[quote="Glasses-FreeTC"]@ToThePoint, We chose 1920 x 1080p for a number of reasons. It's still by far the most mainstream resolution for monitors in this category. We chose 27" based on feedback from gamers, CAD engineers, 3D movie animators and editors. We wanted to keep the Kickstarter price point down to under $1,000.
As Neil Schneider wrote in his mtbs3d.com article on us http://tinyurl.com/pxc3g77; this is more than a single product; it is a product platform that can scale up to larger sizes, down to smaller sizes (think laptop/tablet/smartphone) up to higher resolutions (including 4K if we can get some development support from NVIDIA hint, hint).
But first things first, we have to crush it on Kickstarter so the upstream players -- content developers, publishers, console makers, stereo camera makers, GPU and display mfrs -- get excited about 3D again.
[/quote]
I was just concerned and subsequently relieved, simply for your sake, that the 1080p format is still holding firm for the large majority of the market at present. The air around here can get pretty rarefied at times, with constant talk of the latest "must have" PC components or peripherals, but that's how it is.
I recognise the immense importance of pitching your product at a sensible level when starting up. If your product hadn't met my minimum criteria, I guess I wouldn't have made a pledge in the first place. A 24 inch diagonal screen, and I might well have hesitated, so you've pitched it at the right level. Neil expressed his thoughts well as always. The fact that your product has the potential to be so versatile is wonderful to hear, both in terms of the potential variety of applications to which it could be suited to, and the potential for scaling too. In this vicinity, bigger is considered better..generally speaking, and it's great to know that you have a vision in mind for the future. Aside from the hand held/portable devices you mentioned, the combination of 4 and K, would I imagine get quite a lot of attention around here, and perhaps in the fullness of time, that too can come to fruition. That would be really incredible, and I do hope that both you and NVidia are able to form a good working relationship if and when the time comes, with reference to any future support of your own firm's sense of ambition.
Glasses-FreeTC said:@ToThePoint, We chose 1920 x 1080p for a number of reasons. It's still by far the most mainstream resolution for monitors in this category. We chose 27" based on feedback from gamers, CAD engineers, 3D movie animators and editors. We wanted to keep the Kickstarter price point down to under $1,000.
As Neil Schneider wrote in his mtbs3d.com article on us http://tinyurl.com/pxc3g77; this is more than a single product; it is a product platform that can scale up to larger sizes, down to smaller sizes (think laptop/tablet/smartphone) up to higher resolutions (including 4K if we can get some development support from NVIDIA hint, hint).
But first things first, we have to crush it on Kickstarter so the upstream players -- content developers, publishers, console makers, stereo camera makers, GPU and display mfrs -- get excited about 3D again.
I was just concerned and subsequently relieved, simply for your sake, that the 1080p format is still holding firm for the large majority of the market at present. The air around here can get pretty rarefied at times, with constant talk of the latest "must have" PC components or peripherals, but that's how it is.
I recognise the immense importance of pitching your product at a sensible level when starting up. If your product hadn't met my minimum criteria, I guess I wouldn't have made a pledge in the first place. A 24 inch diagonal screen, and I might well have hesitated, so you've pitched it at the right level. Neil expressed his thoughts well as always. The fact that your product has the potential to be so versatile is wonderful to hear, both in terms of the potential variety of applications to which it could be suited to, and the potential for scaling too. In this vicinity, bigger is considered better..generally speaking, and it's great to know that you have a vision in mind for the future. Aside from the hand held/portable devices you mentioned, the combination of 4 and K, would I imagine get quite a lot of attention around here, and perhaps in the fullness of time, that too can come to fruition. That would be really incredible, and I do hope that both you and NVidia are able to form a good working relationship if and when the time comes, with reference to any future support of your own firm's sense of ambition.
Sounds like exciting stuff. Also sounds too good to be true but I pledged a few bucks anyways.
It says no sweet spots but what about the viewing distance? Obviously a camera wouldn't be able track your eyes if they're pressed right up against the screen. But for a monitor I'd always want to at least be able to get within a foot or so.
Sounds like exciting stuff. Also sounds too good to be true but I pledged a few bucks anyways.
