Virtual & Augmented Reality and 3D News - Page 139

All the latest virtual reality and augmented reality plus 3D related news, with everything related to gaming headsets & plenty more - Page 139.

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BlackRock VR teases Horizon V, the 'world's first true 4K VR headset'

Anthony Garreffa | Jun 25, 2014 4:13 AM CDT

With the Oculus Rift taking most of the VR glory right now, even before we have a consumer edition in our hands, it's hard to get noticed in the world if you're a VR headset. Well, that's not the case for BlackRock VR, which just announced the Horizon V - the "world's first true 4K virtual reality headset".

The 4K Horizon V uses dual 7-inch 4K low-persistance OLED panels, which will take up 96% of your eye's FOV, which according to BlackRock will take "over the brain's neuro-optical system". The dual 4K displays will be pumping out over 8 million pixels of content to your eyes, with a massive 629PPI for crystal clear VR.

Better yet, the Horizon V will feature dual 4K front-mounted pass-thru cameras. These two cameras are activated by pressing the one-click "X-vision" button that is found on the top of the VR HMD, allowing you to see the world in front of you in 4K 3D. The Horizon V has a 17-point motion-tracking system, a proprietary system called V-motion. This will work well with the low-persistance screen, as there will be no ghosting, motion blur or motion sickness according to BlackRock.

Continue reading: BlackRock VR teases Horizon V, the 'world's first true 4K VR headset' (full post)

Oculus VR scoops up the team that helped make the Xbox 360 controller

Anthony Garreffa | Jun 24, 2014 11:39 PM CDT

Carbon Design Group, the company that helped make the Xbox 360 controller (and its transforming d-pad) and the Kinect for Microsoft, has been acquired by Oculus VR. Better yet, Oculus VR has said that it has been working with Carbon "for nearly a year on multiple unannounced projects".

Oculus VR said on its website: "We're thrilled to announce that we've agreed to acquire the Carbon Design team, one of the premier industrial design and product engineering teams in the country, with over 50 awards to their name. As part of the deal, the team will officially become a key component of the product engineering group at Oculus, operating from the Carbon studio in the Seattle area. They'll also be working closely with the Oculus R&D team based out of Redmond".

Carbon Design Group has been in business for over 20 years, and in that time has been a product design and development consultancy firm that has developed consumer, industrial and medical products for companies all across the world. Carbon hasn't just been working on video game consumer electronics, it has helped design computer mice, air purifiers, medical imaging equipment and much more.

Continue reading: Oculus VR scoops up the team that helped make the Xbox 360 controller (full post)

Oculus VR founder says 30FPS gaming 'is a failure'

Anthony Garreffa | Jun 14, 2014 9:03 PM CDT

E3 2014 - Palmer Luckey, the founder of Oculus VR, has had some absolutely beautiful words to say about the world of 30FPS gaming - which seems to be the center of the console world, even with the next-gen consoles in the Xbox One and PS4.

At E3 2014, Luckey was interviewed by LinusTechTips, where they asked what Luckey what he thought about 30FPS gaming, to which he replied with a very simple, but very precise: "it's not a good artistic decision, it's a failure". Personally, I 100% agree with Luckey, and have been a huge pusher of high refresh rate screens for quite some time. For the last 5 years or more, I have run 120Hz panels for gaming, as I cannot go back to 60Hz - no matter the panel, even at 4K.

It's great to see Luckey taking a huge stab here - but that quote is just glorious. 30FPS gaming does suck, and we're not sitting here laughing at everyone who doesn't have the hardware to run it, but once you do - 60FPS (or higher) and even more, 120FPS+ is where it is at. With the right panel, and a game that can truly handle 120FPS+, it is glorious.

Continue reading: Oculus VR founder says 30FPS gaming 'is a failure' (full post)

Sony begins teasing the specs of its VR headset, Project Morpheus

Anthony Garreffa | Jun 14, 2014 3:35 AM CDT

The VR space is definitely heating up, with Oculus VR wanting to get its Rift headset into as many consumers' hands as possible - but what about Sony's PS4-exclusive VR headset, Project Morpheus?

