Rivvr Brings Wireless VR to the Oculus Rift and HTC Vive
techcrunch.com
techcrunch.com
This paragraph seems contradictory to me: other devices aim to compress the video signal over the air (i.e. wirelessly), but Rivvr somehow compresses "much smaller" video feeds from the PC "over the air" (i.e. wirelessly).
This isn't my industry, so what key technical definition or fact am I missing from this picture? The two statements seem to be equivalent.
This is from 2015. We're almost into 2017.
- A 4k frame is 3.2 x as much data as the 2160x1200 frame.
- In this case, compression was achieved at 60fps using H265.
- The same spec of equipment should in principle be capable of achieving 60fps * 3.2 = 192fps. That's 5ms latency due to compression.
- Add in the simplicity of many VR scenes - think RecRoom, Windlands... should be fairly easy to compress.
- Audio can be compressed in parallel
"Not possible"?
I disagree, "more than possible two years ago"
The fastest listed system there does a blazing 33fps (well that's a broadwell, the 2015 dual socket server is probably atleast the xeon equivalent of it).
And we haven't even looked at the image quality/compression artifacts.
I disagree with your assessment.
Rivvr is apparently a spinoff of Sixa, the appropriate techcrunch article https://techcrunch.com/2016/12/09/sixa-secures-3-5m-as-it-la... repeats the 11ms latency. Maybe it's the same technology? The comments to the techchrunch article do not sound convincing either.
I know there's some really interesting work being done in the broadcast space (e.g. BBC R&D with VC-2 [1]) and the various low-latency implementation of H.265 which seems to be driven by UAV use. Are you guys/girls expanding on something existing for the codecs used or going down a completely different route?
See, a virtual environment is only part of the equation. Oculus peeled the onion back further, with touch (and Vive equivalent).
How will they solve movement? Using a pad to move forward or backward is not nearly as immersive as walking...
It is exposed to the devs but the quality of the camera doesn't really allow for AR experience so it's not really used.
- Show borders of things the camera sees on top of the 3d
- Show camera view aside from your controller in the "menu/system" screen
It requires more bandwidth through USB, though, so it might not work.
(I know there is a third option, but i cannot recall what it does)
[0] https://forums.oculus.com/community/discussion/388/2d-treadm...
[1] http://spectrum.ieee.org/automaton/robotics/robotics-softwar...
[2] http://arstechnica.com/gadgets/2015/01/the-virtuix-omni-vr-t...
Unfortunately, most of us don't have a basketball court to walk around on, so this sort of solution will probably be reserved for bespoke VR experiences made by The Void and other companies like them.
[2]http://www.npr.org/sections/krulwich/2011/06/01/131050832/a-...
I'm not someone who has every gotten motion sickness. I can read in a car, love roller coasters, and have never been sick on a boat once in my life.
Certain movements in oculus give me motion sickness.
Quite concerning is that my person experience in talking with oculus engineers is, they have no good solutions for this. And looking at all the current solutions doesn't provide much hope either. The Omni tracker is perhaps one of the "best" solutions allowing natural movement in a VR space... But I have a hard time believing that will ever be mainstream.
The other part of this question is nausea - I played Onward for a while and it started to make me uncomfortable, because you can move with the control pad. I'm not very susceptible to nausea but that did it.
Then I learned to simply _run in place_ whenever I move myself in game. It works wonders. I played for 4 hours twice without even the slightest nausea.
After all, we learn to move our legs in circles to move forward (when on a bike), pull on a set of handlebars (when rowing), etc., without becoming sick over it.