Do you hold a controller in your hand?
Scoobes said:
I don't think you realise some of the work that's started in the creation of 360 video cameras and how the indie movie scene has embraced VR already (on top of Sony and Oculus obviously). Sony in particular have been working on films where the world reacts to where exactly you're looking (almost like a movie video game hybrid due to a limited amount of interaction). I thought these was quite interesting articles about it from the Sundance festival: http://www.theverge.com/2015/1/26/7919177/oculus-lost-virtual-reality-film-sundance We even have promotional stuff like this being made already: Film is a major area for VR. You're right, the tech has been around for a while, but until Oculus Rift's kickstarter campaign, most of it was overly expensive and not commercially viable. We're now on the precipice of the tech becoming viable for general consumer use. As for the eye strain, I'm pretty sure the engineers have this covered: The Oculus Rift causes very little eye strain, particularly compared to other standard displays or headmounts. Normally, when you take a break from using a monitor or TV, the idea is to give your eyes a chance to focus and converge on a distant plane. This is a natural position of rest for your eyes. With the Oculus Rift, your eyes are actually focused and converged in the distance at all times. It’s a pretty neat optical feature. |
I'm aware of pretty much everything you linked. It's all well and good. Some of this has already been done with some bluray discs and some are neat features, but they aren't quite what you would necessarily expect and can really pull you out of imersion instead of what it is meant to do. It's a feature that is far from being widely adopted and even when it is, it often isn't to the same quality as one might expect. Most of it is CG and not to what many would consider an acceptable level. Of course that's how it is now, not what the future will hold. What the first article was referring to is still an animated short though, that's a far cry from a full movie and lends itself to being more of a tech demo again.
I'm not sure if you have ever tried any VR stuff. I have. The amount of eye strain is rather intensive. I haven't tried any of this new stuff, and I have heard it is better but it's still far from being perfect. Similar to using 3D glasses in a movie. For most, one movie is enough in a day due to the strain.
Gotta figure out how to set these up lol.
the-pi-guy said:
Depends on the game. Some morpheus demos are used with the move, and some OR games could be played with a controller or with the move equivalent. |
So that's an added cost to consider
Dusk said:
I'm not sure if you have ever tried any VR stuff. I have. The amount of eye strain is rather intensive. I haven't tried any of this new stuff, and I have heard it is better but it's still far from being perfect. Similar to using 3D glasses in a movie. For most, one movie is enough in a day due to the strain. |
I've tried the Oculus Dev kit 2. I didn't personally experience much in the way of eye strain but I hadn't played for long enough where that would have been a problem.
Obviously, everything I've linked is still in the experimental stage. We barely even have a commercial VR set available. Keep in mind though, that 12 minute short VR movie in the first link ("Perspective") was shot in a single day at a college. It's still early days but I've been impressed so far. In 3-4 years time, I think it'll be incredible.
Scoobes said:
I've tried the Oculus Dev kit 2. I didn't personally experience much in the way of eye strain but I hadn't played for long enough where that would have been a problem. Obviously, everything I've linked is still in the experimental stage. We barely even have a commercial VR set available. Keep in mind though, that 12 minute short VR movie in the first link ("Perspective") was shot in a single day at a college. It's still early days but I've been impressed so far. In 3-4 years time, I think it'll be incredible. |
It very well might be to some extent in 3-4 years time. I was speaking of now though.
How much time did you get with it? When I originally tried VR, I had to be done with it in about 15 minutes due the eye strain. Mind you that was some time ago. I expect it would be likely on par with going to a 3D movie now where the threshold is roughly 2 hours for most people, hell of a lot better than back in the 80's and 90's when the blue and red 3D was about 20 minutes, if that.
Gotta figure out how to set these up lol.
Dusk said:
How much time did you get with it? When I originally tried VR, I had to be done with it in about 15 minutes due the eye strain. Mind you that was some time ago. I expect it would be likely on par with going to a 3D movie now where the threshold is roughly 2 hours for most people, hell of a lot better than back in the 80's and 90's when the blue and red 3D was about 20 minutes, if that. |
It was a bit under 15 minutes. I didn't notice any eye strain at all, but that could have been because I was on it for such a short amount of time.
Scoobes said:
It was a bit under 15 minutes. I didn't notice any eye strain at all, but that could have been because I was on it for such a short amount of time. |
Hopefully it has been worked out.
Gotta figure out how to set these up lol.