Virtual Reality Basics

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  • hdmark
    Good read! Covered pretty much everything ive glanced through in the last few months. Looking forward to an update to this in a few years !!
    Reply
  • tylanner
    After the significant technological progress recently there has been a shift in focus towards improving ergonomics and wearer comfort.

    Improving on the heavy and obtrusive 1.0's will go along way for overall immersion and natural mobility.
    Reply
  • utgardaloki
    What do you mean the resolution is 2160x1200 per eye on the Rift and HTC Vive? As far as I've heard both companies state it's supposed to be 2160x1200 combined for both screens so 1080x1200 per eye.

    So 2160x1200 total. Not 4320x1200 total.

    Can anyone confirm?
    Reply
  • FlukeRogi
    @utgardaloki - you're correct, the article is wrong.

    Overall resolution is 2160x1200 as you said, giving 1080(horizontal) x 1200(vertical) per eye.
    Reply
  • Enterfrize
    Hi there!

    I'm the actual author. The resolution as written for the Oculus CV1 is indeed incorrectly written in the article. It's 2160X1200 spread over two displays (not multiplied by two). The article was written months ago before the CV1 details were actually confirmed, which is why other details are a bit out of date as well (e.g. Project Morpheus instead of PSVR). We'll get this cleaned up - I just noticed that it was published today. I completely forgot this article was in the can for much later; I should have been more diligent and followed up on the finer details before this had the opportunity to see the light of day. Sorry for the inconvenience.

    Regards,
    Neil
    Reply
  • Enterfrize
    Hi there!

    I'm the actual author. The resolution as written for the Oculus CV1 is indeed incorrectly written in the article. It's 2160X1200 spread over two displays (not multiplied by two). The article was written months ago before the CV1 details were actually confirmed, which is why other details are a bit out of date as well (e.g. Project Morpheus instead of PSVR). We'll get this cleaned up - I just noticed that it was published today. I completely forgot this article was in the can for much later; I should have been more diligent and followed up on the finer details before this had the opportunity to see the light of day. Sorry for the inconvenience.

    Regards,
    Neil
    Reply
  • Enterfrize
    Just got word that the fixes will be implemented shortly. Don't worry; even at 2160X1200 pixels, VR is loads of fun! :-)

    Regards,
    Neil
    Reply
  • FritzEiv
    Sorry folks. I've updated the Oculus CV1 specs and am making a few other modifications, none of them of that level of significance, thankfully.

    -- Fritz Nelson, Editor-in-chief
    Reply
  • beetlejuicegr
    Asynchronous Timewarp Don't you love it when new words are used for old stuff? This "tech" is used on online games to compensate for the high latency of some players.
    Also awesome example was the "zero ping" mod in unreal tournament which was kinda doing something similar for your bullets and aiming :P

    Seriously though, this article is super awesome and i will bookmark it for some time, because i intend to buy one VR in a year or so too.
    Reply
  • Schepkens Hendrik
    WE ARE VR!
    http://ecx.images-amazon.com/images/I/91kfurYwTCL._SL1500_.jpg
    Reply