It says no sweet spots but what about the viewing distance? Obviously a camera wouldn't be able track your eyes if they're pressed right up against the screen. But for a monitor I'd always want to at least be able to get within a foot or so.
@kludd40,
Thanks for your support, despite any reservations, as it gives some indication at least as to whether or not a market for their product actually exists. Hopefully a rep from DTI can answer your query directly. Can I humbly suggest adding your name to the pledge confirmation list? It's not about who, it's just about how many.
@Pirateguybrush,
Thanks, I'm sure it all helps.
Thanks for your support, despite any reservations, as it gives some indication at least as to whether or not a market for their product actually exists. Hopefully a rep from DTI can answer your query directly. Can I humbly suggest adding your name to the pledge confirmation list? It's not about who, it's just about how many.
@kludd40,
Thanks for your support. I know it sounds too good to be true but go to MTBS3D.com and hear from someone (site founder and gamer advocate Neil Schneider) who has not only seen the technology firsthand, but has followed its development over the past 6 months. The 27" monitor is designed to be viewed at relatively close range (like a workstation). I will get a statement from our Tech department as to eye tracking camera range (close and far).
@ToThePoint,
Thanks again!
Thanks for your support. I know it sounds too good to be true but go to MTBS3D.com and hear from someone (site founder and gamer advocate Neil Schneider) who has not only seen the technology firsthand, but has followed its development over the past 6 months. The 27" monitor is designed to be viewed at relatively close range (like a workstation). I will get a statement from our Tech department as to eye tracking camera range (close and far).
Hi Guys!
It has been a really, really long time since I posted in these forums. Too long!
I was very pleased to see this online today:
http://www.tomshardware.com/news/immersed-vr-ar-conference,28136.html
I plonked my own money down for this. The DTI3D monitor is ambitious to say the least. Yes, it's a significant investment during this holiday season. Yes, it's still being prototyped. Yes, it's a big promise for astute 3D gamers. Having seen their progress and knowing the people involved (and their drive), I'm excited for 3D again. They just need a little push to get things rolling. I'm hoping everyone can help them out by spreading the word, etc. - it's a worthy effort.
Regards,
Chopper
I plonked my own money down for this. The DTI3D monitor is ambitious to say the least. Yes, it's a significant investment during this holiday season. Yes, it's still being prototyped. Yes, it's a big promise for astute 3D gamers. Having seen their progress and knowing the people involved (and their drive), I'm excited for 3D again. They just need a little push to get things rolling. I'm hoping everyone can help them out by spreading the word, etc. - it's a worthy effort.
Hey Chopper, well I never, it's great to hear from you again! It's been around seven years since I last posted here. Incidentally, when [u]was[/u] the last time that you actually posted here? My only excuse, flimsy as it is, is that I've just been too busy working since then. Like you, I instinctively recognised this monitor's potential, and as Neil has seen this in operation first hand, I trust his judgement implicitly. Unfortunately, as in most instances, people have to see things for themselves before being convinced to any degree. Thanks for the link, from which I thought I'd copy Tom Curtin's reply to a query from that article, endeavouring to explain the technical aspects behind the technology.
"Here's a more technical description.
DTI’s system sends light through the LCD in such a way that the two eyes see all of the pixels of the LCD at different times. When the light goes through the pixels to the left eye, the pixels are displaying the left eye view of a stereo pair; when light goes through the pixels to right eye, the pixels are displaying the right eye view of a stereo pair. This happens rapidly enough that no flicker is seen. Thus the user sees a true stereoscopic image. Internal firmware in the display makes sure that the lights and image display on the LCD pixels stay in sync with one another. The lighting system and related optics in the backlight are designed to send light to two observers simultaneously. An onboard eye tracking system will keep track of where the observers are and make sure that the light is aimed at their eyes.
The display will use the same type of field sequential output that is used when viewing with 3D shutter glasses – a left eye view followed by a right eye view every 1/120th second. In fact any game software, NVidia graphics card, and driver combination that works with 3D shutter glasses will be compatible with this display."
@Glasses-FreeTC
As has been mentioned, there are a few queries that I've got too, one of which has already been mentioned, which is, the optimal viewing distance, and exactly what that is. Secondly, what is the maximum viewing distance? Lastly, does this technology have any impact on system performance, specifically the GPU or GPUs?
