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106
News and Announcements / Oculus Live Event: Oculus Touch Input
« on: June 11, 2015, 01:43:08 pm »
Just gonna make bullet points of what we learned, which wasn't a lot other than a new input device

  • Showed off the consumer Rift. It's lightweight, covered in fabric. No camera on it.
  • Tracking system is being called "Constellation" - improved upon optical tracking
  • Xbone controller is bundled with every Rift.
  • Partnering with Microsoft/Windows 10 to stream your Xbox games to a virtual living room in the Rift (lack of enthusiasm from crowd).
  • Showed off some lackluster games (old EVE: Valkyrie demo, third-person games).
  • Oculus is working with Square Enix, and there was a brief shot of a cool looking sports emulator.
  • Big announcement at the end was new input prototype for "Oculus Touch". This prototype version is called Half Moon.
  • Two wireless controllers. They have buttons, analog sticks, and triggers. There's also a "hand trigger" that emulates picking things up.
  • Haptic feedback.
  • Tracked using the "Constellation Tracking", the same way the headset is tracked.
  • Currently in the "prototype" phase, code-named Half Moon.
  • Will be shown at E3.
  • Uses a "matrix of sensors" to emulate finger tracking poses. Thumbs up, pointing, etc.
  • Pre-order at the same time as the Rift. Not bundled together.
  • Release window is first HALF of 2016. This implies it will most likely release AFTER CV1.

We still don't know pricing, pre-order time frame, or exact release dates. While input is coming, it won't be bundled with the Rift and will probably come some months after. It's also unclear on how Oculus will deal with occlusion of the controllers since optical tracking needs line of sight and they only have one camera. Regardless, it's a step in the right direction!

Check it out for yourself at the new website!


107
Oculus has updated their website with a countdown clock. It ends on June 11th at 1:00 p.m. EST, when Oculus will be streaming a special live event. With this website update came a lot of changes (some intended, some hidden).

One obvious difference was the logo. Oculus' new logo:



Ok...so there's that. Haha! But also buried in the code was images for what the website would change to: linky link.

Before we analyze what this reveals, Palmer was quick to jump on and give this disclaimer:

Quote
This is an old placeholder concept image that we accidentally leaked. Everything in it is ancient, certainly nowhere close to final (as evidenced by the GPU specs and the game named "war")
Enjoy checking it out, at this point, but don't expect everything to carry through to the stream on the 11th.

He's basically saying Oculus leaked the template of the new site's info instead of what the site will actually be, but there are still some telling signs:

  • There's a "Pre-order Now" button
  • The concept image has a single, downward-angled camera on the headset.
  • There's a stand for the camera
  • It mentions the Rift is always on, always connected, and has a [vrOS] system.
  • It says the Rift comes with "the SID (Simple Input Device)
  • A remote control-looking device is pictured with the Rift
  • They say they've partnered with NewEgg
  • There's something called "Skyline" in the menu

The copyright on this template is 2014, so there's a big possibility that Palmer isn't trying to misdirect us by saying the info is ancient. None of the information is complete/correct (for instance, the recommended hardware stats are nowhere near correct).

At the very least we can infer that pre-ordering may open up on Thursday. It's hard to know if the camera was abandoned (none of the released images of the consumer Rift show a camera) or if it just hasn't been revealed yet. The remote control is an odd looking thing - it doesn't look like it'd be for gaming (a gamepad is also bundled with the Rift), but more for media.

Regardless it's a lot to speculate on and makes the wait for Thursday that much longer!


108


Looks like we'll learn more about the consumer Rift!

109
News and Announcements / Consumer Rift Recommended Build
« on: May 15, 2015, 11:22:05 am »
https://www.oculus.com/blog/powering-the-rift/

Quote
On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift’s rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering.

