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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