Hey Chopper, well I never, it's great to hear from you again! It's been around seven years since I last posted here. Incidentally, when was the last time that you actually posted here? My only excuse, flimsy as it is, is that I've just been too busy working since then. Like you, I instinctively recognised this monitor's potential, and as Neil has seen this in operation first hand, I trust his judgement implicitly. Unfortunately, as in most instances, people have to see things for themselves before being convinced to any degree. Thanks for the link, from which I thought I'd copy Tom Curtin's reply to a query from that article, endeavouring to explain the technical aspects behind the technology.
"Here's a more technical description.
DTI’s system sends light through the LCD in such a way that the two eyes see all of the pixels of the LCD at different times. When the light goes through the pixels to the left eye, the pixels are displaying the left eye view of a stereo pair; when light goes through the pixels to right eye, the pixels are displaying the right eye view of a stereo pair. This happens rapidly enough that no flicker is seen. Thus the user sees a true stereoscopic image. Internal firmware in the display makes sure that the lights and image display on the LCD pixels stay in sync with one another. The lighting system and related optics in the backlight are designed to send light to two observers simultaneously. An onboard eye tracking system will keep track of where the observers are and make sure that the light is aimed at their eyes.
The display will use the same type of field sequential output that is used when viewing with 3D shutter glasses – a left eye view followed by a right eye view every 1/120th second. In fact any game software, NVidia graphics card, and driver combination that works with 3D shutter glasses will be compatible with this display."
@Glasses-FreeTC
As has been mentioned, there are a few queries that I've got too, one of which has already been mentioned, which is, the optimal viewing distance, and exactly what that is. Secondly, what is the maximum viewing distance? Lastly, does this technology have any impact on system performance, specifically the GPU or GPUs?
ALL:
Please see Tom's Hardware article on Immersed.
http://www.tomshardware.com/news/immersed-vr-ar-conference,28136.html#topcomments_28136
DTI demo review about 2/3 down. Wish everybody could see the demo.
@ToThePoint,
Since the 27-inch monitor is a workstation size, it is optimized for desktop viewing. I am trying to get the tech department to provide maximum viewing distance. Should have an answer shortly.
There is no negative impact on the system performance or need for super high end GPUs.
@ToThePoint,
Since the 27-inch monitor is a workstation size, it is optimized for desktop viewing. I am trying to get the tech department to provide maximum viewing distance. Should have an answer shortly.
There is no negative impact on the system performance or need for super high end GPUs.
@Glasses-FreeTC,
That third query wasn't really mine, as I think it had been asked previously on another site. All this additional information goes along way to clarify certain issues beyond doubt, so that there are no misconceptions. The reason I ask about the maximum distance is simply estimating the point up to which the 3D effect draws people in, when one isn't sitting at the perfect distance from the monitor. If a gamer has only one pair of shutter glasses, quite obviously no one else can share that experience. As a DK2 owner, that is even more the case. By it's very nature, it's a highly personal but rather un-sociable experience at the moment, and I speak as a big fan of VR, in that I've tried the Star Wars mod, the Tron mod, Riftcoaster, Alien:Isolation, Elite:Dangerous, Discovering Space, Titans of Space..etc etc. That's the where the buzz is right now, as I'm sure you're more than well aware of. However, in my own view VR doesn't eclipse the experience that monitor stereoscopy and auto-stereoscopy can provide, rather it adds an additional option for visual entertainment. But that's only my view, and I've absolutely no idea as to whether that holds for the majority of DK2 users.
That third query wasn't really mine, as I think it had been asked previously on another site. All this additional information goes along way to clarify certain issues beyond doubt, so that there are no misconceptions. The reason I ask about the maximum distance is simply estimating the point up to which the 3D effect draws people in, when one isn't sitting at the perfect distance from the monitor. If a gamer has only one pair of shutter glasses, quite obviously no one else can share that experience. As a DK2 owner, that is even more the case. By it's very nature, it's a highly personal but rather un-sociable experience at the moment, and I speak as a big fan of VR, in that I've tried the Star Wars mod, the Tron mod, Riftcoaster, Alien:Isolation, Elite:Dangerous, Discovering Space, Titans of Space..etc etc. That's the where the buzz is right now, as I'm sure you're more than well aware of. However, in my own view VR doesn't eclipse the experience that monitor stereoscopy and auto-stereoscopy can provide, rather it adds an additional option for visual entertainment. But that's only my view, and I've absolutely no idea as to whether that holds for the majority of DK2 users.