Well, Sony is beginning to tease the specifications inside of its VR headset, something that should arrive with a 5-inch 1920x1080-pixel panel, with 90-degrees field of view. Where it'll get interesting, is that the PS4 game that the VR headset is rendering, will have to be running at 1920x1080 - which nearly half or more of the games on PS4 do not - and at a very high frame rate.

The increased FOV also doesn't help, as there are more things to render because of the higher field of view - so Sony is going to run into a few problems here. Anton Mikhailov, an Engineer from the Magic Lab in PlayStation's R&D group has said: "It is a tricky balance between all of these things. "Essentially, for a given resolution, let's take 1080p. It's a good sweet spot for developers: 1080p/60, it's a target they understand. If you go with 1080p/60, FOV over 100°, the pixel density starts to be quite low. So it starts to be hard to read text, stuff like that. So I feel for 1080p, [FOV of] 90°, 100° is a good sweet spot. If the screen res goes up, you can start to have higher FOVs. So I think there is a balancing game there. We're trying to make the most balanced system we can".

Continue reading: Sony begins teasing the specs of its VR headset, Project Morpheus (full post)

Mark Zuckerberg wants to sell you the Oculus Rift as cheap as possible

Anthony Garreffa | Jun 13, 2014 4:28 AM CDT

E3 2014 - VR will be mainstream in the coming years, and with the power of Facebook behind it, Oculus VR are going to be at the center of the VR storm. But during an interview with Ars Technica, Oculus VR's CEO Brendan Iribe had some great things to say about the first consumer Oculus Rift headset, where he hopes to see "just north of 1 million units" sold.

Where will Facebook's influence in the Rift come into play? Well, it will help with the pricing of the Rift, with Iribe saying that Mark Zuckerberg wants to ignore margins wherever possible, pushing the price of the Rift down to get them into the hands of as many consumers as possible. Iribe added: "I do too. But at the same time, we were planning to run a business, hopefully a break-even [or] profitable business off of this, not a money-losing business. Mark is much more in the mindset of 'Let's get this to scale with the best quality product at the lowest cost possible".

When the second consumer Oculus Rift is ready to hit the hands of consumers, Facebook's influence will be felt much more, as "It is going to allow us to deliver a much better consumer V2, that's for sure," according to Iribe. He continued: "There's a lot of rich content being made, but we need a lot more of it. As Mark says, as you start to get to race to scale there are a lot of opportunities to monetize that are really great for consumers, because they get a really low-cost product".

Continue reading: Mark Zuckerberg wants to sell you the Oculus Rift as cheap as possible (full post)

Oculus VR says the Facebook acquisition hasn't changed the Rift

Anthony Garreffa | Jun 11, 2014 11:33 PM CDT

E3 2014 - I wrote a very emotional, but optimistic piece on the acquisition of Oculus VR by Facebook back in March, but one of the best guys I've met in the industry, Nate Mitchell, Oculus VR's VP of Product, has had some great words to say at E3 2014.

Mitchell spoke with Polygon at E3, where he said: "For us, we're all gamers, we're game developers, and if you look at our team, it's 90 percent industry veterans, so we have this big focus on games. We want this to be the best platform for VR games. I think, longer-term, we're all excited about the potential of everything you can do with VR, whether it's film or education or training or communication. Over time, I think you'll see more of that, but it's all really about games, and Facebook is excited about that, too".

One of the better parts of the talk, is that Mitchell said that Facebook has been both hands-off, and hands-on "in the best possible way". He continued: "Part of the Facebook deal is, 'Here's a buffet of resources, take advantage of whatever you want.' On the flip-side, they've also been super proactive in suggesting ideas. So as we've gone and said, hey, we want to bring on Jason Rubin, or we want to build these studios, they've said 100 percent, go for it".

Continue reading: Oculus VR says the Facebook acquisition hasn't changed the Rift (full post)

Ex-Microsoft, Valve exec joins Oculus VR as Head of Platform

Anthony Garreffa | Jun 7, 2014 5:12 AM CDT

Oculus VR continues to be a black hole for some of the best talent in the industry, with Jason Holtman joining the team that is now under the wings of Facebook. Holtman has both Microsoft and Valve on his resume, so this is a nice addition to the Oculus VR team.

