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Tópico oficial Oculus Rift |OT2] Quest 3 anunciado [$500]

Kise Ryota

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“Khronos’ open APIs have been immensely valuable to the industry, balancing the forces of differentiation and innovation against gratuitous vendor incompatibility. As virtual reality matures and the essential capabilities become clear in practice, a cooperatively developed open standard API is a natural and important milestone. Oculus is happy to contribute to this effort,” said John Carmack, CTO, Oculus VR.

“The number of VR systems on the market is growing rapidly. Most of these require separate API support from the developer, which is causing huge fragmentation for consumers,” said Gabe Newell of Valve. “Khronos’ work on a standard API to enable applications to target a wide variety of VR devices is an important step to counter that trend.”
 

RareHero

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Virtual Reality’s biggest names just joined forces to make VR even better

GVRA-Global-Virtual-Reality-Association-796x398.jpg

The biggest names in virtual reality have just joined forces to create the Global Virtual Reality Association in order to make VR better for us all.

The non-profit coalition is currently made up of Google, Facebook’s Oculus, HTC’s Vive, Acer Starbreeze, Samsung and Sony. That’s pretty much every major player making virtual reality headsets right now (Microsoft has its own plans for VR coming soon, but those headsets aren’t available yet).

According to the GVRA’s website:

"The goal of the Global Virtual Reality Association is to promote responsible development and adoption of VR globally. The association’s members will develop and share best practices, conduct research, and bring the international VR community together as the technology progresses. The group will also serve as a resource for consumers, policymakers, and industry interested in VR. "

Basically, the companies want to establish standards for VR’s development. It could come to operate like the governing bodies behind TV or internet protocols.

And that’s about it for now. There are no specifics on a concrete project by the association, but hopefully it’ll ultimately result in better VR experiences for us all.


http://thenextweb.com/virtual-reali...names-just-joined-forces-make-vr-even-better/

Agora é oficial, teremos uma associação mundial para propor padrões e diretrizes em comum, isso em conjunto com a iniciativa do Khronos Group é uma indicação positiva que essas empresas, que aliás são apenas as principais gigantes da área, querem de qualquer forma que o VR venha a ser adotado da maneira mais correta e ideal possível.

Mas isso é estranho.... aqui na OS eu aprendi que VR é passageiro, não vai dar em nada..

:ksafado
 


Kise Ryota

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Parece que a Oculus VR está se reestruturando um pouco. Pelo o que entendi eles estão criando dois grupos, mobile e PC, com o intuito de acelerar o roadmap a partir do momento em que isso trará mais foco para cada área. Com isso, Brendan Iribe não é mais o CEO da Oculus VR, agora ele irá liderar esse grupo do PC. Ele e outros cabeças da empresa buscarão definir, juntos, um novo CEO para a Oculus VR.

Mais detalhes aqui.

Qualquer mudança que ajude a tecnologia avançar mais rápido é bem vinda.
 

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http://www.tomshardware.com/news/mainstream-vr-hmds-intel-microsoft,33217.html

Mainstream VR HMDs Are Coming, With A Range Of Specs And Features
by Seth Colaner December 18, 2016 at 1:10 PM - Source: Channel 9


Windows10-MR-Devices-1024x576.jpg



Intel and Microsoft are pushing hard into what they consider the next evolution of computing--mixed reality--but until now, neither company had elaborated in detail what exactly we should expect in terms of specifications from the incoming wave of mainstream-level VR HMDs. At WinHEC, though, Microsoft detailed a range of features for the HMDs themselves.

Note that all of these mainstream-level HMDs will be made by Intel’s and Microsoft’s hardware partners--for now, the usual PC suspects such as Acer, Asus, Dell, HP, and Lenovo. Further, the headsets we’re talking about here will be tethered and will require a PC. (For the most part.)

The Headsets: A Range Of Specifications
This one slide spells it out rather succinctly:


winhec-vr-8.PNG



On the lowest end of the spectrum, the new HMDs will offer 1200x1080 resolution per eye. That’s striking, because that’s the same per-eye resolution of the two titans of the industry, the Oculus Rift and the HTC Vive. On the high end, Microsoft expects its hardware partners to offer up to 1440x1440, which would outpace the Rift and Vive.