Taking all of this into account, our recommended hardware specification is designed to help developers tackle these challenges and ship great content to all Rift users. This is the hardware that we recommend for the full Rift experience:

NVIDIA GTX 970 / AMD 290 equivalent or greater
Intel i5-4590 equivalent or greater
8GB+ RAM


  • 2160x1200 resolution
  • 90hz
  • NVIDIA GTX 970 / AMD 290 equivalent or greater
  • Intel i5-4590 equivalent or greater
  • 8GB+ RAM
  • Windows 7 SP1 or newer
  • 2x USB 3.0 ports
  • HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture

I just happened to have a 290 and i5-4590! Talk about luck!

110
VR Gaming / Juggling with HTC Vive and Lighthouse System
« on: May 14, 2015, 09:23:21 pm »
This is super impressive. The accuracy and low latency required to do this is EXTREMELY hard to achieve. Color me impressed!


http://youtu.be/O3WGbe-5Mdc

111
VR Gaming / Oculus Rift vs. Valve HTC Vive (consumer models)
« on: May 06, 2015, 01:52:04 pm »
A table for comparison

Oculus RiftValve Vive
Release WindowQ1 2016Holiday 2015
ScreenDual 1200x1080Dual 1200x1080
Refresh Rate90Hz90Hz
TrackingConstellation SystemLighthouse System
Tracking AreaSeated/Standing Living RoomAdjustable to large volume spaces
InputXbox controller/Oculus Touch (H1 2016 release)SteamVR Motion Controllers
AudioBuilt in headphones/mic with positional audioAudio jack
ConnectionWiredWired
PlatformOculus HomeSteamVR
Software>24 Exclusive TitlesUnannounced
Price"Affordable""High end"

*Note: Valve/HTC has not released their consumer specs yet, so some things are subject to change.

112
General / LEAP Motion for $20 + Free shipping
« on: April 03, 2015, 12:04:42 pm »
Normally it's $80. Several VR applications are testing hand tracking with LEAP. I went ahead and picked one up. Can't beat that price!

http://www.reddit.com/r/oculus/comments/31bp86/leap_motion_20_at_hp_with_coupon_code/

113
General / EVE: Valkyrie Pre-Alpha Signups
« on: March 19, 2015, 12:40:14 pm »
http://evevalkyrie.com/prealpha

Requires an EVE Online or Dust account (doesn't have to be active - I used my old trial account) and a DK2!

114
VR Gaming / Oculus vs. Valve
« on: March 05, 2015, 05:01:31 pm »
This week Valve overtook Oculus as the high standard for VR, by all accounts. Oculus still hasn't revealed their consumer model and what their input solution (if they have one) looks like. But the HTC Vive's release date is set, and so now there's a ticking clock before a decision has to be made...

Oculus
+ Bigger and better team dedicated just to VR
+ Working more closely with Nvidia/AMD/game engines
+ Will probably have the better headset (resolution, precision, latency)
+ Will probably work with Oculus apps and any other VR app
- Has not revealed consumer version
- No input solution
- Seated experience only (no room tracking)
- No release date
- Possible walled garden

Valve/HTC
+ Good track record for games
+ HTC good track record for hardware
+ Impressive dual screen headset with 90 hz refresh rate
+ Steam ecosystem already exists
+ Precise, low latency wireless motion controllers
+ Full 360 degree room tracking
+ Open source tracking so other products can be used
+ Release date in November
- Smaller VR team than Oculus
- Not working as closely with GPUs/engines
- Unknown price range, may be expensive
- May not work with Oculus-exclusive apps

I'll try to keep this updated as we learn more. Currently Valve has the advantage.  Hopefully we'll learn everything about Oculus' consumer product(s) before a decision needs to be made (basically, before Vive opens up for preorders!) What's your opinion?

115
News and Announcements / Valve's VR Lighthouse
« on: March 04, 2015, 04:57:08 pm »


This article explains it pretty well.

Quote
What in the world is Lighthouse? It's the "base stations" referenced in Valve's VR headset announcement, and it's even more important than the incredibly impressive headset. Valve president Gabe Newell compares it to USB and expects it to fundamentally change how people interact with virtual reality. "Now that we've got tracking, then you can do input," Newell said in an interview with Engadget this morning. "It's a tracking technology that allows you to track an arbitrary number of points, room scale, at sub-millimeter accuracy 100 times a second."

