How is this better than the virtual boy?
Yeah. It's not *as* good as DK2 but it's not a blurry damn mess like DK1.
1440p screen mitigates the screen door effect further than the DK2, which is great for movies.
It's not, like, *good*, but it's comparable to running a higher end mobile game on current phones.Feep, what's the battery life like when used exclusively for VR? I can imagine it's not good, I'm just curious what the number is.
The dev kits, at least, did not. Concerns were cited about the very rare possibility of batteries exploding or whatever, though I'd imagine that could happen anyway?Freep, does this have an accessible usb port? Because, if so, positional tracking wont be a big problem
Marketing on this thing will be hilarious.
How is this better than the virtual boy?
Introducing Land’s End. A surreal trip through an archipelago of forgotten worlds.
From the Monument Valley guys!
From the Monument Valley guys!
From the Monument Valley guys!
If a Samsung Note 4 off contract is $400 and the Gear VR is $100 or less, I'm in.
That is, if Apple doesn't blow it out of the water on 9/9.
Is Bluetooth suitable for VR?
Latency is an extremely important aspect of a good VR experience.
It would be pretty interesting to see how someone reacts to a phone call while wearing the device.
Source: http://www.oculusvr.com/blog/introducing-the-samsung-gear-vr-innovator-edition/The culmination of that work is Gear VR Innovator Edition, an add-on to the new Samsung Galaxy Note 4, using the phones GPU/CPU to power the device and the Quad HD low-persistence 5.7 inch 1440p AMOLED screen as the display.
it's not really a megaton, oculus has said for a long time (like years) that standalone android devics are coming. This even leaked with pictures a few weeks back.
I'm interested in how much a 1440p display helps with the screen door effect, are pixels still visible at 1440p?
Also, I don't get it, the screen is only 60Hz, yet it supports low-persistence. How does this work?
Source: http://www.oculusvr.com/blog/introducing-the-samsung-gear-vr-innovator-edition/
Resolution
The Note 4 has a resolution of 2560x1440, a bump up from the 1080p resolution of the Oculus Rift DK2. It’s a big improvement, although it’s not as noticeable a difference as the jump from the DK1 to the DK2. You can still see pixels if you try, and more distant objects still seem a little blurry. Still, it’s the best resolution I’ve ever experienced in VR, and it’s extremely useful for games that contain a lot of text or graphical detail.
Also, I don't get it, the screen is only 60Hz, yet it supports low-persistence. How does this work?
Source: http://www.oculusvr.com/blog/introducing-the-samsung-gear-vr-innovator-edition/
I'm interested in how much a 1440p display helps with the screen door effect, are pixels still visible at 1440p?
Also, I don't get it, the screen is only 60Hz, yet it supports low-persistence. How does this work?
Source: http://www.oculusvr.com/blog/introducing-the-samsung-gear-vr-innovator-edition/
Thanks for the article, very interesting. From the article I get that we don't need 4k necessarily for the Rift CV1, I think 1440p will be good enough.From http://www.darknetgame.com/#!Launching-on-Gear-VR/c24e2/C08809D4-176B-423D-90AC-8BD8EEFF9426
So im pretty sure we really need 4k.
Nvidia was right all the time !
Makes sense. From the article by the Darknet developer it seems 60Hz is also enough for low-persistence to work. I thought 75Hz was the bare minimum refresh rate for low-persistence.Just a theory but I think that:
- DK2 strobs short burts at 1080p at 75hz.
- GearVR strobs longer bursts at 1440p at 60hz. With longer bursts, visual effects of strobing are eliminated, blur is reduced, but not as much as with DK2.
- Small chance, but maybe they are doing same thing as Sony - taking 60hz rendering and interpolating it into 120hz very low persistence video stream.
You know, I have learnt not to get to deep into arguing on the net, as it usually leads to nowhere, but I don't want to let this one pass.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.
Makes sense. From the article by the Darknet developer it seems 60Hz is also enough for low-persistence to work. I thought 75Hz was the bare minimum refresh rate for low-persistence.
If a Samsung Note 4 off contract is $400 and the Gear VR is $100 or less, I'm in.
That is, if Apple doesn't blow it out of the water on 9/9.
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
Pretty much this. This is more of a good news for Oculus than Samsung.Again, whatever pushes VR experience further for Oculus, I'm all for it. Since I won't have my hands on anything for a while, I'll just have to hang back and let this all play out.
Pretty much this. This is more of a good news for Oculus than Samsung.
I don't know, Samsung gets to jump aboard the VR train without having to sink a lot of money into R&D. The Oculus team will do all the work for them. Samsung gets something out of this too.
I can build it out to anything that uses the Oculus SDKs. Obviously the Note 4 is exclusive at the moment, but it won't stay that way.Hey Feep, if you're allowed to talk about this, when you mention developing for the Gear VR do you mean that these games will be exclusive to the Gear VR platform or should they also theoretically work on other Android devices using the Oculus mobile SDK? Also do you have plans to develop cross platform (ie. mobile version for Gear VR and desktop version for Oculus Rift) or is this game going to be mobile only?
Heh. Looks worse than DOA3 at the launch of the original Xbox.
I've not tried Ocean Rift for a while, but I don't remember it looking this detailed on DK2... did you add more plant life? Looks great anyway!I'm bringing Ocean Rift to the Gear VR.
6 minutes of footage.
(everything's procedurally animated)
It's an incredible piece of kit, can't wait to develop more stuff for it.