tag:blogger.com,1999:blog-7595096811901096571.comments2024-02-10T05:14:16.236-05:00The VRguy's BlogVRGuyhttp://www.blogger.com/profile/02351122537042235636noreply@blogger.comBlogger115125tag:blogger.com,1999:blog-7595096811901096571.post-23978332783384470912017-12-08T20:05:13.978-05:002017-12-08T20:05:13.978-05:00In my practical design experience and reviewing th...In my practical design experience and reviewing the Hololens and MSXR, I feel the positional tracking is more than adequate for small spaces. Larger spaces without markers or irregular surfaces, does cause tracking issues. With the MSXR system I can see a celestial light system like those surrounding their controllers can also used as markers, as long as their is some way of keeping track of them either by a shift in visible spectrum, or BT pulse signature. I think the former would be better and would keep the cost down to light modulation/power PCB, case and of course the LEDs. It shouldn't be more than $5, less if produced in sufficient quantity.Anonymoushttps://www.blogger.com/profile/07603773379571853323noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-88091096121943301932017-07-23T15:43:32.055-04:002017-07-23T15:43:32.055-04:00That's really a good stuff to read. Technology...That's really a good stuff to read. Technology has given a new vision to see the world with the help of <a rel="nofollow">new vr headset</a>.<br />alicadjordanhttps://www.blogger.com/profile/02752481199510026119noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-71221710522541756742017-05-20T12:31:10.685-04:002017-05-20T12:31:10.685-04:00I haven't been to the IMAX VR center yet, but ...I haven't been to the IMAX VR center yet, but I've had the same question looking at their biz model. How in the world do they make any money?<br /><br />My guess is that they don't make any money off it... and that it's more of a brand-building thing... or a loss leader to get people into the theater more?Anonymoushttps://www.blogger.com/profile/08839932650735069438noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-80419936130319443972017-04-24T07:54:04.694-04:002017-04-24T07:54:04.694-04:00Hello VRguy,
You rock brother! I am an educational...Hello VRguy,<br />You rock brother! I am an educational research scientist who is currently testing both the Oculus Rif and the HTC VIVE in my science learning environment. I would love to test your OSVR system. Here is my email: wednaudr@hotmail.com<br />Looking forward to read your awesome post. By the way, your article on road to vr is very informative. Thank You!<br /><br />Dr. Ronelus <br /><br />Science and Technology Educational Research Scientist Alchemist19https://www.blogger.com/profile/13701433978300423516noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-51578036242631946212017-03-30T12:55:31.051-04:002017-03-30T12:55:31.051-04:00I think the biggest problem is the quality of the ...I think the biggest problem is the quality of the graphics and frame rates. Most of my VR video app users complain about pixellations & nausea. Until these two areas become satisfactory, I don't think that people will adopt VR tech easily for continuous usage.Sanal Gercekhttps://play.google.com/store/apps/details?id=com.player.vr_video_findernoreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-11786921514829316592017-01-11T13:18:30.694-05:002017-01-11T13:18:30.694-05:00Well-written and excellent review. I really liked ...Well-written and excellent review. I really liked the article. Good comparison of home goggles and public goggles. Comfortable and replaceable parts has made the public goggles more useful. I read something similar about how to make virtual reality goggles, you can look at: http://www.techtyche.com/how-make-virtual-reality-goggles/James Ackermannoreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-54961815698700603672016-12-30T08:02:31.269-05:002016-12-30T08:02:31.269-05:00Yes, it can also be used as approximation for Webc...Yes, it can also be used as approximation for WebcamsVRGuyhttps://www.blogger.com/profile/02351122537042235636noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-80807173905090497032016-12-30T06:55:58.653-05:002016-12-30T06:55:58.653-05:00Can this be used for webcams?Can this be used for webcams?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-50764875877908863542016-12-09T14:50:44.698-05:002016-12-09T14:50:44.698-05:00I suspect eye tracking WILL become a popular featu...I suspect eye tracking WILL become a popular feature. I hope it can be retroactively added to existing systems. I would love to see eye tracking added to my HTC Vive.MainFraggernoreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-3046266164045046392016-12-06T17:30:20.527-05:002016-12-06T17:30:20.527-05:00See https://github.com/OSVR/OSVR-Docs/blob/master/...See https://github.com/OSVR/OSVR-Docs/blob/master/Extending-OSVR/AddingHMD.md or contact support at osvr.orgVRGuyhttps://www.blogger.com/profile/02351122537042235636noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-14922979445571134872016-12-06T17:26:15.576-05:002016-12-06T17:26:15.576-05:00Hi!
