05-05-2015 12:00 AM
- First of all, and most obvious of the signs: there's been none since the Crescent Bay was released 10 months ago (according to report it was ready 2 months before release in September 2014). Neither there's been any announcement about a DK3 in before the consumer version.
Not only does it make no sense to leave a community pushing a market in the dark for that long, but it's also really bad for that community itself: there's fewer and fewer DK2 experiments and demos being released, and interest in VR or at least the Oculus is steadily slowing down all around me and forums/boards I follow, when VR needs the exact opposite.
And for a CV1 release, something that is -just- an extension of the Crescent Bay or even a DK3 that wasn't thoroughly tested by a beta community of developers, doesn't make sense. Nor releasing a public consumer version that has so many problems and challenges, not only in display image, latency or form-factor but also the fact that it has no hand-motion sensor.
The first thing my "casual" friends try to do when putting the headset is to use their hands, which shows how necessary and obvious this function is for immersion in a consumer product. And what the Leap Motion + HMD is achieving as an experiment is what a DK3 should've been, especially, as I said, for it to be experimented and tested.
- The second strong indicator, is the Mobile VR. An Oculus HMD has a big form-factor, is tethered, requires a computer while adding the costing of the screen component and being a compatibility hassle. Mobile VR targets what everybody already has, a smartphone which is already equipped with screen, gyro/accelerosensors and optimized processors, is untethered AND has a store-ready ecosystem.
If you look at Weareality (http://www.kickstarter.com/projects/wea ... mitless-vr), they're already providing a visual experience that is far greater that that of the oculus, just because of the 150° FOV, the transportable and untethered form-factor and most-importantly, the price.
Such enterprise are so easy to pull out (I mean anybody anywhere in the world can suddenly come-up and market something that is an order of magnitude higher than the basic HMD set just because of a small innovation). In fact that maybe why Oculus has been putting more effort in helping Samsung update its Gear VR than releasing a new iteration of their own...
05-05-2015 05:37 PM
05-05-2015 06:24 PM
05-05-2015 07:59 PM
"wheatgrinder" wrote:
You seem to think positional tracking is somehow impossible to solve on mobile?
05-05-2015 08:28 PM
"yazze" wrote:
Except that there's no platform, no new SDK, tool or platform, there as been no upgrade or news for 10 months,
05-05-2015 09:12 PM
05-05-2015 09:28 PM
05-05-2015 11:50 PM
"nosys70" wrote:
that's exactly the point. convergence. It is about taking the best of everything you need to reach your goal.
if a piece is missing, the you will not be able to reach it.
Oculus was too early. now we got better screen, faster chips, device designed for VR (sensor, lens ?), cheaper prices, so somebody who would
developp a new VR helmet today would probably start with different concept than oculus 2 years ago.
and that is what probably stopped oculus. their design is obsolete, even if their learning are valuables. Unfortunately, convergence must also be followed by adoption.
We have seen that with 3D on TV, convergence was ok, tons of screens are avaialble, glasses goes affordable, content avaialble. But adoption did not reach the required level.
The best clue about that is when content (usually demo or beta provided by developpers) start to fade (and this is the case actually).
there would be no shame from oculus to provide a DK3, with better screen, added feature (where is the nimble Vr project ?, why do we need a camera on pc when samsung can live without ?).
if developpers have to go their own way by supporting other product (leap motion, vive) , all the learning will go elsewhere than oculus.
I don't really care about getting a perfect screen (the DK2 is passable, and a slighlty better one would be fine. I know this can only get better). what i need is a way to get really VR, not locked in front of a camera, 360deg freedom, to be able to use my hands, a reliable direct to screen feature, i need Nvidia supporting their dual card render...
there is no reason why oculus could not deliver that, even if we know it is not perfect. they could even provide that as an upgrade to DK2 (new lens ? add-on Nimble camera, dual usb cam light house ? or better wireless 9dof sensor ?).
there are probably several thousand of developpers that would be happy to throw 100$ on an upgrade of their DK2 to explore new features.
05-06-2015 12:01 AM
"welby" wrote:"yazze" wrote:"welby" wrote:
The Gear VR will never has the same power that a PC could has right now..
To smoothly play and experience the CV1 you will probably need at least a GTX 980 that's both a bad and a good thing.
A bad thing cause despite of Mobile VR like WearVR-GearVr etc you need to buy a powerful pc.. (but probably still cheaper then GearVR+Samsung S6) but the good and best thing is that you'll be able to play games REALLY.. REALLY different to what a Gear VR or even a WearVR could achieve.
We're talking about playing games like Assetto Corsa,Black Desert,entire mmporg worlds that it will never possible to experience in a mobile VR experience.
Right now,and that's pretty already clear,you could has an overall good experience on mobile VR,but yet it's FAR MILES AWAY from the optimal experience like you could have on PC..
