12-20-2017 07:38 AM
07-13-2018 09:15 AM
To be fair, No Man's Sky turned out ok in the end... it just took a couple years from the initial release to get there! then again I didn't really get into what was promised until after it had been updated a couple times.
I'm curious about this Zed Mini thing though.
07-13-2018 10:50 AM
07-13-2018 01:45 PM
07-13-2018 07:41 PM
07-14-2018 01:09 AM
07-14-2018 03:34 AM
07-14-2018 09:19 AM
07-14-2018 09:45 AM
snowdog said:
We won't see an AR headset with a decent FOV for quite some time I think,
.....
07-14-2018 10:40 AM
kojack said:
Here's a few thoughts about that rock throwing demo.The biggest flaw appears to be that the game part of the demo has no depth occlusion. No, I don't mean the transparency, all additive AR systems without a dynamic blocker like a clear/black lcd screen will be transparent.Take a look:The hand is in front of the rock and monster, but both are visible.We know it's possible, the ML has depth scanning. You can even see real time occlusion in the initial calibration of the same program:So, is it maybe a technical limitation? A static environment like the couch and the bit where the rock hits the ceiling have time to scan depth. A fast moving hand may be too quick for them to pick up.Or did the developers just not bother with occlusion for the whole thing?Another flaw, look at the FOV. The video is already very narrow FOV. But in the shot below, you can see how soon the ML image is cut off:Finally, it's clear they have a colour camera (or two), since according to Road To VR the entire video was recorded by the headset's camera (not through the wave guide screens). So why isn't the rock tinted to match the colour of the surface it was pulled out from? That seems really obvious.Overall it just seems like a quick hacky demo I'd expect in an sdk as a simple demo to show off how the code works, not something to show the public after billions of dollars has changed hands.
07-14-2018 05:24 PM