Must See Kickstarter of the Day

Agreed...I think it is actually a negative...will cause neck pain unless it can also be used with mouse look control.

Something they should do is to remove the conversion stage for the image which prevents it from fish eye lensing from the game engine and have a dedicated box that does that so the unit is not game support dependant.

It's the same time and time again....any hardware that needs specific in game support just dies and is left by the wayside.....needs to be game agnostic.
 
The dedicated box may add some latency....but better that and being able to use it with any game, than just ending up with an expensive paper weight.
 
Who knows...perhaps Nvidia will even buy this up and implement the "fish eye" conversion as some a post processing option supported at the driver level rather than needing game support...If that's possible?
 
Wow, Lots of nay Sayers in this thread.
There has been past threads on 3D head mount displays, 3D gaming, etc.
I maintain the position that this is the next step. But it has to reach a certain price point, form factor and deliver the goods on real 3D "in the game" immersion.
So far everything has missed the mark in one of those points. This might be the winner.
 
I've always been a VR enthusiast, and remember the first time I played back in elementary school. I immediately noticed the 2 biggest flaws, and knew even back then that these flaws would have to be corrected for this to ever take off, and that was FOV and latency. I felt like I was looking at a mini LCD screen in my face, and that the time it took for the screen to follow my actions was too slow. Oculus claims to have solved both of these issues. If this is correct, then this is all that is needed to make VR work.
 
Everyone complaining about the resolution... remember that this is prototype form that he's wanting to get to the game devs so they can integrate support for the technology. This is not the final consumer version of the product! The specs listed are only for the dev kits. The resolution can always be bumped up in the final production model.

The fact that they are already doing 640x480 per eye in the dev kits and it's impressing guys like Carmack should be taken as a plus. I really don't understand why so many people are hating on something they haven't even seen for themselves yet.

Here's something a lot of people are missing for potential. If mobile is supposed to be "the future", you can tote around a tablet-sized device that could plug into a headset like this, throw in some ear phones and a few small hand-held controllers and you can now play immersive 3D games anywhere you want once the tablet tech gets better. Why settle for Angry Birds when you could play Doom 3? Throw in some cameras on this device and a "weapon" controller and you can have fully augmented reality gaming. Instead of blasting demons in pre-constructed maps, you could be blasting them in your neighborhood or office or wherever you want.

There's so much potential for this, even beyond gaming. Oh, and if nothing else convinces people on where this could go...

Watch 3D porn wherever you want.
 
I've always been a VR enthusiast, and remember the first time I played back in elementary school. I immediately noticed the 2 biggest flaws, and knew even back then that these flaws would have to be corrected for this to ever take off, and that was FOV and latency. I felt like I was looking at a mini LCD screen in my face, and that the time it took for the screen to follow my actions was too slow. Oculus claims to have solved both of these issues. If this is correct, then this is all that is needed to make VR work.

Carmack already has a working prototype that addressed those issues and has had several interviews demonstrating it. He had three different implementations at the time (who knows how many others he tried). He even mapped out human fullbody skeleton and musculature. ex: you pivot at the neck, *NOT* the eyeballs, and your pivot changes if your shoulder changes orientation (i.e. crouching). As well as ways on how it can be made cheap. The tech is here to make a decent mass produced VR gear, the data and resources are out there. It's just that nobody's thought of doing it. The guy's offering to put them together and make a standard or legacy device that everyone can agree on.

I hope this pulls through, i've pretty much given up on stereo 3d ever since nVidia (The standard at the time) locked theirs down.
 
Endorsements from the gaming industry aren't worth the bits that were used to type them up.
If the gaming industry has the hots for this technology then they should be paying for it, yet they want you to take the risk funding it while they will profit from it. No thanks.

Exactly.
 
Just think, soon we may be able to flail around like a retard while playing a VR game, a la "The Plague" in "Hackers". :p
 
The only reason I dont buy the dev kit is because I'm still worried it's not immersive "enough". By that I mean I can still see the edges of the screen in my periphery, or there's a fisheye effect, or the latency is still noticeable. As far as I know, this devices primary movement detection method is based on accelerometers. Personally I dont feel these are sensitive enough yet to detect really finite movement. Now of course I'm only considering those from cellphone experience. Perhaps he is integrating brand new one's meant specifically for this purpose which are vastly more sensitive.

Anyhow, if this system truly is immersive, then the possibilities are endless. Flying games, space sims, racing, scenic trips, etc. There are so many games which would look wonderful in VR. Throw a kinect style IR output on the front to detect obstacles in real life and you can walk around. With the technology of cellphones you could imbed a full OS & battery in the glasses themselves and walk around completely mobile without any wires attached to anything. Hook up to your PC for the ultra-high end stuff, use your android device for the more simplistic Tegra3 graphics stuff.
 
It certainly won't hurt to wait for the consumer version. The Kickstarter was more than successful enough, and the people with dev kits will (hopefully) be working on getting support into their own projects, myself included.
 
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