VR Will Never Be The Same For Me: StarVR Has Shown Me The Future

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Kevin Carbotte is a contributing writer for Tom's Hardware who primarily covers VR and AR hardware. He has been writing for us for more than four years.

  • cats_Paw
    You know nothing, john snow.
    Sorry wrong quote.

    VR still ash a huge way to go (especially in horsepower required, think Unreal Engine 4, Infiltrator demo, open world AND VR).

    According to rough estimates, we are talking 3-5 years at least until its affordable.
    And that presumes the companies that have been making utter crap (triple A companies) will suddenly start to do good games.
    Reply
  • chicofehr
    I'm sure they will all have wide FOV soon. FOV is so important if you play triple monitor and using VR is like sitting close to 3 monitors. Narrow FOV can make you dizzy or nauseous so I can understand with 3x30" screens. I hope this makes more games have a proper FOV dial in the settings. Editing the ini or having to do a mod is annoying. Not sure how the older games will work with this.
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  • Vorador2
    To be blunt, the FOV is too wide. Human binocular FOV is 115º while full FOV is about 165º. This device has a FOV of 215º. While it's not a problem per se, you're wasting rendering power into parts of the screen you can't see. While a good driver could reduce this problem by lowering rendering quality on the edges of the screen, you're still paying for screen state you can't use.

    As i see it, we need to hit the 150-165º FOV, but more of that is a waste.
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  • alidan
    To be blunt, the FOV is too wide. Human binocular FOV is 115º while full FOV is about 165º. This device has a FOV of 215º. While it's not a problem per se, you're wasting rendering power into parts of the screen you can't see. While a good driver could reduce this problem by lowering rendering quality on the edges of the screen, you're still paying for screen state you can't use.

    As i see it, we need to hit the 150-165º FOV, but more of that is a waste.

    im assuming they are also taking into account moving your eyes from left to right, so no matter where you look, you see screen.
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  • Vorador2
    im assuming they are also taking into account moving your eyes from left to right, so no matter where you look, you see screen.

    Good optics and/or pupil tracking can take that into account. Oh well, we're still on the experimenting phase. There's time for refinements.
    Reply
  • jockemedw
    http://starbreeze.com/2015/09/starbreeze-in-collaboration-with-tobii-to-integrate-its-world-leading-eye-tracking-technology-into-the-unique-210-degree-5k-resolution-starvr-hmd/

    Luckilly - Starbreeze seems to have a plan for the "waste of rendering power"-part. I see no real competition in any of the other VR headsets (as of today).
    Reply
  • SCREAM2NIGHT
    I also had a chance to try out thr VR headset at immersed Toronto and I thought it was awesome except for 3 things.
    The first probleam was the blur, at times it felt like watching a 3d movie without glasses. The second issue was it felt like I was zoomed in on the title screen ( I had to move my head to read all of the title - however this might be intentional) and the third probleam was that the shotgun wasnt sinked up right to the headset and was off by i would guess 7 to 10 degrees. There was also one time when I looked behind me that the framerate went down to around the 15 mark. It was still an amazing experence though and I got a free hat so I cant complain.
    Reply
  • velocityg4
    Although it may seem neat I doubt VR headsets will be more than a niche product. Most people won't want to wear such bulky and complicated products. Just having to wear glasses killed 3DTV. Most people that got one tried the glasses once or twice. Didn't like them and returned to standard HD content.

    As there will be so few people using them. Most games won't support them. Just as 3DTV had a meteoric rise before crashing. Publishers will be enthusiastic for a while then abandon the technology. When they realize it costs them more to support the technology then they get in sales.

    Also there is no standard for VR. If publishers have to design support for each competing brand. VR will die a very quick death.
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  • scolaner
    Although it may seem neat I doubt VR headsets will be more than a niche product. Most people won't want to wear such bulky and complicated products. Just having to wear glasses killed 3DTV. Most people that got one tried the glasses once or twice. Didn't like them and returned to standard HD content.

    As there will be so few people using them. Most games won't support them. Just as 3DTV had a meteoric rise before crashing. Publishers will be enthusiastic for a while then abandon the technology. When they realize it costs them more to support the technology then they get in sales.

    Also there is no standard for VR. If publishers have to design support for each competing brand. VR will die a very quick death.

    Although I certainly agree with the sentiment that investing heavily in VR is a risk--I mean, there are no high-end HMDs on the market yet, even though the final prototypes are amazing--I disagree with some of your other points.

    First, IMHO, VR/AR is significantly more compelling as a technology, and in terms of possible use cases, than 3D ever was.

    At first, of course, VR/AR will be nichey, but you could argue the same of PC gaming. THAT is technically a niche, but obviously it's also mega business. Same with consoles.

    The big key is content. Content, content, content. I asked Brendan Iribe back at CES why I couldn't buy a Rift yet. He basically said that the content ecosystem just wasn't there yet. He was right. But there are some really great things happening in the content world:

    1) Game publishers are investing into VR titles (or VR derivatives of titles). You're correct that it's a big investment, and it may prove financially troubling, but I think the payoff will be big enough in the end. I think. I hope. ;)

    2) I think you have a compelling point about the lack of a standard for VR, but Epic is working very hard to create a de facto standard. We've covered this numerous times, including:

    http://www.tomshardware.com/news/immersed-europe-james-golding-epic-games,29957.html
    http://www.tomshardware.com/news/immersed-europe-keynote-vr-audio,30037.html

    3) Homemade content. This is a quiet little section of the VR/AR world, but it's going to make all the difference: There are more and more 360-degree cameras coming to market. And YouTube supports 360-degree content. Which means that you and I and everyone else will soon be able to create content that will work on YouTube and inside of VR HMDs. That's HUGE. Even moreso because you can grab a cheap Google Cardboard HMD ($20!!), pop in the phone you already have, and view all kinds of cool content.

    Kind of like this: http://www.tomshardware.com/news/oneplus-2-vr-launch-event,29689.html

    You can use your imagination on what's possible...

    (Sorry, it appears I've written an entire article here, heh...)
    Reply
  • dstarr3
    Put four Titans in the headset. Simple.
    Reply