VALVE and HTC join to make new VR Headset "VIVE", 2160x1200, 110° FOV, Available 2015.
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A pretty surprising bit of news... https://www.youtube.com/watch?v=eTITJSSRUso [url]http://www.htcvr.com/[/url] [url]http://www.theverge.com/2015/3/1/8127445/htc-vive-valve-vr-headset[/url] I wonder if it will be compatible with the PC, as essentially, the Steam Box is a PC.
A pretty surprising bit of news...



http://www.htcvr.com/

http://www.theverge.com/2015/3/1/8127445/htc-vive-valve-vr-headset

I wonder if it will be compatible with the PC, as essentially, the Steam Box is a PC.

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#1
Posted 03/02/2015 08:00 AM   
[quote="RAGEdemon"]A pretty surprising bit of news... https://www.youtube.com/watch?v=eTITJSSRUso [url]http://www.htcvr.com/[/url] [url]http://www.theverge.com/2015/3/1/8127445/htc-vive-valve-vr-headset[/url] I wonder if it will be compatible with the PC, as essentially, the Steam Box is a PC.[/quote] Most likely it will run on Steam Box and Linux as a matter of fact;)) Although I am unsure if it will be backwards compatible with games... I think it will work only on some titles developed for it it... (Like most VR stuff). Thing is I wonder how many devs will support VR in the future...
RAGEdemon said:A pretty surprising bit of news...



http://www.htcvr.com/

http://www.theverge.com/2015/3/1/8127445/htc-vive-valve-vr-headset

I wonder if it will be compatible with the PC, as essentially, the Steam Box is a PC.


Most likely it will run on Steam Box and Linux as a matter of fact;)) Although I am unsure if it will be backwards compatible with games... I think it will work only on some titles developed for it it... (Like most VR stuff). Thing is I wonder how many devs will support VR in the future...

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#2
Posted 03/02/2015 09:12 AM   
double post.....
double post.....

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#3
Posted 03/02/2015 09:12 AM   
It claims to be the first device to fully capture field of view, so its gonna be more immersive then even Oculus Rift!
It claims to be the first device to fully capture field of view, so its gonna be more immersive then even Oculus Rift!

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#4
Posted 03/02/2015 09:16 AM   
It looks like this thing is taking the VR world by storm... http://www.anandtech.com/show/9048/testing-the-htc-re-vive-with-steam-vr-better-than-oculus [i]"The key difference between the HTC and Oculus demos was immersion combined with interactivity. The Oculus demo was technically great, but the interactive elements from HTC along with the Valve input made the experience feel more natural. There are clear hurdles for both implementations, particularly for Oculus on content. Even though Oculus is working with lots of developers, I also inquired about the interoperability between software created for the HTC headset and the Oculus one but the comments pointed towards locking in the software to each device. The HTC/Valve implementation will have to have some bundled content when it goes on general sale and Valve already has the distribution ecosystem in place as well as the gaming franchises to make the world implode."[/i] Also, http://www.maximumpc.com/valve%E2%80%99s_vr_experience_closest_thing_holodeck_we_have_2015 [i] "I just walked out of Valve’s SteamVR demo and can say that it is the best VR experience I’ve ever had. And this is coming from a guy who has tried nearly all of the VR headsets out there, including Oculus VR’s newest Crescent Bay prototype. This is the closest thing to a modern-day holodeck we have at the moment." "Compared to other VR solutions, Valve is at the top of the heap. Its headset is sharp, offers a great sense of depth, has excellent tracking, allows you to walk around, didn't make me motion sick, and comes with an excellent VR controller that works well. In addition, all of the demos looked excellent and polished. Valve says a dev kit should be released by the summer, and the consumer release should be coming at the end of the year. If I do have one concern about Valve/HTC's solution, however, it pertains to price. All of this sounds expensive, but I might just sell my own legs for this if it meant I could get virtual ones."[/i] Also, http://www.engadget.com/2015/03/04/htc-vive-hands-on/ [i]Yet, I walked away from the demo a complete believer, not just in VR, but also in HTC and Valve, and I can't wait to see what's next. HTC has said that the developer edition of the Vive will be available later this spring, while a commercial retail version will be in stores by the end of the year. I'm not sure if I'll be able to afford this yet, but if I can? Sign me up.[/i] Also, http://gizmodo.com/htc-vive-virtual-reality-so-damn-real-that-i-cant-even-1689396093 [i]Virtual Reality is coming in many ways, shapes and flavors, and it's coming right now. And that, my friends, is that awesome scifi future I've always dreamed of. Let it roll.[/i] Also, http://www.theverge.com/2015/3/4/8151197/hands-on-with-valve-and-htcs-vive-vr-headset ==== Competition and choice are good for the consumer. In the end, I see a lot of the more hardcore of us perhaps having multiple solutions. Video related: https://www.youtube.com/watch?v=XP9MolWGZNE
It looks like this thing is taking the VR world by storm...

http://www.anandtech.com/show/9048/testing-the-htc-re-vive-with-steam-vr-better-than-oculus

"The key difference between the HTC and Oculus demos was immersion combined with interactivity. The Oculus demo was technically great, but the interactive elements from HTC along with the Valve input made the experience feel more natural. There are clear hurdles for both implementations, particularly for Oculus on content. Even though Oculus is working with lots of developers, I also inquired about the interoperability between software created for the HTC headset and the Oculus one but the comments pointed towards locking in the software to each device. The HTC/Valve implementation will have to have some bundled content when it goes on general sale and Valve already has the distribution ecosystem in place as well as the gaming franchises to make the world implode."

