Knuckles EV2 First Impressions and Comments from Climbey developer

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Behind the Tech with John Carmack: 5k Immersive Video

Oculus CTO John Carmack made the announcement on Monday via Twitter that Henry is now available as a free download on the Oculus Store. Back at the end of May, Carmack first revealed that he was working on a new VR video playback technology, that would showcase Henry using his new tech, allowing for 5K x 5K resolution at a smooth 60 frames-per-second (FPS), which according to Carmack, sets “a new bar” for immersive video quality.

The following excerpt is a link to a technical article from Oculus describing the technology behind supporting 5K video on the Go headset.


Today, video decoders are constrained by a number of limitations, including display resolution, FOV, and compression. In an effort to bring full 360 degree, 60 fps stereo to immersive video, Oculus CTO John Carmack has implemented a new technique for video encoding that can unlock a greater level of quality and visual clarity from existing high quality 360 captures. The following post from John provides more information on this technology and the making of its sample video: a 5k re-release of the award-winning Henry, from Oculus Story Studio for Oculus Go and Gear VR.

Read more: Oculus

Hands-On: Varjo’s ‘Bionic Display’ Prototype VR Headset!

 

The Varjo headset makes use of what the company calls a ‘context display’ and ‘focus display’. The context display is a large macrodisplay with a 1,080 × 1,200 resolution spread across a 100 degree field of view. Alone, it would look almost identical to the fidelity you’d expect from the Oculus Rift or HTC Vive. Varjo’s trick however is putting a microdisplay (the ‘focus display’) with a 1,920 × 1,080 resolution at the center of the headset’s field of view. Although the focus display isn’t tremendously higher resolution than the context display by pixel count, it’s pixels are packed into just 35 degrees horizontally, making it incredibly pixel dense.

Read more:  RoadtoVR

Display Week 2018: New Samsung, JDI and LG Panels For VR Compared

Google worked with LG to develop a display panel providing an astonishing 18.1 megapixels of detail per eye in a VR headset.

While Facebook wasn’t ready to show its Half Dome varifocal prototype in-person, the new panel from LG as well as similar ones from Japan Display Inc. and Samsung were shown during Display Week in Los Angeles.

The LG panel compares with 1.3 megapixels per eye on the Oculus Rift and 2.2 megapixels per eye on the Vive Pro. The new research is aimed at providing “a visual experience that matches the [Human Visual System] as closely as possible.”

Read more: https://uploadvr.com/lg-samsung-jdi-display-week/

Vive SDK for Vive Pro front cameras

With the launch of VIVE Pro, developers will now have access to the stereo front facing cameras to create new experiences that can mix the see-through stereo camera view and their virtual worlds. This will enable developers to perform 3D perception and depth sensing with the stereo RGB sensors, opening new worlds for more creative, interactive experiences.

In addition to the updated OpenVR camera APIs that can now handle more than the mono camera of the original VIVE, the VIVE Software team is also providing developers the VIVE SRWorks SDK. With this SDK you can access more than just the raw camera images:

  • Depth
  • Spatial Mapping (static and dynamic meshes)
  • Placing virtual objects in the foreground or background
  • Live interactions with virtual objects and simple hand interactions

More details on getting and accessing the SDK here: link