Someone made a rough resolution simulator for the Oculus Rift (make sure you check low persistence, which has been available with the latest prototypes):
You can see there's a pretty huge difference between the 800p one and the 1440p one (~4x more pixels), which will probably be what the consumer version will have. With 1440p you will still notice the screen door, especially in the distance (the sky), and it looks like we'll only solve this with the 4k resolution, when the resolution seems to become "normal", and without easily noticeable pixel lines, but it will probably be at 8k when we'll have "retina"-like quality.
All of that being said, I think 95+ percent of consumers buying the 1440p version won't even notice the small pixel lines in the distance, because they'll be so "present" in those VR worlds. Most "normal" people trying it out quickly forget about the screen door even with the 800p developer kit, because they've never experienced something in VR before, and to them it feels very real already. Personally, I do hope they can use the 4k resolution in the second consumer version as soon as possible, but I think the 1440p one will do just fine with all the early adopters.
Yes, while the current dev kit would have a hard time being a consumer success for easy to point out reasons, knowing that the consumer version will be qualitatively 10x-100x better (~4x resolution, content availability & quality, better form factor, positional tracking, low persistence, and the real key: 'presence'-inducing) lets you understand how many of the potential things that would stop VR from going big very soon will basically be non-factors.
I'm hopeful 1440p will be fairly text friendly and prove good-enough for programming, etc. but even if not quite there, that merely means that threshold will be broken a year or two down the line.
I helped found the VR lab at SAIC many years ago. We did 3D sound (via head related transfer functions), full on motion platforms, haptic feedback (e.g., a race car goes off the track a little, and you feel the chatter in the steering wheel), and SGI Reality Engine 3D graphics.
The problem? It was cost. We had a tentative agreement to put VR racing pods in a Las Vegas hotel, but after the prototypes where developed (and they were great fun!), we did better cost analysis and cancelled the project because the "ride" would have been way too expensive for end users. The custom motion platform was especially expensive, but added so much to the experience.
Later at a different company, I was lead programmer for a VR demo system for Disney. The demo was great, but when they deployed to production in Disney World they had to cut corners on the motion platform, etc.
edit: my point is that there is a lot more to VR than just 3D graphics - if you want to achieve what is called "suspension of disbelief."
Was that the Aladdin's carpet ride? I was one of the beta testers at Epcot as a child. I remember being terrible at flying the carpet around but not caring because it was so unique.
No, it was a river raft ride with lots of dinosaurs. In the demo/prototype system, the dinosaurs behaved differently depending on user actions. I never got to try the deployed system.
Oculus Rift owner here. I think the biggest things to look for in the upcoming consumer version is how effective the new head tracking is at reducing the mismatch between your real-world head and virtual-head. Among all of the factors that contributed to nausea in the first development kit, latency, motion blur, pupillary distance, I believe a lack of head tracking has been the biggest as they did not have an effective solution and instead modeled it in software with a simulated 'neck crane'. Little variations in your head position that normally create a wealth of information for your eyes were not being picked up and were understandably creating discomfort or the user.
Based on the reviews I've seen of the Crystal Cove prototype, it looks like this new 1:1 head tracking, coupled with reduced motion blur, has eliminated a majority of the nausea from the experience (1).
So if Oculus holds up their end of the bargain, the next breakthrough is on the game developers. Who is going to create that 'killer app'? My bet is on Valve with something like Half Life 3 / LFD2 (2).
I actually think Portal would be a better killer VR app than HL or LFD. It would appeal to a much larger base, including more casual game players.
If we're talking mainstream breakthrough.... If EA weren't so backwards, and assuming the hardware were ready, The Sims VR would cause an earthquake.
Also, a next generation incarnation of Minecraft would be a prime candidate. A world you can 'live' in, that is easy to randomize and wouldn't take five years for devs to build first (ala Skyrim).
Is Portal considered more mainstream than a straight-up shooter? I would think that most run-of-the-mill COD or Battlefield players would stay away from the quirky, puzzle-y nature of Portal.
In the articles I read, it sounds like Oculus has very carefully worded how exactly motion sickness was "fixed" ... saying it "eliminates it in certain virtual environments." [1]
The only cause of unbearable motion sickness for me was strafing in games like HL2, Portal, etc. I'm somewhat skeptical that adding head tracking will make these strafing-heavy games sickness-free.
