We still have questions, but hands-on demo ends with emphatic exclamation point.
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Ah, man, that does suck. PC gamers have a very important decision to make in life: get married and put your PC second (or third or fourth), or don't get married and be able to game as you wish on the PC of your dreams. For me, easy: don't get married.I know, it kind of sucks. I am a PC gamer, but my hardware is a few years old so despite playing like Arkham Knight and GTA:V fine it's a little weak for VR. Convincing the wife I need a $300 video card is one thing. Convincing her I need $300 card and a $500ish headset is another.I don't know if I'm representative of typical VR users, but if I don't have the massive computing power of a PC with a high end graphics card, VR just isn't going to be interesting to me.![]()
Both are standalone. Santa Cruz and its controllers has positional tracking like its big brother Rift (although, done differently using inside-out tracking), Oculus Go essentially is a Gear VR with built-in phone hardware and tracks rotations only.I'm confused now between this and the Oculus Go... For some reason I thought Go was the standalone unit, and Santa Cruz was a wireless unit that still connected to a PC.
Are they both standalone? What's the difference between the two?
In my VR experience, it doesn't really matter how realistic the graphics are. You still feel like you're completely immersed in the world.I just don't understand this. You don't want to give up any graphical verisimilitude for almost total physical freedom? Battery concerns me, but until computing power has a significant leap I'm pretty sure I'd go wire-free in an instant. Art design is king.I don't know if I'm representative of typical VR users, but if I don't have the massive computing power of a PC with a high end graphics card, VR just isn't going to be interesting to me.
True, but the effect is the same. Something external has to be set up in order for the system work. And it's a pain."Every major home VR system on the market today (meaning, Oculus Rift, HTC Vive, and PlayStation VR) requires an external camera or sensor to keep tabs on headsets and hand controllers. Inside-out tracking, on the other hand, puts active sensors on the headset itself."
This is incorrect. The HTC Vive has never used an external camera for tracking. The "sensor" Lighthouses for the HTC Vive are also not sensors, but rather provide information that is tracked by the control wands and the headset.
Please read https://gizmodo.com/this-is-how-valve-s ... 1705356768
Both are standalone. Santa Cruz and its controllers has positional tracking like its big brother Rift (although, done differently using inside-out tracking), Oculus Go essentially is a Gear VR with built-in phone hardware and tracks rotations only.I'm confused now between this and the Oculus Go... For some reason I thought Go was the standalone unit, and Santa Cruz was a wireless unit that still connected to a PC.
Are they both standalone? What's the difference between the two?
brains really dont stop developing till early 20s just seeing what the crack babies & ritlin babies have become i shuuder at the vr baby generation really think it should be limited to adults... but bottom lines too important so that wont happen....
seriously though any doctors chiming in on age restrictions? common sense would say fake worlds not good for developing brains....
Um, Oculus themselves states it really shouldn't be used by kids under 13. From the Oculus Rift Safety Documentation:
This product should not be used by children under the age of 13,
as the headset is not sized for children and improper sizing can
lead to discomfort or health effects, and younger children are
in a critical period in visual development. Adults should make
sure children (age 13 and older) use the headset in accordance
with these health and safety warnings including making sure the
headset is used as described in the Before Using the Headset
section and the Safe Environment section. Adults should monitor
children (age 13 and older) who are using or have used the headset
for any of the symptoms described in these health and safety
warnings (including those described under the Discomfort and
Repetitive Stress Injury sections), and should limit the time children
spend using the headset and ensure they take breaks during use.
Prolonged use should be avoided, as this could negatively impact
hand-eye coordination, balance, and multi-tasking ability. Adults
should monitor children closely during and after use of the headset
for any decrease in these abilities.
cartoons really where's your imagination?waiting on wireless before i dive in & it wont be from Facebook.
brainwashing kids & people in the future is gonna be fun, make your own robot soldier/serial killer from birth rouge nations rejoice & beware haha
seriously though any doctors chiming in on age restrictions? common sense would say fake worlds not good for developing brains....
