Today, Draxtor Despres interviewed Dr. Jeremy Bailenson, who is a professor of communication at Stanford University and founding director of the Virtual Human Interaction Lab. He has written a newly-published book titled Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do, which is an in-depth look at virtual reality and how it can be harnessed to improve our everyday lives. Jeremy said that this interview was the longest time he had ever spent so far in a social VR app!
Read more: Link
The technology is now enjoying a renaissance, and NASA is rushing to take advantage of it. VR headsets that gamers purchase for a few hundred bucks and connect to off-the-shelf personal computers are supplanting those that used to cost NASA tens of thousands of dollars to design and build.
Read more: Link
Today we are excited to introduce a new feature in SteamVR Beta that allows customers to get the best visual experience out of their GPU, lowers the cost of VR, and makes developer’s lives a little bit easier. We’re doing this by custom-tuning application resolution so that it is optimal for each customer’s GPU and VR headset.
How it works is simple. The SteamVR runtime measures the speed of your GPU and tells applications to render at an appropriate resolution based on the power of your GPU. There are many customers right now with GPUs that aren’t being fully utilized. These customers will now automatically have their VR application resolution up-res’ed – the end result being a clearer and better looking VR experience.
Read more: Steam
An 18 Megapixel 4.3” 1443 ppi 120 Hz OLED Display for Wide Field of View High Acuity Head Mounted Displays
The world’s highest resolution (18 megapixel, 1443 ppi) OLED-on-glass display was developed. White OLED with color filter structure was used for high-density pixelization, and an n-type LTPS backplane was chosen for higher electron mobility compared to mobile phone displays. A custom high bandwidth driver IC was fabricated. Foveated driving logic for VR and AR applications was implemented.
Read more: UploadVR
The following is an interesting blog post that gives a good high level overview of the different types of tracking experiences you can have with VR headsets. This is a good place to start if you want to start to make sense and understand the differences between headsets and also what you can expect with different video formats:
Read here: Packet39
Here is an interesting white paper from Microsoft on trying to put together what kind of specs and requirements would be needed to have a perfect VR experience. Although some of the numbers are extreme and may be beyond practical implementation capabilities today, it is a good read to understand what we need to look at technology wise moving forward.
As Virtual Reality (VR) Head Mounted Displays (HMD) push the
boundaries of technology, in this paper, we try and answer the
question, “What would it take to make the visual experience of a
VR-HMD Life-Like, i.e., indistinguishable from physical reality?”
Based on the limits of human perception, we first try and establish
the specifications for a Life-Like HMD. We then examine crucial
technological trends and speculate on the feasibility of Life-Like VR
headsets in the near future. Our study indicates that while display
technology will be capable of Life-Like VR, rendering computation
is likely to be the key bottleneck. Life-Like VR solutions will likely
involve frames rendered on a separate machine and then transmit-
ted to the HMD. Can we transmit Life-Like VR frames wirelessly
to the HMD and make the HMD cable-free? We find that current
wireless and compression technology may not be sufficient to ac-
commodate the bandwidth and latency requirements. We outline
research directions towards achieving Life-Like VR.
Read here: Microsoft