Holtman will lead the business development and partnership of Oculus VR "with a focus on building the world's best developer and player VR ecosystem". During his introductory post, Holtman talked of his love for Battlezone, which was a green-and-white wireframe game on the Atari in the early 80s.

He wrote: "Battlezone is widely regarded as one of the first VR games, and looking back, those mountains still excite me. I want to fly, walk across alien landscapes, and nose around the Great Pyramids. And that's the most telling thing about VR: the possibilities are obvious, immediate, and endless. So, I'm humbled to become a part of this team. I'm not one of the pioneering scientists or engineers in virtual reality, but I am one of the people that can't stop grinning every time I see something new inside the headset, and I'm looking forward to helping shape the transformative experiences that inspire the next generation of developers".

Continue reading: Ex-Microsoft, Valve exec joins Oculus VR as Head of Platform (full post)

Watch Dogs woes: you'd better have 2GB of VRAM or more

Anthony Garreffa | Jun 1, 2014 9:49 AM CDT

Watch Dogs has launched, but definitely not without its fair share of problems. When it comes to recommended hardware for Ubisoft's open-world hacking extravaganza, it recommends a GPU with at least 2GB of VRAM - but this might change in the future, according to Watch Dogs' Technical Director, Sebastien Viard.

Viard tweeted: "Our PC progs are ... currently working on a patch to improve your experience thanks to your reports, stay tuned". There's no ETA on the patch, so we could be weeks or months away from it yet. The question now is, why does Watch Dogs have so many issues on PCs, when Dominic Guay, Senior Producer on Watch Dogs talked about the game, he said: "we chose the PC as our first target to have when we started developing Watch Dogs, so that we would have the flexibility to adapt to a different platform".

Now we have Viard chiming in, saying: "Watch Dogs can use 3+ GB of RAM on new-generation consoles for graphics, your PC GPU needs enough VRAM for ultra options due to the lack of unified memory". If Watch Dogs was developed on the PC first, it's a bit of a problem that there are so many issues with it so far.

Continue reading: Watch Dogs woes: you'd better have 2GB of VRAM or more (full post)

Samsung working with Oculus VR on VR headset for media

Anthony Garreffa | May 31, 2014 6:58 AM CDT

We already know that Samsung is set to release its own VR headset, but now Engadget is reporting that Oculus VR is working with the South Korean electronics giant on a media-focused virtual reality headset.

Oculus VR will work on the software side of the headset, while Samsung builds the hardware. Oculus will be handing over early access to its mobile software development kit to Samsung, while it will also help with the user interface software. In exchange, Samsung will give Oculus VR early access to its next-gen OLED screens.

The deal is an interesting one, as it will propel Samsung into the VR market much quicker - and ahead of its competitors' devices, without pouring millions into R&D. Where this device will be different, is that it will use your smartphone, where it will plug into your smartphone. Samsung's upcoming VR headset won't sport its own display, instead your smartphone becomes the display.

Continue reading: Samsung working with Oculus VR on VR headset for media (full post)

More details on Samsung's upcoming VR headset emerge

Anthony Garreffa | May 23, 2014 11:46 PM CDT

It was only yesterday that we were reporting on Samsung's rumored VR headset, but now it is becoming much more real. VRFocus has unearthed a patent that the South Korean giant filed from last year, in August to be specific.

The patent describes Samsung's VR headset as 'a device that is worn by a user and displays an image in front of the user's eyes in a virtual reality system or an augmented reality system'. Samsung's VR headset will form a virtual image at a "predetermined distance" from the user, with images being created and blasted to each of the users' eyes. These two modules are also set at a "predetermined angle" in order to direct the users vision to a "target position".

Samsung specifically mentions the use of LCD and OLED panels, which could allow users to slot their smartphones into the VR headset, which would really change things up. The VR headset will still require a connection to a device, as this could just be a frame holder for the device. We did report that the VR headset would be Android-powered, but if you can slot in your Samsung phone - most of which are based on Android - then this would make sense.

Continue reading: More details on Samsung's upcoming VR headset emerge (full post)