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New Valve Prototype VR Headset Shows Up At VR Meetup In Boston 41

Posted by Unknown Lamer
from the cool-dots dept.
An anonymous reader writes "The last time we saw Valve's prototype VR headset, which they said was built to the spec that could be found in a consumer product by 2015, it was a using an 'inside-out' tracking approach where a camera mounted on the VR headset tracked markers placed all over the walls and ceiling of the demo room. This week, at a VR meetup in Boston, Valve had a new prototype to show, featuring an 'outside-in' tracking approaching where a single camera trackings IR-LEDs built into the case of the VR headset, much like the forthcoming Oculus Rift DK2. Valve's latest prototype is thought to be using two 1080p displays in portrait orientation, compared to a single 1080p display in the Oculus Rift DK2."
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New Valve Prototype VR Headset Shows Up At VR Meetup In Boston

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  • Re:DOA (Score:4, Informative)

    by rolfwind (528248) on Monday June 02, 2014 @09:26PM (#47151539)

    The virtuaboy was DOA because it was a 5lb monochrome (red/black) monstrosity that had to sit on a table, with barely 3D wireframe games, no tracking, etc whose original creator never intended what was released to be the final product (besides, as seen, it was 2 decades too early for the tech out there.)

    Oculus Rift weighs less than a pound and can be worn on the head. It will be bought by 3D shooter enthusiasts would would otherwise buy multiple video cards/monitors just for gaming. I assume it will have a microphone.

    I really fail to see what the two have in common. If I were into 3D shooters, I would be saving up for such a system.

    This is like claiming in January 2007 the iPhone will bust because of the Apple Newton.

  • by Fallen Kell (165468) on Tuesday June 03, 2014 @01:54AM (#47152611)
    But portrait? It sort of makes sense, but the screens need to be really close to the eyes for it to work. The human eye has approximately 180 degrees field of view in the forward horizontal direction, while it only has 135 degrees field of view in the forward vertical direction. Of the 180 degrees horizontal, approx 120 degrees overlaps between the two eyes, leaving 50-60 degrees that only one eye can see (approx 25-30 degrees per eye) due to the nose being in the way.

    The problem with using two 1080p 16:9 displays in portrait mode is that it is the wrong ratios for covering the field of vision. We should be using two 1600x1200 resolution 4:3 screens in portrait mode. Each 3:4 screen creates a similar ratio of the human eye's field of view (9:13.5) (multiplying the 3:4 screen ratio up, you get 9:12, which is much closer than 9:16 for the 1080p widescreen panels).

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