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brantlew

Oculus Staff

brantlew Oculus Staff

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brantlew
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  • Teleportation is not really a solution for FPS style games because it ruins time and prediction.  I just don't see how you can engage with other players when they are unpredictably flickering into existence anywhere at anytime.
  • When I went to college I convinced my totally clueless parents that I needed a new Amiga 500 computer to help with my schoolwork.  So obviously I spent all my nights playing video games and when I needed something to write my papers on I just went d…
  • It seems like a problem of definition.  Since roomscale has no definition everybody just skews it to fit whatever agenda they are trying to push and roomscale generally just becomes a code-word for whatever capabilities the Vive is perceived to have…
  • I'm glad this review listing is giving this game new life and the attention it deserves.
  • I remember seeing concept videos of VR with people wing-suiting in their living room a few years ago.  A lot has changed since then with the understanding of locomotion problems and the introduction of a larger variety of game types.  Windlands is a…
  • Common cause is non-optimal vertical positioning.  Shift/tilt the headset up and down until you see the effect minimized.
  • You could be over-thinking it.  I mean - we've put hundreds if not thousands of people through dreamdeck and blown minds for the most part with very little calibration.  For over a year we didn't even have an interaxial adjuster (IPD), and it was qu…
  • Back in the DK1 days, we used to have a DK1 with the front removed so that the lenses were exposed.  We had a flat screw drilled right through the lens and one person would wear it and another person would gently turn the screw until it touched your…
  • Vertical positioning is indeed crucial but eye relief can play a role as well.  The lenses and distortion correction are designed for optimal performance at about 12.5 mm eye relief - that's the apex of the lens to your cornea.  How do you measure i…
  • (Quote) 
 It seems to me that the Valve prototype and almost every other modern consumer headset design is based on the optical paradigm that started with the pre-DK1 - single element lenses / large screen / software correction. 
  • Any chance you guys have your sensor plugged into USB 2.0 ports?
  • Is the motion always along the z-axis from the camera?  The better you can characterize it, the easier it might be to diagnose.
  • Hard to tell from the video.  I see a slight bounce at the end which could possibly be over-prediction or simply  muscle alignment in your hand.  As far as the image moving afterwards, I do see some of the door shifting but it looks identical to par…
  • A couple more clarifications.  When you say, "after i stop rotating my head and am looking at the books, they slowly 
slide back into place where I would expect them to be, which takes about
 a second", does that mean that …
  • Adding additional sensors would not help. First I would note if it seems correlated with particular VR apps.  I've heard reports of "jumps" in specific games like ED.  Probably Home is the baseline app where everything should be working p…
  • If you are seeing a the world move after your head stops, then it may be tracking/prediction related.  Anything related to optics will be 100% continuous and will shift in perfect unison with head-motion even at extremely slow head velocity.  Also b…
  • There is a an optimal position of your eyes relative to the lenses that will minimize this effect.   You should play with the positioning (don't forget tilt and eye-relief) to find that optimal spot.  That said - what you are describing is the eff…
  • Well here we go.  Looking forward to reading the flame wars between warehouse-scale elitists disparaging all the "puny" room-scalers and trying to convince that the only true form of VR is warehouse-scale. Followed of course by the open f…
  • Yeah, you're optometrist is mixing convergence with focus.  You want to use the IPD when your eyes are looking straight ahead along parallel lines (infinity).
  • (Quote) 
 Not only that, but the distortion correction should look dramatically better when closer to the optical center.  At 72, I'm guessing things are pretty warpy and chroma-separated on the DK2.  I'm very lucky because I've got an "…
    in IT'S HERE!! Comment by brantlew May 2016
  • @cybereality   Yeah, we really had to use our imagination and "will" ourselves into immersion back in those days with those old devices.  People today got it way too easy.  The headsets today are amazing.  You really could not buy anything…
  • First time was years ago and predates all this great technology we have now, but I remember the first time I felt presence with an older headset.  I was walking through a forest scene and saw this deer through the branches.  It made me forget what I…
  • I'm sure there are dozens of better examples out there but here's what I scrapped up on short notice. As you watch the video, you will notice he goes through huge variations in camera-to-lens distance as he's filming (way more than you would actuall…
  • (Quote) 
Unfortunately no.  It seems counter-intuitive but that's the bizarre way that collimated light works.  Think of it this way.  Normally as you move away from an object, it gets smaller - covering a smaller and smaller range of your F…
  • (Quote) 
 Not sure if you just misspoke, but what you said here is simply untrue.  Changing the screen-to-lens distance would change the focus of the device - same way that GearVR works with the phone moving in and out.  Neither the Vive nor…
  • @JED44 Nice Post.  I think you hit the nail on the head.  The difference between just standing and spinning (mat-scale) versus taking a couple steps in any direction is very minimal and potentially causes more problems than it actually solves.  It j…
  • Try reseating the other side of the cable - the part that connects into the headset.  It's just a standard connector so just put a little pressure and see if it clicks in.  Can sometimes become unseated during shipping.
  • I have an unhealthy addiction to Windlands.  Never played it until CV1 and glad I didn't because standing is awesome if you can handle it.  Only problem is that it has ruined me against other VR experiences because very few can match the same sense …
  • Concerned that you feel cross-eyed at your configured IAD (IPD).  Generally the correct lens separation should feel non eye-straining as well as clear and I would choose natural comfort over clarity given the choice.  I would continue playing with i…
  • The weight advantage of fresnels is not terribly important.  The bigger advantage is the thinner width of the lens which allows for much lower field curvature and chromatic aberration.  This is what provides more consistent clarity and flatter focus…
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