6 ms·
Pinc: Oculus Rift for the iPhone
- ztratar 12y agoThis is extremely interesting. Pretty impressive, actually. I wasn't expecting this level of quality. I see this as a great opportunity and industry in the future. I'm surprised Oculus themselves and Facebook haven't teased any sort of OS layer on top of the VR environment.
- atmosx 12y agoThe experience seems a little bit heavy for me. People might get tired quickly of operating a similar flow, but I'm sure it has many other uses (than browsing youtube videos).
- fsloth 12y agoThe presentation looks impressive. How well does the optical control system for fingers work for interaction and typing?
- micheljansen 12y agoReally interesting to see this coming from a digital agency / consultancy. What I would really like to know, is how far along development of this thing really is at the moment. The "preorder" button leads to an IndieGogo page which mentions expected delivery in June 2015 and aside from a really well executed landing page with impressive videos and interface shots, there is little detail about the state of the project.
- CmonDev 12y agoSingle phone vendor tech is a bit 2012-style. Time to catch up.
- supercoder 12y agoI suspect there's a few people out there with iPhones, they'll be ok.
- fit2rule 12y agoPlease note: 3d-printed prototype. I'd say, making a product out of this - instead of, say, an open model on thingiverse - is so 2012.
- kape 12y agoInterested to see how this compares to Samsung Gear VR (http://www.samsung.com/global/microsite/gearvr/index.html http://www.samsung.com/global/microsite/gearvr/index.html) which combines Galaxy Note 4 and Oculus Rift and is made by Samsung & Oculus together.
- Synaesthesia 12y agoHaving watched the John Carmack technical presentation on Gear VR, and the importance of a low-persistance display, which only AMOLED can do, I'd say the Gear VR should be superior.
- matthewmacleod 12y agoI think that's probably a bit of a reach – the Note's screen only has a 60Hz refresh rate, for one!
- erikpukinskis 12y ago60hz is generally considered "good enought" for presence, the the improvement at 90hz is perceptable. Particularly with the low-persistence displays, frame rate is less important than you'd think. Latency is a bigger problem.
- dineshk78 12y agoThe GearVR only works because of the external sensors on the HMD and the low latency display driver among other things. This doesn't seem to have any external sensors, no low level / latency access to display driver, and with an iPhone6 720p-ish display, I can't see how there will be enough resolution - the GearVR with its 2560x1440 display appears low res enough - if this worked, and I highly doubt it, we would be regressing to DK1 levels of quality at best. You wouldn't be able to read key labels on a virtual keyboard at that resolution. The 60Hz refresh is fine. Latency >>> refresh. Even 30hz gfx update with 60hz timewarp actually feels "fairly" comfortable with gearvr if you can put up wth the slightly swimmy image - as long as you dont drop frames. 60hz with dropped frames is a far worse experience. This is google cardboard in a pretty skin.
- gambiting 12y agoIt's interesting that they are using the Polish "Ć" character in their logo. Reading it out with the "Ć" character pronounced correctly makes it sound a bit funny. This is how it should sound: http://www.forvo.com/word/%C4%87/ http://www.forvo.com/word/%C4%87/
- deleted 12y ago[deleted]
- inaccessible 12y agoYeah, if you use the Serbian pronunciation, and the Hungarian meaning of the word then it's a kind of bird: https://translate.google.com/#hu/en/pinty https://translate.google.com/#hu/en/pinty
- codeshaman 12y agoCan't wait to see wives and husbands coming back home to their kids after work and instead of twitting whatsapping and facebooking at the table during family dinner, the whole merry family puts on these headsets and dissolve into VR, eating soylent green (http://en.wikipedia.org/wiki/Soylent_Green http://en.wikipedia.org/wiki/Soylent_Green), rendered as roasted chicken in full 3D splendor. So what if the weather is insane outside, no big deal if we have to wear masks to breathe, we can always buy clean water at the supermarket and outside reality will be just fine. We'll spend our life inside these programmed virtual worlds, were we can be Gods instead. Fuck reality, we're going Virtual. I know it's not the most popular idea, but I'm just saying... What is the purpose of this, except really cool entertainment ? Why is it that so many extremely smart people work on entertainment instead of some real save-the-world-because-we're-fucked kind of problems ?