Currently, the sickness is such an off-putter that I need to force myself to keep using the device. I'm somewhat concerned that if this cannot be eliminated for all content, then some proportion of users will still get sick as the envelope is pushed. I know that for many/most consumers, even slight sickness will cause them not to want to use it at all.
I'm really surprised at the negative comments regarding VR. It just seems so obvious to me that VR is going to impact the world in a huge way.
Many of you are caught up in the small technical details. Forget about that and look at the big picture. We are finally going to replicate experiences and our brains will really think we're there.
This will have repercussions on things that may not be so obvious right now. Things such as traveling for meetings or entertainment. Why go through the hassle of getting ready, driving through traffic, looking for parking, etc when you can just put on VR equipment and experience the same thing instantly?
I can't say for sure that VR will be as big as I think it will be, but I'm pretty confident that it's an either/or thing. Either it's going to be the most impactful technology since the internet (perhaps greater), or it's going to be a flop. I don't think there will be a middle ground.
I'm really surprised at the negative comments regarding VR. It just seems so obvious to me that VR is going to impact the world in a huge way.
That seemed really obvious to me in the early 90s, too. I don't mean that to sound dismissive or get-off-my-lawn-ish, just to point out that there's a history of VR overhype which makes skepticism understandable.
I disagree. Back then, the hype was was just random people making those claims. Today, we have some of the most respected voices in the industry verifying that we've hit the magic threshold where you really feel you're in a virtual world.
That's true. This is also a good opportunity for those of us that remember the early days of the Internet. If you believe, as I do, that VR will have a significant impact then today is the equivalent of the pre-Mosaic days of the Internet. The calm before the storm. Anyone creating a business in this space has the opportunity to be the next Jeff Bezos or Marc Andreessen within 10 years. It could all be a nerd's pipe dream, of course that's what they said about the Internet and before that computers in general.
Speaking of lawn, in the early 90s this was an impressive 3D sequence in a movie: http://www.youtube.com/watch?v=I33u7P-XokE#t=49 I wasn't sure if I could ever get to enjoy that level of graphics in real time on a home computer.
To think that now I could probably purchase an Oculus and code that myself. Makes me excited to see where we are going from here.
If you tried the best available devices for consumers and the 90s and then the Oculus dev kit, you can see that the latter is way better, even if it isn't in final consumer shape yet
tbf, I was old enough to be aware of the hardware limitations even back then in those Virtuality™ days.
Now though, we're at one of those Singularity-like points of convergence which makes the plausability of mass usage of this kind of tech quite conceivable.
We have the resolution, the processing power, apparently the response times and positional-tracking too. None of these were practicable back in the 90s.
I, for one, am getting a wee damp at the whole idea.
I think that this idea of programs and files existing in AR space is going to cause another fundamental shift in the way we interact with computers. The idea's been explored before - but once HMD resolution hits that critical point, all previous implementations will be what PDAs were to the iPhone.
Over the holidays, my brother-in-law brought over a set of the current Oculus. The 720p ones.
The experience reminded me a lot of the early days of 3D, i.e. the difficulty alone of setting up a 3D daughter card properly. You needed the right version of this driver, the right version of that app. The Oculus took about 45 minutes to set up properly - and I am a gamer with a gamer PC. We needed a particular game from Steam that had a development feature that you could turn on, etc. We had to fool around with the Windows video settings. You name it. This will obviously get better when they release a real version, but it was pretty bad.
Then I actually tried them. All of Jeff's observations are spot on. The current resolution sucks. The problem is that your eyes are so, so close to the screen. I thought that I was going to have problems as a user of reading glasses, but that turned out to not be a problem. I have no idea why, but I didn't need them, so that was good.
The other big issue is maybe health related. These things can make you (or at least some people) sick as a dog without a good deal of practice. I'm not sure if it's the lag, or whether it is a fundamental property of having your brain yanked from the visual environment that it evolved in for the last 100+ million years. It was really bad. Of course, the game we were playing, which was some sort of flight simulator, didn't help. I did not try another game. I didn't feel like I was going to be able to walk after 10 minutes of VR.
