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Steam VR Room Space Getting Roomier

Valve announces they are ramping up production of SteamVR Tracking 2.0 base stations for OEMS, and they expect to start shipping them early next year (thanks Ars Technica). There's lots of information in there, including word that these will cover a vastly larger area once they introduce the ability to use four of them together, though it's also noted that this is not compatible with existing Vive headsets. Currently you can set up a Vive to cover a square about 11.5 feet per side, or about 130 square feet, but the new four-tracker setup should eventually support a 10 meter by 10 meter area, or over 1000 square feet. They also say they are exploring the advantages to adding even more base stations to the setup. Here's more:

Here are some technical details to plan around for SteamVR Tracking 2.0:

  • At launch the base stations will work in configurations of up to 2 base stations.
  • In early 2018, we’ll expand that functionality to 4 base stations that should cover a single room play space of roughly 10 x 10 meters.
  • We’re evaluating adding functionality beyond 4 base stations as part of our product roadmap but do not have a current timeline we can share.
  • For more information, please see our SteamVR Tracking Technology Update post from June 5th.

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19 Replies. 1 pages. Viewing page 1.
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19. Re: Re: Steam VR Room Space Getting Roomier Oct 12, 2017, 22:57 Kxmode
 
Verno wrote on Oct 12, 2017, 16:00:
Well you got me there, gotta own it.

Ah, come on. I wasn't trying to "get ya." I just wanted to share accurate information.
 
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William Shakespeare's "Star Wars" Act I, Scene 4: CHORUS: And now, dear viewers, shall our play go to \ A Planet stark and drear for our next scene. \ Imagine sand and rocks within thy view. \ Prepare thy souls - we fly to Tatooine!
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18. Re: Re: Steam VR Room Space Getting Roomier Oct 12, 2017, 16:00 Verno
 
Kxmode wrote on Oct 12, 2017, 14:09:
Verno wrote on Oct 12, 2017, 08:42:
Valve is a privately held corporation so it's really none of your concern. They can do whatever they want in VR as long as they sustain themselves. Valve got out of the Steam box game right quick and put it on OEMs because they saw the risk there. I doubt they have as much tied up into this as you think.

Valve isn't the sole creator of the Vive. The device is jointly created by Valve and HTC. HTC is a notable publicly traded firm on the Taiwan Stock Exchange (TWSE). In other words, all major VR devices are developed by publicly traded firms with financial responsibility to their shareholders.

Well you got me there, gotta own it.
 
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17. Re: Re: Steam VR Room Space Getting Roomier Oct 12, 2017, 14:09 Kxmode
 
Verno wrote on Oct 12, 2017, 08:42:
Valve is a privately held corporation so it's really none of your concern. They can do whatever they want in VR as long as they sustain themselves. Valve got out of the Steam box game right quick and put it on OEMs because they saw the risk there. I doubt they have as much tied up into this as you think.

Valve isn't the sole creator of the Vive. The device is jointly created by Valve and HTC. HTC is a notable publicly traded firm on the Taiwan Stock Exchange (TWSE). In other words, all major VR devices are developed by publicly traded firms with financial responsibility to their shareholders.
 
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William Shakespeare's "Star Wars" Act I, Scene 4: CHORUS: And now, dear viewers, shall our play go to \ A Planet stark and drear for our next scene. \ Imagine sand and rocks within thy view. \ Prepare thy souls - we fly to Tatooine!
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16. Re: Re: Steam VR Room Space Getting Roomier Oct 12, 2017, 08:42 Verno
 
Kxmode wrote on Oct 11, 2017, 23:46:
It's not alarmist to point out that they are expanding the boundaries of a technology that hasn't achieved mass appeal. It's financial stupidity. If I were a shareholder of Facebook, I'd be livid they were wasting resources on a "financial albatross" that has no foreseeable growth or profit. "Because it's cool" isn't enough, and early adopters isn't enough to make it sustainable.

Valve is a privately held corporation so it's really none of your concern. They can do whatever they want in VR as long as they sustain themselves. Valve got out of the Steam box game right quick and put it on OEMs because they saw the risk there. I doubt they have as much tied up into this as you think.

Personally I feel like VR is very promising but faces some inherent issues - bulky headsets, hard to demonstrate/advertise, social gaming limited to mostly internet applications, etc. On the other hand VR has porn which bodes well for it.
 
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15. Re: Steam VR Room Space Getting Roomier Oct 11, 2017, 23:46 Kxmode
 
It's not alarmist to point out that they are expanding the boundaries of a technology that hasn't achieved mass appeal. It's financial stupidity. If I were a shareholder of Facebook, I'd be livid they were wasting resources on a "financial albatross" that has no foreseeable growth or profit. "Because it's cool" isn't enough, and early adopters isn't enough to make it sustainable.

In whatever form it takes, a "killer app" is the only way forward.
 
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William Shakespeare's "Star Wars" Act I, Scene 4: CHORUS: And now, dear viewers, shall our play go to \ A Planet stark and drear for our next scene. \ Imagine sand and rocks within thy view. \ Prepare thy souls - we fly to Tatooine!
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14. Re: Steam VR Room Space Getting Roomier Oct 11, 2017, 20:32 HorrorScope
 
Kxmode wrote on Oct 11, 2017, 19:08:
VR Room Space is the opposite of mass appeal and adoption. Perhaps they realized that VR gaming just isn't catching on, so they are looking to other applications.

Or perhaps a less alarmist way of looking at it. "They are looking to expand VR's boundaries. No matter current gaming success or not."

Yes lots of games.
Depending on likes, there are some killers out there already.
And in general I to prefer a more seated experience overall.
 
