POV-Ray : Newsgroups : povray.off-topic : Oculus Rift rules : Re: Oculus Rift rules Server Time
28 Jul 2024 20:29:57 EDT (-0400)
  Re: Oculus Rift rules  
From: scott
Date: 23 Dec 2013 04:23:51
Message: <52b80127$1@news.povray.org>
> I got to try the development version of Oculus Rift.
>
> One slight problem I have ever had with "fake" 3D, eg. with 3D movies,
> is that I don't easily get the impression of things coming "out" of the
> screen (ie. closer to me than the screen is). To some degree yes, but
> the closer the thing is supposed to be to the viewer, the less capable
> I am of seeing it like that, for some reason. (Instead, it tends to
> look blurred, even doubled.)
>
> With the Oculus Rift, however, the impression of depth was just perfect,
> no matter how far or, especially, how close the detail is supposed to be.
> Even things that are like a few centimeters from your face really looked
> like they were that close. Nothing looked like I had trouble focusing,
> nor did I get any image-doubling problems.

This is definitely the future, it's one of those things that you wonder 
why it hasn't been developed sooner already. You have been able to get 
1080p resolution displays for years that size, the optical principles 
involved have been known for centuries...

I suspect it will have the biggest take-up in car and flight simulators 
initially (I know iRacing already supports it natively). Those are the 
guys who spend $$$ on multiple-monitor setups to get good FOV coverage, 
if the full-HD production version is on sale for less than the price of 
3 monitors then it's going to be a winner.

If it does take off then there are significant opportunities for further 
development, thinner, lighter headsets, higher resolution/framerate, 
wider FOV, wireless connection etc.


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