One other thing. These goggles invite new gameplay experiences that probably haven't been invented yet. And by that, I mean that just strapping these things on does not suddenly make current mediocre games great. Mediocre games still suck. In fact, they are worse, because you can see every flaw, due to the closeness of the screen. So there will need to be games that are made just for this device. Which, I guess means that you should not buy these hoping that your current set of games will now become "walk thru" or whatever.
It is going to take a compelling combination of hardware and software in order to make this device really shine.
I wish them the best. I am really on the fence as to whether or not this is a revolution at all. Time will tell. I hope it is and that they can overcome all of the hurdles, many of which seem kinda big.
Hmm, on Mac, my dev kit is plug and play. While DK1 has very low pixel density, these numbers increase fast as resolution scales. CV1 will be at least 1080p, and more likely 1440p, which increases PPI from ~14 w/ DK1 to 19 or 26, respectively. Samsung is scheduled to release 4K mobile panels in 2015 (and hence directly portable to the Oculus devices), which will gets you to regular monitor PPI. At that point, you can basically have infinite virtual screens, which is very interesting for developers.
Farsightedness is fine - the Rift focuses at infinity. It's probably a lot healthier than staring at close screens in terms of eye stress/focusing.
Simulator sickness is mostly caused by excess latency and confusion of the vestibular system. The latest word is that these are taken care of with 1) accurate positional tracking (DK1 only has rotational tracking), 2) sub-20ms motion-to-photon display, and 3) low persistence.
Jeff links to Abrash's talks, which are well worth the time to go through if you have an interest.
I think to some degree, the most interesting thing about DK1 isn't how "rough" it is, but more as a data point showing just how far things will have come in such a short period of time.
Yes, compare the absolute stagnation of HMD development over the past 20 years to the leaps and bounds from the Carmack demo at E3 2012, DK1 in Q1 2013, Crystal Cove at CES 2014 and DK2/CV1 in Q4 2014. IMO, we're in for a wild ride.
> These things can make you (or at least some people) sick as a dog without a good deal of practice. I'm not sure if it's the lag, or whether it is a fundamental property of having your brain yanked from the visual environment that it evolved in for the last 100+ million years. It was really bad.
It's primarily a matching failure between what you see and what your inner ear, proprioception, and sense of pressure are telling you is happening, as well as any other visual input if it's a mixed-vision system. Mostly inner ear, and vision if present.
Also it's mostly rotational motion that triggers it - but you'll easily hit that with just the small motions of your head and the looseness of the headset.
Which is ridiculously hard to compensate for since you have to get extremely precise, low-noise motion & environmental pose tracking, with extremely tight time limits - and then it has to be fed into the rendering engine, which has to react in time to fool the operator.
But the evolutionary rationale is also right. Your brain evolved to freak out in the event of persistent sensory mis-match because it's a pro-survival feature. The naturally occurring causes are things like severe food poisoning.
> I thought that I was going to have problems as a user of reading glasses, but that turned out to not be a problem.
IIRC, the reason is that VR stimuli are "focused at infinity." It also helps that you're trying to take in the image, not the pixels or other fine details.
Trying to read small text at a distance of ~ 20 cm requires relatively precise focus. A picture of a cat that's taking up your entire field of view does not.
Thanks for the information (and also to the other replies). I do not totally understand the "focused at infinity" thing, but it does make sense. I am just grateful that older eyes will not be excluded from trying this new tech out in a reasonable way.
I just read the Abrash PDFs and they are very honest and insightful. It's nice to know that someone (many someones!) is actually doing the science that's needed to get this stuff right.
Honestly, given the challenges, it seems reasonable that this will all start the way that the 3D game revolution did. Slowly, on the PC first. One step at a time.
I'm in as soon as there is a compelling game to play!
The "sick as a dog" problem rapidly diminishes with practice. I can cheerfully spend an hour in a high-movement VR environment now with no ill effects, and I don't use my Rift all that often.
Also, even a bit of positional tracking helps a whole lot. MineCrift (Minecraft in the Rift) becomes a lot easier to play once you've got a Razer Hydra enabled with positional tracking.
The trick is to use it frequently for short periods when you're first getting used to it.
> The "sick as a dog" problem rapidly diminishes with practice. I can cheerfully spend an hour in a high-movement VR environment now with no ill effects, and I don't use my Rift all that often.