However, note that a major difference is that these mainstream HMDs will offer just a 60Hz refresh rate at that resolution (versus 90Hz for Rift and Vive), which could prove problematic for the user experience. Again, however, at the high end, these new HMDs should meet or exceed that refresh rate.

zDPMb05.jpg



Curiously, Microsoft made no mention of the types of lenses we could expect, but lower-end panels will be LCD displays; you won’t get the same OLED display as the Rift and Vive unless you slide to the high end.

Another important note is that the lower-end mainstream HMDs will be equipped with only a game controller. Until recently, when it finally debuted its (excellent) Touch controllers, that was one of the Rift’s primary weaknesses as a system, especially compared to the Vive. Again, though, higher-end HMDs will offer a 3DoF or 6DoF controller. Microsoft did not spell out what exactly that means, though; after all, Daydream’s controller is capable of just 3DoF, which, though better than a game controller, pales in comparison to 6DoF.

Further, there’s going to be a huge difference between a 6DoF controller that an OEM whips up in a few months and the years-in-the-making Touch controllers and Vive wands. In any case, based on the presentation, we’re confident that any controllers paired with these mainstream HMDs will be tracked.

For audio, expect the higher-end HMDs to sport a mic array (which Microsoft “strongly” recommends) and integrated headphones. (The HoloLens has such headphones, and although some people have criticized them for being too quiet, they do produce impressive spatial sound without requiring any actual ear cups.) This is one point where Microsoft seems to think cost will be an issue. The above is certainly ideal, but should be pricey, yet the lower-end options--an audio jack for separate headphones and what would amount to a basic boom mic--will present design problems.

Also note that the range of options listed in the Microsoft slide, connectivity is not wireless; there will be HMDs with multiple-cable setups and single-cable implementations, but all will be tethered. Again, the Rift and Vive are no different in that regard.

Curiously, there is no mention at all of field of view. Further, they will of course be equipped with sensors, but Microsoft did not mention anything specifics beyond calling them “IMUs” (inertial measurement units).



Let’s Talk About Input Methods
Although we touched on input methods above, Microsoft broke out that topic and elaborated on it a bit. The company has conceptualized multiple “interaction models” and tied those to various actions and devices.

Hey look, another handy slide:

winhec-vr-9.PNG



It’s important to bear in mind at this juncture that Microsoft and Intel have in mind that all of these HMDs of varying feature sets will be used to do all sorts of different computing tasks, from casual computing (such as web browsing) to communications (Skype) to serious productivity (Excel and PowerPoint floating in front of you) to passive entertainment (watching movies) to active entertainment (such as gaming).

Simply put, they believe that this mixed reality business is the future of personal computing, and that people will use the HMDs for everything. Therefore, it follows that there will be a variety of input methods and devices.

Microsoft was clear: You can’t have too much input diversity. Even so, you have to be sure that all of those input methods are standardized and consistent for all developers and users, which is why Microsoft has spent so much time nailing these down. Note also that this platform offers seamless input switching, which is to say that you should be able to alternate freely between all forms of input easily without doing a thing.

Arguably the most basic, intuitive input method is gaze. You’ll find gaze selection even in lower-end mobile VR, although there are certainly higher- and lower-tech ways to implement it. You should be able to use gaze to zip through menus, navigate, select, and so on, and Microsoft has it pegged to game pad controllers.

As we’ve seen with the Rift and Vive, the next logical evolution of VR input involves motion-tracked controllers. These can bring your hands (or rather, a facsimile of your hands) into the VR environment, and with the addition of touch pads, joysticks, and buttons on those controllers, you get all sorts of marvelous capabilities. (Cast a spell, stab some zombies, shoot robots, etc.)

"Non-spatial pointing" is a fancy way of saying "mouse and keyboard." This one is tricky. It’s true that for mouse input, if you’re inside an occluded HMD, you’ll have no problems. Few people actually look down at their mice when they’re using them. However, keyboard input will almost certainly prove to be more problematic; you need to see your keyboard. Microsoft can get around that in a couple of different ways; one of those is by using a camera and inside-out tracking (which we’ll discuss further down the page).

