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Apr 21, 2013, 04:43 AM
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occulus rift notes

The occulus rift was intriguing, until you realized its limitations. It has a 1280x720 screen which divides into 640x720 for each eye. It has no sound, so the sound doesn't follow your head. Like all first person 3D graphics, it's not perfectly realistic & causes nausia. Convergence point & focus don't follow your eyes.

Of course, their future plan is to upgrade it to 1920x1080 or 960x1080 for each eye. We all know how those future plans always come true. HD resolution without lag is still not possible for FPV, so forget about FPV with these.

Also, their future plan is to sell it with an omni directional treadmill, involving lots of innovation & of course an undetermined release date. It's really just a low friction foot platform with a baby walker to keep you from slipping off. It's the kind of imagination intensive plastic toy we had in the 1970's.

There are much more effective omni directional treadmills based on a sphere on omnidirectional bearings. The sphere seems ideal, but requires a lot of space.

The applications remane just a small number of FPS games. There's no telepresence robot, no streetview interface, no flight simulator, no gesture interface allowing you to type on a virtual keyboard. Imagine combining VR graphics with some kind of humanoid robot.

You can see leap motion teaming with this to create a gesture sensor that follows the player's hands in the sphere. There are also gloves simulating pressure. There are lots of gadgets simulating 1 aspect of virtual reality, but nothing that does them all, simultaneously. It's still a matter of what the most important senses are: sight & foot pounding.
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