Fool me, this is real good shit ! [the VR thread]

Inane baanter or words of wisdom - you decide...
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Re: Fool me, this is real good shit ! [Oculus Rift]

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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by gilesgoat »

Dio wrote:
pogo wrote:Given the power of phones now it's entirely feasible.
VR, even on the very best, 500+W PCs available now, will be a pretty thin experience compared to what it will be when we can throw 10x, 100x, even 1000x the horsepower at it. (10x resolution, 2-5x frame rate, 20-50x increase in graphical fidelity required because 'tricks' like bump mapping look weak and artificial in VR).
STOP TALKING, THROW IT !

I am waiting for it ... :wink:

So ... in 15 years time maybe ? *grin* :twisted:

I don't believe you can throw 1000 times the power of now anytime soon.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by KlaxonCow »

Dio wrote:because 'tricks' like bump mapping look weak and artificial in VR).
Bump mapping won't work, because it's basically a per-pixel lighting trick - but, in stereo, you'll be able to see, with your depth perception, that the surface is still actually flat.

But surely parallax mapping ought to work in VR, right?
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Mqark »

(o)(o) wrote:
Ok, that's got me wet!

HURRY HOME TO ME DK2!!!
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Dio »

KlaxonCow wrote:But surely parallax mapping ought to work in VR, right?
Same problem. You need displacement mapping.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Dio »

gilesgoat wrote:I don't believe you can throw 1000 times the power of now anytime soon.
Unless someone gets graphene working, or another post-silicon technology, maybe ever - assuming silicon hits the brick wall at around 10nm, that's only two or three process generations away.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by gumboot »

Mqark wrote:
(o)(o) wrote:
Ok, that's got me wet!
Odd. The sunroof is closed (you can see it at the end) so that shouldn't have happened.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Dvorak »

Image

Hugo Gernsback with a prototype of the consumer version.
>take off sunglasses
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Dvorak »

Mqark wrote:
(o)(o) wrote:
Yeah, shows very nicely what's so cool with this position-tracking.
Adds a totally new dimension. Or three.
>take off sunglasses
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Whiteball »

gilesgoat wrote:
Dio wrote:
pogo wrote:Given the power of phones now it's entirely feasible.
VR, even on the very best, 500+W PCs available now, will be a pretty thin experience compared to what it will be when we can throw 10x, 100x, even 1000x the horsepower at it. (10x resolution, 2-5x frame rate, 20-50x increase in graphical fidelity required because 'tricks' like bump mapping look weak and artificial in VR).
STOP TALKING, THROW IT !

I am waiting for it ... :wink:

So ... in 15 years time maybe ? *grin* :twisted:

I don't believe you can throw 1000 times the power of now anytime soon.
Maybe when we get these?
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Sir_LANs-a-lot »

That Project: CARS footage looks bloody lush 8O :D
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Mqark »



I like the fact that you can hear this fellas enthusiasm.

Knowing how real the 3D is in Rift, I am beside myself waiting for the DK2.
I know nothing about Konix.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by gumboot »

Looks like standing up (and particularly trying to stand on one leg) isn't a great idea.


I've heard the same said of anechoic chambers. Apparently with the lights out, hearing is fairly helpful for not falling over.


Makes me wonder, though. Regarding motion sickness, would it help to have an tilting floor with a safety barrier to stand on to make local gravity and ground movement more consistent with vision and sound? Then you can stand up and apply some of the common strategies against motion sickness.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by gumboot »

Dio wrote:
KlaxonCow wrote:But surely parallax mapping ought to work in VR, right?
Same problem. You need displacement mapping.
How about abandoning the pretence and using flat-shaded polygons? Can you get the essential effect without trying (and failing) to look realistic?



I'm totally convinced.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Darkflame »

gumboot wrote:
Dio wrote:
KlaxonCow wrote:But surely parallax mapping ought to work in VR, right?
Same problem. You need displacement mapping.
How about abandoning the pretence and using flat-shaded polygons? Can you get the essential effect without trying (and failing) to look realistic?



I'm totally convinced.
Or Weird Al's version;

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