Speech, though, according to Microsoft, is “the most native way to communicate to interact with the virtual world.” The company has an internal mantra that goes: “If you can see it, you can say it.” For example, if you see an item that you want to select, you should just be able to select it by saying “select.” (This will require gaze, too, you’ll note.)

Inside-Out Tracking: The Linchpin
All other features being more or less equal, the degrees of freedom your HMD offers is of enormous importance. Cheaper VR, like Google Daydream and even the Samsung Gear VR, offer only 3DoF. That means you can look around on X, Y, and Z axes, but you can’t move around in the virtual space or look at things from different angles. To do that, you need 6DoF, and these new mainstream HMDs will all offer it.

Microsoft believes in 6DoF; it considers the tracking a major part of the user experience, and it knows that if you offer a substandard UX, people generally will dump your product. Specifically, in VR, they will vomit first and then dump your product. Thus was significant emphasis put on inside-out, 6DoF tracking on these HMDs.

That inside-out tracking bit is also of enormous import; you can achieve 6DoF tracking by way of external sensors or cameras (hey there, Rift and Vive) or by placing fiducial markers all around a space, but both have limitations. In the case of the former, if you move your head too far one way or another, the HMD loses tracking with the cameras/sensors. (This is why Oculus requires a third Constellation tracker to enable room-scale VR on the Rift.) With markers, if you move to a new room, you have to fill it with new markers; obviously, this limits where you can enjoy your VR experiences.

But with inside-out tracking, the HMD is equipped with technology that scans and “understands” the world as you move about in it. As we’ve said in the past, that's not just room scale tracking; it’s world scale.

This is what Microsoft is offering to its partners. And it requires no setup on the part of the user.

For these HMDs, inside-out tracking requires two components: a camera and an IMU. The camera is just a camera; it’s aimed out at the world from the HMD, and it “observes” (Microsoft’s term) the world. (Of note, Microsoft uses the same SLAM Scan technology as Dacuda for this part of the process. It continuously maps your environment even as it tracks your position within it.) The IMU tracks the position of your head. The camera’s frame data and IMU data are combined and fed to the Windows platform with sensor fusion.

From that you get the pose data, which is fed to the application, and it’s rendered on the display. (For this very last part, Microsoft said that it has “optimizations on the rendering part as well” that allegedly smoothes the resulting image that your eyes see.)


winhec-vr-13.PNG




An Untethered Future?
For all the talk of inside-out tracking, though, Microsoft strangely did not list any of that hardware in its range of HMD specifications. That seems odd, doesn’t it? Further, although inside-tracking is clearly a big deal for Microsoft here, we noticed that one of the early slides in the presentation, which had a mock-up of a possible standard VR setup, showed a standalone tracker:

winhec-vr-2.PNG



However, in the presentation, Microsoft made no mention of any standalone tracking. Clearly, the company is focused on inside-out tracking, instead.

In addition to the above discussion on inside-out tracking, another slide in the presentation stated: “Our vision: inside-out tracking for everyone.” Granted, having inside-out tracking on an HMD does not necessarily mean that it would be untethered--and indeed, it may be superior to a standalone outside-in tracker even for tethered headsets--but you certainly can’t get untethered, world-scale XR without inside-out tracking.

winhec-vr-15.PNG



On that point, again, Microsoft is clear. In the slide above, note that part of that “inside-out tracking for everyone” ethos is “world scale” tracking. That means not just untethered HMDs, but truly mobile ones.

So why are all these HMDs tethered? It’s likely because Microsoft and Intel are still experimenting to see what will work and what consumers will want in the XR market. Tethered VR and MR experiences could certainly be part of that (they should certainly cost less than completely untethered HMDs).

For that matter, the XR market could end up following same paradigm we see in the PC market: PC-tethered HMDs are like desktop PCs--not portable, but powerful--whereas untethered, mobile HMDs will be like laptops--eminently portable, indispensable to many, and typically less powerful than their desktop-bound counterparts.

In any case, we continue to learn more about what Microsoft and Intel are trying to accomplish in the XR world. Now, we finally have some insight into some of the HMD hardware we can expect from PC makers. We should see some of these devices realized at CES 2017 next month.
 