For some people, it takes strong guts to be willing to put through that practice that it requires. 10 minutes of Oculus Rift (dev prototype) will make me ill for hours. In addition to feeling like I'll to throw up, my eyes cant focus properly and I can't read text on a monitor afterwards. I'm not particularly motion sensitive.
I'm sure practice would help but I'm not willing to go through several days of nausea in order to be able to play 3d games.
I think that this is also the reason why Oculus isn't putting out their product quite yet. They need to get to a point where only a very small fraction get any kind of motion sickness. Otherwise they will be devastated by press reviews in mainstream consumer electronics reviews. Gamers might be less harsh about it. But if they get a "vomit helmet" reputation, that will be the end of it.
That being said, I'm very eager to get to try the Crystal Cove prototype with translation motion tracking (the IR LED + camera thing) and improved resolution. I think that better matching the head movements with the virtual reality will reduce motion sickness.
I very much hope that they will be able to roll out a better product but I will not touch the devkit again.
Last weekend I installed on an Ubuntu machine with no trouble at all. Just downloaded the dev kit, followed instructions, plugged in the device and it worked. Haven't tried any actual games yet though.
It's definitely a prototype, and you're right that it'll take new gameplay. People are saying that typical first-person shooters don't work at all.
Forbes had an interesting experience with the latest prototype. Especially regarding the motion sickness aspect as the latest tech supposedly addresses the problems with the first dev kit in substantial ways.
It amazes, and bothers me, just how little discussion of the potential health impact of VR there is in the new hype cycle. My understanding from 10+ years ago was people would have invested in getting over the latency problems if they hadn't discovered it's actually really bad for you, not in the sense of being heavy, but messing with your depth perception when back in reality.
The technology has clearly improved, not least that a decent phone now has more graphics power than an SGI Onyx of the era of the experiments, but nothing has magically changed about the people.
Eventually we'll just jack our devices directly into our visual cortex instead of bothering with all the issues screens+optics brings. Then it won't matter that it's VR, given high-fidelity, accurate input. Current VR systems like the Oculus are "just" a stepping stone to something much greater.
That said, could you be more specific about the problems caused with our current VR technology, and the reason they happen?
> Eventually we'll just jack our devices directly into our visual cortex instead of bothering with all the issues screens+optics brings.
This will not work. The visual system is not an "information processing" system like a computer. In order to wire an "accurate input" into your brain, you would need to duplicate all of the nonlinear optical, electrical, and chemical transformations performed by the eye, in which case you might as well just use your eye.
In other words, we don't just see what comes out of the screen, so wiring that data into your brain will be gibberish at worst and a somewhat compromised new sense organ at best.
Yes, but once you solve those issues, you don't need a super high resolution, light field based (or otherwise adjustable focus) display that's very small and has very high battery life, to achieve the same portability. Your face doesn't need to have a weird-looking and -feeling object on it, and if you can hook into the original eye signal, you get a free dual camera for AR. Oh, and on a less geeky note, it gives sight to the blind.
The resolution and the focus will certainly be solved long before an implant could give remotely similar performance, but an implant would sure be neat for the other reasons.
> Eventually we'll just jack our devices directly into our visual cortex
This comes somewhere on the tech tree after "practical flying cars" and "solving world hunger." But eventually, sure, why not.
> That said, could you be more specific about the problems caused with our current VR technology, and the reason they happen?
The most common and superficial health issue with VR (and AR) would be simulator sickness. The visual cues don't match what the brain expects via other sense data, so you get sick. It happens to some people much more easily than others.
More direct hazards:
Safety issues, e.g. tripping on stuff you can't see while operating a VR headset, or being distracted due to virtual stimuli.
Vision impairment, primarily in children younger than 6-10 years, but potentially also in older users with compromised vision systems.
Temporary visual impairment, typically after sessions longer than 20 minutes. Pronounced eyestrain due to unnatural focal behavior, object tracking, display quality, and optical alignment.
Viire, "Health and safety issues for VR". It gets cited around lots even though it's over 10 years old now, but I couldn't find a free copy. Look it up on ACM if you have access. You can preview the first page at the following URL. http://www.deepdyve.com/lp/association-for-computing-machine...
You'll note that these are all late 90s. VR research was much better funded then. You can find more recent stuff though, at least with appropriate database access. More work did get done, but shoehorned under different keywords since "virtual reality" stopped being trendy.
