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210 Degrees of Heads-Up Display: Hands-On With the InfinitEye 80

First time accepted submitter muterobert writes "InfinitEye is a prototype head mounted display that uses dual 1280×800 displays to create a massive 210 degree field of view. I traveled to Toulouse, France to be the first journalist in the world to go hands-on with the unit. These are my thoughts on the trip, the team, and the HMD itself. 'Natural and Panoramic Virtual Reality' is the best phrase I can come up with that summarises the InfinitEye's capabilities. If using the Oculus Rift is like opening the sunroof on a virtual world, the InfinitEye takes the roof clean off — at least if you base your opinion solely on horizontal FOV. But the new HMD also offers 1280×800 per eye in comparison the current Oculus Rift Dev Kit's 640×800 (and only slightly fewer pixels per eye than the Oculus Rift HD prototype)."
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210 Degrees of Heads-Up Display: Hands-On With the InfinitEye

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  • by CastrTroy ( 595695 ) on Tuesday October 29, 2013 @10:15AM (#45269459) Homepage
    I'm much more interested in having a single display that is ultra wide, with the possibility of it being curved. For work, it's not bad to have a bunch of monitors as they will most likely contain separate windows anyway. But for gaming, having a single, continuous monitor with no borders in the middle works a lot better. Currently, you either have to have 3 monitors, so the middle of the screen isn't obstructed, or have 1 monitor. Having a single monitor that's as wide as 2 monitors would probably be wide enough for a lot of tasks. Also, even for work, It would be nice to have an ultra wide monitor, because there would be more usable space. There's kind of a dead zone in the middle because you don't want windows sitting between 2 monitors. If you have 2 monitors, it's hard to display 3 things side by side (Firefox , IE, and Chrome for instance).
  • Re:90s again? (Score:4, Insightful)

    by Joce640k ( 829181 ) on Tuesday October 29, 2013 @10:43AM (#45269847) Homepage

    There was a lot of hype about VR stuff in the 90s, and the whole thing did not get much traction.

    Because they were rubbish. Back in the 90s you'd have to pay $100,000 for something that was worse than the $300 Oculus Rift devkit.

    (plus another million for a computer powerful enough to drive it)

    Are things significantly better now?


The meat is rotten, but the booze is holding out. Computer translation of "The spirit is willing, but the flesh is weak."