Kise Ryota

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Não cheguei a ler tudo ainda, mas fiquei decepcionado com usarem LCD no modelo mais básico. Só consigo pensar que tentarão usar strobing backlight para simular o efeito de low persistence dos OLEDS, mas não há nenhum HMD no mercado (de qualidade e que eu tenha ouvido falar) que tenha usado isso, ficou só na teoria enquanto que na prática os grandes jogadores foram tudo para o OLED. Ao menos nos modelos high end vai ter de tudo, alta resolução, refresh rate e tela OLED. Vamos ver no que vai dar.
 

Kise Ryota

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@JUGULADOR (nem li rs correndo indo dormir) EDIT: não resisti e vi o vídeo pelo celular, impressionante!

http://uploadvr.com/tpcast-wireless-vive-kit-works/



Hands-on: TPCAST’s Wireless Vive Kit Really Works

Typcast-hand-1024x526.jpg



1196daa785882213f36833a50a66c839

by AZ BALABANIAN • DECEMBER 19TH, 2016​

As exciting as the concept may be, internally we’ve been skeptical about Vive X company TPCAST’s wireless solution for the HTC Vive since its announcement last month. We have so many questions: how is it set up, is it too heavy, does the battery last long enough and, most importantly, what’s the effect on latency?

Last week, we got to answer some of those questions for ourselves. TPCAST visited UploadVR last week, and we got extensive hands-on time with the kit.

What Did We Use?
We used a Business Edition of the Vive supplied by TPCAST that had a receiver attached to the top of the head strap. It connected via short cords to the headset.


receiver-tpcast-overhead.jpg

TPCAST’s receiver sits on top of the Vive head strap. This is the engineering prototype we tested.



Along with the usual two lighthouse stations, there was a TPCAST video transmitter which was said to have a 160 degree field of view mounted high in the room facing the play area. The company said the transmitter is best set above the play space in the middle pointed downward. For our testing, the play space was 4 meters by 2.6 meters. TPCAST claims it can cover a 5 meter by 5 meter area with ideal conditions.

There was also a router connected to the PC which we were told was for the transmission of movement data. TPCAST says for the consumer version that unit will be reduced down to a dongle attached to the PC.

To power the headset, a battery pack was slotted into a back pocket with a cord running outside my shirt to the backside of the headset. Two versions of the kit are said to be going on sale in China next year, and we tried the version with the bigger battery life, said to last five hours. Our playtest with the headset lasted just about that long (ignoring the time spent restarting SteamVR and rebooting things) but we’ll have to stress test it with the consumer version to give you a more accurate reading of their claims. A version with a smaller battery that attaches on top of the head with the receiver, and is said to last up to two hours, is what was made available for pre-order already.

Everything we tried was running on our Falcon Northwest Tiki (4 Ghz i7 PC with a GTX 1080), though we also sampled the kit on a laptop TPCAST brought along with a 1070 stashed inside and found identical results.

Does TPCast’s Vive Wireless Upgrade Kit Work?





Based on our five hour play session — which ran the battery flat — it appears that it works as promised. We didn’t notice any difference in motion to photon latency while sampling VR experiences like Google Earth VR, Tilt Brush and Valve’s The Lab.

We were able to move around with complete freedom, including fast movements like jumping and flipping. Yes, we even brought in a gymnast to test some extreme movements possible only with this wireless positionally tracked headset. Even with accidental drops of the headset, receiver, and the prototype transmitter, it all still worked.

There were, however, instances where we noticed artifacts in the virtual scene, which momentarily reminded us that the headset was indeed wireless. These artifacts, which looked like a lower resolution streaming video, were momentary and mostly negligible to the overall experience of enjoying completely wireless room-scale VR. The artifacts were also hard to replicate by repeating movements or positions that we suspected might’ve been responsible for causing them. The most prevalent technical difficulties we dealt with was the connection between the physical wires on the headset, the receiver, and the battery pack.

One of our testers, a gymnast, did some ridiculous physical maneuvers, such as flips and handstands, and at one point the unit fell off his head mid-flip. The TPCAST crew were able to get the headset back up and running quickly. While we had enough time to quickly film these insane physical movements with the wireless headset, we unfortunately didn’t have the time to set up a proper test that would have used both a wired Vive and a wireless one to see if people could tell which was which.







