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Oculus Rift "KILLER" 3DHead to appear at CES

Bollocks

Member
fgcmpx.gif

Looks like Pyramid Head, frightening
 

Qassim

Member
I mean on a serious note, Oculus is setting themselves up to do well against any potential competitors purely by creating an ecosystem around the device even before it has released.

They're building up a base of support that as it grows is harder to dislodge. Sony is a potentially good competitor purely because they already have a large game development ecosystem of their own, but I think at this point, I think it would be difficult for another startup to pose any real immediate threat to Oculus.
 

cakefoo

Member
Looks like a piece of military hardware.
So it won't look out of place in a gamer's living room alongside their glowing PC cases and Razer mice.

They really do need to significantly reduce the bulk of the device.
Even the CV mockup? I'm no optics engineer, but I can't imagine they can reduce the space between the glass and the screen much more than the mockup shows. What affordable alternatives could they have by the release of CV1?
 

Seanspeed

Banned
Looks like a piece of military hardware. They really do need to significantly reduce the bulk of the device.
That's not a real Oculus Rift. :/

Either way, the important thing is to make sure it is light overall and has good weight distribution. That's where the main comfort factor is going to come from.
 

bj00rn_

Banned
I really think it's just a shitty cash grab out to swindle money from those who don't know better. Same as AntVR.

Nah, read the reddit post linked in the first page.

It might be a troll against Oculus though.

Yeah it seems you are both correct. It's completely bizarro/absurd though. Mindblowing in all the wrong ways, and parts of my brain still refuses to believe this actually exist.
 

Buggy Loop

Member
What im afraid will happen if these wannabe cash grab VRs multiply and attract consumers (though i doubt it from the look of things), is that it'll give the consumer a bad impression. There's a reason why OR have put so much work on believability, refresh rates/lag, software support, the consumer experience and word of mouth will make or break the thing. If other devices are sub par with refresh rates/lag and users complain of motion sickness, does not work well with 3rd person games, i fear we'll get another 90's VR flop.
 

cyberheater

PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 Xbone PS4 PS4
That's not a real Oculus Rift. :/

Either way, the important thing is to make sure it is light overall and has good weight distribution. That's where the main comfort factor is going to come from.

I agree.

I hope we get to know soon when the consumer version will release.
 

mrklaw

MrArseFace
I mean on a serious note, Oculus is setting themselves up to do well against any potential competitors purely by creating an ecosystem around the device even before it has released.

They're building up a base of support that as it grows is harder to dislodge. Sony is a potentially good competitor purely because they already have a large game development ecosystem of their own, but I think at this point, I think it would be difficult for another startup to pose any real immediate threat to Oculus.

I disagree.

If any standard emerges around the 'single screen with warping reversed via software' (i.e the oculus approach and seemingly the morpheus way too), then any competitor using a similar system should be able to get good software support on PC, because it should be relatively easy to make it interoperable.

And software developers will want their games to work on as many VR headsets as possible.

(real headsets obviously, not this trash)
 

Seanspeed

Banned
Alright, educated me. Why is a stereoscopic 3d head mounted display with head tracking, not considered "real VR?"
Lack of VR optics. This is just gonna be a display in front of you, basically. With 3D, its going to be a 3D display in front of you. That's not what VR is.
 

Qassim

Member
I disagree.

If any standard emerges around the 'single screen with warping reversed via software' (i.e the oculus approach and seemingly the morpheus way too), then any competitor using a similar system should be able to get good software support on PC, because it should be relatively easy to make it interoperable.

And software developers will want their games to work on as many VR headsets as possible.

(real headsets obviously, not this trash)

Oh I'm not suggesting that Oculus is developing some kind of lock in, but getting in early with a development infrastructure, a community, etc will keep them at the forefront of VR on PC for quite a reasonable amount of time, I suspect.

My comment wasn't that others couldn't make VR headsets and have them compatible with pretty much all VR games, it was more that Oculus has the all round package (well before practically anyone else) that should help them hold on to mind-share and marketshare for a reasonable amount of time.
 

Bust Nak

Member
Lack of VR optics. This is just gonna be a display in front of you, basically. With 3D, its going to be a 3D display in front of you. That's not what VR is.
Isn't that just a matter of having a large enough FoV so you don't notice the edge of the display area?
 

eot

Banned
For a moment I thought this was an Oculus Rift called "Killer" and I felt very confused.
 

Alx

Member
Lack of VR optics. This is just gonna be a display in front of you, basically. With 3D, its going to be a 3D display in front of you. That's not what VR is.

Well if there is head tracking and the scene adapts to those motions, then technically it is VR. The optics don't really define what is VR or not. They can make a difference between good and bad rendition, but you can have VR with regular optics and narrow field of view.
 

Compsiox

Banned
Well if there is head tracking and the scene adapts to those motions, then technically it is VR. The optics don't really define what is VR or not. They can make a difference between good and bad rendition, but you can have VR with regular optics and narrow field of view.

