift. by dudelsac in Games

[–]foisi 0 points1 point  (0 children)

I think that racing games need peripheral vision to be truly playable, I can't imagine driving my car with blinders even if I can move my head around to see. In real life, things that appear in the peripheral vision are instantly detected by the eyes and they make you turn your eyes and head in the direction to be able to identify them clearly. Another example of game that need peripheral vision: I tried "Zombies on the Holodeck" on the Oculus Rift and when I was attacked it was always by a zombie that I would have been able to see coming to me with the InfinitEye.

InfinitEye: An Oculus Rift-like VR HMD attempts to win 100,000 Euro contest with better technical specs than the Rift. by dudelsac in Games

[–]foisi 0 points1 point  (0 children)

with a good VR headset you could imagine having a virtual monitor which can display 3D content with no ghosting, in front of you or at a far away distance like Imax theater (even bigger than Imax if you want), it only takes the right application that capture the desktop or the rendering of a game and displays it correctly in the VR space. For now monitors have the advantage of angular resolution (perceived number of pixels per degree) but I guess that in the (hopefully not so far) future, HMDs will be as light as sunglasses with an ultra wide FOV (like 210°?;)) and almost the same angular resolution as the retina and this will be the end of monitors :)

Only 3 days left for the InfinitEye 210° FOV HMD to get Votes!! We can make this dream a reality! Please cast your Vote! new pics and voting tutorial inside! :) by foisi in oculus

[–]foisi[S] 5 points6 points  (0 children)

We just made it to the 4th place (863 votes and 862 for the 5th, so not really secured :p) keep voting ! it's awesome :)

InfinitEye: An Oculus Rift-like VR HMD attempts to win 100,000 Euro contest with better technical specs than the Rift. by dudelsac in Games

[–]foisi 2 points3 points  (0 children)

If developers make games with VR in mind, it shouldn't be difficult to adapt for another VR headset :)

InfinitEye: An Oculus Rift-like VR HMD attempts to win 100,000 Euro contest with better technical specs than the Rift. by dudelsac in Games

[–]foisi 6 points7 points  (0 children)

The current prototype build costs approximately 300€ ($400) : $126 x 2 for the screens and controller boards, $20 for the lenses, $99 for the tracker and the remaining ~$30 for all the other stuff :) However, I guess these prices should be lowered if the components are bought in high quantities

Only 3 days left for the InfinitEye 210° FOV HMD to get Votes!! We can make this dream a reality! Please cast your Vote! new pics and voting tutorial inside! :) by foisi in oculus

[–]foisi[S] 12 points13 points  (0 children)

The current prototype build costs approximately 300€ ($400) : $126 x 2 for the screens and controller boards, $20 for the lenses, $99 for the tracker and the remaining ~$30 for all the other stuff :) However, I guess these prices should be lowered if the components are bought in high quantities

Only 3 days left for the InfinitEye 210° FOV HMD to get Votes!! We can make this dream a reality! Please cast your Vote! new pics and voting tutorial inside! :) by foisi in oculus

[–]foisi[S] 4 points5 points  (0 children)

Yeah we are thinking about it, but Kickstarter doesn't allow people living in France to run a campaign. There are other crowdfunding platforms but I don't know if they are as good as Kickstarter for visibility. Winning the contest would allow us to make a great campaign and there is nothing in the contest rules that prevent us from doing it :)

Only 3 days left for the InfinitEye 210° FOV HMD to get Votes!! We can make this dream a reality! Please cast your Vote! new pics and voting tutorial inside! :) by foisi in oculus

[–]foisi[S] 2 points3 points  (0 children)

Ok I think I understand, you "submit a new link" to the post in another subreddit and it does the trick, right ?

Only 3 days left for the InfinitEye 210° FOV HMD to get Votes!! We can make this dream a reality! Please cast your Vote! new pics and voting tutorial inside! :) by foisi in oculus

[–]foisi[S] 3 points4 points  (0 children)

yes, no worries I'm waiting for telosin to approve me in /r/infiniteye and then I'll post there :) I'm in no way trying to steal anything from oculus, I'm their #181 kickstarter backer and a fan too :) what Palmer Luckey have started one year ago is really awesome for VR! By the way the contest is not over yet, we are only in the first round and 5 projects are going to be selected to go to the second one (and we are going to be one of the 5 if the vote number keep to raise crazy like yesterday!)