Yes there is a lot of buzz around HMD experiences. I experienced the Cronenberg Body/Mind/Change at the CFC exhibit, the Casino walk through, CEEKARs, stared at incredible holograms from OCAD. And even with all of that technology around, people still came by to see 3D without glasses. There's something about seeing real depth of field, and out of screen imagery. We're going to publish images from Immersed of people seeing our demo. Great reactions -- from serious 3D directors like James Stewart watching his own short film Foxed!, to a father and son wide-eyed and grinning.
People stood looking over the shoulder and still were able to see 3D, albeit not optimized, since the 19-inch monitor is a fixed point viewing 3D display. It's easy to get in and stay in the eye box; but that's the limitation we're eliminating with the eye tracking that Don Woligroski (Tom's Hardware) saw and believed but can't figure out. :)
Yes there is a lot of buzz around HMD experiences. I experienced the Cronenberg Body/Mind/Change at the CFC exhibit, the Casino walk through, CEEKARs, stared at incredible holograms from OCAD. And even with all of that technology around, people still came by to see 3D without glasses. There's something about seeing real depth of field, and out of screen imagery. We're going to publish images from Immersed of people seeing our demo. Great reactions -- from serious 3D directors like James Stewart watching his own short film Foxed!, to a father and son wide-eyed and grinning.
People stood looking over the shoulder and still were able to see 3D, albeit not optimized, since the 19-inch monitor is a fixed point viewing 3D display. It's easy to get in and stay in the eye box; but that's the limitation we're eliminating with the eye tracking that Don Woligroski (Tom's Hardware) saw and believed but can't figure out. :)
Considering all of the competition you probably had around you, it must feel very gratifying to get the responses that you did. That's very interesting. The fact that people who stood behind the intended viewer, and at least got some idea of the effect, is very good news. Also the fact that that situation would only improve with any new version is even better news, and I'll be very intrigued so see the reactions that you mentioned in any future updates. And yeah, I'm sure it must feel rather satisfying to baffle other experts once in a while. ;) Thanks for that.
Considering all of the competition you probably had around you, it must feel very gratifying to get the responses that you did. That's very interesting. The fact that people who stood behind the intended viewer, and at least got some idea of the effect, is very good news. Also the fact that that situation would only improve with any new version is even better news, and I'll be very intrigued so see the reactions that you mentioned in any future updates. And yeah, I'm sure it must feel rather satisfying to baffle other experts once in a while. ;) Thanks for that.
@ToThePoint,
As to viewing distance. We will be able to optimize the viewing distance within a range of 10" to 100".
Our 19-inch display is optimized for 28" (we say roughly arms length).
Our plan is to survey the Kickstarter backers to determine the "optimal" distance. Eye tracking and optics will be integrated for that optimization. Plenty of room plus/minus the optimal distance to see the 3D.
@ToThePoint,
As to viewing distance. We will be able to optimize the viewing distance within a range of 10" to 100".
Our 19-inch display is optimized for 28" (we say roughly arms length).
Our plan is to survey the Kickstarter backers to determine the "optimal" distance. Eye tracking and optics will be integrated for that optimization. Plenty of room plus/minus the optimal distance to see the 3D.
Yep, I'd agree with that, in that roughly an arm's length is a pretty good gauge of an optimal viewing distance. It's also an easy distance to remember. It's nice to hear about the outer viewing range being what it is. Certainly at a trade show that effective outer distance, albeit not an optimal one, is important, a fact of which I know you're already well aware of. You are in effect using a visual hook, as compared to the smell of freshly baked bread, or the sound of the first few chords in any good pop song, which are all effective sales techniques to pull in passing trade.
I caught your on stage interview at the Immersed Conference in Toronto, from what I could hear of it that is, but thanks anyway to Neil for uploading that nonetheless. This is off topic, but for an air traffic controller to be able to instantly visualise planes flying at both different altitudes and distances is an amazingly practical use of auto-stereoscopy. Bravo to you and the team for that one. Great job!