- bottled_poe 12y agoPerhaps they have lost faith in this world and wish to create an better, virtual world instead. Which save-the-world problems are you talking about exactly? It seems to me that most of the "save the world" problems are political problems that require a human solution as opposed to a technical one.
- zimpenfish 12y agoI would agree - things like global poverty, hunger, climate change, terrorism, malaria, AIDS, etc., all require high-level inter-governmental willing and cooperation. (Now, to be fair, some of those also involve technical solutions but generally also of the governmental level of investment.)
- gress 12y agoBy 'lost faith in this world', you mean they don't understand how to solve the problems they see. If they don't understand how the solve the problems of this world, what makes them think they'll be able solve the problems of the virtual world they create?
- 12y ago
- netcan 12y agoI don't get the online shopping thing. What does VR contribute here? I'm sure if VR really gets going, retail will be a part of it but going there at the demo stage seems really weird. BTW, what are the basic applications of VR headsets. IE, a smartphone's basic jobs are text based communication (SMS, whatsapp, twitter, email etc), calls, camera, web browser, media players, games… There are an unlimited number of the jobs and different people use different things, but… well, online shopping isn't one of the big ones. What are VR headsets for? Do we have any better understanding of this now than we did ten years ogo? I'm not sure if this is practical, but my mind goes to 3d movies. IE, there's a movie that you watch by walking around and listening to different conversations and seeing different things.
- soylentcola 12y agoGranted a lot of this is just speculation based on following more recent developments and projects on the Oculus forums/subreddit but I think along with the 3d movie idea, telepresence would be a big one. There are already a few teams working on prototypes that make use of one or more Kinect depth cameras to "record" a room in 3D so you can put yourself back in these recorded 3d scenes later on. Others have been experimenting with encoding and compressing this data for transmission over networks and decoding at the other end to provide a sort of real-time 3d telepresence. Obviously it's limited by using Kinect depth cameras, current consumer computers, and standard broadband networks but the way I see it, my first Treo smartphone was limited by the SoC and touchscreen tech of the time as well as the wireless data networks of the time. Still, it eventually evolved into the iPhones and Nexuses of today. I think that at some point, the head-mounted hardware will become more ergonomic and more functional at costs that allow them to be sold to average users. Likewise, the hardware and software to capture and encode 3d video models of a room or "scene" will become more commonplace. Right now it's games and demos...parlor tricks like the first motion picture reels that eventually led to IMAX movies.
- netcan 12y agoTelepresence is a "who knows" I think. Communication is all nuance. Who would have expected IM will be more popular than video calling? The only way to know is to get it out there, I guess. Gaming seems like a good place to experiment though.
- deleted 12y ago[deleted]
- steeve 12y agoAs a long time Oculus owner, I like that they put the screendoor effect on the video
- rdrey 12y agoI would like to understand what advantage their ring-controllers offer over a wide-angle Leap Motion. Text input by pinching two fingers together seems a bit clumsy, for example.
- mikemajzoub 12y agoI wonder how this system will do with arm fatigue (commonly called "gorilla arm"). This problem plagues touch screens, and based off of Pinc's demo, I worry about it here as well. Still though, I'm rooting for the team - I've been dreaming of something like this for a long time!
- jimrandomh 12y agoThe shopping/gallery angle is unlikely to work out, because Apple bans third-party stores of all kinds from their App store, and blocks end users from installing native apps from anywhere other than the App store.
- jimrandomh 12y agoReusing phones as VR displays, as in this project and in Google Cardboard, is nice from a cost perspective. But from a quality perspective I think it's a step wrong direction. VR that's a little bit wrong or inferior is not almost as good; it's VR that some people can't use because it'll make them sick. This might match the current generation (if the latency is good enough), but the current generation isn't quite good enough, and the next iterations of VR are heading in directions that phone-in-a-box setups can't realistically follow.
- fuzzywalrus 12y agoAgreed, watching the video, it looked very disorienting. These mostly seem to be a stop-gap until hard launches of products that actually can cope with the ultra-low latency and orientation accuracy that is required for VR headsets.