I have spent hundreds of hours in wired Vives over the last year and I did not notice any latency differences between the headsets I’ve been using and this wireless one. We plan to do extensive testing with the consumer version of TPCAST when it arrives to fully examine the latency numbers, but for now, we found the overall motion to photon latency feels way under the 20 ms benchmark required for comfortable VR headsets.

It seems the location and setup for the transmitter will prove to be a crucial detail in having a seamless experience, similar to finding the right places to mount the Vive lighthouses. TPCAST says that the transmitter can be mounted above the lighthouse to minimize the overall real estate taken up by trackers around the house. To get the best results, however, you’ll need to have the transmitter in the middle of the play space facing downward, according to the startup. Dealing with forms of wireless interference could be another potential headache, but we didn’t see the headset having issues despite how much metal we had in our room (tripods, lights) as well as wireless mic systems.

The headset felt lighter with the receiver on that it does with the Vive’s thick cables pulling at the back of your head when tethered to a PC, and I didn’t note extra heat on my head during my playtime.

How Does It Work?


transmitter-2-1.jpg

The video transmitter is placed high with a 160 degree field of view to cover play areas. Photo provided by TPCAST depicting production version of transmitter.



That’s another question we’ve long wondered about, and something TPCAST CEO Michael Liu helped answer. He described the kit as “a bi-directional communication portal”. It uses a compression algorithm described as the company’s “secret sauce” with “Wireless HD” transmission we believe to be in the 60 ghz wifi band sending 2160 x 1200 video data.

Input like head and hand movements are transmitted via the router, while video transmission is handled with the overhead transmitter, according to the company. It’s important that the transmitter is placed high up to give it a view of the entire play area you’re using so that in “most cases” the user shouldn’t feel any “dead angles”.

Liu wouldn’t, however, promise that anyone that picks up the tech would be able to get it to work in their homes if they have a lot of interference around.

“This is a complicated technology,” he said. “We will do our best.”

Liu said it would be “very easy” to set up.

Developing the tech obviously came with its fair share of challenges, the biggest of which Liu said was keeping latency low. Currently TPCAST claims it adds less than 2 milliseconds of delay.

“The latency that we talk about is actually our latency, latency cost by our wireless device,” Liu explained, meaning it stacks on top of the latency already involved with using VR headsets.

As for concerns about the safety of using such a device, Liu wasn’t worried.

“I think wireless communication, the receiving part is actually okay,” he said. “I think a cell phone is more trouble.”

How Did It Come Together?





TPCAST itself has been specializing in making technology wireless for the past “five or seven years”, though the Vive kit has only been in the works for the last year.

“We started the project as an internal project because sometime last year we saw this big opportunity, this big wave of VR coming,” Liu explained.

The Vive kit got off the ground after a meeting with Alvin W. Graylin, China Regional President of Vive at HTC. Following that, TPCAST was one of the first companies to be inducted into HTC’s Vive X accelerator program, giving companies access to resources, working space, and mentorship as well as investment opportunities through other programs like the VR Venture Capital Alliance (VRVCA). HTC itself was one of the first outside investors in the company.

What Does The Future Look Like?


tpcast-battery.jpg

This pocket-sized battery offers five hours of play time. A smaller one is also coming. Photo provided by TPCAST depicting production version of the battery.


Chinese pre-orders for the kit opened in November and sold out very quickly. Liu declined to reveal how many units were sold in that first batch, though did promise another batch is coming and that the company will be demoing at CES next year. TPCAST is planning to ship the kit in China in Q1 of 2017, and it’s not possible to pre-order it internationally just yet, though Liu said it is in the certification process for the FCC right now.

As for a launch in the US, all Liu would offer is “sometime next year.” A US price for the kit has not been set.

Liu also told us that TPCAST has support for other headsets on its road map, though it was “hard to say” when it could turn its attention to those other products. TPCAST is working on a version of the Vive kit that outputs in 4K too, which is likely to future-proof the device for when new headsets support that resolution.

Staff Writer Jamie Feltham and Senior Editor Ian Hamilton contributed to this article.
 