Yep, I'd agree with that, in that roughly an arm's length is a pretty good gauge of an optimal viewing distance. It's also an easy distance to remember. It's nice to hear about the outer viewing range being what it is. Certainly at a trade show that effective outer distance, albeit not an optimal one, is important, a fact of which I know you're already well aware of. You are in effect using a visual hook, as compared to the smell of freshly baked bread, or the sound of the first few chords in any good pop song, which are all effective sales techniques to pull in passing trade.
I caught your on stage interview at the Immersed Conference in Toronto, from what I could hear of it that is, but thanks anyway to Neil for uploading that nonetheless. This is off topic, but for an air traffic controller to be able to instantly visualise planes flying at both different altitudes and distances is an amazingly practical use of auto-stereoscopy. Bravo to you and the team for that one. Great job!
I was just concerned and subsequently relieved, simply for your sake, that the 1080p format is still holding firm for the large majority of the market at present. The air around here can get pretty rarefied at times, with constant talk of the latest "must have" PC components or peripherals, but that's how it is.
I recognise the immense importance of pitching your product at a sensible level when starting up. If your product hadn't met my minimum criteria, I guess I wouldn't have made a pledge in the first place. A 24 inch diagonal screen, and I might well have hesitated, so you've pitched it at the right level. Neil expressed his thoughts well as always. The fact that your product has the potential to be so versatile is wonderful to hear, both in terms of the potential variety of applications to which it could be suited to, and the potential for scaling too. In this vicinity, bigger is considered better..generally speaking, and it's great to know that you have a vision in mind for the future. Aside from the hand held/portable devices you mentioned, the combination of 4 and K, would I imagine get quite a lot of attention around here, and perhaps in the fullness of time, that too can come to fruition. That would be really incredible, and I do hope that both you and NVidia are able to form a good working relationship if and when the time comes, with reference to any future support of your own firm's sense of ambition.
Intel Core i7 4770k @ 4.4Ghz, 3x GTX Titan, 16GB Tactical Tracer LED, CPU/GPU Dual-Loop Water-Cooled - Driver 331.82, DX11.0
It says no sweet spots but what about the viewing distance? Obviously a camera wouldn't be able track your eyes if they're pressed right up against the screen. But for a monitor I'd always want to at least be able to get within a foot or so.
Thanks for your support, despite any reservations, as it gives some indication at least as to whether or not a market for their product actually exists. Hopefully a rep from DTI can answer your query directly. Can I humbly suggest adding your name to the pledge confirmation list? It's not about who, it's just about how many.
@Pirateguybrush,
Thanks, I'm sure it all helps.
Intel Core i7 4770k @ 4.4Ghz, 3x GTX Titan, 16GB Tactical Tracer LED, CPU/GPU Dual-Loop Water-Cooled - Driver 331.82, DX11.0
Thanks for your support. I know it sounds too good to be true but go to MTBS3D.com and hear from someone (site founder and gamer advocate Neil Schneider) who has not only seen the technology firsthand, but has followed its development over the past 6 months. The 27" monitor is designed to be viewed at relatively close range (like a workstation). I will get a statement from our Tech department as to eye tracking camera range (close and far).
@ToThePoint,
Thanks again!
It has been a really, really long time since I posted in these forums. Too long!
I was very pleased to see this online today:
http://www.tomshardware.com/news/immersed-vr-ar-conference,28136.html
I plonked my own money down for this. The DTI3D monitor is ambitious to say the least. Yes, it's a significant investment during this holiday season. Yes, it's still being prototyped. Yes, it's a big promise for astute 3D gamers. Having seen their progress and knowing the people involved (and their drive), I'm excited for 3D again. They just need a little push to get things rolling. I'm hoping everyone can help them out by spreading the word, etc. - it's a worthy effort.
Regards,
Chopper
"Here's a more technical description.
