Dexta Robotics are looking to create the next generation VR input device, one that not only lets you interact with virtual objects but also lets you sense the size and solidity of them, letting you touch virtual reality. This is the Dexmo exoskeleton glove.
A number of people are modifying their Vive headsets to be a little more comfortable by retrofitting it with the headgear system from a welding mask. With the modification, this can make it easier to adjust to your head size by using a knob and also is more comfortable because it removes the weight from the front of your face.
Here’s a link to another video with a headgear modification:
For a list of other HTC Vive modifications and hacks for the headset and controller go here:
Everyone and their brother is getting into the virtual reality game as word comes now that STX Entertainment has acquired Surreal Inc., a producer and distributor of immersive content. Under terms of the deal, Surreal will operate as a division of STX, led by co-founders Rick Rey and Andy Vick, who now will serve as co-presidents of VR and Immersive Entertainment under the new STX Surreal label. Overseeing the new division will be STX president Sophie Watts. And we can expect STX to add new hires to support its move into creating VR content.
South Park: The Fractured But Whole is here as is a new torture device from Ubisoft called the Nosulus Rift. Instead of dropping you into a virtual reality world, however, the Oculus Rift spoof has something far more sinister in mind. Its sole purpose for existing is to deliver a potent fart smell during specific game moments.
The lawsuit alleges that Oculus’s major VR technologies were taken from ZeniMax in a way that violated contracts and nondisclosure agreements—especially since John Carmack originally worked for ZeniMax and had signed contracts that made ZeniMax the owner of any technologies he worked on within the company (specifically, at its subsidiary, id Software). Now that Brendan Iribe and John Carmack are listed as defendants, ZeniMax has aimed further allegations directly at those two men—and have questioned claims that Luckey had much to do with the development of Oculus’ core technologies.
Interpupillary distance (IPD) is the distance between the center of the pupils of the two eyes. IPD is critical for the design of binocular viewing systems, where both eye pupils need to be positioned within the exit pupils of the viewing system.
This is important to know for setting your headset with the proper IPD to ensure your display is focused and to minimize your eyestrain.
You can get it measured by your eye doctor, or using a mirror and a ruler, but I came across this demo which lets you find your IPD using a webcam and a standard sized bank/credit card.
WARNING: if you’re going to try this, be aware that you’re granting access to a website to access your webcam and allowing it to take a picture of your bank/credit card so beware.
An even better method is to walk up to the chaperone grid fence. Adjust the headset up and down on your face until the horizontal lines are sharpest. Then adjust IPD until vertical lines are sharpest.
The question often arises as to whether we can practically use the current HMD headsets as a replacement for your monitor. Here’s a table that summarizes the apparent effective resolution of the headset compared to a monitor.
|HMD Resolution (K per eye)||px/°||Apparent Resolution|
|0.7 x 0.8 (DK1)||~8||160p|
|1.0 x 1.1 (DK2)||~12||240p|
|1.1 x 1.2 (CV1 / Vive)||~13.5||270p|
|1.4 x 1.4 (Gear VR)||~16||320p|
|2.6 x 2.6||~34||720p|
|4.1 x 4.1||~53||1080p|
|8.2 x 8.2||~108||4K|
You can see the state of the art is still not sufficient with a 270p apparent resolution. So how high a resolution do we need to reach in order to be practically usable?
|Resolution (per eye)||px/°||Description|
|1.1K x 1.2K||~13.5||The Vive and Rift CV1. Like looking at a normal PC monitor with 20:150 vision (20:200 qualifies you as legally blind)|
|2K x 2K||~25||A 4K HMD. The minimum ‘useful’ level. Not as good as a decent monitor, but has enough advantages to make it worthwhile (e.g. portability, low cost relative to multiple monitors, etc). Imagine a 32″ monitor at 1080p|
|3K x 3K||~35||About parity with what currently constitutes a high-quality PC monitor (e.g. 23″ FHD, 27″ QHD, 40″ UHD)|
|5K x 5K||~60||Threshold at which individual pixels can be distinguished by the 20/20 human eye.|
This means we need the capability for at least 4k displays with 90Hz to reach consumer headsets before things start being reasonable. And even then we’re talking about less than 720p effective resolution so it’s still fairly low by modern display standards.
Source: Reddit (/u/mptp)