Yeah, and why have we not banned Kids Cartoons already? We can't have those young minds delving into flights of fancy! Imagine what those kids would be like!
I'm assuming you meant Robo Recall, no Robo Rally at the end there, right?
The tech here is awesome but how many people are going to pay a premium for a product that will most likely only run mobile quality experience? I'm interested in how they tackle wireless tracking and transmission for a PC tethered headset.
Every major home VR system on the market today (meaning, Oculus Rift, HTC Vive, and PlayStation VR) requires an external camera or sensor to keep tabs on headsets and hand controllers.
kids using this should be considered child abuse, im amased at the down votes, developing brains shouldnt be in fake worlds they should be developing their imagination...Removing the wires and the computer is an enormous deal. I would 100% take a drop in graphics quality for this setup. With two headsets, you could just hand them to kids like a nintendo console, and they can just go on a full blown dungeons and dragons adventure together in the living room, no set up, no wires, no heavy equipment.
Really amazing, I cannot wait.
For me, the first priority would be ensuring separation of the display/tracking system from the actual computing hardware through a standardized interface, so that any VR head unit can be compatible with any computing unit.I just don't understand this. You don't want to give up any graphical verisimilitude for almost total physical freedom? Battery concerns me, but until computing power has a significant leap I'm pretty sure I'd go wire-free in an instant. Art design is king.I don't know if I'm representative of typical VR users, but if I don't have the massive computing power of a PC with a high end graphics card, VR just isn't going to be interesting to me.
kids using this should be considered child abuse, im amased at the down votes, developing brains shouldnt be in fake worlds they should be developing their imagination...Removing the wires and the computer is an enormous deal. I would 100% take a drop in graphics quality for this setup. With two headsets, you could just hand them to kids like a nintendo console, and they can just go on a full blown dungeons and dragons adventure together in the living room, no set up, no wires, no heavy equipment.
Really amazing, I cannot wait.
this sound like something you want kids using?
Prolonged use should be avoided, as this could negatively impact
hand-eye coordination, balance, and multi-tasking ability.
video games used to be good for hand eye coordination....
im sure there will be plenty of medical uses for therapy under doctors recommendations but i think vr should be an adult only product but profit motive trumps childrens health...
so youre an adult & dont know what anctedotal means?kids using this should be considered child abuse, im amased at the down votes, developing brains shouldnt be in fake worlds they should be developing their imagination...Removing the wires and the computer is an enormous deal. I would 100% take a drop in graphics quality for this setup. With two headsets, you could just hand them to kids like a nintendo console, and they can just go on a full blown dungeons and dragons adventure together in the living room, no set up, no wires, no heavy equipment.
Really amazing, I cannot wait.
this sound like something you want kids using?
Prolonged use should be avoided, as this could negatively impact
hand-eye coordination, balance, and multi-tasking ability.
video games used to be good for hand eye coordination....
im sure there will be plenty of medical uses for therapy under doctors recommendations but i think vr should be an adult only product but profit motive trumps childrens health...
Sorry, I'd be all for kids using VR. To be clear, some ages are probably too young, but I'd be fine with them learning and playing in a virtual environment.
If they can learn to build a house, play tennis, explore the roman empire, drive a car in a completely safe environment surrounded by pillows and without spending thousands on expensive materials, then yes, I'd invest in that.
If they started to get confused about what is real and whats not, I'd cut them off, it doesn't seem complicated. I really don't think kids are going to develop bad eye coordination from playing tennis in a virtual world or balancing with a full face mask on.
I remember people making these arguments when I was a child about video games and TV. I became a game / software developer and a professional artist, I can run circle around less tech savvy people because I got into computers and games when I was young.