> You are worried about supposed problems that came from 10+ year old tech. (from sibling's child)
Nope. The main difference between 10 year old VR headsets and the ones you can buy today is that the use of bulky CRT eyepieces vs. LED-based eyepieces. The middle ground being LEDs with gradually improving dot pitch.
The human issues remain more or less the same, seeing as nobody has re-engineered the human body in the last 10 years.
My grad advisor had been involved in VR & AR research going back - I forget, 20 or 30 years. So I did a fair amount of reading on the topic. You can make slightly better headsets today, particularly if money is no object - but the core limitations are really the human factors, and the timing constraints necessary to accommodate human senses and rate of motion.
Unfortunately, the teams at Valve and Oculus seemed unaware that solving the problems you cited would require "re-engineering the human body", and naively set about solving these problems with more conventional engineering methodologies. Miraculously, they've succeeded in eliminating simulator sickness, taking advantage of the near-zero pixel switching time of OLED displays, as well as accurate, low-latency, 6DOF head tracking.
Current state-of-the-art VR tech is a huge advancement from late 90s VR tech, here's a few examples that run contrary to your curious assertion that the only significant VR tech advance of the last decade was the transition from CRT to LED displays:
-The usual inexorable orders-of-magnitude march toward greater processing power
-Commodification of smartphone hardware, which happens to be ideal for VR
-The ability to correct for distortion and chromatic aberration in software, rather than with bulky and complex optics
-Advancements in "sensor fusion", where multiple, complementary tracking sensor technologies are used in tandem, to compensate for deficiencies in any single tracking tech
-Low persistence technology that eliminates notoriously sim-sickness-inducing pixel smearing
You've clearly done your reading on this, but the VR landscape really has changed more in the last few months than the five years pre-Oculus.
> Miraculously, they've succeeded in eliminating simulator sickness…
Not true. While Abrash seems to makes this claim several times early in the PDF [1], near the end there's this:
> In addition to the question of how games will interact with input, rules about how players can move around a virtual space without getting motion sick or losing presence have yet to be figured out. We’ve found that traditional FPS movement is far from optimal and tends to cause motion sickness, so VR may be best with slow movement and a lot of up-close interaction, in which case we’ll have to learn how to create fun games around that.
Abrash admits that "traditional FPS movement" still makes people sick despite all the technical improvements touted earlier in the paper. His solution doesn't work for FPSs but instead proposes new types of games instead of the ones that people want to play. Flying fighter jets, the type of simulation that gives simulation sickness its name [2], does not involve the "slow movement and a lot of up-close interaction" that Abrash says is needed to prevent sickness.
Like you I was excited that Valve had solved the simulation sickness problem, but on closer reading found that it's just not true. Many people have the desire to use VR tech in virtual worlds doing things that involve normal-speed head movements without getting sick, but Valve has not solved this problem.
Simulator sickness is different from motion sickness. That is, there may be low simulator sickness, but it turns out that pulling 9G turns or rocket jumping while running backwards at 40MPH, while not a problem on regular computer screens will get most people motion sick in real life, and hence in VR.
From personal experience and in watching a number of people in my office try out the DK1, I can definitely confirm that there are a number of things that are quite different when strapping on the Rift - relative scale of objects becomes much more important, world detail (books in bookshelves etc) takes on a much more interesting quality, and movement speed is definitely something that seems to scale down - feeling comfortable moving at walking/realistic speeds vs getting sick at traditional video game character speeds.
>Unfortunately, the teams at Valve and Oculus seemed unaware that solving the problems you cited would require "re-engineering the human body", and naively set about solving these problems with more conventional engineering methodologies. Miraculously, they've succeeded
Too bad they didn't listen to the status quo and go about re-enginering the human body instead.
Practical flying cars, at least as they are seen in films, requires a method of flying that does not rely on aerodynamics or reaction mass and has an energy store that is far better than petrol.
Today we have experiments that bring limited sight to the blind and cochlear implants that bypass the ear are routine operations. I would say that gaming implants are a lot closer than you might think and are almost certainly closer than practical flying cars.
Solving world hunger isn't really on the tech tree, given there is already surplus food. It is firmly on the politics tree.
>Practical flying cars, at least as they are seen in films, requires a method of flying that does not rely on aerodynamics or reaction mass and has an energy store that is far better than petrol.
