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Not surprising, given that the hype train was billowing at full steam. A friend of a friend interviewed there and eventually walked away saying "Wow. That is a
by evv 10y ago
Not surprising, given that the hype train was billowing at full steam. A friend of a friend interviewed there and eventually walked away saying "Wow. That is a lot of cool-aid"
Meanwhile, teams like Oculus are reportedly trying to sidestep AR by investing in "mixed reality", which will bring live camera feeds in to VR, with screens still covering both eyes.
- monk_e_boy 10y agoInteresting for sure, but from what I've hear from people using the Rift it's the fixed focus that gives them headaches. I know of a company that make cut scenes for A games, most of their people can't wear the Oculus for more than a few minutes. Big headaches, motion sickness, etc... Before you jump on me, this could be due to the stuff they are trying to show on the Rift -- would content make a difference? Sudden shifts in scene from close to far off?
- munchbunny 10y agoIt's a mix of a few things. First there's plain old motion sickness. The first time I flew in Elite Dangerous in VR, I tried swooping into a landing pad slot. It was a maneuver I could do ok autopilot from playing in a flat screen, but when I pitched up hard, my stomach dropped. My body was expecting G's it just wasn't feeling. I had to take the Rift off and take some deep breaths to ward off the nausea. I don't usually get motion sickness. I can read on shaky busses with no problems. Second is simulator sickness, which I think comes from latency and resolution issues? This also hits people differently. I have friends who can only do minutes with the Rift on. I can last as long as my face can take the pressure of the headset, meaning an hour or two at a time. All in all, yeah, some people just won't be able to handle cutrent gen VR for various reasons.
- pfranz 10y agoI do vr projects for work occasionally and previously was in film when they were pushing stereo. Content makes a huge difference. On a flat screen the most dramatic space contrast is left-to-right, in stereo it's near to far. If you're exaggerating something you'd use those. It's way more fatiguing on your eyes to focus near to far, than left to right--it also takes like 10x as long for people to focus and recognize something that changes near-to-far. FPS games are awful for VR when you move around with a joystick. Also, a lot of the "dramatic" things that get used to try and sell games make you dizzy. There's also some acclimation. They say devs are the worst subjects for testing of some vr demo will cause sickness. I also think people underplay the motion sickness film and FPS video games can have on people who are unacclimated (FPS games didn't have big money pushing it in the early 90's and were on tiny, low res screens). I know I've felt motion sickness playing flight simulators and certain FPS games, especially at first. Movies like Blair Witch and Cloverfield were criticised for making people feel sick. To address the focus problem, I've been wondering why there's not much talk about light fields for VR (maybe because of patents?).
- tomjakubowski 10y agoI don't know anything about this topic, but there was a demo/paper at SIGGRAPH 2015 of a light-field HMD. It was a pretty popular booth, for what that's worth: http://www.computationalimaging.org/publications/the-light-field-stereoscope/ http://www.computationalimaging.org/publications/the-light-f...
- kazagistar 10y agoDoes AR explicitly exclude camera+screen? I always thought that stuff like pokemon go and any similar "paste some 3d over a camera feed in real time" stuff counted as augmented reality.
- jobigoud 10y agoWe distinguish "video see-through" and "optical see-through" Augmented Reality. The first one is mainly solved, the second one is way harder due to head tracking latency, computer vision latency, and user-dependent eye projection.