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Atari co-founder Nolan Bushnell launches new VR company
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<blockquote data-quote="FAST6191" data-source="post: 6742099" data-attributes="member: 32303"><p>Spin it another way then. If the present companies are chasing their own tails and dreams of a vendor lock in, possibly with a side order of paying attention to customers without a clue, then what would be a good basis for a standard? I will assume strict full visual VR and not overlays or something like <a href="https://www.youtube.com/watch?v=WipDp7-zSZo" target="_blank">castAR</a>.</p><p></p><p>Video is so much video standard and thus I don't really care as long as HDCP or its cousins do not make my life hard. Similar story for resolution and framerate, with and without proper motion blur really. I guess something for eye distance rendering would be needed but for something so basic (is it realistically going to need to be one more than one dimension, maybe two if vertical differences could be a factor?) then let them fail.</p><p>Even less to discuss with audio really, though I am slightly curious as to the latency discussion here.</p><p></p><p>There might be something to discuss with regards to how they approach the VR equivalents of viewport rendering (rendering only what you see) and backface culling (removing things from behind other objects).</p><p></p><p>Head tracking? It is not vital for all uses here but leaving it out of this spec discussion is not going to fly.10 different and mutually incompatible apis is not cool so this would probably be the big one. Some do external, some do internal, either way it is all going to end up as points in space so I am not so bothered there.</p><p></p><p>Hand tracking? I know I left out castAR but if I can't do some minority report style nonsense then I am going to be upset. Less silly many things do augument things with other peripherals.</p><p></p><p>Orientation? Part of head tracking perhaps but beyond movement I imagine there will be some kind of tilt/direction sensor for various purposes.</p><p></p><p>I am missing some things but call it a start. At the risk of having idiots poison the well I would be willing to let software devs shoulder much of the burden, though if the companies wanted to get together and make some kind of basic vetting board for the software then that would not be a bad thing.</p></blockquote><p></p>
[QUOTE="FAST6191, post: 6742099, member: 32303"] Spin it another way then. If the present companies are chasing their own tails and dreams of a vendor lock in, possibly with a side order of paying attention to customers without a clue, then what would be a good basis for a standard? I will assume strict full visual VR and not overlays or something like [url=https://www.youtube.com/watch?v=WipDp7-zSZo]castAR[/url]. Video is so much video standard and thus I don't really care as long as HDCP or its cousins do not make my life hard. Similar story for resolution and framerate, with and without proper motion blur really. I guess something for eye distance rendering would be needed but for something so basic (is it realistically going to need to be one more than one dimension, maybe two if vertical differences could be a factor?) then let them fail. Even less to discuss with audio really, though I am slightly curious as to the latency discussion here. There might be something to discuss with regards to how they approach the VR equivalents of viewport rendering (rendering only what you see) and backface culling (removing things from behind other objects). Head tracking? It is not vital for all uses here but leaving it out of this spec discussion is not going to fly.10 different and mutually incompatible apis is not cool so this would probably be the big one. Some do external, some do internal, either way it is all going to end up as points in space so I am not so bothered there. Hand tracking? I know I left out castAR but if I can't do some minority report style nonsense then I am going to be upset. Less silly many things do augument things with other peripherals. Orientation? Part of head tracking perhaps but beyond movement I imagine there will be some kind of tilt/direction sensor for various purposes. I am missing some things but call it a start. At the risk of having idiots poison the well I would be willing to let software devs shoulder much of the burden, though if the companies wanted to get together and make some kind of basic vetting board for the software then that would not be a bad thing. [/QUOTE]
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