What that means for me and you is that Lighthouse puts your body into the virtual world with stunning precision. I tested it and can confirm: holy shit, yes, this really works. Want to reach out and touch something in VR? Lighthouse is how you'll do it.

Newell explained Valve's philosophy behind creating Lighthouse as such:

"The first prototype of our hardware has all these retro-reflective dots. That's great for one person who's sitting. If you actually want to have ten people in a room moving around, you need something like Lighthouse. So Lighthouse gives you that precision; it's not specific to the head-mounted display. We also use it for controllers, but you could use it for anything: you could put it on your tablets or your phones. It's tracking -- it happens that VR likes to use tracking and it's critically dependent on it."
Lighthouse currently relies on reflective sensors (32 on the prototype I used) to track movement in Valve and HTC's VR headset, Vive. There are two motion controllers as well that look and feel similar to an ice cream cone (sugar cone, not waffle/cake cones, you monster). The controllers also have sensors, and they show up in VR as visualizations in front of your eyes, as if you were looking down at them in your hands in real life.

                               

I cannot stress enough here how 1:1 that feeling was. Lighthouse tracked the controllers and my head movement to an incredible degree. When I got to close to the walls of the demo room, a virtual grid popped in VR -- this is a measure of Lighthouse's capability. It suddenly made a lot of sense to me why Newell was so bullish on Lighthouse being an industry-changing technology.

Oh, and Valve's giving it away for free. This is part of the "USB" vision.

"So we're gonna just give that away. What we want is for that to be like USB. It's not some special secret sauce. It's like everybody in the PC community will benefit if there's this useful technology out there. So if you want to build it into your mice, or build it into your monitors, or your TVs, anybody can do it."
If that isn't clear enough, think of Lighthouse like this: by having the tech out there, input solutions are infinite. As long as tracking is there, anything could be "brought into" VR, like how USB ports enable you to plug (virtually) anything into your computer. As Newell put it, "If it's just another part of the PC gaming platform, then lots of people will come up with lots of interesting things."

This is especially impactful when it comes to VR: gamepads are immersion breaking, and VR is all about "presence." If you're inside a world, you want to touch and interact with that world naturally. Lighthouse is the only solution I've seen that comes anywhere near to solving the issue of input in virtual reality.

Valve also announced that the Vive is just the first of "many" headsets to be supported by Lighthouse and SteamVR. Basically any company that wants to get into the VR business can use Valve's technology for tracking. As a consumer, you set up Lighthouse in your room and then just choose whichever headset and controllers you like best. I'm sure people will even come out with markers for your keyboard, chair, etc. so that you can find them easily with the headset on.

Also interesting is that you can tell Lighthouse how big your room is (it may also detect this naturally). While in the game if you start walking close to your wall, you'll actually see a virtual grid where your wall is.

It's hard to imagine Oculus coming up with a larger and more inclusive tracking solution than what Valve has shown us, but time will tell.

116
VR Gaming / Super GDC VR Punchout
« on: March 04, 2015, 04:46:54 pm »
This is kind of the mentality of the Oculus community at the moment. There were NO announcements:

http://youtu.be/XP9MolWGZNE

117
General / Group Texting - Kik
« on: March 02, 2015, 10:05:57 pm »
We've been using Kik for months now to keep track of Rust stuff. Now we're using it for more general hanging out (Rift gaming, etc.) It's a pretty simple group texting app. Download it and find TheTbown if you want to get added to the group!

118
News and Announcements / VR at GDC
« on: March 02, 2015, 12:24:41 pm »
I have a good bit of free time this week, so I'll probably spend most of it obsessing over GDC details...

Oculus

Oculus released an Audio SDK. That was it. In general, this is what GDC felt like for Oculus:

http://youtu.be/XP9MolWGZNE

Valve



http://youtu.be/otn9y5XT6YA

The big story so far is Valve. And boy does it look big. Valve is releasing a suite of VR hardware. They've partnered with HTC, who announced a new VR headset, the HTC Re Vive. The Vive will go along with Valve's additional VR hardware. Dev kits will be available in the spring and the consumer launch will be THIS winter!

