Virtual Reality - Sammelthread

Warum packt man die nicht dazu? Das gibt doch etliche lange Gesichter nachher.
Zumindest in den USA sind Bundles schon bestätigt, wird hier vermutlich auch nicht anders sein. Dass sie's auch ohne verkaufen, ist logisch, diverse Leute haben die Kamera und den Move-Controller ja schon. Und ja, natürlich können sie so auch den niedrigeren Preis bewerben. ;)

Hab's mir mal im Bundle mit der Kamera bei Game.co.uk vorbestellt. Aktuell ist es einfach das attraktivste VR-Angebot für mich, da mein jetziger PC dafür kaum geeignet ist. Aber mal sehen, mein Mitbewohner kauft sich das HTC Vive und vielleicht bin ich davon so begeistert, dass ich mir gleich einen neuen PC zusammenstelle und es auch kaufe. Bis im Oktober ist ja noch etwas Zeit. ^^
 
Palmer Luckey zum Erfolg von VR:

Gamasutra: When will this type of VR be mass market, do you think? How do you define "mass market" with something like this?

Palmer Luckey: I don't know. I'm not going to try to define mass market because everyone has a different definition…People say 2016 is the year of VR. I think they're right in a lot of ways, but that doesn't mean that this is the year that VR becomes as popular as the iPhone. It doesn't even mean that this is the year it becomes as popular as Palm Pilots.

It's going to be a long gradual road to getting hundreds of millions of users, or even tens of millions of users. But I don't think that you have to be a mass market mainstream product to be a success. You can be very successful selling a smaller number of units and continuing to build the ecosystem. You don't have to build something that everybody buys.

Gamasutra: Is there anything you would say to devs who are thinking of getting into VR?

Palmer Luckey: Yes, two things. First: now is the time to start making something in VR, even if you don't plan on launching it. It is a really good idea to start experimenting and see what you can learn. Even if you're not going to launch something, it is good to have experience in virtual reality so that if it makes sense for you to get into it, you're able to.

I think the people who are going to be hurt the most by virtual reality are going to be developers who give absolutely no attention to it, and don't think about it at all, and don't experiment with it at all, don't work on getting their tech with it at all. Of course, I'm biased. I believe VR is going to become hugely successful and then dominate the technology industry.

If I'm right, people who aren't spending any time at least thinking about VR now are going to have a tough time catching up with the people who are at least putting some time into it.

At the same time, I'd say developers should be realistic. Don't believe the most optimistic things the analysts say. Especially when those analysts don't actually know anything about VR.

It's going to take time for virtual reality to become truly mass market and successful, so people should scale their efforts appropriately. Don't go out and say, "Hey, we've got to get into VR. There's going to be a hundred billion dollars in revenue by the end of 2018. If we can capture just 1 percent of that then we're going to be a billion dollar company." It's not quite going to work like that, is my guess.
http://www.gamasutra.com/view/news/...stic_about_its_returns_says_Palmer_Luckey.php

Macht imo alles Sinn, was er sagt. Dass man mit der ersten VR-Generation nicht auf den Massenmarkt und das wirklich grosse Geld abzielt, sollte mittlerweile jedem klar sein. Aber das ist auch nichts Schlechtes.
 
Genauere Infos zu den Funktionen der externen Processing Unit:

In the wake of its GDC 2016 announcements of price-point, release date and headline software, Sony has begun to reveal more of the inner workings of PlayStation VR, starting with key information on what tasks its mysterious external processor box actually carries out.

At a Sony presentation, senior staff engineer Chris Norden, spelled out the basics, beginning with what the processor unit doesn't provide in the wake of speculation following our December article on the device:
  • It provides no extra GPU or CPU power.
  • It's not any form of PS4 expansion or upgrade.
  • It's not directly accessible by the developer in any way - code cannot be written to it.
"The PS4 is perfectably capable of 120Hz all on its own," said Norden, emphasising that the main game rendering and processing is all carried out by the main console. However, the fact is that the PU (processing unit, as Norden called it) is actively cooled, suggesting some measure of computational power. And it is capable of carrying out a number of functions, some of which we were not previously aware of. Some of these features are crucial to the experience, while others actually offer exciting, brand new gameplay opportunities.

So here's the breakdown on what tasks the device does actually carry out:
  • It carries out object-based 3D audio processing ("really good and important to VR").
  • it displays the social screen - undistorting the VR output for display on TV. Quality is lost in this process, so it scales the image up and crops it so you don't see edges.
  • "Separate mode" - a completely separate audio and video stream you can send over to TV, as opposed to the mirrored social screen. It's sent compressed to the PU and then uncompressed by the device and sent to the screen. We're told that this was "an innovation that came quite late" in the development of the system.
  • It displays PS4's system software interface in cinematic mode, handling the display of traditional 2D content.
In short, the second-gen PU we'll find in the final retail PSVR package carries over all of the features of the initial developer model - such as handling the social screen - but adds key functionality, such as 3D audio. It also allows developers to send a bespoke video output to the HDTV, entirely separate from what the HMD wearer sees, opening up new gameplay options.

This appears to be using the PS4's hardware h.264 encoder used for streaming and Remote Play, running at 720p30. Obviously, creating another entirely separate framebuffer in addition to the already challenging VR viewpoint adds significantly to the computational load on PlayStation 4, so expect limited adoption. However, one of Sony's titles - Playroom VR, a free download for the system - has asymmetrical multiplayer for the VR player and external users using this functionality and is on show at GDC.

"It's a bit like Nintendo Land in that way," says Eurogamer editor Oli Welsh, who has played the demo on-site. "It's hilarious and great."
http://www.eurogamer.net/articles/digitalf...nit-actually-do
 
Danke für die ganzen infos tabris und soul!
Ich setze ja auf die vive, aber psvr wird früher oder später auch geholt, sony haut sicher ein paar geile exclusives raus :)
 
Warum packt man die nicht dazu? Das gibt doch etliche lange Gesichter nachher.
Gab zu viele Bundles mit Kamera am Anfang und es so würde der Preis um 100€ steigen. ;) Siehe auch @Tabris

PSVR ist mir aktuell zu eingeschränkt ehrlich gesagt. Da kann ich nur und ausschließlich das Zeug machen, was über die PS4 geht. Wenn hier ne PC Unterstützung kommt, wäre die ne Option. So weniger. Indie Demos, etc sind nicht zu verachten imho.

Ich versuche weiter stark zu bleiben und auf die nächste Revision der Vive zu warten :)
 
Bin heute morgen auf Trinus VR gestoßen, hat das mal jemand ausprobiert, @Caesar III vielleicht, auch wenn du ein DK2 hast.

Man installiert das am PC und lädt sich ne App aufs Smartphone und kann dann den Inhalt vom PC zum Handy streamen und kann dann per simple Cardboard Lösungen quasi VR nutzen. Es schickt auch das Headtracking Signal wieder zurück zum Rechner. Diese Cardboard like Brillen kosten ja nur 10-30€, die Trinus VR Premium Version 9€ (Lite hat 15 min Session Begrenzung). Es gibt Software um die oft schlechten Linsen bei den Billigbrillen pro Auge auszugleichen - zum Ausprobieren vielleicht ganz brauchbar bevor man sich die teure Variante kauft.
 
Habe gerade eine mail bekommen dass meine bestellung im versandprozess ist ... Irgendwie unreal, dass das ding nächste woche wirklich kommt, so lang war das zukunftsmusik :D
 
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