18 karma · joined May 26, 2020
They both have the exact same resolution OLED displays with a butterfly mechanism to adjust the IPD and fresnel lenses. They both use IMU’s as the primary tracking system with external components used for drift correction.
They both use optical tracking (except Vive is inside-out and Rift is outside-in.)
They both have incredibly similar software, with a very minor tweak needed to fully translate all the Rift calls to work completely on Vive.
The original Rift and Vive are very, very similar headsets. The most different thing about them is their controllers.
Facebook is also deep in bed with Qualcomm making Quest 2 work fully standalone and getting the XR2 SOC at a steep discount. Index and Reverb G2 require desktop PCs and high-end GPUs, and other companies using the same Qualcomm SOC have to pay full price.
Making a lenticular film that small is tough but not rocket science. The software is doing most of the magic interlacing the images properly.
Of those, there are 300 active on Oahu and ~40 that I mentioned who actually like to hang out, work on stuff, get drinks and party. We’re actually going to SKY and The Hideout for drinks tonight.
Message me on Twitter or LinkedIn if you want a Slack invite.
There’s a lot of us, good gender ratio, mix of startups and FAANG. It’s been great. Been here for two months, my immediate crew is ~40 people.
I don't think the lack of controller tracking is a deal-breaker for those who want to get an open source VR experience.
This headset is designed for SteamVR.
You can build for this headset by targeting SteamVR in Godot and Unity, but you'd have to do a TON of work yourself if you wanted to build your own VR runtime to bypass SteamVR for use on this headset.
If you want a volumetric display, maybe it will work, but the display itself will need to be the same size as the total volume of depth you want to create, e.g. digital objects can not appear outside the screen.
Due to the fact that eInk is a non-backlit technology, I can't imagine creating a glasses-free stereoscopic effect using eInk.
I've never seen this on a monitor/display either. But I have an Epson projector from 2013/2014 that uses shutter glasses and does block 100% of the opposite eyes image. Because it's not a screen, it doesn't have to blank the image between frames, it just completely stops sending light from that frame.
The important ones, PS3 and PS4, do however.
No, but I still do use them on my projector. It seems that 3D became pretty popular with the home theater market, who buys more expensive technology than average consumers. This is why most good projectors these days still support 3D, while almost all regular TV's do not.
It's not. Looking Glass is an advanced version of lenticular optics, which is 100+ year old technology, except used to create a multiscopic display(many views).
Nintendo 3DS is newer technology, known as parallax barrier. However, 3DS is only two views, which is pretty much only useful for a single viewer.