That's not true. All you'd need is batteries with higher capacity and some clever engineering of ducted fan propellers with variable geometry. You couldn't manage nearly as high speeds as passenger airliners in the lower atmosphere, but you could certainly manage cruise at speeds and efficiencies around those of a car. A modern sailplane cruises at an effective energy consumption of 3 kW (4 HP) at 100kph (calculated as sink rate at max L/D times gross weight). You wouldn't get this efficient without some really smart engineering of the lifting surfaces, but there are plenty of avenues that haven't been explored yet if you've got VTOL capability and don't have to engineer the wings for safe landing speeds.
The key is that the design has to use wings, it's the only practical way to generate lift efficiently.
I said as they are seen in films. The ones in films vtol right next to pedestrians and other vehicles and have no wings. To achieve that, they are not pushing air around.
Of course you can always get a microlight, but they already exist and they are not flying cars.
There are huge engineering avenues that haven't been explored at all in this regard. As I said, all contemporary aircraft have large wings in part because they have to maintain high lift at low speeds, when landing. There is a big likelihood that some design compromise could be made where a lifting-body design, foldable wings or similar concept could be used to make a much smaller and more lightweight vehicle. A more realistic answer to your initial post is that we don't know yet, not that it is impossible.
I still fail to see how papers on older tech (and it was more than just the size of the eyepieces, eg Virtual Boy) can be said to apply to the same tech today.
Cars in the 90s were less safe than cars today. You may build upon car safety studies in past decades but you need to test and re-confirm the conclusions of the older test subject hold true for the modern test subject.
Some things _may_ still hold true but where in science do you draw the same conclusion for a blanket category of "All VR"?
Re unnatural focal behavior, there's some early work on holographic displays going on at MIT (and elsewhere) that could, in the future, solve that problem.
I realize I can do some digging. I was just hoping for pointers to make that process easier and more fruitful - otherwise I will probably not bother myself to be honest. I imagined you would have something more relevant to share about this topic, compared to a search, since you say it bothers you that there is no discussion about this. I'm inviting you to start some discussion.
You should at least be able to find the Abstracts. You are worried about supposed problems that came from 10+ year old tech. I think if you wanted to show concern you could point people towards real problems when you make claims like that.
We're pliable, we'll adapt. VR doesn't physically alter your body, so with repeat usage, we'll adapt. The garbage in processed foods is likely damaging us far far more, as those lab created ingredients actually become a part of us.
The case that used to scare the hell out of the lab techs I ran into was that of someone using a simulator at work for a few hours a day, but driving to and from the office. The context switching is far from instant, and acclimatising to it could be the eye based equivalent of giving yourself a calluses through repeat gentle stabbing with a needle.
Additionally, if you spend a good proportion of your waking hours in a device setup for you to focus at infinity, what happens when you take it off and need to focus elsewhere? The muscles won't have been exercised and you won't be used to using them when looking at objects you judge to be at different distances.
This is on top of the classic intro, which would be "welcome to VR - we're going to show you 20 new ways to make someone fall over with surprisingly little effort", and many of those don't even need head mounted displays.
As far as I could tell AR got a lot of early support largely because using see through displays eliminates most of the problems while preserving the most interesting non-gaming applications (i.e. keyhole surgery overlays on the patient) though the calibration requirements are insane.
Actually, it really doesn't. You can prove me wrong by linking to any study where a VR rig has caused any physical change in the human body. Otherwise, you're just spewing FUD.
glimcat gave a good intro into the problems elsewhere. It's the tip of a very big iceberg, but this is the real reason VR previously died on it's arse. Sadly the meat is hidden behind academic material paywalls.
Not to say you can't harm yourself with conventional setups, you can (epilepsy being the extreme example, but eye damage from using displays irresponsibly is very common in the geek world), just VR adds whole new dimensions to it that should really be far more openly discussed.
It seems like all those papers are at least 10+ years old, though, and mostly irrelevant today. Especially when you look at what the Oculus folks have gotten around to fixing.
Safety and comfort are top priority for Oculus right now. If you look at their documentation you'll find all sorts of information about it, and the hardware improvements they're working on (latency, low persistence, resolution, position tracking) are all aimed directly at it. Oculus knows that they can't sell a consumer product unless it is completely safe and doesn't make people sick.
