• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Samsung announces Gear VR Powered by Oculus

Seanspeed

Banned
Oh alright.

Engadget leaked every little detail about this VR since a few months back, and they explicitly said that Samsung is making this VR to beat others to the competition.

Samsung is hardly considered visionary, or having much interest in advancing the VR for that matter. Their whole R&D team seems to hinge on rumors and future products that are about to come out. I can show you many examples of what I am talking about.

But hey, I am sure you have made your mind regarding Carmack and Oculus VR, so what I say here may be of little effect.
Well you're wrong, is all. I am fairly open minded about things, its you who seems to have their mind made up based on what 'Engadget said' or whatever. And yes, please show me examples that prove Samsung is not interested in advancing VR. I await a bunch of irrelevant and unrelated 'sources' about things outside the sphere of VR that dont prove anything.

We know this isn't a consumer-ready product. Oculus made that quite clear.

And Oculus have relied on Samsung to deliver displays for them. The DK2 has a Note 3 display, while the CV1 is highly likely to have this Note 4 display(but with 90hz+ refresh rate). Working with them to help get a mobile VR headset out in exchange for the custom Note 4 displays is win-win-win for everybody. It is not them 'selling out'.

I'm sure Samsung do want to beat 'the competition' to market, but do realize who 'the competition' are. Its not the Oculus Rift, nor Sony's Morpheus. Its anybody else who wants to do mobile VR. And beating the competition to market isn't even that crucial when they've got Oculus themselves working hard on mobile VR integration. That gives them the edge no matter what.
 
LOL. So the oculus guys, who publicly said they were so worried about Morpheus because it could be bad for VR if it didn't deliver a good enough experience, now support this shit?

Were they really so worried?

All I remember was a question whether or not Oculus will come to consoles and the obvious answer was "we need to get this right first". And they never mentioned Morpheus.

And Gear VR is not aimed at enthusiast gaming (and it's another devkit).
 

Leb

Member
LOL. So the oculus guys, who publicly said they were so worried about Morpheus because it could be bad for VR if it didn't deliver a good enough experience, now support this shit?

Well, shit may be a bit premature, but considering that the DK2 itself is not yet where it needs to be with respect to consumer expectations, it is a little odd seeing a device that falls somewhere between the DK1 and DK2 ending up as the vanguard of the coming VR horde.
 

BlueTsunami

there is joy in sucking dick
LOL. So the oculus guys, who publicly said they were so worried about Morpheus because it could be bad for VR if it didn't deliver a good enough experience, now support this shit?

Hey, you gotta back the display manufacture suga momma. Its also good to see a consumer VR product ready to go. CV1 still feels like its a year away.
 

Feep

Banned
Soooooooooooooo, this finally happened.

I've been working closely with Oculus and Samsung for the past few months, developing for the Gear VR. I've made a game called Lunasee, which I'll take the liberty of copy-pasting from my press release here:

The game uses a betting mechanic that has players race for a high score, shooting down flying targets in an environment totally not similar in any way to anything named Tron. The player uses the touchpad on the side of the device to fire bursts of energy definitely not reminiscent of a mutant with a name anywhere even close to Cyclops.

I think it's pretty rad, to be honest. I'll be happy to answer any questions anymore might have, and I may even make a thread about the Gear VR, but it'll have to wait a tiny bit, I have some stuff to take care of this morning. = D

WOOOOOOOOOOOOOOOOOOOO
 

nib95

Banned
Soooooooooooooo, this finally happened.

I've been working closely with Oculus and Samsung for the past few months, developing for the Gear VR. I've made a game called Lunasee, which I'll take the liberty of copy-pasting from my press release here:



I think it's pretty rad, to be honest. I'll be happy to answer any questions anymore might have, and I may even make a thread about the Gear VR, but it'll have to wait a tiny bit, I have some stuff to take care of this morning. = D

WOOOOOOOOOOOOOOOOOOOO

Nice. Grats mate, looking forward to seeing more of what you've been working on.
 

syko de4d

Member
Soooooooooooooo, this finally happened.

I've been working closely with Oculus and Samsung for the past few months, developing for the Gear VR. I've made a game called Lunasee, which I'll take the liberty of copy-pasting from my press release here:



I think it's pretty rad, to be honest. I'll be happy to answer any questions anymore might have, and I may even make a thread about the Gear VR, but it'll have to wait a tiny bit, I have some stuff to take care of this morning. = D

WOOOOOOOOOOOOOOOOOOOO

Sounds fun. But how does the Gear VR feels without positional Headtracking? Motion sickness?

And will you make a PC version of Lunasee for the RIFT CV1?
 

Vuze

Member
Soooooooooooooo, this finally happened.