As an adult, I can draw photo-realistic paintings of imaginary locations, my obsession with virtual worlds didn't stunt my imagination at all. On the contrary I amassed strong drawing and digital creation skills early on so I could contribute to my favorite games with mods.
so youre an adult & dont know what anctedotal means?kids using this should be considered child abuse, im amased at the down votes, developing brains shouldnt be in fake worlds they should be developing their imagination...Removing the wires and the computer is an enormous deal. I would 100% take a drop in graphics quality for this setup. With two headsets, you could just hand them to kids like a nintendo console, and they can just go on a full blown dungeons and dragons adventure together in the living room, no set up, no wires, no heavy equipment.
Really amazing, I cannot wait.
this sound like something you want kids using?
Prolonged use should be avoided, as this could negatively impact
hand-eye coordination, balance, and multi-tasking ability.
video games used to be good for hand eye coordination....
im sure there will be plenty of medical uses for therapy under doctors recommendations but i think vr should be an adult only product but profit motive trumps childrens health...
Sorry, I'd be all for kids using VR. To be clear, some ages are probably too young, but I'd be fine with them learning and playing in a virtual environment.
If they can learn to build a house, play tennis, explore the roman empire, drive a car in a completely safe environment surrounded by pillows and without spending thousands on expensive materials, then yes, I'd invest in that.
If they started to get confused about what is real and whats not, I'd cut them off, it doesn't seem complicated. I really don't think kids are going to develop bad eye coordination from playing tennis in a virtual world or balancing with a full face mask on.
I remember people making these arguments when I was a child about video games and TV. I became a game / software developer and a professional artist, I can run circle around less tech savvy people because I got into computers and games when I was young.
As an adult, I can draw photo-realistic paintings of imaginary locations, my obsession with virtual worlds didn't stunt my imagination at all. On the contrary I amassed strong drawing and digital creation skills early on so I could contribute to my favorite games with mods.
the vr companies state themselves under 13 it can mess up hand eye coordination & balance... im sure the 14-17 year olds are gonna use it for learning not porn who needs to hide playboys in the woods have virtual gangbangs with all the most popular celebs.holo
youre very responsible arent you? well the vast majority of homes with people working multiple jobs are gonna just strap it on & not care how long just like they plopped them in front of the telly...
this tech is not 2d tom & jerry or even crappy 3d shrek its fully immersive worlds what happens when kids who toured the virtual rome visit the real rome & forget or be confused they cant teleport from the top and try to walk on air?
anyhoo its not like im trying to influence folks just hope i make it long enough to see how the vr babies turn out haha no more tiger moms pillow moms just fill a room with pillows strap on the vr theyll be fine, whats this link/door in virtual rome oh its a marqui de sade simulator 10 year old johnny will love it....
so youre an adult & dont know what anctedotal means?kids using this should be considered child abuse, im amased at the down votes, developing brains shouldnt be in fake worlds they should be developing their imagination...Removing the wires and the computer is an enormous deal. I would 100% take a drop in graphics quality for this setup. With two headsets, you could just hand them to kids like a nintendo console, and they can just go on a full blown dungeons and dragons adventure together in the living room, no set up, no wires, no heavy equipment.
Really amazing, I cannot wait.
this sound like something you want kids using?
Prolonged use should be avoided, as this could negatively impact
hand-eye coordination, balance, and multi-tasking ability.
video games used to be good for hand eye coordination....
im sure there will be plenty of medical uses for therapy under doctors recommendations but i think vr should be an adult only product but profit motive trumps childrens health...
Sorry, I'd be all for kids using VR. To be clear, some ages are probably too young, but I'd be fine with them learning and playing in a virtual environment.
If they can learn to build a house, play tennis, explore the roman empire, drive a car in a completely safe environment surrounded by pillows and without spending thousands on expensive materials, then yes, I'd invest in that.
If they started to get confused about what is real and whats not, I'd cut them off, it doesn't seem complicated. I really don't think kids are going to develop bad eye coordination from playing tennis in a virtual world or balancing with a full face mask on.
