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The new Kinect for the XboxOne seems to have vastly improved on the limitations of the Xbox360 Kinect. The PrioVR seems to be too ahead of its time. We don't have the battery tech to power all the tech you would be carrying on your body to play any immersive games for an extended period of time. Therefore, you would more than likely be tethered to a power source. If you need to stay in one location, might as well use a Kinect where you can be entirely free of wires. Powering just a visor would seem more feasible than a whole gaming rig. In addition, the current get-up seems cumbersome. I don't imagine that most consumers want to spend time strapping a multitude of sensors to their body just to play a quick game. The sensors themselves are great, but until we can shrink them down enough to embed them in actual clothing, I don't think we'll see them in commonplace usage.



I agree that the kinect is more convenient for casual gaming.

That said, I have yet to see a convincing demo of the new Kinect, so far only having seen increased resolution on the depth visualisation. By the very nature of the technology it will still have the same limitations as its predecessor.

The technology in the PrioVR may be a more cumbersome than ideal, but the proposed sensors are already smaller than those shown in the visualisation (http://i.imgur.com/oSBEloE.png - the middle ones are the new sensors). As for further miniaturisation, well it has to start somewhere (hence kickstarter, i guess).

As for power usage, this kind of device (low powered sensors with a single wireless hub) combined with a mobile phone and some kind of communication bridge would likely give you hours of full-system use (the PrioVR, this: http://www.kickstarter.com/projects/2041280918/vrase-the-sma... for display and some bridge to access the mocap data on the phone) off a simple 5Ah battery. Or you could go the oculus route, and just have a laptop in a backpack, powering everything through USB.

This isn't just about gaming. This is capturing full body movement for usage in a huge variety of applications. I'm worried that given the current traction this project has, it will fail to fund, and we're going to end up setting back immersive AR/VR for another decade.


I agree that you have to start somewhere for miniaturisation, but if this technology is introduced prematurely and consumers don't take to it, you may be doing more damage than if you just let the tech mature in labs and commercial applications. Just look at the Virtual Boy. VR tech died at the consumer level when that failed.

I doubt that you could get hours of gameplay. Maybe if you were playing something very simple, you could do hours, but a fully immersive world would destroy battery life.


I thought a quarter was pretty small (in UK here, so not sure of the comparison). In my opinion, this company is bringing what is currently a multi-thousand dollar setup down to consumer price levels. If they don't get the response they expect from this campaign, who is going to invest the millions to make it smaller? Surely that WILL be the death of these type of systems?

As for power usage, graphically intense 3d games on the iPhone 5 have about 2-3 hours battery life on a 1.5Ah battery (thats screen, CPU, GPU, etc), so I'd say its still perfectly realistic to expect hours. I don't know the power usage of this kit though, but i would expect it to be low solely based on its function.


Has anyone done a Kinect + Oculus demo yet? Perhaps the last gen Kinect wasn't high enough resolution to get it right, but the next gen may be enough to do a somewhat convincing in-body effect.


Yes, there are a number of us in the oculus forums working on various solutions with (the current) kinect for positional data.

For me, oculus aside, facial capture is probably the most exciting thing the new kinect can offer (due to increased depth and optical resolution), but it still has all the same limitations as the last one for full body capture (as its basically the same mechanism).

There are a number of full body mocap solutions built by third parties that utilize the data from multiple kinects. This certainly helps, but it still can't be as accurate as something like this, solely due to you being a coloured point cloud blob instead of collection of bones in the softwares eyes.


Hmm, very interesting. Can you give me any links for the facial capture stuff?

My full-body mocap needs are mostly sorted, but I'm extremely interested in facial mocap solutions right now because all the existing ones either exceed my budget or suck.


Faceshift.com is what I have played with most. It's amazingly accurate with even the current kinect, but starts at $800 for the indie version.

Brekel.com have a less expensive version, but I have no experience with it.

Open source alternatives seem thin on the ground, if not non existent.

Try faceshift, there's a free trial. It's mind blowingly awesome.


$800 for a facial mocap solution sounds, frankly, brilliant. I shall check it out on Monday/Tuesday.

How does the setup work? I'm assuming you have to spend a while tying expressions to morph targets on the model?


Takes about 5 minutes to train the model using some simple expressions. Deals with detailed facial expressions, eyelid movement and iris tracking (the eye stuff is 'OK' - this is where the newer high resolution kinect should help, if supported).




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