Ultima Edição:

JUGULADOR

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Quando o Jugulador fala vcs escutam... essa é a primeira regra do Forum Outerspace:klolz
 

Hitokiri-Ken

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Acho que a PS Home devia voltar e permitir lives desse tipo, dá pra ver como é muito diferente de uma mera video conferência

Fico imaginando como vai ser o GTA VI no modo online com suporte a VR
 

ffaabbiio

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Vendo tudo isso, só consigo pensar em não comprar nada no momento, esse vive com wireless é o que eu esperava, vão aparecer muitos modelos ainda, MS e tal, vou aguardar mesmo.
 

Kise Ryota

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Vendo tudo isso, só consigo pensar em não comprar nada no momento, esse vive com wireless é o que eu esperava, vão aparecer muitos modelos ainda, MS e tal, vou aguardar mesmo.

Tô pensando, tudo vai mudar tão rápido. Esses da Microsoft mesmo, com tracking no próprio HMD. Não precisar de Lighthouse ou câmeras espalhadas. Ainda tem cabo, mas é fácil para vc levar na casa de um amigo por exemplo. Vou esperar tbm pra ver as mudança de hardware e a queda de preço com mais concorrência.
 

Prinze

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Virtual Reality’s biggest names just joined forces to make VR even better

GVRA-Global-Virtual-Reality-Association-796x398.jpg

The biggest names in virtual reality have just joined forces to create the Global Virtual Reality Association in order to make VR better for us all.

The non-profit coalition is currently made up of Google, Facebook’s Oculus, HTC’s Vive, Acer Starbreeze, Samsung and Sony. That’s pretty much every major player making virtual reality headsets right now (Microsoft has its own plans for VR coming soon, but those headsets aren’t available yet).

According to the GVRA’s website:

"The goal of the Global Virtual Reality Association is to promote responsible development and adoption of VR globally. The association’s members will develop and share best practices, conduct research, and bring the international VR community together as the technology progresses. The group will also serve as a resource for consumers, policymakers, and industry interested in VR. "

Basically, the companies want to establish standards for VR’s development. It could come to operate like the governing bodies behind TV or internet protocols.

And that’s about it for now. There are no specifics on a concrete project by the association, but hopefully it’ll ultimately result in better VR experiences for us all.


http://thenextweb.com/virtual-reali...names-just-joined-forces-make-vr-even-better/

Agora é oficial, teremos uma associação mundial para propor padrões e diretrizes em comum, isso em conjunto com a iniciativa do Khronos Group é uma indicação positiva que essas empresas, que aliás são apenas as principais gigantes da área, querem de qualquer forma que o VR venha a ser adotado da maneira mais correta e ideal possível.

Mas isso é estranho.... aqui na OS eu aprendi que VR é passageiro, não vai dar em nada..

:ksafado

No aguardo ansioso do seu review.
Muito hype e muito escorpião no bolso também
 

RareHero

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No aguardo ansioso do seu review.
Muito hype e muito escorpião no bolso também

Definitivamente irei ter algum tipo de HMD, eu acredito na tecnologia, não posso ter agora pois infelizmente a vida me obriga a seguir outras prioridades, mas assim que possível, dentro do que eu achar justo e razoável, definitivamente vou me dar a chance.

Quando estiver com um em mãos, farei o review sim, mesmo pq, nada melhor do que ter conhecimento de causa para poder opinar com convicção, ao contrário de opinar com convicção sem ter conhecimento de causa, em todo caso, prefiro compartilhar com quem realmente se importa.
 

Jogadô

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Esperando algo viável tb, só não quero gastar uma fortuna para estar defasado muito rápido
 

Prinze

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Definitivamente irei ter algum tipo de HMD, eu acredito na tecnologia, não posso ter agora pois infelizmente a vida me obriga a seguir outras prioridades, mas assim que possível, dentro do que eu achar justo e razoável, definitivamente vou me dar a chance.

Quando estiver com um em mãos, farei o review sim, mesmo pq, nada melhor do que ter conhecimento de causa para poder opinar com convicção, ao contrário de opinar com convicção sem ter conhecimento de causa, em todo caso, prefiro compartilhar com quem realmente se importa.