It's definitely different from Oculus/Valve but I think most people want to be immersed in a world rather than have a very sophisticated and gorgeous board game/D&D experience.
There is fighting a dragon with your D&D friends on a couch eating chips and what not, then there is fighting a dragon with your hands and body.
I'm not saying there isnt a place or this won't be popular, but I'd rather be in the OASIS somewhere with an immersion rig :)
> It's definitely different from Oculus/Valve but I think most people want to be immersed in a world rather than have a very sophisticated and gorgeous board game/D&D experience.
This is by no means the only thing CastAR will be able to do - it's just what they have concentrated on in their demos. Perhaps because unlike Oculus, they can create an experience where many viewers can share the same scene (or a completely different scene) on the same physical surface.
I am particularly interested about CastAR for (flight, etc) simulation. The problem with Oculus is that it completely blocks your view to the real world. When playing flight simulators and other games with lots of controls, you need to see where your fingers are. E.g. playing flight sims with the Oculus, most of the time your hands will be on throttle and stick and everything is fine but when it's time to engage the landing gear, you'll have to peer under the goggles to find the button for the landing gear.
Perhaps the CastAR technology is more suited to things that pop out of the surface (like a board game button) than things that go deep into the surface (like a window). This might make it less suitable for simulation purposes.
On the other hand, the playing with the Oculus will inevitably be a solitary gaming experience where the CastAR may be able to preserve the social element in gaming. Of course, solitary and social games are targeted at different audiences.
But the best thing about CastAR vs. Oculus is the competition of two different technologies, which will inevitably drive the competition forwards.
I don't know - 3D TV has broken the ice of getting everyone together wearing glasses to view content. I think the CastAR at the right price point could be a next logical step there - especially if they take the QR code alignment concept and add a bit of social logic to it (i.e. look at this target and say, your phone downloads prompts to download the relevant game and connect (or hunts for the right wi-fi video stream).
I'm not saying there isnt potential _there_ just that most people/gamers I talk to are looking for VR, not AR. Google glass and CastAR will bring a lot of nifty stuff to the table but that will be a different audience.
Like the blog post said, VR people are after Snow Crash/Ready Player One.
I've been very (very!) impressed by how natural CastAR feels to use. But I fear they'll go the way of the Wii - great tech, but no one really takes it seriously enough to build out on the platform. My fingers are crossed for them though :)
I don't. There's no way AR can be make you feel "present" in a whole other world the way VR does - at least not as fast as VR can do it. Whether it can do it 20 years later, that's different. But it seems much easier to do that with VR now.
This is exactly the difference between VR and AR. With VR you yourself become convinced that you are present in a virtual reality, while AR convinces you that the virtual has a presence in reality.
Graphics programming for VR is only slightly more difficult than normal. Some screenspace techniques don't work as well, and everything is done in a stereo pipeline. The Oculus also requires some distortion and calibration of the distance between the eyes is very much preferred. Basically that's it.
Replicating the real world is still very far off, but there is an estimate where the resolution offered by the screen matches the average density of receptors in the eye. I don't recall exact numbers, but I seem to remember Michael Abrash having said something about it. Probably somewhere in the range of 8k displays per eye.
8k may not be high enough for true "reality like" vision in an HMD. A good article on the matter can be found at http://bit.ly/1bCyIcj .
What's cool is that mobile manufacturers have already committed to creating screens capable of much higher-density screens than current technology. The VR space was a bit nervous regarding display technology due to the diminishing returns of higher-resolution screens but recent announcement makes hi-resolution VR not only possible but likely regardless of the success of individual VR companies.
I'm as hopeful for Oculus as I would assume most HN readers are, but one hurdle Jeff mentions is I think a bigger deal than most people assume. Namely:
> It's a big commitment to strap a giant, heavy device on your face with 3+ cables to your PC. You don't just casually fire up a VR experience.
This is the exact same problem that just killed 3D HDTV -- the "everyone has to put their special pair of glasses on now for this to work" problem. It turned out that most people just weren't willing to go that extra step of putting special glasses on to watch TV. And 3D glasses don't even have to be strapped to your head! They're feather-light and super-simple compared to something like the Rift. But they were still too much to win over a broad general audience.
