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Businesses Displays Hardware

Kickstarted Oculus Rift VR Headset Shipping In March/April 93

An anonymous reader writes "After an amazing Kickstarter campaign garnering over $2.4M in backing, VR headset Manufacture OculusVR has announced manufacturing details and also a shipping delay until March or April 2013. Oculus says that due to the number of backers, mass manufacturing would be required. 'All together, preparing the factory for mass production of a product like the Rift takes approximately 90 days and the factory can’t begin until design and feature set has been locked down. Our manufacturer is already underway with the first tooling (T1), which takes roughly 50-70 days. Once the primary tooling is complete, we’ll do a series of pilot runs for minor tweaks and adjustments before mass production. Simultaneously, we’ll be testing and certifying the device for public use.' Additional details are included on their 1000hz 9DOF head tracker and 7" screen: 'Ultimately, we selected a modern, 1280×800 7’’ display for the developer kit. The bright side is that the new display beats the old display in almost every key area including response time, switching time, contrast, and color quality. The improved switching time of the panel actually alleviates most of the motion blur people saw in earlier prototype demos. The downside to our new 7’’ is the weight differential: approximately 30g more than the 5.6".' It looks like the VR revolution will have to wait a little bit longer."
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Kickstarted Oculus Rift VR Headset Shipping In March/April

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  • by Anonymous Coward on Wednesday November 28, 2012 @04:44PM (#42121989)

    While the news of a good-enough virtual reality headset for the masses is amazing, I'm wondering if it would be anywhere possible to couple the occulus with a real-time binaural reverberation solution. Given that, contrary to the propagation of light, sound propagation involves delays that can be easily perceived, I am aware that a real-time binaural simulation can be very costly in terms of resources. But still, I'm wondering if with today's graphic cards (which should be used to perform this kind of calculations) and today's algorithms it could be considered to integrate this into modern game engines. I believe that the "reality effect" of sound immersion have too often been neglected by most gamers and developers. (The following video should be enough to convince non-believers: http://www.youtube.com/watch?v=IUDTlvagjJA)

  • Re:Here we go... (Score:0, Interesting)

    by Anonymous Coward on Wednesday November 28, 2012 @04:49PM (#42122029)

    Yeah, but you're a fucking moron so who cares about anything you say?

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