Looks like Iribe misheard this question or was delibrately changing the question. Which is a shame because I really want to know exactly what method they use for tracking fingers for gestures.
Hopefully they can get in a couple of screen controllers from a gaming monitor to get 120hz or so.
LCD can do a kind of low persistence by strobing the back light after each frame is drawn, which would be similar to the "global refresh" but the the…
Edges are blurred because optics are hard. Look up things like "Petzval field curvature", and "chromatic aberration", and "pincushion distortion" if you want to know more.
You also need to update to windows 10 to get DX12. From the sounds of that conference I dont think CV will be supported on any OS other than Windows 10.
Rift weighs more than Crescent Bay:
http://www.gizmag.com/oculus-rift-interview/38002/
likely because struts have to be thicker when they are a freestanding skeleton rather than attached to a rigid skin. To me looks like they should of just made t…
It is true that the lenses concentrate pixels in the middle while rectilinear sampling used by GPUs concentrates pixels in the corners. You can see the disadvantages of rectilinear sampling at wide FOVs here http://strlen.com/gfxengine/fisheyequake/…
There is lightweight engineering and then there is underenginering, I am concerned that a skeleton covered in fabric is not going to be very durable. That fabric is going to get snagged, torn, and dirty with time. The struts in the skeleton have to …
Re projection at 120hz keeps down head rotation latency, and keeps down flicker on low persistence, it also make low persistence 33% brighter than 90hz and 100% brighter than 60hz for the same persistence. Before we experienced HMD head tracking sme…
Especially as at the moment Rift is still looking slightly inferior to the Vive DK With less tracking volume, more vulnerable to occlusion, hand controllers coming even later. With other specs like res and so on having parity. The only advantage is …
I think you are only supposed to do the gestures like pointing and thumbs up with your upper two fingers and thumb while hanging on with you little and ring finger. This would work better with a palm strap rather than a wrist strap. It will interest…
On the contrary I think the third person games will have scaled down worlds to reduce motion sickness and emphasize the 3d like in Luckies Tale. Reducing the scale of the world reduces the perceived velocities and accelerations. Looks like Lucky's T…
Nvidia say they can with multires rendering
https://developer.nvidia.com/sites/defa ... ndouts.pdf
An there is the multiview extention to OpenGl
https://www.khronos.org/registry/gles/e ... tiview.txt
Looks close enough to CB to me. Looks like the gap between showing CB and CV is about twice as long as between VIve DKs first showing and CV. I am not a manufacturing expert but I am having difficulty understanding why the HMD released with just a g…
A time of flight camera can depth scan by sending out a light pulse and timing the return. But that would require a smoth spot in the IR transparent plastic so its not interfered with too much, as would structured light projection. An IR camera coul…
A single camera lens on the front suggests a time of flight camera , as binocular or structured light projection would require another lens. Does anyone know if TOF pulse can work through matte plastic? Or would the matte surface screw with the lase…
Running a 3840x2160 monitor above 60hz would require either 2 displaports or DP1.3 that could go up to 120hz. 144hz is just dreaming, I dont think anything is using SuperMHL yet.
New multiview drivers should fix that
https://www.khronos.org/registry/gles/e ... tiview.txt
https://developer.nvidia.com/sites/defa ... ndouts.pdf
In Multires rendering Nvidia seems to think dividing up the screen into 9 renders is worth it for a …