Comprei um Galaxy S7 e vai chegar em breve o meu Gear VR.
Corroborando com as suas palavras, também vou compartilhar com quem realmente se importa, no caso você será uma dessas pessoas!

Postarei impressões deste VR!
 

Kise Ryota

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This is Lenovo’s Windows Holographic VR headset
16
by Sam Byford@345triangle Jan 2, 2017, 9:55pm EST SHARE

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Live coverage from the year's biggest technology conference, the Consumer Electronics Show in Las Vegas. The year in tech starts here.

Lenovo just showed us its first VR headset, a prototype device that works with Microsoft’s Windows Holographic platform. Next to other tethered PC headsets like the Oculus Rift or the HTC Vive, it’s noticeably smaller and lighter — Lenovo says it’s targeting around 350g for the final product’s weight versus the Vive’s 555g. The design is also pretty comfortable, taking heavy inspiration from PlayStation VR’s approach and suspending the lenses in front of the user’s eyes rather than securing them in place with a strap.

The headset uses two 1440 x 1440 OLED panels for its display, making it higher resolution than both the Rift and the Vive. Unfortunately the prototype isn’t functional just yet, so we can’t comment on how this works out in practice — there’s more to VR image quality than pure screen resolution.

Another question is how well its tracking works; it uses inside-out, six degrees-of-freedom tracking, which means there’s no external camera necessary, but the tech is yet to ship in a product and we’re not sure how Windows Holographic’s implementation will work out. Lenovo also isn’t producing any motion controllers for the headset, instead relying on third-party options that will be manufactured to the Windows Holographic specification.

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As for what you’ll actually be able to do with this headset, Lenovo says that every Windows Store application will work in a theater-style floating viewer mode, and some HoloLens software will also be converted to the platform. Lenovo’s headset has two cameras on the front, meaning that mixed-reality applications are possible even without the HoloLens’ optical projection capability. (The image quality from those cameras is, of course, an open question.)

The still-unnamed headset will ship sometime this year for between $300 and $400 — Lenovo says the price isn’t set in stone but it’ll be “closer to $300.”

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Kise Ryota

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Dual OLED 1440p, tracking 6DOF, confortável como o PSVR, mais leve até que o Rift, isso tudo custando entre $300 e $400 (pendendo mais para $300)?

put* que pariu. Se esse Inside-out tracking realmente funcionar (não há nenhum HMD VR no mercado com essa feature) só vai ficar faltando um eye tracking.
 

Weblah

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Se VR não deslanchar agora, não deslancha nunca mais na História. Tá todo mundo lançando essa porra.
Queria DEMAIS um desses. Mas não levei a Mega da Virada, então vou ter que esperar.
 

Weblah

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Aliás, será que esse da Lenovo terá o ajuste de foco (que tem "mais ou menos" no Vive e tinha "mais ou menos" nos DevKits do Rift, mas não na versão final)?
 

RareHero

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Dual OLED 1440p, tracking 6DOF, confortável como o PSVR, mais leve até que o Rift, isso tudo custando entre $300 e $400 (pendendo mais para $300)?

put* que pariu. Se esse Inside-out tracking realmente funcionar (não há nenhum HMD VR no mercado com essa feature) só vai ficar faltando um eye tracking.

Parece promissor, minha única preocupação é que eles pretendem lançar ainda esse ano, e ao que parece, o troço ainda não está completamente funcional, muito menos existe SW disponível.

O movimento da Mic é válido, mas não me parece ser tão sério quanto o dos outros players do mercado, eles nem se quer comentaram sobre algum tipo de input para ser usado em conjunto.

De qualquer forma, avanços sempre serão bem vindos, isso mantem o mercado em movimento, forçando respostas das empresas envolvidas.

Agora com a Mic investindo em VR, estou curioso pra saber como será daqui pra frente o discurso de alguns ai que viviam minimizando a relevância do VR, será que pra eles agora VR será docaraelo? :ksafado
 

TuriistaH .BR

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Dual OLED 1440p, tracking 6DOF, confortável como o PSVR, mais leve até que o Rift, isso tudo custando entre $300 e $400 (pendendo mais para $300)?

put* que pariu. Se esse Inside-out tracking realmente funcionar (não há nenhum HMD VR no mercado com essa feature) só vai ficar faltando um eye tracking.
Vai usar aquela API open source que geral se juntou?