The Vive is the result of Valve's previous prototypes (which a year ago were a step ahead of Oculus'). While we're still waiting for specifics, we know that it has two screens - 1200x1080 each. It has pretty wide optics - similar looking to the Crescent Bay. It's 90hz and it is assumed has low persistence. There's an audio jack for headphones. It seems to still be wired, even though it's being built for a "room" experience.

Positional tracking is being done by some interesting tech. Valve has their own SteamVR Base Stations. You use two and it gives you a 15x15 playing area to be fully tracked in! It uses LASER technology! Internet sleuths are fairly certain that the base stations are projecting invisible IR markers around the room. The headset has IR cameras that track these markers. Valve has previously used marker-filled rooms before for VR, so this would be the natural progression.

On top of the huge tracking area, Valve is also releasing wireless VR motion controllers. It's unclear so far how the tracking is done, but one can assume it also takes advantage of the base stations. The important thing at the moment is simply that Valve is offering an input solution.

An important note is that Valve seems to be creating a VR ecosystem. It would not be surprising to see multiple headsets/controllers working within Valve's system. The HTC partnership may just be one of many. Valve/HTC has also recruited a few game dev companies, including CloudHead Games (makers of "The Gallery") who are hinting at how amazing Valve's VR system is.

Maybe the biggest game changer that may drop is.... HALF LIFE 3. For the first time since ever, there's reason to believe HL3 may indeed be Valve's VR flagship game. Earlier today an app was uploaded by Valve to Steam that contained the HL3 logo. The app has since been removed. When pressed on whether we would see HL3 on HTC/Valve's new headset, HTC chairwoman Cher Wang said: "We are co-operating with Half-life, and I think... I hope, you know, it will be on it." English is not her first language, and she didn't distinguish between it being a new Half-life game or maybe just VR compatibility with earlier titles, but the speculation is mounting. It doesn't help that Valve is giving their big GDC address on 3/3 at 3:00 p.m. Now that's just some epic trolling!

It seems HTC's chairwoman apologized for being misleading about Half-life. Also Valve's big "GDC address" is actually just one dev talking about physics or something. It seems the HL3 app upload is the only thing fueling that rumor now, which is shaky at best.

Nvidia

There was a rumor that Nvidia was working on their own headset, but that turned out not to be the case. Instead Nvidia talked about VRDirect, which has been previously announced. It's basically the same stuff AMD is working on.

AMD

AMD announced LiquidVR, an SDK to improve VR performance. The tech features Latest Data Latch, Asynchronous Shaders, Affinity Multiple-GPU, and Direct-to-Display technology.

* Latest Data Latch - The idea behind late data latching is to get the absolute most recent raw data from the VR engine to the users eyes. This means that rather than asking for the head position of a gamer at the beginning of a render job, LiquidVR will allow the game to ask for it at the end of the rendering pipeline, which might seem counter-intuitive. Late latch means the users head movement is tracked until the end of the frame render rather until just the beginning, saving potentially 5-10ms of delay.

* Asynchronous Shaders - The next feature, asynchronous shaders, is what allows LiquidVR to handle that late latch properly. Being able to use different ACEs (asynchronous compute engines) from the GCN GPU on different tasks, LiquidVR can execute VR-specific post processing while other renders are occurring. This means the time warp function that maps the head tracking movement to the rendered image can be done at the last possible moment. Time warping alters the rendered frame slightly to properly track the head movement after the frame drawing by the GPU is complete. If you have moved your head more to the right after rendering then the warp function will alter pixels to move the image to the right as well. This is a really complex process but the fundamental understanding is straight forward.

* Affinity multi-GPU - Affinity multi-GPU brings us to the past - a return of SFR, split frame rendering. AMD realizes as most of us have that the ability to map a GPU to each eye makes the most sense and is surprisingly easy to integrate. The benefit again is lower latency, rather than the inherent delay in a multi-GPU alternate frame system (AFR). Developers will also benefit from lower CPU overhead thanks to a removal of duplicate common operations between the two eyes. This is not limited to just two GPUs though - AMD said that 3, 4, 5 GPUs could all be supported if the developer builds in support.