I've been working closely with Oculus and Samsung for the past few months, developing for the Gear VR. I've made a game called Lunasee, which I'll take the liberty of copy-pasting from my press release here:

I think it's pretty rad, to be honest. I'll be happy to answer any questions anymore might have, and I may even make a thread about the Gear VR, but it'll have to wait a tiny bit, I have some stuff to take care of this morning. = D

WOOOOOOOOOOOOOOOOOOOO

Have you been approached by Oculus/Samsung? I just see quite a lot of devs revealing their apps for GearVR - makes me wonder. Congrats :)
 

DieH@rd

Banned
I think it's pretty rad, to be honest. I'll be happy to answer any questions anymore might have, and I may even make a thread about the Gear VR, but it'll have to wait a tiny bit, I have some stuff to take care of this morning. = D

WOOOOOOOOOOOOOOOOOOOO

What's the IQ difference between DK2 and GearVR? How does the VR look with 60hz rendering [can it go beyond that?]?
 

low-G

Member
No mistake, this will poison the well short term, but real proper mainstream consumer VR is >4 years off anyways, so maybe it doesn't matter.
 

Feep

Banned
Sounds fun. But how does the Gear VR feels without positional Headtracking? Motion sickness?

And will you make a PC version of Lunasee for the RIFT CV1?
The motion sickness factor is probably just a bit better than the DK1, owing to the better resolution and timewarp factor helping with dropped frames.

Maybe? It's a pretty simple experience, but I suppose it's Unity and easy enough to build out.
Have you been approached by Oculus/Samsung? I just see quite a lot of devs revealing their apps for GearVR - makes me wonder. Congrats :)
Yeah, I'm working closely with them.
What's the IQ difference between DK2 and GearVR? How does the VR look with 60hz rendering [can it go beyond that?]?
You can't get crazy with in-game rendering...it's mobile, after all...but the 1440p low persistence screen is ACE and I get a smooth 60 FPS without much of an issue. The Oculus VR Cinema is a killer app for this thing. Now that it's announced, I'm excited to use mine on a flight today. = D
 

FlyinJ

Douchebag. Yes, me.
This is only 3DOF as well? Ugh.

The one exciting aspect is finally there is a closed platform to develop for. We can at least expect solid judder-free 60fps experiences.
 

Tain

Member
no positional tracking means rotational drift in all practicality, too, right?

Doesn't sound like a great time.
 
This seems like a good first step. Give it a few more years and this will be the natural way to do VR. No bulky cables is a huge plus.
 

Popnbake

Member
Come on Microsoft, Apple et al., there's still room on the wagon. Which honestly is a good thing. The more companies there are doing it, the more acceptable it'll become and the greater amount of striving to have 'the best' headset will result in a better product overall.

Plus we can all laugh when Apple announces theirs with a $3,000 price-tag then gawp when people buy it anyway.

Isn't Microsoft working on augmented reality based rooms? Not sure if they have anything public about working on vr headsets.
 
This will probably do better than the oculus. 3d movie watching is one of my favorite things on the dk2 right now. And it's wireless. I'd like to know how the screen door effect is with that screen. It's still bad on the dk2.
 
I have to imagine the early concept demos of this is what spurred Facebook to drop 2 billion on Oculus. PC gaming was never the ingress for Facebook in to VR, a portable mobile phone based VR solution, sure as fuck is though.
 
Technically, it's about as good as the Cardboard rig, except with the extra addition of the Note4's screen. (also.. there's a Note4 now?! Holy shit, when does my phone contract expire, again?)

Visually..

God-DAMN that's an ugly looking headset.

I am SO glad Oculus bought that sexy 360-gamepad-making design firm to work on the CR1..
 

Durante

Member
Hey Feep, I have a technical question.

The Oculus PR talks about all the low-level improvements at the OS and driver level made to make low-latency VR work on Android. In my (admittedly limited) Android development experience those seem very important indeed for an application which depends on consistent, low latency performance (performance consistency for realtime applications isn't vanilla Android's strong suit). My question is, do these simply happen automatically when the device is in VR mode, or are there any new APIs for any of that?

Technically, it's about as good as the Cardboard rig, except with the extra addition of the Note4's screen.
I think the software side and low persistence are highly relevant as well.
 

Feep

Banned
Hey Feep, I have a technical question.

The Oculus PR talks about all the low-level improvements at the OS and driver level made to make low-latency VR work on Android. In my (admittedly limited) Android development experience those seem very important indeed for an application which depends on consistent, low latency performance (performance consistency for realtime applications isn't vanilla Android's strong suit). My question is, do these simply happen automatically when the device is in VR mode, or are there any new APIs for any of that?

I think the software side and low persistence are highly relevant as well.
I would imagine they only apply in VR Mode, but the custom kernel does a great job at hard scheduling. I'm pretty sensitive to latency and this is at least equal to DK2 (might even be better). Timewarping is rad, too, which can honestly make even a native 30 FPS application feel decent. Carmack is a genius. (And he even replied to me on a forum last week! Life achievement unlocked!)
 

Durante

Member
Anything more than $100 for this is just shameless. That's already pushing it.
It's a piece of plastic, two lenses, headstraps and a touchpad.
 
Samsung has a history of poorly conceived 'Me too' devices. They usually try to be first to market with a device that barely works, so I would be very skeptical of whatever they do with this.