DTI’s system sends light through the LCD in such a way that the two eyes see all of the pixels of the LCD at different times. When the light goes through the pixels to the left eye, the pixels are displaying the left eye view of a stereo pair; when light goes through the pixels to right eye, the pixels are displaying the right eye view of a stereo pair. This happens rapidly enough that no flicker is seen. Thus the user sees a true stereoscopic image. Internal firmware in the display makes sure that the lights and image display on the LCD pixels stay in sync with one another. The lighting system and related optics in the backlight are designed to send light to two observers simultaneously. An onboard eye tracking system will keep track of where the observers are and make sure that the light is aimed at their eyes.
The display will use the same type of field sequential output that is used when viewing with 3D shutter glasses – a left eye view followed by a right eye view every 1/120th second. In fact any game software, NVidia graphics card, and driver combination that works with 3D shutter glasses will be compatible with this display."
@Glasses-FreeTC
As has been mentioned, there are a few queries that I've got too, one of which has already been mentioned, which is, the optimal viewing distance, and exactly what that is. Secondly, what is the maximum viewing distance? Lastly, does this technology have any impact on system performance, specifically the GPU or GPUs?
Intel Core i7 4770k @ 4.4Ghz, 3x GTX Titan, 16GB Tactical Tracer LED, CPU/GPU Dual-Loop Water-Cooled - Driver 331.82, DX11.0
Please see Tom's Hardware article on Immersed.
http://www.tomshardware.com/news/immersed-vr-ar-conference,28136.html#topcomments_28136
DTI demo review about 2/3 down. Wish everybody could see the demo.
Since the 27-inch monitor is a workstation size, it is optimized for desktop viewing. I am trying to get the tech department to provide maximum viewing distance. Should have an answer shortly.
There is no negative impact on the system performance or need for super high end GPUs.
That third query wasn't really mine, as I think it had been asked previously on another site. All this additional information goes along way to clarify certain issues beyond doubt, so that there are no misconceptions. The reason I ask about the maximum distance is simply estimating the point up to which the 3D effect draws people in, when one isn't sitting at the perfect distance from the monitor. If a gamer has only one pair of shutter glasses, quite obviously no one else can share that experience. As a DK2 owner, that is even more the case. By it's very nature, it's a highly personal but rather un-sociable experience at the moment, and I speak as a big fan of VR, in that I've tried the Star Wars mod, the Tron mod, Riftcoaster, Alien:Isolation, Elite:Dangerous, Discovering Space, Titans of Space..etc etc. That's the where the buzz is right now, as I'm sure you're more than well aware of. However, in my own view VR doesn't eclipse the experience that monitor stereoscopy and auto-stereoscopy can provide, rather it adds an additional option for visual entertainment. But that's only my view, and I've absolutely no idea as to whether that holds for the majority of DK2 users.
Intel Core i7 4770k @ 4.4Ghz, 3x GTX Titan, 16GB Tactical Tracer LED, CPU/GPU Dual-Loop Water-Cooled - Driver 331.82, DX11.0
People stood looking over the shoulder and still were able to see 3D, albeit not optimized, since the 19-inch monitor is a fixed point viewing 3D display. It's easy to get in and stay in the eye box; but that's the limitation we're eliminating with the eye tracking that Don Woligroski (Tom's Hardware) saw and believed but can't figure out. :)
Intel Core i7 4770k @ 4.4Ghz, 3x GTX Titan, 16GB Tactical Tracer LED, CPU/GPU Dual-Loop Water-Cooled - Driver 331.82, DX11.0
As to viewing distance. We will be able to optimize the viewing distance within a range of 10" to 100".
Our 19-inch display is optimized for 28" (we say roughly arms length).
Our plan is to survey the Kickstarter backers to determine the "optimal" distance. Eye tracking and optics will be integrated for that optimization. Plenty of room plus/minus the optimal distance to see the 3D.
I caught your on stage interview at the Immersed Conference in Toronto, from what I could hear of it that is, but thanks anyway to Neil for uploading that nonetheless. This is off topic, but for an air traffic controller to be able to instantly visualise planes flying at both different altitudes and distances is an amazingly practical use of auto-stereoscopy. Bravo to you and the team for that one. Great job!
Intel Core i7 4770k @ 4.4Ghz, 3x GTX Titan, 16GB Tactical Tracer LED, CPU/GPU Dual-Loop Water-Cooled - Driver 331.82, DX11.0