HTC's SteamVR Headset Revealed

An article on PC Pro has details on the HTC RE Vive VR headset, saying this is the SteamVR hardware first mentioned last week (thanks QuaziModem), and there's an article on BBC News with further technical details. This video introduces the headset to some degree, concluding saying these will be in stores for the holidays and a developer edition will be available in the spring. The video carries the Valve logo along with HTC's, and the description says: "HTC’s Vive headset, powered by SteamVR, pulls those virtual worlds off your computer screen and into your home. You’ll experience sights and sounds vivid and lifelike enough to transport you to another place, another time—whole new realities with limitless possibilities." Here's more from PC Pro:
While the likes of Oculus Rift or Project Morpheus work by tracking a user's head movements while requiring an input device for movement, Vive doesn't.

Using technology prototyped in the Crystal Cove Oculus headset that Valve helped develop, the HTC Vive seems to be able to track the whole environment. This means that it can track where someone is in a room and when they change location, they move in the game world too.

According to HTC's Jeff Gattis, the HTC Vive will offer a fast 90Hz refresh rate with 360-degree views - although we're a little sceptical as to how that's possible.

According to a press release from HTC, the Vive promises a "full room-scale" experience for virtual reality, "letting you get up, walk around and explore your virtual space, inspect objects from every angle and truly interact with your surroundings".

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72.
 
Re: HTC's SteamVR Headset Revealed
Mar 3, 2015, 02:48
Slick
 
72.
Re: HTC's SteamVR Headset Revealed Mar 3, 2015, 02:48
Mar 3, 2015, 02:48
 Slick
 
jdreyer wrote on Mar 2, 2015, 07:29:
Slick wrote on Mar 2, 2015, 06:56:
jdreyer wrote on Mar 2, 2015, 01:27:
Update: Samsung's Galaxy S6 will use a 1440P screen, specifically with VR in mind. I suspect this will be the screen we see in the OR.

THIS is good news. 1440p seems to be a reasonable line-in-the-sand as a minimum for text legibility. I upsample my DK2 to 1440p in E:D and it makes the UI usable, barely. 1080p native is unusable for the font sizes used IMO.

However, this would still pale in comparison with 2x 1080 screens. a 16:9 screen splits to an 8:9 ratio square for each eye. however if you close one eye you can tell that your eye's natural monocular vision is very "portrait" by nature. 2x 16:9 screens would seem to make that "wrap around" effect much more pronounced.

You probably missed my post at the start of the thread. The 1440P screen will be superior to the two 1080P screens:

The two screens are 1200px by 1080px each, so not that different from the OR DK2 resolution of 960 by 1080 per eye. Oculus claims their consumer version will be better than 1080P so if we assume they will use a single 1440P screen, that would be 1280 by 1440 per eye at 90Hz, which would be superior.

i definitely did miss that. i should have remembered the 1080p dodge, the project morpheus guys did the exact same thing. dual 1080p screens. you know, 960x1080, it's sitll 1080 bitches! at least with 4k we're finally starting to take the LONG measurement first.
Avatar 57545
71.
 
Re: HTC's SteamVR Headset Revealed
Mar 3, 2015, 02:47
Slick
 
71.
Re: HTC's SteamVR Headset Revealed Mar 3, 2015, 02:47
Mar 3, 2015, 02:47
 Slick
 
HorrorScope wrote on Mar 2, 2015, 10:55:
Slick wrote on Mar 2, 2015, 07:04:
AR to me is VR that also tracks your place in a physical space, it's one more dimension to a seated VR experience. I don't assume that "AR" means google glass, where I only see a HUD of my reality.

Interesting I would think AR is google glass, you see reality as-is and you augment it with a hud or perhaps something else, but like an overlay to reality.

