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SvennoJ said:
potato_hamster said:


Resolution might not be important but pixel density is. Typically that is achieved with high resolution screens. You can beat around the bush all you want, but low pixel density (and thus low resolution) screens lead to screen door effects that make people sick when using VR headsets. You can say that's not a requirement, but realistically it is.

I've never said anything about high end graphics, ever. What I have insisted upon is that VR requires extensive processing power to acheieve things like low latency, accurate tracking and high frame rates. There's no way around this. On top of that, making it untethered and wireless adds additional expense as the processing unit has to portable, and has to have its own power supply. This is completely at odds with your requirement of a low price. Your solutions to make VR mainstream make VR more expensive, not less expensive.

Also, it's super sweet that you believe "that a $200 headset with a screen specifically chosen for VR can offer a better experience than a $900 phone". I mean that's truly adorable, as if a cell phone's cellular antenna and touch interface is the reason a phone costs $900. A Samusng Galaxy S8 will have much a much higher quality, more VR friendly screen, and far more processing power than this apparent budget-oriented screen. There's literally no reason to expect a $200 VR headset can offer a better experience than a S8  in a Gear VR. So why pretend this device will?

So you seem to know enough about Google Worldsense or similar solutions that you can speculate on how feasible it is to implement in a low-cost consumer product or a Nitnendo Switch, so what kind of hardware does this solution require? How expensive is that hardware? How much processing power is required to make the solution work accurately enough for VR, and can that type of solution be implemented in a sub-$200 portable VR headset and still leave enough resources to achieve the frame rates necessary to have a mainstream VR experience? Surely you'd have to know the answer to all of these questions in order to spoeak so confidently about how this technology is going to make VR mainstream. Sounds to me based on the article you presented is that the product hasn't even been seen by anyone outside of Google, and this could be about as awesome as Google Plus.

You seem to be equally convinced it won't be possible. I'll wait to see how inside out tracking turns out for the mixed reality headsets.

As for getting low latency and high framerates, I was already gaming at 90hz v-synched in the nineties. You don't need extensive processing power to reach that. For resolution. I played Descent 2 in 3D as I mentioned earlier, on a 70" screen at 320x240 on a CRT projector. The scanlines from the crt projector were hardly noticeable while playing. Smart optics and sub pixel arrangement can hide the screendoor effect pretty well. My 1080p LCD projector provides a perfectly smooth picture at 92". On psvr I can notice it in 2D, in 3D only in dark scenes where the black level has been set incorrectly.

Comparing the Samsung S8 to VR requirements
http://www.gsmarena.com/samsung_galaxy_s8-8161.php
Way overkill. Yet it still has a pentile supixel arrangement which amplifies the screendoor effect due to the gaps between the pixels. This is a close up from the S7, lots of black between the pixels, no good for screendoor.

A screen with lower resolution yet better sub pixel arrangement together with good optics specifically tailored to that screen can hide the screendoor effect.

I don't know much about google worldsense, only a hands on reports, same for the mixed reality headsets based on hololens' inside out tracking, which say it works. It needs some extensive hands on with games though. Yet do you think worldsense is merely a joke and Oculus rift is announcing a fake cheap headset just to watch their current sales decline?

I don't need to know the answer to all the hardware questions. All I'm saying is that if that is achieved, VR has a chance to become mainstream. Depending on good software ofcourse. (Which can be as simplistic as Wii sports, just needs to work for everybody)

Seems kinda strange that the Galaxy S8 screen is overkill, considering it apparently offers a sub-par VR experience. That doesn't add up, does it? Ohh right. It needs the VR version of Wii Sports, and then Gear VR will sell like gangbusters. It's just that easy.

And now you're going to argue that because you had a PC in the 90's that ran non-VR games at 90Hz V-synched that means that it should be arbitrary to offer a compelling VR experience in 2018 for $200 in a device 1/100th the size of your PC, at 1/10th of the price on a screen that is 3-4 times higher pixel density with graphical fidelity that games have come to expect over the last two decades? When Sony struggles to do the same on much bigger hardware, that costs well over $500... right. Your argument is completely non-sensical. Occulus Rift doesn't employ magicians and miracle workers. These are legitimate engineering problems that can't be solved with hopes and dreams.

I believe it's totally possible Occulus Rift is releasing a $200 standalone VR headset next year. I just know in advance it's probably going to be total shit and millions of people are not going to care enough to buy them. I don't care what technology is in it. It's not going to be able to offer nearly as compelling of an experience as PSVR at less than half the price, at less than a quarter of the size, with its own battery source. It's going to be much more like a worse version of a  cell phone VR experience, which you've already agreed is total shit.  If this apparently revolutionary VR technology is in a $200 standalone device, then you know it's probably over-hyped nonsense to describe what is likely going to amount to a simple sensor that are tedious to calibrate and lose calibration rather easily. 

The technology behind legitimate inside-out tracking is actually pretty expensive, and more importantly very resource instensive, both of which fly in the face of the idea of an inexpensive, standalone headset. You're going to have to come to terms with that and accept it.