What should I do to obtain DirectMode support ...Hi!<br />What should I do to obtain DirectMode support for my custom HMD? <br />Can you please help me with that? <br />Is it possible just by creating pull request to OSVR render manager? <br /><br />Thanks for help!Anonymoushttps://www.blogger.com/profile/07919123651138691525noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-72531204034026481932016-10-07T09:31:51.309-04:002016-10-07T09:31:51.309-04:00Agreed. That's even more true now that it was ...Agreed. That's even more true now that it was in two years ago (when I posted my comment).<br />Unknownhttps://www.blogger.com/profile/16753130583315637676noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-63606607529630599442016-10-06T08:30:44.739-04:002016-10-06T08:30:44.739-04:00Thank you. If you don't want to go through the...Thank you. If you don't want to go through the math, using the average between 70 and 80 degrees to get the HFOV and VFOV values for 75 degrees is a pretty good approximation.<br /><br />VRGuyhttps://www.blogger.com/profile/02351122537042235636noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-10656850472195539332016-10-06T01:16:25.396-04:002016-10-06T01:16:25.396-04:00As many systems have demonstrated, inside-out trac...As many systems have demonstrated, inside-out tracking does not necessarily require markers, it can function just off the geometry available in typical rooms. The trade-off is more about quality than setup complexity.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-3401108253798345392016-10-05T13:29:21.424-04:002016-10-05T13:29:21.424-04:00Hello,
Thank you very much. I need these informat...Hello,<br /><br />Thank you very much. I need these information from along time.<br />My DFOV is 75 degree, can you tell me the HFOV and VFOV with all possible aspect ratio, like what you mention in the table. <br /><br />Thanks.thalsharifhttps://www.blogger.com/profile/11658993001059337732noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-9708352065193351482016-08-27T19:05:19.171-04:002016-08-27T19:05:19.171-04:00Hi Yuval,
I did a review on "3D in Review&qu...Hi Yuval,<br /><br />I did a review on "3D in Review" on Friday with the new Samsung Gear VR and showed how it compromised its design for smartphone it is being promoted with (Note 7) due to making it work with both the larger Note 7 5.7" screen and Galaxy S7 5.1" screen. Both share the same resolution of 2560x1140, but since they are using the same optics, not only will you experience a higher PPI with the smaller screen, the FOV is effected as well, optimizing the FOV with optics and smaller screen mask. Since I have created test pattern to test a number of things, including a gradianted number scale running horizontally across the screen. I can objectively measure the amount FOV actually seen through the lenses. Needless to say the results were not surprising on the amount of screen cutoff and higher screen door effect with the Note 7, and I question the need to compromise since the previous model is not that much different. This has led a number of people complaining about the lack significant difference, noticeable screendoor effect and the looking through binoculars" effect. Disappointing since it could have been a much better product with just increasing the reducing the screen mask as well as magnification slightly.<br />Anonymoushttps://www.blogger.com/profile/07603773379571853323noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-79900598017984360052016-07-22T10:24:21.834-04:002016-07-22T10:24:21.834-04:00Thank you. For OSVR support, please email support ...Thank you. For OSVR support, please email support at osvr.orgVRGuyhttps://www.blogger.com/profile/02351122537042235636noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-91180193275959868152016-07-22T03:00:17.837-04:002016-07-22T03:00:17.837-04:00Thank you for the great work you are doing! I sure...Thank you for the great work you are doing! I sure appreciate the depth of your explanations here! I am a happy OSVR HDK 1.4 owner (can't wait to upgrade to the new split screen and 360 tracking) but recently my SBS mode fails to initialize via OSVR control. Wondering if you have any suggestions.Sasha LeBaronhttps://twitter.com/slebaronnoreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-50010603000868654702016-07-15T07:32:33.403-04:002016-07-15T07:32:33.403-04:00Eye tracking is key to VR's transition from Ea...Eye tracking is key to VR's transition from Early Adopter to Early Majority. Unlocks foveated rendering and brings the cost of everything down to something reasonable.Anonymoushttps://www.blogger.com/profile/02395930966922158144noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-36804069464357746302016-07-15T07:29:09.531-04:002016-07-15T07:29:09.531-04:00Getting eye tracking down is key to VR transitioni...Getting