Bem interessante esse HMD.
 

Kise Ryota

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Vai usar aquela API open source que geral se juntou?

Bem interessante esse HMD.

Vai usar a da MS mesmo (aquela que ela vem investido para holografia usando o hololens). A MS não apareceu naquela lista do Khronos Group. Mas não me surpreende, a MS vai preferir investir numa solução própria como com o Directx. Eu só espero que a valve dê um jeito para tornar compatível com a steam.

Aí a questão ficará sendo como eles farão com controles de movimento.

PS: a API do Khronos deve demorar alguns anos para ficar pronta e virar standard.
 

Kise Ryota

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A HTC já havia anunciado ontem que não mostraria um novo HMD nessa CES, mas ela apresentou dois novos acessórios para o Vive.

Um é um fone integrado bem ao estilo do Rift (juntamente com um novo strap):



E o outro é chamado por eles como "Vive tracking", que pode ser usado para rastrear qualquer objeto (como por exemplo um copo, uma luva, um taco de baseball (isso vai dar m****...) e tem bateria própria que dura até 6 horas:



Link paras as matérias nas imagens

 

RareHero

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Check out the first Windows VR headsets from Dell, HP and Acer
It’s a tantalizing glimpse at affordable VR headsets.

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Just a few days after Lenovo unveiled its Windows 10 VR headset, Microsoft showed off what HP, Dell and Acer are working on at a CES media event. Unfortunately, they were all under glass, so all we could do was ogle at the hardware. Still, the designs look pretty interesting. Acer's looks like it comes straight from its gaming design crew, while HP's has a cool black aesthetic. I was particularly surprised by Dell's headset, which resembles the PlayStation VR in a few ways.

Imagens dos novos HMD´s...

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There's still a lot we don't know about these headsets yet, unfortunately. We hear they're all going to be available this year, with the cheapest going for around $300. Microsoft reps say they should work with integrated laptops in graphics, but of course, we're taking that with a grain of salt. The only thing that's certain right now is that it's going to be a big year for Windows Holographic and VR in general.


https://www.engadget.com/2017/01/05/windows-vr-headsets-dell-hp-acer/#/

Esse ai da Dell lembrou bastante o PSVR.

Quero ver como será esse positional tracking usando essas cameras vga, to imaginando aqui que deve ser baseado na mesma tech usada nas câmeras do Kinect.

Não quero ser pessimista, mas tá me parecendo simples demais, se agente tirar como exemplo toda a tech desenvolvida pela HTC/Valve e a Oculus usando IR e o escambau só para propiciar um tracking com precisão, sou bem cético com relação a resolver todas essas questões difíceis usando apenas duas câmeras, sei lá, vamos ver no que isso vai dar.
 
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Kise Ryota

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Quero ver como será esse positional tracking usando essas cameras vga, to imaginando aqui que deve ser baseado na mesma tech usada nas câmeras do Kinect.

É baseado na tecnologia do HoloLens. Como a Intel também está envolvida e ela também tem seu próprio R&D em inside-out tracking, eu tenho uma ponta de esperança de que talvez seja preciso o bastante para a VR. Caso seja, será o primeiro produto comercial a conseguir isso. Lembro que o protótipo da Oculus, chamado Santa Cruz, foi bem elogiado pelo site RoadtoVR (e ele funciona basicamente assim, exceto por serem quatro câmeras ao invés de duas).

O jeito é aguardar pra ver se a MS fez o trabalho de casa. Esse tipo de tracking é sem sombra de dúvidas o futuro, já que o futuro da VR é mobile. É só uma questão de tempo.

EDIT: ainda tem a questão do controle. Ficou parecendo que a MS vai deixar o rojão para 3rd partys? Mesmo entre os que estão tentando fazer um HMD com inside-out tracking, eu nunca vi tentarem um controle de movimento replicando esse tracking. Deve ser muito mais difícil do que com o headset. Enfim, esperar e esperar.
 
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