Also,
http://www.maximumpc.com/valve%E2%80%99s_vr_experience_closest_thing_holodeck_we_have_2015

"I just walked out of Valve’s SteamVR demo and can say that it is the best VR experience I’ve ever had. And this is coming from a guy who has tried nearly all of the VR headsets out there, including Oculus VR’s newest Crescent Bay prototype. This is the closest thing to a modern-day holodeck we have at the moment."

"Compared to other VR solutions, Valve is at the top of the heap. Its headset is sharp, offers a great sense of depth, has excellent tracking, allows you to walk around, didn't make me motion sick, and comes with an excellent VR controller that works well. In addition, all of the demos looked excellent and polished. Valve says a dev kit should be released by the summer, and the consumer release should be coming at the end of the year. If I do have one concern about Valve/HTC's solution, however, it pertains to price. All of this sounds expensive, but I might just sell my own legs for this if it meant I could get virtual ones."



Also,
http://www.engadget.com/2015/03/04/htc-vive-hands-on/

Yet, I walked away from the demo a complete believer, not just in VR, but also in HTC and Valve, and I can't wait to see what's next. HTC has said that the developer edition of the Vive will be available later this spring, while a commercial retail version will be in stores by the end of the year. I'm not sure if I'll be able to afford this yet, but if I can? Sign me up.


Also,
http://gizmodo.com/htc-vive-virtual-reality-so-damn-real-that-i-cant-even-1689396093

Virtual Reality is coming in many ways, shapes and flavors, and it's coming right now. And that, my friends, is that awesome scifi future I've always dreamed of. Let it roll.

Also,
http://www.theverge.com/2015/3/4/8151197/hands-on-with-valve-and-htcs-vive-vr-headset
====


Competition and choice are good for the consumer. In the end, I see a lot of the more hardcore of us perhaps having multiple solutions.


Video related:

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#5
Posted 03/05/2015 01:28 PM   
I wonder if it uses an htc phone for the screen or if it's a standalone.
I wonder if it uses an htc phone for the screen or if it's a standalone.

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#6
Posted 03/05/2015 03:06 PM   
Apparently, it used 2 separate screens thereby increasing picture quality. Resolution for each screen is 1080x1200.
Apparently, it used 2 separate screens thereby increasing picture quality. Resolution for each screen is 1080x1200.

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#7
Posted 03/05/2015 03:35 PM   
Yeah. It's definitely a stand-alone version. Have to say, the Valve/AMD/Nvidia presentations were all very interesting. The Vive, BTW, needs to optimally render at 1.4X resolution (to account for optics). Valve had some very intriguing ways of saving gpu cycles in their presentation. As for the AMD vs Nvidia VR presentations, it seems AMD is clearly ahead at this point. Valve was able to get 2X performance out of AMD SLI within 2 hours. Nvidia still hasn't given them working code to see how efficient their SLI solution is.
Yeah. It's definitely a stand-alone version. Have to say, the Valve/AMD/Nvidia presentations were all very interesting. The Vive, BTW, needs to optimally render at 1.4X resolution (to account for optics).

Valve had some very intriguing ways of saving gpu cycles in their presentation. As for the AMD vs Nvidia VR presentations, it seems AMD is clearly ahead at this point. Valve was able to get 2X performance out of AMD SLI within 2 hours. Nvidia still hasn't given them working code to see how efficient their SLI solution is.

#8
Posted 03/05/2015 03:54 PM   
[quote="mindw0rk"]It claims to be the first device to fully capture field of view, so its gonna be more immersive then even Oculus Rift![/quote] The human FOV is about 180 degrees though so thats a bit off. Pretty wide though. I know i pumped up Skyrim to 110 - 120 and put my head close to the monitor and got an amazing effect, only ruined by the distortion and low pixel density at that distance.
mindw0rk said:It claims to be the first device to fully capture field of view, so its gonna be more immersive then even Oculus Rift!


The human FOV is about 180 degrees though so thats a bit off. Pretty wide though. I know i pumped up Skyrim to 110 - 120 and put my head close to the monitor and got an amazing effect, only ruined by the distortion and low pixel density at that distance.

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#9
Posted 03/05/2015 07:53 PM   
[quote="RAGEdemon"]Apparently, it used 2 separate screens thereby increasing picture quality. Resolution for each screen is 1080x1200.[/quote] Well its actually 1200x1080 but same diff. Its probably cause Rift wastes a huge bunch of screen real estate. [img]http://i.ytimg.com/vi/WMfc50vdfSk/maxresdefault.jpg[/img]
RAGEdemon said:Apparently, it used 2 separate screens thereby increasing picture quality. Resolution for each screen is 1080x1200.

