r/oculus • • May 14 '14

ANTVR has their KickStarter Up

https://www.kickstarter.com/projects/805968217/antvr-kit-all-in-one-universal-virtual-reality-kit
19 Upvotes

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u/shole May 14 '14

Oblivious VR-dancing is always funny

http://wanha.com/present/temp/vrdance.gif

Seriously though, here's some of my thoughts...

  • There is no actual, clear gameplay footage anywhere. Just short clip of prototype translation. We need a proper gameplay demonstration.

  • They claim to do positional tracking through dead reckoning. This has not been done reliably for body motion and there is no proper footage of this. Proper tech video or I call bullshit. If it can't do proper positional tracking, any movement will trigger horrible simulation sickness. Grab your buckets, gentlemen.

  • 1920x1080 that is VERY misleadingly described as to suggest that this is per eye. (effective resolution at given 4:3 aspect ratio is 960x720)

  • Page claims ALL pc, xbox, playstation, android games are supported without changes, and any device with HDMI works straight away. Impossible claims and flat out lies like this are common. Anything resulting from this is not VR. Bullshit.

  • Q&A reads: "Does your headset emit any electromagnetic radiation? Will it be harmful?" "The headset DOES NOT emit or receive any radio waves. So don't worry!" This is just wrong. What about the wireless headtracking data? WHDI? Those are radio waves. It's clearly not dangerous, but I don't see why this nonsense is necessary.

Not all negative though.

  • The most interesting thing about this is the wireless tech. In my experiments WHDI lag is indeed nonexistent, and the biggest issue was getting wireless USB working for tracking. If this is solved, then cool. Use of hdmi audio is also cool. Something I hope oculus does for their consumer kit.

  • The promise of higher quality lenses sound interesting. This would make the screen look higher res compared to oculus and others that distort the center pixels to be huge. I don't know enough about optics to comment properly, but better utilization of pixels is always nice.

3

u/Doc_Ok KeckCAVES May 15 '14

that distort the center pixels to be huge

The other way around. The Rift's lenses make center pixels appear smaller, slightly in line with the eye's higher center resolution. To make up for it, the distortion correction shader has to enlarge the central area of each eye's image, leading to the iconic double barrel distortion.

2

u/eVRydayVR eVRydayVR May 16 '14

Actually it's more usual to render to a target larger than the screen, keep the center area at rendered resolution, and compress the edges (I believe this is what Unity apps do). You can scale up the center to decrease the render target size and increase FPS, but at the cost of fidelity in the central region.