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13. Re: Steam VR Room Space Getting Roomier Oct 11, 2017, 19:08 Kxmode
 
VR Room Space is the opposite of mass appeal and adoption. Perhaps they realized that VR gaming just isn't catching on, so they are looking to other applications. The average consumer is not going to spend money to make their machine VR-ready, and then dedicate an entire room to it. These "requirements" will lock VR into a plateaued niche market, which is fine if HTC, Valve, Facebook want to continue carrying the novelty of it. 3D Printers is an excellent example of such a market that is still edging forward without any broad market success. Of course, most companies behind 3D Printers remain private thus providing them with financial freedoms. Not so with Facebook and HTC. If they are bleeding capital on VR R&D, shareholders will not take too kindly to that.  
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William Shakespeare's "Star Wars" Act I, Scene 4: CHORUS: And now, dear viewers, shall our play go to \ A Planet stark and drear for our next scene. \ Imagine sand and rocks within thy view. \ Prepare thy souls - we fly to Tatooine!
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12. Re: Morning Tech Bits Oct 11, 2017, 18:21 Mordecai Walfish
 
VR on this scale opens the door to more commercial applications, for example a realtor or rental agency that allows you to tour any of their properties for a preview, and other cool applications like this.

I applied at a VR tech company that is trying to make this a thing in the US currently, for more commercial-scale operations. It really feels like the first version of the holodeck in a lot of ways.
 
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11. Re: Steam VR Room Space Getting Roomier Oct 11, 2017, 18:06 Lorcin
 
Dman20 wrote on Oct 11, 2017, 17:58:
Oculus Go is GearVR without the phone. If its able to connect to a PC via HDMI cable and utilize those options... well fantastic but otherwise from everything that has come out about it, its just a GearVR headset that you can get if you basically don't own a Samsung phone.

I've successfully used moonlight with Elite already on a crappy Chinese £20 headset with an LG G3 (2560x1440 phone). I'd use it regularly but due to the headset really being crap all I really get is a very very 3d 4:3 square - looks like about a 50" monitor 4 feet away. The outline of the phone is clear and the light bleed is horrible.

An actual built solution with lens designed for the display will undoubtedly beat the hell out of that and if it's android based (probable) it WILL be cracked to allow stuff like moonlight on it.
 
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10. Re: Steam VR Room Space Getting Roomier Oct 11, 2017, 17:58 Dman20
 
Orogogus wrote on Oct 11, 2017, 17:42:
Lorcin wrote on Oct 11, 2017, 17:08:
I'm more interested in the Occulus Go which loses all the room tracking crap. I only wanna fly spaceships in VR so half price to lose the extraneous crap sounds good to me.

Isn't the Go more on par with mobile VR? Giving up the PC at the same time you need more power for doubled visuals at extremely close range seems limiting.

Oculus Go is GearVR without the phone. If its able to connect to a PC via HDMI cable and utilize those options... well fantastic but otherwise from everything that has come out about it, its just a GearVR headset that you can get if you basically don't own a Samsung phone.
 
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9. Re: Steam VR Room Space Getting Roomier Oct 11, 2017, 17:42 Orogogus
 
Lorcin wrote on Oct 11, 2017, 17:08:
I'm more interested in the Occulus Go which loses all the room tracking crap. I only wanna fly spaceships in VR so half price to lose the extraneous crap sounds good to me.

Isn't the Go more on par with mobile VR? Giving up the PC at the same time you need more power for doubled visuals at extremely close range seems limiting.
 
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8. Re: Steam VR Room Space Getting Roomier Oct 11, 2017, 17:33 NKD
 
I don't care about room tracking either. I have a very small home and frankly I don't have any rooms with enough space to take advantage of it. I'd rather see improvements for desk usage.  
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7. Re: Steam VR Room Space Getting Roomier Oct 11, 2017, 17:08 Lorcin
 
I'm more interested in the Occulus Go which loses all the room tracking crap. I only wanna fly spaceships in VR so half price to lose the extraneous crap sounds good to me.  
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6. Re: Steam VR Room Space Getting Roomier Oct 11, 2017, 15:19 RedEye9
 
ItBurn wrote on Oct 11, 2017, 14:59:
Cutter wrote on Oct 11, 2017, 11:13:
Seems to me VR needs games more than it needs anymore tech atm.

I dunno man, it feels like I see a new VR game release almost every day.
Exactly
It takes years to make a "killer app video game", what makes anyone think that it will be any different to make said "killer app video game" for a new tech like VR?

Now developers know that there is a demand for VR games and that hardware manufacturers are making the hw necessary to play them.

Heady times ahead.
 
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5. Re: Steam VR Room Space Getting Roomier Oct 11, 2017, 14:59 ItBurn
 
Cutter wrote on Oct 11, 2017, 11:13:
Seems to me VR needs games more than it needs anymore tech atm.

I dunno man, it feels like I see a new VR game release almost every day.
 
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4. Re: Steam VR Room Space Getting Roomier Oct 11, 2017, 11:22 Dman20
 
I could see this becoming an entertainment experience for large spaces. Get good tracking, wireless headsets roam a warehouse.  
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3. Re: Steam VR Room Space Getting Roomier Oct 11, 2017, 11:15 Frijoles
 
I need a bigger house. Or a garage that's not in use.  
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2. Re: Steam VR Room Space Getting Roomier Oct 11, 2017, 11:13 Cutter
 
Seems to me VR needs games more than it needs anymore tech atm.
 
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You've got to be cruel to be kind...in the right measure.
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1. Re: Steam VR Room Space Getting Roomier Oct 11, 2017, 10:22 Kxmode
 

Killer app?
 
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William Shakespeare's "Star Wars" Act I, Scene 4: CHORUS: And now, dear viewers, shall our play go to \ A Planet stark and drear for our next scene. \ Imagine sand and rocks within thy view. \ Prepare thy souls - we fly to Tatooine!
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