(It could be argued that this is less of a problem for VR than it was for 3D, because TV content is more frequently consumed socially than computer/game console content is. But even if that's true, it seems like it puts an unnecessary cap on VR's ambitions; why wouldn't VR want to expand into the niche TV fills today?)
This is a big chasm for VR hardware, even very good VR hardware -- the more ceremony that is required to get from "hm, I'd like to have a VR experience now" to actually having the VR experience, the less likely it is that it will ever make the leap from early adopters to the general public. "Casually" is a good way to describe the way people interact with most media -- and that's only becoming more true as things like smartphones and tablets become prevalent. So anything that pushes back and tries to make that casual experience more formal is swimming against the tide.
While it's incidentally true that "you don't just casually fire up a VR experience", it glosses over the more salient fact that you don't have casual VR experiences, full stop. VR is, definitionally, an immersive, exclusionary activity that places you in a virtual world and prevents you from interacting with your surroundings. Criticizing an activity like that for not being casual enough to "fire up" is like speculating air travel won't catch on because airplane doors are too narrow.
The 3D movies and TV technology is a pointless gimmick anyway. What it does most of the time is give you a couple of planes or layers of "depth" in the picture.
Games are actually made out of 3D geometry that you can freely walk around in and look anywhere so the 3D effect is on a ridiculously different level.
As a child I was more than happy to spend ~10 minutes waiting for my ancient computer to boot up and load a game, and even now all the League of Legends players cope with absurd startup time. In contrast, it'll take less than a minute to put on some VR goggles.
The comparison with 3D TVs isn't so valid. In contrast to gaming, TVs are both casual and multi-user. Making sure everyone has the right glasses to watch 20 minutes of the Olympics (while conversing or eating or whatever) is much different than sitting down by yourself to do some proper gaming.
"This is the exact same problem that just killed 3D HDTV"
I beg to differ. "3D" failed in cinemas and there's no amount of commitment already given to that ensuring maximum enjoyment; travel, ticket prices, $10 popcorn, etc. I see the lack of compelling content, or at least a good enough reason to make said content 3D.
The same is not true of VR. Entirely new experiences are possible. I agree that it's an anti social technology but I see the solitary gamer or single individual getting a lot of value from this.
I find it odd that he described Ready Player One as "excellent", yet is excited about VR. Maybe he wasn't paying attention, but Ready Player One is in part a critique of VR. Notice that the real world has decayed quite a bit because of neglect; most everyone avoids the real world and escapes to the OASIS (the VR). And the book ends with the protagonist being happy enough that for the first time in as long as he can remember, he has no desire to log back into the VR.
I had a different perspective on the book. To me the dystopian future had less to do with VR and more to do with oligarchy, the energy crisis, and our lack of planning for the future. In the book VR became the main character's only way to escape his harsh realities, a place where he actually had a best friend, and a place where he enjoyed experiences with his mother and was able to benefit from the automated education. The end of the book did not give me the impression that VR was bad, only that reality could be good even in a bad unforgiving world.
I know the author went to the Oculus Rift headquarters last year as they are big fans of his book.
So based on this it does seem like using OR for your desktop (browsing, work, etc.) will not be viable. This is kind of sad as I was hoping that it will be a decent alternative to using multiple monitors.
Browsing is inherently a 2D experience. Maybe VR will finally make it possible to try out stuff like clothes before you buy them online, though. Create an avatar that has your dimensions and looks, and then "wear" the clothes and watch yourself in a 3d mirror. Obviously, the graphics will have to look pretty realistic.
http://vr.mkeblx.net/oculus-sim/
You can see there's a pretty huge difference between the 800p one and the 1440p one (~4x more pixels), which will probably be what the consumer version will have. With 1440p you will still notice the screen door, especially in the distance (the sky), and it looks like we'll only solve this with the 4k resolution, when the resolution seems to become "normal", and without easily noticeable pixel lines, but it will probably be at 8k when we'll have "retina"-like quality.
All of that being said, I think 95+ percent of consumers buying the 1440p version won't even notice the small pixel lines in the distance, because they'll be so "present" in those VR worlds. Most "normal" people trying it out quickly forget about the screen door even with the 800p developer kit, because they've never experienced something in VR before, and to them it feels very real already. Personally, I do hope they can use the 4k resolution in the second consumer version as soon as possible, but I think the 1440p one will do just fine with all the early adopters.