Yeah, not so much this time. They made a deal awhile back to provide the screens for the rift in exchange for some Oculus knowledge. They made this in conjunction with Oculus, and Carmack led the mobile software development team.
 

Famassu

Member
That's kind of the beauty about it - its a wireless solution and you don't need to pair it up with some external device in order to power it.
With battery life of maybe 30 minutes at best, I imagine. Doesn't seem like that good of a product.
 

Feep

Banned
Anything more than $100 for this is just shameless. That's already pushing it.
It's a piece of plastic, two lenses, headstraps and a touchpad.
No, it is not. It contains sophisticated sensors and hardware. You think the Note 4 acceleratometers can do this? Heck no. And it's why every other shitty mobile VR experience at trade shows is fucking awful.

(That said I feel $100 would be ideal)
 

Durante

Member
No, it is not. It contains sophisticated sensors and hardware. You think the Note 4 acceleratometers can do this? Heck no. And it's why every other shitty mobile VR experience at trade shows are fucking awful.
Ok, plus a high-end sensor chip. That's what, 5 USD in actual production costs? Anything more than 100 would still be shameless.
 

Man

Member
I think it's really cool and it's where we'll all eventually end up with 10-15 years from now when mobile can power most anything.

At the same time Oculus are eating their words about potentially worrisome PS4/Morpheus performance but we all knew that was pr bs.
 

Durante

Member
At the same time Oculus are eating their words about potentially worrisome PS4/Morpheus performance.
Why? Clearly, the expectations will be very different between a cell phone and something which is an add-on to a purportedly high-end gaming console.

Oculus have been open about pursuing Android from the start.

I demand my PS4 games cost pennies. That's the manufacturing cost, after all.
I'm not demanding that it costs the, what, $40 it costs to build. I don't think it should cost much more than twice that, because that's generally not how hardware pricing works (outside of Apple). You're constructing a false equivalence between software and hardware.
 

Trojan

Member
google-cardboard-9902.jpg

I had heard of "Google Cardboard" but I did not actually think it was a literal piece of cardboard. I find this hilarious.
 

Krejlooc

Banned
I'm not demanding that it costs the, what, $40 it costs to build. I don't think it should cost much more than twice that, because that's generally not how hardware pricing works (outside of Apple). You're constructing a false equivalence between software and hardware.

[citation needed]
 

Timeaisis

Member
So what does this...uh...do?

EDIT: Oh I see, so it's essentially a cheaper VR Headset that you can embed your phone in. Clever. I'd worry about battery life, of course.
 

nib95

Banned
I had heard of "Google Cardboard" but I did not actually think it was a literal piece of cardboard. I find this hilarious.
So did I lol. I was ready to laugh my friend out the room (figuratively speaking) till I tried it.
 

Krejlooc

Banned
Obviously we have to wait for a teardown and component analysis for that. What do you expect?

I'd kind of expect someone arguing what something ought to cost to have informed knowledge of said intrinsic value, especially when the only person ITT who has worked with the hardware chimed in to say "it's not just a hunk of plastic."
 

syko de4d

Member
http://www.darknetgame.com/#!Launching-on-Gear-VR/c24e2/C08809D4-176B-423D-90AC-8BD8EEFF9426

Latency



Through some miracle (read: John Carmack), Oculus and Samsung have created a VR experience that feels even smoother than the DK2. Latency is incredibly low. I don’t have the greatest grasp of the technology (so hopefully Oculus will start bragging in detail soon), but my understanding is that Gear VR’s advantage comes from a thing called “asynchronous time warp”. This is a process by which the display is updated at 60 frames per second while adjusting the graphics based on head rotation, regardless of the performance of the actual game. In-game animations will still appear to run at the game’s rendering rate, so performance is still a priority, but there’s almost no latency when simply looking around, and a dropped frame won’t cause a nauseating lurch. It’s even possible to target 30fps for some games, letting the time warp keep the experience smooth while saving a ton of battery life. This feature makes a big, big difference.

Is Time Warping the saviour of VR? What will happen if we can combine this in the future with eye tracking for foveated rendering? How much power could we save :D?
 

Krejlooc

Banned
Is Time Warping the saviour of VR? What will happen if we can combine this in the future with eye tracking for foveated rendering? How much power could we save :D?

DK2 does time warping. Time warping is just reprojection. Morpheus uses a form of it to interpolate 120 fps from the 60 fps the PS4 pumps out.

It still has drawbacks.
 

Durante

Member
I'd kind of expect someone arguing what something aught to cost to have informed knowledge of said intrinsic value
I have informed knowledge about the pricing for the individual components which go into a device like this. We all know roughly what assembling hardware like it costs in China from various reports. That allows me to make an estimate, and I felt I made clear that it was just an estimate by the way I put it. What's your beef?

especially when the only person ITT who has worked with the hardware chimed in to say "it's not just a hunk of plastic."
First of all, I didn't say it was just a hunk of plastic, if you are sitting on a high horse of conversational culture then start by not putting words in my mouth please. Secondly, that same person remarked that they also feel like $100 is ideal.
 
Top Bottom