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They made some really interesting design choices that prioritize optical quality over every other factor (ergonomics, look, etc.). Really interesting approach t
by josephpmay 9y ago
They made some really interesting design choices that prioritize optical quality over every other factor (ergonomics, look, etc.). Really interesting approach to create a device that’s esentially only for UX prototyping. Cudos to the Leap Morion team!
- vokep 9y agoI think it does make sense. VR content is still lacking and will be until the basics are figured out. Right now the most important part is getting content out there. With current gen stuff, we have pretty good hardware already, but not much content, and part of that is because the hardware is expected to advance quickly. It makes sense as a game dev to wait for the basic hardware of a 'VR headset' to be figured out. Right now, there are so many potential questions: Should players be assumed to have foveated rendering? for good vr content, probably, however few headsets have any kind of FR yet.. Should players be assumed to have a certain resolution headset? maybe, maybe they have high res screen but GPU can only push it at lower resolution? How to handle text in a situation like this? Degrade the experience of high resolution users by making all text yuge? Ignore those with lower resolutions entirely? Basically, I think content is best developed right now with a very high standard of technology. So its better to have clunky, uncomfortable, but very powerful headsets right now, so developers can create great content. Some articles will still be written about how 'VR is dead!' until after awhile someone releases a comfortable AR/VR headset with high resolution and foveated rendering and it turns out theres a trove of content waiting. When that happens, VR will truly be born. VR IS dead right now, because it has yet to begin its life truly.