EWWWWWWWWWWWWWWWWWWWWWW
 

Z3M0G

Member
This video is a pack of lies...

I like how they released an "updated" video, removing all the "It's better than Oculus" statements.
 

Krejlooc

Banned
Alright, educated me. Why is a stereoscopic 3d head mounted display with head tracking, not considered "real VR?"

This sort of specious, reductionist thinking is precisely what this company is hoping to pray upon. Strapping an IMU to your head is not headtracking, stereoscopy isn't a critical component of virtual reality. Most importantly, you've just glossed over how they attempt to accomplish what you described, which reveals that they don't actually do what they claim to do.

First, and most importantly, this thing does not do accurate headtracking to the degree people mean when they say "virtual reality." When people speak of virtual reality, they imply an attempt a mimicking 1:1 positional tracking as closely as possible. When you move your head to the left in real life, your camera in the virtual world should move left in said world as closely as possible relative to your IRL motion, as an example.

This isn't doing anything like that. For one, this is mapping gamepad emulation to head acceleration, not positioning. First, it's important to note that gamepads do not select a camera orientation, they affect a camera's acceleration. When I flick a stick to the left on a gamepad, I am not selecting a position for the camera relative to the stick's position in the socket, I am telling the game's camera to accelerate to the left by the amount I have tilted the stick, and then waiting a fraction of time until my camera has rotated to the position I desire, at which point I let go of the stick so it decelerates back to 0 velocity. This is an important software distinction, one that is accounted for by programmers when designing the game.

You check for positional tracking with VR headset hardware differently than you check for camera acceleration settings with a controller. The underlaying math involved in transformation from one position to another vs linear interpolation (as a controller does) is entirely different.

Further, this thing doesn't do a good job of translating the head movement it does read into useful input. This is because the software of these games it claims it works with would have no idea what is trying to be done. Another user already put it succinctly:

A peripheral can't just command a console to render stereoscopic 3D. It has to be written in the game code. The best you can hope for is half-assed autoconversion like some 3DTVs have.

The headtracking might work in a limited form, but it would be something akin to those mouse peripherals for PS3 and 360, which simply remap the joystick. Your max turn speed will be limited, so it won't be able to track a quick pan, and will feel like it's drifting because it's dropping data every time you move faster than it can track. Also, thumbsticks are only programmed to pan and tilt- so it's not going to track side-to-side roll, which is crucial for syncing up with your inner ear's balance, and helps VR users avoid getting sick.

Lastly, a VR screen with a wide field of view requires the game to be run at a matching internal field of view as well. But just like the stereo 3D issue, it's impossible without in-game field of view settings.

The way this works is akin to the glovepie modules I described earlier in this topic:

This may not make sense to those who haven't experience playing with motion controls, but you know the default glovepie mouse scripts? The ones that lets you control the mouse with your wiimote, only it doesn't work with the camera using pointer controls like you'd expect but rather you tilt the wii mote to accelerate in x and y? And how completely wrong that feels?

This and antvr is like that.

This isn't positional tracking, this is an IMU on your head watching your head accelerate and trying to map that to taps on the gamepad. That's not correct. VR is specifically written software working in concert with hardware. There is no magic bullet hardware solution which will automatically translate non-VR software into VR software. We already have something close to that in the realm of PC: Injection drivers which take over other input systems to map them to relevant analogs in the headset hardware. i.e mapping mouselook to headtracking. Nobody uses injection drivers because they highlight the need for software to specifically take advantage of said hardware.

Gloss over the details of what makes VR actually VR leads you to garbage definitions wherein any video game software can be considered virtual reality by taking the most extremely literal interpretations of the words "virtual" and "reality."
 

zeioIIDX

Member

Wonder if that's an attempt to make the kid look "rad" or if those are clothes he wears on any given day lol. I mean, those shoes...

Anyway, this seems like total vaporware to me as others have said. On the website, apparently you can buy it now...I didn't try adding anything to the cart so I have no idea how far it lets you go but I honestly can't see how they would call this an OR Killer while being able to keep a straight face. There is just no way at all.
 

Delt31

Member
So much reaction over a product that clearly isn't real. Yes I saw the reddit info but cmon now did you see the ad video which was so over the top and fake it was ridiculous? No way this is real.
 

rjinaz

Member
Wonder if that's an attempt to make the kid look "rad" or if those are clothes he wears on any given day lol. I mean, those shoes...

Anyway, this seems like total vaporware to me as others have said. On the website, apparently you can buy it now...I didn't try adding anything to the cart so I have no idea how far it lets you go but I honestly can't see how they would call this an OR Killer while being able to keep a straight face. There is just no way at all.

My nephew is about his age and looks exactly like this every single day. Even the bushy hair. Make this kid blonde and I would believe it's him.
 
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