ohaal
Joined 14 years ago
Joined 14 years ago
Quote from the talk: I don't want to make it sound like the sky is falling. This was found on one very esoteric processor that is not used in widespread production. I think it's mostly interesting from an academic perspective that we have a tool that is able to find these kinds of things now.
EDIT: Google product forums discussion https://productforums.google.com/forum/#!topic/nexus/mZAQzjt...
[0]: https://www.reddit.com/r/Vive/comments/3wwpi0/want_more_info...
[1]: https://www.reddit.com/r/oculus/comments/39i71o/room_scale_r...
Depends on the size of your play area obviously, but looks pretty good from this[0], and this "crap" you're talking about doesn't seem very bothersome.
> If you want a room size experience just hook up 2 OR cameras it will work the same way (but better) as the lighthouse approach that HTC took, and you can hook upto 50 of those cameras currently to track I believe up-to a 100 players.
Better how? I haven't seen a good comparison of them yet. I'm curious tho, how do you intend to scale up to 100 players using USB3 connections? That would be a MASSIVE amount of data flowing through the computer powering all of this(, the reason it requires USB3 is because it needs 60Hz high resolution image to have good tracking). The Vive takes a completly different approach by having the headset (and controllers) catch and interpret the (infrared) light emitted by the (dumb) lighthouses.[1]
> you can't currently track more than 5 people at the time
Do you have a source for this? I can't seem to find anything about this. Is it a limitation of the hardware or the software?
> Vive only supports 2 trackers per space it's also going to have issues with commercial applications that aren't a single open room.
I'd be very surprised if this was true. Everything I've read seems to indicate lighthouse is built to be scalable from the ground up. The whole idea of it being wireless, only requiring a power outlet, makes it infinitely more scalable than any USB3 solution.
Again, would appreciate sources for any of your claims because I can't seem to find any of them...
EDIT: Here is a more indepth look at how the lighthouse technology actually works, because you seem slightly misinformed: http://www.hizook.com/blog/2015/05/17/valves-lighthouse-trac...
[0]: https://www.youtube.com/watch?v=WIEuB7H9TOE
[1]: https://www.reddit.com/r/Vive/comments/40877n/vive_lighthous...
If you have tried VR, you will realize that one of the first thing people do, is try to look at their hands, only to be disappointed as they can't be seen. The Vive makes this possible on day 1. (Obviously not a 1:1 mapping of your hands, you'd need something like the Leap Motion Orion[0] for that.)
Most everyone who has tried the Vive have not found the wires to be a problem. Also what you say about seeing the cord in VR is not true, there is however something Valve calls the Chaperone[1] system which activates the camera when you are too close to the edges of your play area. The picture has a bluish tint, because the resolution of the camera is sub-par, so this is a cool workaround. It also prevents you from going around "worrying" that you will break something outside of VR, because as long as the system doesn't warn you about anything: You are good to do whatever you want in VR.