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Valve on VR Latency

A lengthy post on the Valve Blog written by software engineer Michael Abrash discusses his work on creating a viable virtual reality headset for gaming. He goes into detail on the issues involved in reducing the latency in such devices to practical levels, saying: "If you ever thought that AR/VR was just a simple matter of showing an image on the inside of glasses or goggles, I hope that by this point in the blog itís become clear just how complex and subtle it is to present convincing virtual images..." He discusses some of the breakthroughs they have made so far, but admits "we've only scratched the surface," saying they are now in need of "a true Kobayashi Maru moment" to break through the final physical barriers preventing practical VR. Thanks Polygon/VG247.

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13. Re: More Big Picture Details Jan 2, 2013, 18:01 HorrorScope
 
eRe4s3r wrote on Jan 2, 2013, 14:28:
Well if you want VR goggles you should bemoan the frame rates ,) I think games would need to made specifically for these goggles anyway. I can't imagine how mouse aim would transfer into VR.... certainly not well.

I felt there is still a step between what we have now (flat monitor) and full VR. That being a full field of view screen you look at inside the goggles, no black space and then you still use k/m like you do today.

Now one may say, well that is VR, I won't argue but I think a lot of people also assume head movement, perhaps body movement as well for total VR. I'm totally ok, with by passing those to get it kicked off with just full fov with today's input devices. 3D most likely we'll just be a come along for the ride, since it makes a lot of sense tacking it on with two seperate LCD's for perfect convergence.
 
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