That means,MUCH worse graphic,much worse Fps( <60fps) versus the (>90fps) of PC, worste latency,for now(at least) no positional tracking.. and so on.
So they're just two different kind of experience.. probably if we'll never has the same power of a current GPU inside a mobile phone (and we're not so far away :lol: but still i think we'll need to wait a bit before see a Titan X inside a smartphone 😄 ) and like that it's cristal clear that it's right to have two different kind of product:
PC VR Headset to have THE BEST,SMOOTH,LOW-LATENCY,LOW-MOTION SICKNESS,BETTER GRAPHICS experience.. vs
MOBILE VR Headset to have the BEST PORTABILITY,UNTHETHERED experience..
However,i would leave this message here from the latest Oculus news release on their official page:
You got it all wrong, this is typical "pc master race" rubbish ie. people who don't actually know anything about PCs, graphics and experience.
Mobile VR, because it has a store/ecosystem ready, apps calibrated an optimized for these smartphone models, with highly efficient screen, gyroscope, and other things such as an internal integrated processor matching the built-in screen refresh-rate, or a back camera that can be use as a VSlam tracker and a front camera that can be used as an eye-tracker, makes for a WAY BETTER experience than a computer HMD.
Also it's easier to market since everybody has a smartphone, so easier to manufacture and sell at a lower prices, and it's untethered.
What you are referring to as nothing to do with the HMD itself, the graphic cards of your PC which varies from user to user, is not clocked on the same refresh-rate as the HMD screen making frame-rate and stuttering more common, it has higher latency due to the feedback time necessary between head movements, the motion sensor, the usb dongle, the processor, then the graphic cards, which in turn has to output with the specific HMD drivers which might have compatibility problem, images to the HMD. It is a mess of incompatibility, un-optimization, drivers, with no actual unified ecosystem.
The same as mobile VR goes for PS4 and Project Morpheus: the reason why this HMD is said to have the best image and performance with up to 120fps, is because unlike PC this is a tight ecosystem that is way more stable, forward and optimized than the PC ecosystem. Console are programmed "close to the metal" to be optimized to play games that will work the same on all millions of units which all have the same hardware, and the Project Morpheus HMD is synced with the internal card refresh-rate like G-Sync, and has an ecosystem with a store that make distribution easy.
So no PC HMD are not better because of the Graphic Card you may have."andyring" wrote:
EDIT: just noticed it's his first post, looks like i've been had!
See above
Well.. thanks to tell me that i do not know anything about PCs.. i'm sure you know them really well to say to someone else that doesn't know them..
But please..
I'm not talking about any Pc master race.. and i don't know why i should do that..
I'm just saying.. if the smartphone are so WELL optimized.. and so good as much as PS4 could do 120fps (that pheraps are not even truly 120fps since they're using some sort of software technique to achieve that..),however there is a reason why we haven't games like Alien isolation on the GearVR isn't it?
Well i don't need to speak more then..
I'm just saying that MobileVR and so unthethered headset that use smartphone that has the same graphic quality and horsepower of a PC are just still away.. and that's not something that has told by Nostradamus (like you're saying with your fatal words "Oculus is dead.. :lol: ") but it's something that is so RIGHT NOW..
John Carmack said that you should have not more then 60k triangles on the Gear VR.. and even with the S6 it will not change so much.. so i'm not saying we're not going to see awesome graphic and awesome games on mobile headset.. but still that (and it seems pretty obvius to me) we're gonna see even much "big" games on PC.. and that's why a "thetered" headset like Oculus will survive.
And stop speaking useless about this "community already there" when speaking about mobile VR.. If so we shouldn't even using our PC right now but we all has a Mac in our home or a PS4 to play instead of a personal computer.. that's something absolutely not true..
Oculus could has success as much as PCs in general have done since now.
And please.. a bit of humilty speaking about something that you couldn't already know..and maybe let's start to stop this "Oculus dead" posts and just wait until E3.. i'm sure we'll be all surprised.
05-06-2015 12:20 AM
"Cyril" wrote:
I have three words to say about mobile VR : No Position Tracking (which requires a fixed point).
I have three words to say about 120 FPS on a PS4 : Deceitful Marketing Trick (Google "Soap Opera Effect").
I have three delightfully sounding words to repeat about Desktop VR : Going Horribly Right (which hopefully includes reaching a sufficient combination of body/voice/eye tracking).
Because VR isn't about how good you are at ticking any one box (such as achieving the best mobility, the best FPS announcement, or even the best release date...), but about how good you are at ticking every last box.
05-06-2015 02:39 AM
"Cyril" wrote:
I have three words to say about mobile VR : No Position Tracking (which requires a fixed point).
I have three words to say about 120 FPS on a PS4 : Deceitful Marketing Trick (Google "Soap Opera Effect").