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[WSJ] Facebook to Acquire Oculus - Page 38

post #371 of 383
Quote:
Originally Posted by DMills View Post

people not using VR won't really have an advantage, they just won't be sidetracked by the neat visuals biggrin.gif

I can kind of see myself doing that:

"ooohhhh, look at the 3D! Wow, that looks amazing, that missile really looks like it's getting bigger! It almost feels like it's about to hit m.... Oh, it did."
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post #372 of 383
maybe the next step for VR is force feedback tongue.gif

aka electro-shock therapy
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post #373 of 383
you really just have to run ultra wide resolution to understand what i'm talking about. Allot of people say "oh it is just peripheral shiny" my competitive edge in FPS games has gone through the ceiling since jumping to Nvidia Surround. You can't shoot @ what you don't see.

I'll use SC as an example: We will have computers that do short/long range scanning, which will then put the object on a radar like screen. That screen doesn't give you any real positional awareness though. Having UWR does. The OR will allow you to move your head left/right/up/down w/o a keystroke, but it still requires you to actually look around to find the target, where as the target/object is already on my screen & in my peripheral, so i know where it is, which gives me a much better idea of where it is heading.
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post #374 of 383
Quote:
Originally Posted by skupples View Post

you really just have to run ultra wide resolution to understand what i'm talking about. Allot of people say "oh it is just peripheral shiny" my competitive edge in FPS games has gone through the ceiling since jumping to Nvidia Surround. You can't shoot @ what you don't see.

I'll use SC as an example: We will have computers that do short/long range scanning, which will then put the object on a radar like screen. That screen doesn't give you any real positional awareness though. Having UWR does. The OR will allow you to move your head left/right/up/down w/o a keystroke, but it still requires you to actually look around to find the target, where as the target/object is already on my screen & in my peripheral, so i know where it is, which gives me a much better idea of where it is heading.

So do you have the FOV set to wider than real-life, as in the peripheral on your screen shows further to the side than you can see in reality?
post #375 of 383

I agree with skupples on the surround thing - when I play on my brother's xbox 360 (shock horror!) in splitscreen you actually get a much wider FOV due to the screen being split in half. I actually feel half-blind when switching to full-screen because of the much more square aspect ratio.

 

Nevertheless, if the OR fills the entire FOV it fills the entire FOV. Just because the screen is being wrapped around me by lenses doesn't change this fact. When/if we get 4K (or 8K in the distant future) and cannot differentiate between actual pixels, then there's no way surround would be better in terms of how much visual info you can present to the eyes.

post #376 of 383
I'll switch back to a single panel when 4K gets to where I want it to be. I can handle that resolution on a single panel, if it is like 30+ inches.
Quote:
Originally Posted by Aibohphobia View Post

So do you have the FOV set to wider than real-life, as in the peripheral on your screen shows further to the side than you can see in reality?

basically.
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post #377 of 383
Quote:
Originally Posted by skupples View Post

I'll switch back to a single panel when 4K gets to where I want it to be. I can handle that resolution on a single panel, if it is like 30+ inches.
basically.

Ok, I can see why that would be advantageous compared to the Rift, even setting aside the low resolution of the OR.

Geekmaster on the MTBS3D forums has been doing some interesting experiments with different lens arrangements to achieve superhuman FOV: http://www.mtbs3d.com/phpbb/viewtopic.php?f=138&t=16373. I just skimmed the thread but it seems the FOV isn't any wider overall (about 150°), but stuff like your nose, eyebrows, and cheeks are invisible so after acclimating it is disorientating coming back to reality because the brain has to readjust to having your facial features blocking so much of the view!

This makes me wonder if having a wider than real FOV like your setup is possible in VR too, it would have interesting implications for competitive VR games, people who can acclimate to superhuman FOV would have the advantage.
post #378 of 383

Acclimatising to different FOVs and not 1:1 tracking certainly would be interesting... and deacclimatising too. Maybe someone could make a fish simulation where your eyes are so far turned you have no crossover - I wonder how long the brain would take to be able to understand that.

 

With enough practice though the brain will develop "modes" that it switched between automatically - I know many people (me included) who switch accents subconsciously depending on who we're speaking to.

 

That said, I can just imagine my first VR sessions setting off my migraines like nothing else. Hopefully Oculus can get the experience really comfortable before releasing CV1.

post #379 of 383
Quote:
Originally Posted by Moragg View Post

Acclimatising to different FOVs and not 1:1 tracking certainly would be interesting... and deacclimatising too. Maybe someone could make a fish simulation where your eyes are so far turned you have no crossover - I wonder how long the brain would take to be able to understand that.

With enough practice though the brain will develop "modes" that it switched between automatically - I know many people (me included) who switch accents subconsciously depending on who we're speaking to.

That said, I can just imagine my first VR sessions setting off my migraines like nothing else. Hopefully Oculus can get the experience really comfortable before releasing CV1.

dooood. I think you're on to something. that would be an epic come back for odell down under tongue.gif
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post #380 of 383
wheee.gif

switching to surround caused quite a few headaches @ first, and they weren't caused from blinding back lights either.
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