I remember people making these arguments when I was a child about video games and TV. I became a game / software developer and a professional artist, I can run circle around less tech savvy people because I got into computers and games when I was young.
As an adult, I can draw photo-realistic paintings of imaginary locations, my obsession with virtual worlds didn't stunt my imagination at all. On the contrary I amassed strong drawing and digital creation skills early on so I could contribute to my favorite games with mods.
the vr companies state themselves under 13 it can mess up hand eye coordination & balance... im sure the 14-17 year olds are gonna use it for learning not porn who needs to hide playboys in the woods have virtual gangbangs with all the most popular celebs.holo
youre very responsible arent you? well the vast majority of homes with people working multiple jobs are gonna just strap it on & not care how long just like they plopped them in front of the telly...
this tech is not 2d tom & jerry or even crappy 3d shrek its fully immersive worlds what happens when kids who toured the virtual rome visit the real rome & forget or be confused they cant teleport from the top and try to walk on air?
anyhoo its not like im trying to influence folks just hope i make it long enough to see how the vr babies turn out haha no more tiger moms pillow moms just fill a room with pillows strap on the vr theyll be fine, whats this link/door in virtual rome oh its a marqui de sade simulator 10 year old johnny will love it....
I know what "anecdotal" means, that's how you spell it by the way. I read your all lowercase typed response, incorrect use ampersands and talk about kids forgetting gravity exists... You know VR doesn't negate gravity right? Just to be clear, kids and adults will experience gravity the entire time they wear the headset, they won't float around the living room.
I've realized that you're just looking for a nonsense fight, so I am going to stop, and I apologize for getting involved.
Are you sure it's too weak?I know, it kind of sucks. I am a PC gamer, but my hardware is a few years old so despite playing like Arkham Knight and GTA:V fine it's a little weak for VR. Convincing the wife I need a $300 video card is one thing. Convincing her I need $300 card and a $500ish headset is another.I don't know if I'm representative of typical VR users, but if I don't have the massive computing power of a PC with a high end graphics card, VR just isn't going to be interesting to me.![]()
A "VR backpack" seems to be the best compromise to me.For me, the first priority would be ensuring separation of the display/tracking system from the actual computing hardware through a standardized interface, so that any VR head unit can be compatible with any computing unit.I just don't understand this. You don't want to give up any graphical verisimilitude for almost total physical freedom? Battery concerns me, but until computing power has a significant leap I'm pretty sure I'd go wire-free in an instant. Art design is king.I don't know if I'm representative of typical VR users, but if I don't have the massive computing power of a PC with a high end graphics card, VR just isn't going to be interesting to me.
A VR headset should be a pair of displays, some headphones and some head/hand/limb/eye tracking systems, preferably all interfaced through a single USB type-C cable, with a standard API. A separate unit should handle the computing part, and all headsets should be compatible with all computing units via the standardized API. The VR headset should be a display/interface peripheral that works with and system, not a closed system on its own.
As far as minimizing wire hassles, I could definitely see the appeal of a relatively light belt-mounted or pocketable system. I think that would be far better than integrating it directly into the headset, because you get the weight and heat generation of the battery, CPU and GPU away from your face, and I imagine for long term use it would be more comfortable to have a five pound device attached to your belt than your head.
Trying to keep it light enough and cool enough to comfortably strap it to your head would involve a serious compromise in computing power. Making it a separate belt unit with a standard interface means that the headset also can be plugged in to a higher end gaming PC (either stationary or in a backpack form-factor) for people who want more power. You buy one lightweight "just the display and sensors" headset, and you can use it with the lightweight belt-mounted system, or plug it into a high end stationary PC for seated racing, flight sim, or space sim games.
A short USB-C cable from the headset to the belt unit would in my opinion be a very tiny price to pay for reducing the headset weight and making it more universal rather than permanently tied to a single system.