VR is everything you see is fictitious and computer generated. Walking around and that being taken into account in the headesets visual to me doesn't move over to AR and it is just a UI device for VR. As a controller can do the same thing, just your bodies actions are different.

if VR is everything i see is fictitious and computer generated, then what I described would be something else, as the geometry isn't computer generated, it's "generated" by the reality around me, then it's just textured, or modded. ie. the difference between playing halflife 3 and having a big adventure without leaving your couch, vs. actually walking around, and experiencing the world altering around you. So yes, it's without a controller, but it's also the camera "drawing" the level for you as you move around. it's not so much a game, as a reality mod.

btw trademark dibs on "reality mod".
Avatar 57545
70.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 16:18
70.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 16:18
Mar 2, 2015, 16:18
 
Slick wrote on Mar 2, 2015, 05:00:
Wraith wrote on Mar 2, 2015, 03:50:
Christ, I loathe having to explain elementary business to morons, but here goes.

They have a business class at your elementary school?
Yes, it's very prestigious. It's the Silicon Valley version of those pageants for 4 year olds which seems so popular in redneck land.

Seriously though, you win the "angry guy on internet" award for this thread. In such a short time in this thread you've proven yourself to be a fuckwit of legendary proportions, and considering some of your competition in the last year on BN <3, that's really saying something. kudos.
Tragic. I'm not popular with a couple of nerdboy virgins on the internet. Boo hoo. I'll write out my will immediately.

Every sentence you write is dumber than the last. Every time I come up with a great comeback, I read your next line, have a mild brain aneurysm, and forget what i'm doing.

I think your post just gave me cancer, is what i'm trying to say.
No, I suspect trying to think gives you cancer. You have all the hallmarks of a fanboy with a terrifying Cheetos habit and a non-existent social circle. What do you do for an encore? Break out into hives at the thought of talking to a girl?
69.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 15:16
69.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 15:16
Mar 2, 2015, 15:16
 
VR interests me but I'm going to wait for the tech to mature before checking it out. I'd also like there to be some unique games that aren't just ports of existing stuff.
Avatar 51617
68.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 13:46
68.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 13:46
Mar 2, 2015, 13:46
 
HorrorScope wrote on Mar 2, 2015, 13:24:
jdreyer wrote on Mar 2, 2015, 12:48:
You must have missed my post right below yours:
The two screens are 1200px by 1080px each, so not that different from the OR DK2 resolution of 960 by 1080 per eye. Oculus claims their consumer version will be better than 1080P so if we assume they will use a single 1440P screen, that would be 1280 by 1440 per eye at 90Hz, which would be superior.
The screens are not 1080 x 1920

Got it, so the pixels are:
vs 1440P 30% less
vs 1080P 20% more

So decent hardware today will run it.

Thx

I didn't run the percentages, but that looks about right. NICE!
If Russia stops fighting, the war ends. If Ukraine stops fighting, Ukraine ends. Slava Ukraini!
Avatar 22024
67.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 13:24
67.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 13:24
Mar 2, 2015, 13:24
 
jdreyer wrote on Mar 2, 2015, 12:48:
You must have missed my post right below yours:
The two screens are 1200px by 1080px each, so not that different from the OR DK2 resolution of 960 by 1080 per eye. Oculus claims their consumer version will be better than 1080P so if we assume they will use a single 1440P screen, that would be 1280 by 1440 per eye at 90Hz, which would be superior.
The screens are not 1080 x 1920

Got it, so the pixels are:
vs 1440P 30% less
vs 1080P 20% more

So decent hardware today will run it.

Thx
Avatar 17232
66.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 13:01
66.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 13:01
Mar 2, 2015, 13:01
 
Slick wrote on Mar 2, 2015, 06:46:
nothing about Wraith is "right". but i suppose if anyone here would agree with him, it's you. You see you've made an impression on me. When i come across a post by someone named "Julio", I've come to expect a certain level of quality.

I'm glad I've made an impression, similar to how you have made an impression of being the BF/EA shill.

We'll see what type of impact Facebook has on the Oculus when it's done. My money is still on adware/spyware content.
65.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 12:48
65.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 12:48
Mar 2, 2015, 12:48
 
HorrorScope wrote on Mar 2, 2015, 10:49:
Yep 2 1080's is very nice and above a single 1440P. It is 12% more pixels than 1440P. And 1440P is 44% more pixels than single 1080P.

