On Tue, 5 Jan 2016 11:47:09 -0800 Cedric BAIL <[email protected]>
wrote:

> On Sun, Jan 3, 2016 at 8:47 PM, David Seikel <[email protected]>
> wrote:
> > Cedric's gonna hate me, all these long emails.
> 
> Yes, I do ! Even more now that I have spend an hour talking with our
> engineer here that work on Gear VR to understand how things work...
> and it is a mess !

I'll send a bunch if short replies if that helps?  B-)

Yes it is a bit of a mess, especially from the Gear VR point of view.
That ones a bit of a hybrid as I understand it.  Essentially Google
Cardboard style hardware (attach your own smart phone to a more or less
generic and cheap case), with an Oculus SDK, though the Gear VR SDK is
different from the Oculus Rift PC SDK.  The hardware is only designed
for certain top Samsung phones, and there's some sort of control on one
side.

It is very early days for consumer VR, the major players have not all
released their initial models yet, and there's still research to be
done about how it all is best done.  Some of the top players at least
are cooperating though.  At the low end most seem to be making Google
Cardboard compatible devices.  At the high end, Steam VR allegedly
supports Oculus Rift as well as HTC Vive (HTC partnered with Steam to
make the Vive).  OSVR is trying to rally people around an open source
standard for the high end.

Controllers are still being figured out, let alone standardised.  One
thing is obvious, keyboard and mouse are not really suitable, unless
you are a brilliant touch typist.  Something hand held, or that
monitors your hands remotely is needed.  Half the time you don't even
know where the keyboard and mouse is.  lol

I wont even mention things like treadmills, haptic suits, motion
capture, and welding a chair to the end of an industrial robot to hook
it up to a Rift system.  Looked like loads of fun, but I can't fit that
in my office.

-- 
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.

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