They could sell it both as just the headset for people who want to use it with their existing gaming PC, and as a "headset + belt unit" stand-alone bundle for people who just want a simple plug-and-play system. I don't want to buy two separate VR headsets for these different tasks, I want to buy one headset that's best specs/price/comfort balance for me, and then use it on all my systems.
Personally, I'd like to see VR with full dual-4K resolution, solid 90fps, and max settings AAA game graphics quality. Based on the system specs (and power/heat dissipation) needed for a non-VR gaming PC to run AAA games at max settings on dual 4K monitors, I don't see anyone putting that kind of computing power into something light enough to comfortably wear on our heads anytime soon. Until then, being able to attach different computing devices to the headset for different games/tasks allows us the flexibility to strike the right balance between what we want and what's possible with the current technology.
Also, on a final note, I'm a little bit skeptical of the inside-out tracking. I'd much rather have the initial inconvenience of setting up external sensors if it allows more capability. I'd like to see VR with not just head and hand tracking, but also precise elbow, knee, foot, and waist tracking so it can maintain an accurate representation of your full body position at all times, plus eye and lip/jaw/face tracking built into the headset.
This would be very handy in multi-player environments, but I think it would also be really cool in a single player environment to have mirrors or other reflective surfaces that would allow you to actually see your VR avatar doing what you do, including matching your facial expressions, speech, and eye movements. I think this would greatly add to the sense of immersion, and of feeling like you are your in-game avatar, rather than being just a disembodied viewpoint in a virtual world.
Without accurate tracking, I think it could get disorienting if your in-game body doesn't do what you're really doing, and I'm not sure inside-out tracking will be able to reliably see what it needs to see to accomplish this.
That is correct, neither of the devices does what you're asking. Closest thing currently on the market to what you want is a HTC Vive with a TP-Cast.Both are standalone. Santa Cruz and its controllers has positional tracking like its big brother Rift (although, done differently using inside-out tracking), Oculus Go essentially is a Gear VR with built-in phone hardware and tracks rotations only.I'm confused now between this and the Oculus Go... For some reason I thought Go was the standalone unit, and Santa Cruz was a wireless unit that still connected to a PC.
Are they both standalone? What's the difference between the two?
Sorry, still confused! What I want is a wireless version of the current Rift. I want a big PC with real horsepower to drive it, not reduced complexity programs that run on presumably less capable built-in computer. It sounds like neither new device is quite that.
True, but the effect is the same. Something external has to be set up in order for the system work. And it's a pain.
[url=https://arstechnica.co.uk/civis/viewtopic.php?p=34148555#p34148555:265uh9i1 said:nadthevlad[/url]":265uh9i1]So is inside out kinda like middle out???
For me, the first priority would be ensuring separation of the display/tracking system from the actual computing hardware through a standardized interface, so that any VR head unit can be compatible with any computing unit. ...
You probably already can (assuming CPU/GPU compatibility), considering that Battlefield 2 was released in 2005... but you probably don't want to : "Traditional" FPS controls are nausea-inducing in VR.Let me know when I can play Battlefield 2 on it and I'll see you there.
Ok, I googled "middle out", found this video, and now will have to watch Silicon Valley in its entirety, but that still hasn't answered the question of what "middle out" was besides a compression algorithm, which I don't see the relation to the discussion (and fire extinguishers?)?[url=https://arstechnica.co.uk/civis/viewtopic.php?p=34148555#p34148555:18ve4n5t said:nadthevlad[/url]":18ve4n5t]So is inside out kinda like middle out???
If it is, keep a fire extinguisher handy.
Kinda disappointing they're still going with the ski-goggle straps instead of a suspension system like the PSVR. Having the Rift clamped to my face is still my biggest peeve with the thing.
I'm assuming you meant Robo Recall, no Robo Rally at the end there, right?
The tech here is awesome but how many people are going to pay a premium for a product that will most likely only run mobile quality experience? I'm interested in how they tackle wireless tracking and transmission for a PC tethered headset.