Well its actually 1200x1080 but same diff.


Its probably cause Rift wastes a huge bunch of screen real estate.
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#10
Posted 03/05/2015 08:53 PM   
[img]http://cdn1.24liveblog.com/images/2015/03/05/img_54f7abfbd1262.jpg[/img] [img]http://cdn1.24liveblog.com/images/2015/03/05/img_54f7acd785316.jpg[/img] Interestingly, the final resolution at release will be even higher.
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Interestingly, the final resolution at release will be even higher.

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#11
Posted 03/05/2015 09:53 PM   
Interesting specifications. Based on prior discussions that Abrash made, the resolution is probably still a bit too low to avoid seeing pixels, especially at 110 degrees. But it's a good start, and substantially better than DK2. That rotated screen spec of 1080x1200 is probably right, because they likely wanted to capture those big dead zones in the vertical on the Rift. Each eye's screen is in portrait. That also explains something that has bugged me about the DK2, where the screen is setup as portrait at the desktop, causing any number of annoying usage problems. They must be using a standard display still because of that aspect ratio. When someone gets out of the 1.8 aspect ratio of 1080p, you'll know it's a special display. VR displays could really use a dramatically wider aspect ratio. It's also pretty interesting that they are using SuperSampling past that resolution too, presumably for good AA. That 457M pixels/sec is a pretty punishing number. Pretty sure only 780ti SLI and above need apply, without turning off a lot of effects. For comparison purposes, if you run 1080p screen at 120Hz for 3D Vision: 1080p @ 120Hz : 248 million pixels/sec So you'll need to be able to run roughly 2x that, in order to run the Vive.
Interesting specifications. Based on prior discussions that Abrash made, the resolution is probably still a bit too low to avoid seeing pixels, especially at 110 degrees. But it's a good start, and substantially better than DK2.

That rotated screen spec of 1080x1200 is probably right, because they likely wanted to capture those big dead zones in the vertical on the Rift. Each eye's screen is in portrait. That also explains something that has bugged me about the DK2, where the screen is setup as portrait at the desktop, causing any number of annoying usage problems.

They must be using a standard display still because of that aspect ratio. When someone gets out of the 1.8 aspect ratio of 1080p, you'll know it's a special display. VR displays could really use a dramatically wider aspect ratio.


It's also pretty interesting that they are using SuperSampling past that resolution too, presumably for good AA. That 457M pixels/sec is a pretty punishing number. Pretty sure only 780ti SLI and above need apply, without turning off a lot of effects.

For comparison purposes, if you run 1080p screen at 120Hz for 3D Vision:
1080p @ 120Hz : 248 million pixels/sec

So you'll need to be able to run roughly 2x that, in order to run the Vive.

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#12
Posted 03/06/2015 12:52 AM   
Short video of their Portal demo: http://youtu.be/ZKK74Wh-J10 You'll need to be able to do distance viewing 3D to be able to see it. (not cross eyed, left eye is on left. Focus into infinity with a small image and try to fuse the images into the center one.) Shows that they are using the full 2160x1200 display, not clipping to black all around.
Short video of their Portal demo:


http://youtu.be/ZKK74Wh-J10



You'll need to be able to do distance viewing 3D to be able to see it. (not cross eyed, left eye is on left. Focus into infinity with a small image and try to fuse the images into the center one.)

Shows that they are using the full 2160x1200 display, not clipping to black all around.

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#13
Posted 03/06/2015 02:07 AM   
Hmd specifications are great, but the positional tracking with all those cables around... i think it's far from a commercial version, but anyway, even limited dk2 positional tracking is and amazing experience, this should be... unbelievable.
Hmd specifications are great, but the positional tracking with all those cables around... i think it's far from a commercial version, but anyway, even limited dk2 positional tracking is and amazing experience, this should be... unbelievable.
I've been a vocal critic of the Oculus Rift ever since buying the devkit and hating it. Mainly for its idiotic insistence on being a 'seated, always facing forward' device (ie. barely VR at all) . Also for its reliance on keyboard /gamepad rather than full-blown motion tracking. The Valve one seems to address both issues head on. Very promising! Though it's valve, so it'll probably get released twelve years from now. http://www.pcgamer.com/steamvr-hands-on-valve-overtakes-oculus/
I've been a vocal critic of the Oculus Rift ever since buying the devkit and hating it. Mainly for its idiotic insistence on being a 'seated, always facing forward' device (ie. barely VR at all) . Also for its reliance on keyboard /gamepad rather than full-blown motion tracking.

The Valve one seems to address both issues head on. Very promising!

Though it's valve, so it'll probably get released twelve years from now.


http://www.pcgamer.com/steamvr-hands-on-valve-overtakes-oculus/

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#15
Posted 03/06/2015 12:10 PM   
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