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[Phoronix] Steam Dev Days Is Off To A Great Start,Valve-VR

post #1 of 13
Thread Starter 
Quote:

- Expect many Steam Machines to come in 2014 from many different vendors.

- Valve reportedly has been showing off their own VR solution that is even superior to Oculus Rift.

- The Steam Controller continues to be exciting and they will be opening up the API to their controller but it looks like the controller's touchscreen is being removed. Valve is also relying upon crowd-sourcing the best button layouts, etc.

- The Source 2 Engine has been allegedly referenced many times and from the start it's been designed around Linux and OpenGL. It looks like DirectX will be out the door at Valve!

- Steam has more than 75 million active users.


http://www.phoronix.com/scan.php?page=news_item&px=MTU3Mjc



Better than the Rift? Competition is good..


Quote:
Valve’s VR demo at #SteamDevDays felt like being in a lucid dream state and very much like a holo deck

similar to oculus. It felt like an oculus but a generational leap forward

resolution is way higher, super low latency and accurate position/rotation head tracking. I was able to physically walk around

I could walk around an area freely and felt like was in an altered state of consciousness.

AFAIK the oculs Crystal cove can do this and there looking for higher res screens, so i dont know if its just the same thing with a better screen seen as oculus just took 75$ million funding ... maybe Valve paid them?


ohh and they want out completely from Direct X !
Edited by Pip Boy - 1/16/14 at 4:42am
post #2 of 13
Hmmm ... Steam-VR sounds intriguing. Wonder what resolution screen are they using. The Occulus dev kit had a pretty low reso one but retail kit was supposed to have 1920x1080.
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post #3 of 13
This has me excited. Valve + VR = pure win. Imagine, games like L4D2 or the HL series in virtual reality...
    
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post #4 of 13
biggrin.gif win win valveVR that means gordon freeman finaly can talk???
    
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post #5 of 13
Thread Starter 
if valve produce a really good model thats great. I hope it doesnt kill oculus though if anything it should drive them forward to make more exotic non mainstream models
post #6 of 13
I have a feeling that Oculus helped in some way?
But competition is nice, as it SHOULD motivate one or the other company to make better products biggrin.gif

/MC
post #7 of 13
As long as Valve doesn't try to behave anticompetitively against Oculus VR e.g. completely dissimilar API paradigms (ideally they could simply run off the same APIs, but that may be asking for too much), this will be awesome.

And hey, Valve is showing off a killer feature that isn't available in the competition (yet) -- wireless. Among the increasingly fewer unchecked items on the Rift's already awesome feature list is the ability to actually move around with the headset on, and letting people experience that firsthand will only be beneficial for the continued momentum of interest in VR as a whole.

Now, I'm just wondering if Valve's version of that future isn't gonna cost an arm and a leg in exchange for the "generational leap" it offers.
     
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post #8 of 13
Thread Starter 
Quote:
Originally Posted by MrCat View Post

I have a feeling that Oculus helped in some way?
But competition is nice, as it SHOULD motivate one or the other company to make better products biggrin.gif

/MC

well they just got 75 million dollars investment boost from somewhere .. wink.gif
post #9 of 13
Quote:
Originally Posted by firagabird View Post

As long as Valve doesn't try to behave anticompetitively against Oculus VR e.g. completely dissimilar API paradigms (ideally they could simply run off the same APIs, but that may be asking for too much), this will be awesome.

And hey, Valve is showing off a killer feature that isn't available in the competition (yet) -- wireless. Among the increasingly fewer unchecked items on the Rift's already awesome feature list is the ability to actually move around with the headset on, and letting people experience that firsthand will only be beneficial for the continued momentum of interest in VR as a whole.

Now, I'm just wondering if Valve's version of that future isn't gonna cost an arm and a leg in exchange for the "generational leap" it offers.

I hope wireless for that Steam VR set is optional. Otherwise the resolution / refresh rate of that thing will be probably rather limited bcos of bandwidth issues. While for the first iteration it is normal to go with relatively low resolution (say 1920x1080 split between two eyes) longer term I would like ~7600 x 5000 resolution per eye and approx 120 degree horizontal and approx 90 degree vertical FOV - these are approximately the the parameters for 20/20 vision in the area where humans have binocular vision. Granted its oversimplification, you can get away with less pixels if you are really clever with stuff as this assumes the densest distribution of light sensitive cells found within human eye uniformly across whole FOV while in reality this is so only in the central part of the eye.
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post #10 of 13
Thread Starter 
Quote:
Originally Posted by Carniflex View Post

I hope wireless for that Steam VR set is optional. Otherwise the resolution / refresh rate of that thing will be probably rather limited bcos of bandwidth issues. While for the first iteration it is normal to go with relatively low resolution (say 1920x1080 split between two eyes) longer term I would like ~7600 x 5000 resolution per eye and approx 120 degree horizontal and approx 90 degree vertical FOV - these are approximately the the parameters for 20/20 vision in the area where humans have binocular vision. Granted its oversimplification, you can get away with less pixels if you are really clever with stuff as this assumes the densest distribution of light sensitive cells found within human eye uniformly across whole FOV while in reality this is so only in the central part of the eye.

7600 x 5000 per eye wth.gif

Perhaps though its possible in some way. If you think 1080p should scale perfectly to 4K without artifacts (although we have yet to see this and its resultant lag) maybe this is the way forward? Not running native but just incredibly fast scaling and with no artifacts. Perhaps by the time we can successfully run 4K on normal rigs an 8k screen could just map 4K perfectly to it and not look any worse but still give an impression of depth as there is technically more pixels just no extra detail, it would stlll go most of the way to smoothing the image out and removing the grid.
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