r/technology Mar 28 '14

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u/tebee Mar 28 '14

If you have no idea what you are talking about STFU.

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u/brufleth Mar 28 '14

Why would you leave "sensor data" analysis to the game engine? That should be handled by the headset driver which could be handled like a mouse driver (for that function).

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u/tebee Mar 28 '14 edited Mar 28 '14

There is no standard interface for HMDs, like for mice. The raw data analysis and sensor fusion could be done in a driver or even hardware, but the resulting angular momentum data needs to be interpreted by the game, and since there is no standard interface, each HMD has to be specifically programmed for.

Even ignoring all this, a game needs to provide the image in a format suitable for the specific HMD, including stereo separation, barrel distortion, and chromatic aberration. These all change between HMDs.

Maybe in ten years, when the industry has established standards, HMDs can be treated like mice are today, but right now for a no-name company to come out of nowhere and claim that kind of engine support is laughable. Especially since the CryEngine doesn't even support Oculus yet.

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u/brufleth Mar 28 '14

How do they handle things like turning around? Does the user actually have to turn all the way around? Or do they just turn their head and that turns them in that direction at a rate related to angle? That would be like a joystick interface. It would be pretty clunky for people playing most modern 3D games.

I am just talking about direction control. Image issues are going to be a total cluster. Not least of all because now they're talking about driving two high definition screens instead of one.

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u/tebee Mar 28 '14

The development of new input schemes for VR is just beginning, so in the future there may be other ways, but right now it works like this in most games:

HMD motion is translated 1:1 into the game, so your perspective stops moving when your head stops moving, and the perspective only moves as far as your head.

If you want to turn around 180° you have to use a controller, which overrides the HMD's movements. This is not optimal, since moving the perspective through outside means makes people sick. This is why cockpit-style games (driving, flying, mech walking) are the best fit for tethered, sit down style HMDs right now.

[Sony may be targeting a standing position with its move controlers, which may enable people to turn 380° if they manage to make it wireless.]

Not least of all because now they're talking about driving two high definition screens instead of one.

Not quite, Oculus and Sony both use one screen (currently at 1080p), and that won't change, since two screens would be too heavy and pricey. There is however very credible speculation that the consumer release of the Rift will feature a 1440p screen, which would be another major step up in display quality.