W00t! i am happy for him then by the time i get it “July” i hope. or earlier……lots of games should work for it :-D wheee!
he said he was a day one backer so he should be one of the first to get it
It seems the number of dev kits shipped is going to be much lower then thought, it was posted back in Nov that once factory is in full swing it would make 500 units a day and many people have stated that pre-orders should start shipping in April however with the latest news that only about 1,000 to 1,500 units will ship per week and there are about 14,000 units preordered so far….i was wondering will that affect the release of VorpX for you? how soon did you pre-order were you an early kick-starter backer? but at least you will be before me i just pre-ordered about a week ago so i think i have a bit to wait haha!
I am very excited about your driver. A few questions if I could. You mention your stereo driver’s technique only adds ~10% overhead. I am not clear if you mean 10% over a single eye’s resolution (640×800) if you were to simply output that to a monoscopic screen or if you mean 10% over what would be the horsepower needed to output the resolution (1280×800) taken up by both eyes. In other words should I expect performance equal to a 10% hit to my favorite game played at 640×800 on a regular screen or that same game at 1280×800?
By overhead, he means performance. As in, to generate a stereoscopic image, it only takes 10% more GPU power to run at the same speed as without 3D. Standard methods render the image twice, so take nearly double the power.
Palmer made a good point about mouse acceliration and such for games with a “3d driver”. How will the VorpX handle that? for head tracking, say you have a game like me which i use lower mouse settings as i have some motion issues so to make it less “fast” but say i use the same game with the Rift and the VorpX driver with head tracking, or…perhaps i guess it would work like the TracKIr 5 Driver in that when movement is being handled by the tracker it uses that but when its turned off the mouse movement speed is not affected i guess? Just asking :-D thanks also will the driver auto-scale the correct screen resolution to use with the Rift when active? and then revert back to your normal settings? (as i use 1280 by 720 normally but the rift i think uses 1280 by 800?) thanks!
Ok i noticed in some of the demos that the rift headtracking movement was a tad shakey at some points felt a “LIttle” shakeycam ish it would be nice if the driver has an option to smooth movements or i dunno. i imagine if your wearing it and things shake a bit i dunno how that would do? though unlike say camcorders your view is a virtual one so that could simply be corrected software side :-). maybe just a thought in the drivers settings kinda like TrackIR 5 has a “smooth ” settings or something too :-).
BURNOUT PARADISE !!!!!!
Could you imagine this? this is the perfect VR experience
It’s nor perfect, there isn’t a cockpit view. It is, however, an amazing game. racing games in general I’m hyped for – the perfect thing to go with my awesome new wheel
AnonymousInactive
Yeah I’ve been thinking about this and maybe it’s not as good as it sounds. It would add weight and cables and overhead and it looks pretty easy to just slide the rift off when needed (to see)
BURNOUT PARADISE !!!!!!
Could you imagine this? this is the perfect VR experience
AnonymousInactive
I was wondering if the VorpX framework would support input in the HUD from two cameras (one per eye). The cameras would just be 2 USB webcams to the computer. I would love to attach two cameras to the Rift and have a small 3d view in the lower corner to pull up on demand (to see outside the rift). I know you only briefly touched on having a standard HUD view in your drivers, but a little addition like this would justify paying a premium for your drivers to many I assume.
I am very excited about your driver. A few questions if I could.
You mention your stereo driver’s technique only adds ~10% overhead. I am not clear if you mean 10% over a single eye’s resolution (640×800) if you were to simply output that to a monoscopic screen or if you mean 10% over what would be the horsepower needed to output the resolution (1280×800) taken up by both eyes. In other words should I expect performance equal to a 10% hit to my favorite game played at 640×800 on a regular screen or that same game at 1280×800?
These next questions are a bit of a long shot. Will your diver be able to correct for distortion on games older than dx9? Will it have a mode where it output monoscopic to older games even if it can’t correct for distortion? (Same image side-by-side 2x640x800) Can tracker info be output as 2-DoF simple mouse emulation for use in older games. I know FreePIE did this for the original Hillcrest tracker but I’m not sure if they’ll be updating it for the new one.
Either way, barring outright deceit, I’m pretty much sold. I look forward to buying and using your driver. Have fun snowboarding! I’m jealous!
Thanks, Brad.
Hi,
could you create an announcement mailing list for vorpX? That way we get a “push notification” whenever there is some official news (better than subscribing to the RSS feed).
Thanks!
AnonymousInactive
Wait, if he got hurt he’d have more time off his feet and on the computer ;) jk
AnonymousInactive
the borderlands 2 link looks great except for the flat gun in the players face. is this the drawback to depth buffer method?
AnonymousInactive
Sorry eqzitara, I didn’t see what you put about the depth buffers. Ignore my comment about the helix shader fixes working.