* Direct to Display - Finally we have direct-to-display, and this feature is mostly to promote compatibility between VR headsets. LiquidVR brings native HMD support with direct front buffer rendering and provides direct application control to the headset even in operating systems and environments that didn't plan for it. This might be less useful for Windows gaming environments where VR is expected to move but for professional applications this should ensure a better user experience. Basically, AMD will read the headset as a VR headset and not a second monitor. This means it won't screw up your desktop icons, Zero! It also should help Direct to Rift mode work better.

Oculus has said they look forward to implementing AMD's tech into their own SDK as well, so this should lead to a smoother experience and performance overall!

NextVR - Light-field Technology

http://uploadvr.com/nextvr-positional-tracking-vr-light-field/

NextVR is a VR video service. They're looking at capturing live streams and recorded events (basketball games, concerts, etc.). Light fields are a little complicated to explain, so I'll try to simplify it. Basically this tech allows you to put positional tracking into a video. You can lean around someone in a video and see what's on the other side of them. Instead of just capturing video, the camera captures light data points. This data combined with the video allows it to be spit out on the other end like a real 3D virtual space (in I'm assuming a limited capacity). It's a big leap forward for VR video!

Sony Project Morpheus

New prototype:
http://cdn1.24liveblog.com/images/2015/03/03/img_54f63f38764db.jpg
OLED display.
Low persistence.
120 hz.
1920 x 1080.
5.7"
100 degree FOV
launch by Q2 2016.
"All 1920x1080 pixels have RGB subpixels, creating a beautiful full HD image."
"Developers building games for VR are encourages to target 120 FPS. But for those looking for high graphics, we offer the option to render games at 60 FPS but output at 120 FPS"
"We've reduced latency to less than 18ms, half of what the first prototype had"
9 tracking LEDs, 3 more than before.
"You can slide the display in and out without removing the headset"
"We made the headset easier to put on and take off with a quick release button"
4 demos optimized for the new prototype
"London Heist. This demo, showing in london's underworld, lets you experience presense of another character." Uses the Move and 3D audio."
The Deep (updated version of shark tank demo from before)
demo featuring the little robots from The Playroom
"We'll show more at E3"

119
News and Announcements / Valve to Unveil SteamVR Hardware at GDC
« on: February 24, 2015, 03:58:35 am »
http://store.steampowered.com/universe

In an interesting turn of events, Valve has announced they will be giving "demos of the refined Steam Controller, new living room devices, and a previously-unannounced SteamVR hardware system." Some sleuthing suggests that, at the very least, Valve is going to show their own HMD that's reported to be "two years ahead" of Oculus' current public prototype!

There's been some speculation as to whether Valve was bitter that Oculus sniped some of their top VR employees after getting acquired by Oculus. If this isn't a Valve/Oculus team-up, it's sets the stage for Battle Royal for the new VR gaming market.


120
News and Announcements / Palmer Derails GDC Input Hype Train
« on: February 22, 2015, 03:12:02 pm »
With GDC right around the corner, there was a lot of speculation that we might finally see an input solution prototype from Oculus. After all, Oculus is the first to admit that shipping a consumer headset with some sort of controller is not a smart move.

Recently on Reddit, however, Palmer seems to have killed that speculation:

Quote
Don't get too hyped on the possibility of seeing anything at GDC.  VR input is hard - in some ways, tracking hands well enough to maintain a sense of proprioceptive presence is even more technically challenging than getting perfect head tracking.

We will show something if and when we get it working well, but we have to avoid showing off prototypes that are not on a clear path to being shipped at the same or higher quality level.  Throwing together very expensive or impossible to manufacture prototypes for internal R&D is one thing, using them to publicly set expectations around the near future is another.

Not naming anything specific here, but the history of technology is littered with the corpses of companies that overpromised and underdelivered by shipping real products with real limitations that were glossed over in promotional materials.  Oculus can't afford to do that.

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