That said, is it two true panels that need the power of the PC to move all those pixels individually? Or is there something built into the hardware that takes one 1080P screen from the PC and manipulates it for the 3d affect to each eye/each panel? So the question is will my PC need to be powerful enough to move 1080P at 90fps or be powerful enough to move twin 1080P at 90?

Instead of the bigger boat, I'll need a bigger pc.

You must have missed my post right below yours:
The two screens are 1200px by 1080px each, so not that different from the OR DK2 resolution of 960 by 1080 per eye. Oculus claims their consumer version will be better than 1080P so if we assume they will use a single 1440P screen, that would be 1280 by 1440 per eye at 90Hz, which would be superior.
The screens are not 1080 x 1920
If Russia stops fighting, the war ends. If Ukraine stops fighting, Ukraine ends. Slava Ukraini!
Avatar 22024
64.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 11:40
64.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 11:40
Mar 2, 2015, 11:40
 
Hrmmm, let me get this straight...when it comes to determining the user's perspective in the virtual environment:

GearVR uses the phone's gyroscopes
Oculus uses a camera peripheral
Vive uses cameras on the headset itself

Surely one is better than the others in accuracy?

And this confirms a significant divide between the developed software for each, and issues with porting one experience from one device to another?

I'm totally behind VR, but damnit all if I have to buy more than one headset!
63.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 10:55
63.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 10:55
Mar 2, 2015, 10:55
 
Slick wrote on Mar 2, 2015, 07:04:
AR to me is VR that also tracks your place in a physical space, it's one more dimension to a seated VR experience. I don't assume that "AR" means google glass, where I only see a HUD of my reality.

Interesting I would think AR is google glass, you see reality as-is and you augment it with a hud or perhaps something else, but like an overlay to reality.

VR is everything you see is fictitious and computer generated. Walking around and that being taken into account in the headesets visual to me doesn't move over to AR and it is just a UI device for VR. As a controller can do the same thing, just your bodies actions are different.
Avatar 17232
62.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 10:49
62.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 10:49
Mar 2, 2015, 10:49
 
Slick wrote on Mar 2, 2015, 06:56:
jdreyer wrote on Mar 2, 2015, 01:27:
Update: Samsung's Galaxy S6 will use a 1440P screen, specifically with VR in mind. I suspect this will be the screen we see in the OR.

THIS is good news. 1440p seems to be a reasonable line-in-the-sand as a minimum for text legibility. I upsample my DK2 to 1440p in E:D and it makes the UI usable, barely. 1080p native is unusable for the font sizes used IMO.

However, this would still pale in comparison with 2x 1080 screens. a 16:9 screen splits to an 8:9 ratio square for each eye. however if you close one eye you can tell that your eye's natural monocular vision is very "portrait" by nature. 2x 16:9 screens would seem to make that "wrap around" effect much more pronounced.

Yep 2 1080's is very nice and above a single 1440P. It is 12% more pixels than 1440P. And 1440P is 44% more pixels than single 1080P.

That said, is it two true panels that need the power of the PC to move all those pixels individually? Or is there something built into the hardware that takes one 1080P screen from the PC and manipulates it for the 3d affect to each eye/each panel? So the question is will my PC need to be powerful enough to move 1080P at 90fps or be powerful enough to move twin 1080P at 90?

Instead of the bigger boat, I'll need a bigger pc.

This comment was edited on Mar 2, 2015, 12:23.
Avatar 17232
61.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 07:29
61.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 07:29
Mar 2, 2015, 07:29
 
Slick wrote on Mar 2, 2015, 06:56:
jdreyer wrote on Mar 2, 2015, 01:27:
Update: Samsung's Galaxy S6 will use a 1440P screen, specifically with VR in mind. I suspect this will be the screen we see in the OR.

