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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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19. Re: More Big Picture Details Jan 2, 2013, 22:39 eRe4s3r
I dunno, I think I would get a total mindfuck looking at a full view covering screen but still using kb/m but I would be willing to try it ;p I think that it could be a pretty epic experience but yeah.. with VR this is like baby steps.. The high end would be tactile simulation, so anything short of a full body suit suspended in a simulation sphere won't do it ,p)

And in this case 3D would already be the default, because the VR goggles need to render stereo scenes, that means, the game must render 2 scenes at once (and why frame rate is such a huge problem). This is also the ONLY real 3D system that exists. Full stereo rendering, where each eye only sees the view it's meant to see with a FIXED focus, so no DOF, no motion blur.

I admit this tech would be kinda neat but for a full view covering mid-step betwen real VR and flat view the resolution feels too low... but it's good to see this tech finally getting some development, Not just for games, imagine flying your model plane with VR goggles in first person or 3rd person view.

You could built some epic games (supported by AR functionality) around this concept alone.
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