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I'm not sure this is really all that big of a deal. Mostly because I don't really see hard evidence from the oculus guys that they have solved the two main prob
by StillBored 13y ago
I'm not sure this is really all that big of a deal. Mostly because I don't really see hard evidence from the oculus guys that they have solved the two main problems with VR headsets. Resolution and latency. Sure, they talk about it a lot. http://www.oculusvr.com/blog/the-latent-power-of-prediction/ http://www.oculusvr.com/blog/the-latent-power-of-prediction/ but the resolution is still low, and the frame rate numbers don't appear any better than what I remember from my days at the university in the 1990's playing around with high end SGI's driving simulation systems.
Back then people talked about those problems too, even with systems getting 60FPS @ 640x480. I was a test subject for a number of studies being conducted and overwhelmingly it was an unpleasant experience. It was impossible to suspend disbelief because even tiny (I don't have the figures handy) frame lags, especially during rapid head movements were extremely noticeable, and gag inducing.
Mostly, I think people shelved the systems because the technology wasn't ready, the estimates back then IIRC was it would take a 4x resolution and 4x frame rate bump before it was worthwhile.
Both are probably possible, but the latency numbers are harder than it seems because of the fact that framerate != frame latency due to pipelining in the sensor and graphics systems. The resolution numbers are probably a matter of cost. LCD's providing 1080p in a couple inches are also probably significantly more expensive than the cost target needed to make these things mainstream.