THIS is good news. 1440p seems to be a reasonable line-in-the-sand as a minimum for text legibility. I upsample my DK2 to 1440p in E:D and it makes the UI usable, barely. 1080p native is unusable for the font sizes used IMO.

However, this would still pale in comparison with 2x 1080 screens. a 16:9 screen splits to an 8:9 ratio square for each eye. however if you close one eye you can tell that your eye's natural monocular vision is very "portrait" by nature. 2x 16:9 screens would seem to make that "wrap around" effect much more pronounced.

You probably missed my post at the start of the thread. The 1440P screen will be superior to the two 1080P screens:

The two screens are 1200px by 1080px each, so not that different from the OR DK2 resolution of 960 by 1080 per eye. Oculus claims their consumer version will be better than 1080P so if we assume they will use a single 1440P screen, that would be 1280 by 1440 per eye at 90Hz, which would be superior.
If Russia stops fighting, the war ends. If Ukraine stops fighting, Ukraine ends. Slava Ukraini!
Avatar 22024
60.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 07:24
60.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 07:24
Mar 2, 2015, 07:24
 
NKD wrote on Mar 2, 2015, 05:13:
Slick wrote on Mar 2, 2015, 05:00:
I think your post just gave me cancer, is what i'm trying to say.
I thought I was a crotchety fuck lately, then I saw that guys posts.
He was pretty negative in a different thread today, so probably just having a bad weekend.
If Russia stops fighting, the war ends. If Ukraine stops fighting, Ukraine ends. Slava Ukraini!
Avatar 22024
59.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 07:04
Slick
 
59.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 07:04
Mar 2, 2015, 07:04
 Slick
 
NKD wrote on Mar 2, 2015, 05:18:
Slick wrote on Mar 2, 2015, 05:13:
last thing:

all this VR/AR shit is great, but it really needs developers to make things happen. I own a DK2 and there isn't much to do with it IMO, demos sure, but nothing that's just sucked me in, like i know it's capable of doing.

and that when it comes down to the install base. you want devs hungry to develop for a platform? give them numbers.

developers for the DK2 have an install base of 100,000. over several years. on the other hand the new iPhone sold 110,000,000 units in it's first few months. Mobile is the future. if anything will bring development to VR/AR, it's mobile. sad but true.

<--- that guy

Eh I dunno. Mobile and VR are pretty opposite ends of the spectrum. You're pretty immobile for VR, by necessity. You're supposed to be immersed in a virtual world, not the real one. I see AR and VR diverging greatly in that way. What you want from the technology for each application is very different. AR is very much about pattern recognition and unobtrusiveness, where VR is obviously about complete immersion. Something you're not going to find a lot of call for in the multitasking heavy mobile user base.

AR to me is VR that also tracks your place in a physical space, it's one more dimension to a seated VR experience. I don't assume that "AR" means google glass, where I only see a HUD of my reality.

I'm talking about full 3D immersion, just taking cue from your actual surroundings to generate virtual geometry. ie. Turn a lovely country road through the forest into a floating bridge a mile above a planet of lava. Turn your ghetto neighborhood with graffiti into a rural countryside, or into a TRON world. Shit make your girlfriend have bigger tits, also dragon wings.

i still mean total immersion, but the cameras on the device are going to be seeing for you. your reality will be replaced with whatever you want. To me that's AR, even though people will still use that term for HUD style implementations.

Cordless VR that doesn't need a webcam for positional data, that scans it's environment to generate geometry, that shit's the future.
Avatar 57545
58.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 06:56
Slick
 
58.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 06:56
Mar 2, 2015, 06:56
 Slick
 
jdreyer wrote on Mar 2, 2015, 01:27:
Update: Samsung's Galaxy S6 will use a 1440P screen, specifically with VR in mind. I suspect this will be the screen we see in the OR.

THIS is good news. 1440p seems to be a reasonable line-in-the-sand as a minimum for text legibility. I upsample my DK2 to 1440p in E:D and it makes the UI usable, barely. 1080p native is unusable for the font sizes used IMO.