eye tracking down is key to VR transitioning from 'Early Adopter' uptake to Majority uptake! Anonymoushttps://www.blogger.com/profile/02395930966922158144noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-48812750888051890852016-05-26T08:34:57.146-04:002016-05-26T08:34:57.146-04:00Varying the timewarping per pixel is possible, but...Varying the timewarping per pixel is possible, but if often more associated with 'beam chasing' implementations. Regular timewarping does not use a different transform for every pixel<br /><br />Yes, single screen implementations render one eye with lag but we can time warp each half of the screen to a different transform to account for that. For instance, if you implement predictive tracking (OSVR does, for instance), you can use a different look-ahead time for each half of the screenVRGuyhttps://www.blogger.com/profile/02351122537042235636noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-79544694728664515322016-05-25T04:29:33.573-04:002016-05-25T04:29:33.573-04:00Hi, no, I actually meant: display pixel(0,0) needs...Hi, no, I actually meant: display pixel(0,0) needs another translation than display pixel(right,bottom). So even on a single left or right eye frame each individual pixel has a unique timedependent translation before being eye warped, or actually, the eye warping and timedependent translation are mixed with eachother, because the pixel placement is depending on the eyewarp...<br />So actually it is a reversed warp:<br />for each pixel on the display, you take the draw time T of that pixel on the screen, unwarp it (reversed eye correction), and then use the pixels that should have been drawn there according to the time T translation.<br />I don't know how to express it otherwise, sorry :-).<br />But my original question was (rephrased): do current timewarp implementations take into account that each pixel has it's own timewarp?<br />And my second question was (rephrased): do current left eye/right eye implementations in single display portrait mode implement a very laggy right eye, or do they finish the rendering of the right eye half way the displaying of the left eye? That last part is easy to do if you have access to the framebuffer and have a good timer, and can bitblit in time to the framebuffer. I'm not so sure about that on the pc if you look at the complexity that amd and nvidia made of displaying a single frame, I doubt having access to the framebuffer will give you any benefits without good timing access.Ard van Breemenhttps://www.blogger.com/profile/14812367936649545978noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-90896756688115566542016-05-24T07:26:00.212-04:002016-05-24T07:26:00.212-04:00The time warping also takes the lens distortion in...The time warping also takes the lens distortion into account, so if I understand your question correctly, it is a warped translation.<br /><br />In a single screen, the display is considered as two separate renders and indeed some implementations (such as OSVR), the left eye can be configured to be time-warped differently depending on the display structure of the particular HMDVRGuyhttps://www.blogger.com/profile/02351122537042235636noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-66530368941097311152016-05-24T06:13:36.490-04:002016-05-24T06:13:36.490-04:00What I don't know is this:
is timewarp just a ...What I don't know is this:<br />is timewarp just a translation, or a warped translation?<br />Moving your head 2 degrees in 10ms results in 20 pixels, so the render start has T-pixels to translate, the render end has T+20 pixels to translate, whichever direction the movement is.<br />And what I also don't get is why is in portrait mode the display not considered as 2 seperate renders of a left and a right position? Especially the right eye seems to be lagging in time, and I fear that might have real problems with people using a HMD often. Things like lazy eyes. (Also 3D hdmi usually delivers 2 frames stitched together as one big frame.)<br />Or am I now interfering with nvidia and ati territory as my territory is none of the two (arm framebuffers, it's a lot easier ;-) ).Ard van Breemenhttps://www.blogger.com/profile/14812367936649545978noreply@blogger.comtag:blogger.com,1999:blog-7595096811901096571.post-41431195955837475712016-05-09T12:21:11.593-04:002016-05-09T12:21:11.593-04:00Yes, understanding the basics of Virtual Reality (...Yes, understanding the basics of Virtual Reality (VR) and analyzing it on the platform of predictive tracking is important. Not only does it offer an insight of the developed product, but it also enables you to pick the most suitable one for yourself from the various competitive VR products available in the marketplace today. The information was very useful. Thank you for posting it.Jessica D. Nelsonhttp://bestandroidvr.com/noreply@blogger.com