Blade-Runner
Supreme [H]ardness
- Joined
- Feb 25, 2013
- Messages
- 4,330
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BARCELONA, Spain—Surprise! HTC just announced a partnership with Valve to make a virtual reality headset. The device is called the HTC Re Vive, and it combines HTC's hardware design with Valve's Steam VR technology.
The device looks unlike any other VR headset. It's covered in sensors—there are over 70—allowing for full 3D room tracking. HTC calls this a "Full Room Scale 360 Degree Solution with Tracked Controllers," though hopefully the final name is a little catchier. You can explore objects from all angles and look up and down.
The Vive appears to be a standalone VR headset for a PC. We don't know many details about how it works, but HTC says it "features high-quality graphics, 90-frames-per-second video, and incredible audio fidelity." The headset uses two 1200×1080 displays, one for each eye, and the relatively high resolution should help cut down on the "screen door effect" you got with the original Oculus Rift developer kit. HTC will also be producing "wireless VR controllers" along with the headset. These will be sold in pairs and will be less complex than typical gamepads, according to HTC. The company said it was partnering with Google, HBO, and others to make content for the device
A Developer Edition will be available in the spring, with a Consumer Edition coming "by the end of 2015." More information will be on HTCvr.com.
I still have the feeling VR will continue to be another stupid gimmick, even with the latest technology.
I still have the feeling VR will continue to be another stupid gimmick, even with the latest technology.
Just got out of the valve VR demo. Super rad. VR is moving forward so crazy fast. It's pretty amazing.
— Andy McNamara (@GI_AndyMc) March 5, 2015
Yes one of the Steam VR experiences is a short new demo set in Aperture Science. It's incredible.
— Geoff Keighley (@geoffkeighley) March 4, 2015
Engadget: HTC's Vive made me believe in VR
http://www.engadget.com/2015/03/04/htc-vive-hands-on/
At least one company, Valve, believes it has solved the discomfort problem with headsets. In an interview at the developer conference, Gabe Newell, the president and co-founder of Valve, said he, too, had reacted badly to most headset demonstrations, describing them as the worlds best motion sickness inducers.
Mr. Newell said the company had worked hard on its virtual reality technology to eliminate the discomfort, saying that zero percent of people get motion sick when they try its system. Part of its solution is a motion tracking system that uses lasers to accurately reproduce a persons real-world movements in the virtual world. Mr. Newell said Valve would offer the tracking system, called Lighthouse, free to hardware manufacturers.
And like I've said before (and was flamed relentlessly by the Cult of Valve for saying) no mainstream gamer wants things on their face. The mainstream is not us. The mainstream gamer wants to play the newest titles on the couch with friends, snacks and beer while using a simple, affordable console. Not sit at a desk hooked up to an expensive multi-GPU rig, playing HL2 through a mask.
These are toys made by and for the highly tech literate Silicon Valley crowd. Mind blowing religious experiences witnessed by celebrity game developers and fawning Twitter praise means nothing. VR devices are as far away from mainstream as you can get. They're in the same niche with Linux-based game consoles and touchpad controllers .
And like I've said before (and was flamed relentlessly by the Cult of Valve for saying) no mainstream gamer wants things on their face. The mainstream is not us. The mainstream gamer wants to play the newest titles on the couch with friends, snacks and beer while using a simple, affordable console. Not sit at a desk hooked up to an expensive multi-GPU rig, playing HL2 through a mask.
These are toys made by and for the highly tech literate Silicon Valley crowd. Mind blowing religious experiences witnessed by celebrity game developers and fawning Twitter praise means nothing. VR devices are as far away from mainstream as you can get. They're in the same niche with Linux-based game consoles and touchpad controllers .
Vuzix's new VR headset adds earphones and supports multiple devices
http://www.engadget.com/2015/03/06/vuzixs-new-vr-headset-adds-earphones-and-supports-multiple-devi/
You'll think this might beat the Valve one at least on looks? It at least looks like you can survive a motorcycle accident with it.
The IWear 720 has dual HD displays (720p, hence the name) that can emulate a 130-inch screen experience from 10 feet away, has motion tracking and supports Unity 3D and Unreal engine games. If you want some augmented reality action to go along with all those features, you can ask Vuzix to add optional AR cameras... when the IWear 720 hits the market, anyway.
And like I've said before (and was flamed relentlessly by the Cult of Valve for saying) no mainstream gamer wants things on their face. The mainstream is not us. The mainstream gamer wants to play the newest titles on the couch with friends, snacks and beer while using a simple, affordable console. Not sit at a desk hooked up to an expensive multi-GPU rig, playing HL2 through a mask.
No. You just turn the details down a bit. A mid-range card will probably work.The Vive? A pair of 1200x1080 displays at 90 Hz. Right off the bat one would need a high end, multi-GPU rig to power this.
No. You just turn the details down a bit. A mid-range card will probably work.
Along these lines, (sorta) I think it would be cool for someone to make a silky smooth flat-shaded game with really nice mechanics for something like this. Kinda Tron-esque. wouldn't require a ton of GPU power, but if it was fast, smooth, well lit, it could be quite fun.
I was wrong. My mistake.I just want to point out that 2 screens at 1200x1080 is NOT 2400x2160
it is 2400x1080 (or 1200x2160 whatever), exactly 25% more pixels than "standard" 1920x1080.
Not very constant, locked. VR needs a locked framerate, everyone here is on agreement on this, no?Yes, maintaining a very very constant 90fps at 25% more pixels than 1080p isn't necessarily easy for next-gen games etc
The success of Vive hinging on widespread adoption of the Titan X, GLnext and people with 15' x 15' spaces clear of furniture to run around in is seriously crippling to it's future. I'm assuming you meant Titan X.but keep in mind the advances of mantle/dx12/glnext should help as will the releases of the titan z, 390x, etc.
What percentage of mainstream gamers have [H]ard rigs? Of those who do not have such a rig, how many of them are willing to purchase a spendy headset and run the latest games on low to medium settings with no AA?People claiming that this cannot be run on current hardware have neither [H]ard rigs nor reasonable understanding of how to optimize graphical settings. Since either of those 2 things will get you 90fps @1080p no problem.
I was wrong. My mistake.
Not very constant, locked. VR needs a locked framerate, everyone here is on agreement on this, no?The success of Vive hinging on widespread adoption of the Titan X, GLnext and people with 15' x 15' spaces clear of furniture to run around in is seriously crippling to it's future. I'm assuming you meant Titan X.
What percentage of mainstream gamers have [H]ard rigs? Of those who do not have such a rig, how many of them are willing to purchase a spendy headset and run the latest games on low to medium settings with no AA?
Look, I know that on the Internets, any concept the lord Gaben breathes on is viewed as infallible. I also understand that VR is the hot new idea of 2015. But put aside the irrational religious devotion to Valve, the flakey Silicon Valley-style trend chasing, and realize that VR is about as far away from the reach of the mainstream consumer as you can get.
We are not the mainstream. We are the very definition of niche. Expecting this (or any) headset to completely transform the gaming landscape or even gain mainstream success is wishful thinking.
Are you going to need glasses when the screen is a inch in front of your eyes?
The horsepower needed to drive these new VR headsets, and the unwillingness of mainstream gamers to wear weird things on their faces puts these devices out of the range of normal consumers.
So you have a 15'x15' area clear of furniture in your home in which to set up laser sensors and run around in, completely blind, with goggles strapped to your face? And a PC capable of driving a VR quality display at a locked 90 HZ? Be careful not to trip on the dog and go crashing into your expensive rig.Of course the first thing I do is look up the DK2 to buy it, but now I'm going to hold off for the Vive.