However, this would still pale in comparison with 2x 1080 screens. a 16:9 screen splits to an 8:9 ratio square for each eye. however if you close one eye you can tell that your eye's natural monocular vision is very "portrait" by nature. 2x 16:9 screens would seem to make that "wrap around" effect much more pronounced.
Avatar 57545
57.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 06:51
Slick
 
57.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 06:51
Mar 2, 2015, 06:51
 Slick
 
Esoteric wrote on Mar 2, 2015, 06:35:
Or Valve/Steam with its 125 million user base?

yeah, 5 million average daily users isn't bad. And trust me , I hate fucking phones, but I understand that in this world, people are retarded for their phones. Seriously.The daily user base of cellphones would be counted closer to a billion, rather than millions.

It's an undeniable reality that the mobile market is the most lucrative software platform right now. It's a veritable fertility garden, garden of eden, pleasure dome for developers who can tame it.
Avatar 57545
56.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 06:46
Slick
 
56.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 06:46
Mar 2, 2015, 06:46
 Slick
 
Julio wrote on Mar 2, 2015, 05:40:
Wraith wrote on Mar 2, 2015, 03:50:
At least that wasn't financed by fucking people over and jumping in bed with the cancer of the internet.

Wraith has this one right. I'm sure we'll see adware/spyware somehow integrated into the Oculus Rift. Time will tell.

nothing about Wraith is "right". but i suppose if anyone here would agree with him, it's you. You see you've made an impression on me. When i come across a post by someone named "Julio", I've come to expect a certain level of quality.

Wraith on the other hand, I couldn't recall. Until i looked at his recent post history and found this memorable ditty:

-----
Re: John Romero Plays DOOM; Spills Beans Jan 21, 2015, 14:02 Wraith

Fuck, is this no-talent bozo STILL riding John Carmack's coat-tails?

Give it up John. Doom was good because of Carmack's engine. Quake was good because of Carmack's engine. You're a fucking level designer for fuck's sake.

This should be called "John Romero plays DOOM, bores onlookers."
-----

With this second incident, Wraith now has a pattern to his madness that I can follow, i'll surely remember his name. So look out Julio, Wraith is gunning for your spot. Wraith, we all expect big things from you.
Avatar 57545
55.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 06:35
55.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 06:35
Mar 2, 2015, 06:35
 
Or Valve/Steam with its 125 million user base?
54.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 05:40
54.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 05:40
Mar 2, 2015, 05:40
 
Wraith wrote on Mar 2, 2015, 03:50:
At least that wasn't financed by fucking people over and jumping in bed with the cancer of the internet.

Wraith has this one right. I'm sure we'll see adware/spyware somehow integrated into the Oculus Rift. Time will tell.
53.
 
Re: HTC's SteamVR Headset Revealed
Mar 2, 2015, 05:18
NKD
53.
Re: HTC's SteamVR Headset Revealed Mar 2, 2015, 05:18
Mar 2, 2015, 05:18
NKD
 
Slick wrote on Mar 2, 2015, 05:13:
last thing:

all this VR/AR shit is great, but it really needs developers to make things happen. I own a DK2 and there isn't much to do with it IMO, demos sure, but nothing that's just sucked me in, like i know it's capable of doing.

and that when it comes down to the install base. you want devs hungry to develop for a platform? give them numbers.

developers for the DK2 have an install base of 100,000. over several years. on the other hand the new iPhone sold 110,000,000 units in it's first few months. Mobile is the future. if anything will bring development to VR/AR, it's mobile. sad but true.

<--- that guy

Eh I dunno. Mobile and VR are pretty opposite ends of the spectrum. You're pretty immobile for VR, by necessity. You're supposed to be immersed in a virtual world, not the real one. I see AR and VR diverging greatly in that way. What you want from the technology for each application is very different. AR is very much about pattern recognition and unobtrusiveness, where VR is obviously about complete immersion. Something you're not going to find a lot of call for in the multitasking heavy mobile user base.
Do you have a single fact to back that up?
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