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Virtual perfection, why not resolve 8K for realism?
Lucky Palmer, founder and creator of the Oculus Rift , is a perfectionist when it comes to creating the best possible experience of virtual reality. Not so long ago, we were a little overview of what the guys have achieved in the development of better devices recreate virtual reality, and now found out that Lucky actually believes that we have no idea of what should be a pixel density.
“Let’s just say,” – say the creators of the Oculus Rift. – “What is meant by the Retina Display – bullshit.”
“There is a point beyond which you can no longer distinguish individual pixels, but it does not mean that you will not be able to distinguish more detail,” – says Lucky. – “You can still see the smooth lines of the displays Retina. You can not distinguish the pixels, but you can see the smoothing. Let’s say you want to make a real image topknot. You can not make them the natural size, otherwise they will look terrible and toothed. There is a difference between when you can not see the pixels, and the fact that you can not improve the details. ”
Arraignment to the image in full size hair can seem pompous, but it is on a level of detail Lucky thinks when thinking about the future of virtual reality.
“To get to the point beyond which you can not see the pixels, I think, for the field of view of Rift need permission about 8K in one eye,” – says the developer. – “And to get to the point where you have nothing to improve, you need to overcome this barrier a few times. It sounds funny, but the TV lasted a decade in the user market, and now we have tablets and smart phones with the same resolution. Count off ten years from now, and a display mounted in the helmet with a resolution of 8K will not find it amusing fiction. ”
More pixels, less problems
Before we get to this level of the image in front of your face, Lucky says that now all the developers of Rift forces are concentrated on the current resolution.
“The visual part of the Rift – one of the most important. Every time we have been able to increase the number of pixels, all changes dramatically. When you use your phone a high density of pixels per inch particularly noticeable, and after a certain threshold is already all the same, but in a virtual reality double the pixel still brings a marked improvement. ”
As for the current situation Oculus Rift HD, even with HD-quality you can see the small border between the pixels, if you really try, but the extra resolution provides a more convenient way to get a grasp of the fine print, see distant enemies or other small parts. The increasing resolution also reduces the level of nausea, sometimes occurring at a lower resolution.
Vice-President of Oculus Nate Mitchell says that the final version of Rift will be at least no worse than the HD-prototype, which the company can already boast (though not disclose details or the price).
“We try not to use this trick when showing something amazing as a concept car, and then comes something different, and people say, shit,” – adds Lucky. – “It would be too evil act on our part. There are many shortcomings, as in optics, and in the screens, and all because it’s a prototype. The consumer version will be much better in a few key areas, and we want to focus on the user’s part and, therefore, never be too many improvements. ”
The delay and the position
Left to right: Palmer Lucky, Nate Mitchell and CEO Brendan Ayrayb
Another important issue in the delivery of a truly realistic virtual reality is the delay. The time between the movement of your head and display it on the screen is the key to create a plausible projection. But Lucky and Mitchell say that this problem is as close to its resolution, as far as the device itself Rift completed.
“We can make the hardware and the quality is below the threshold of human perception without astronomical prices”, – says Lucky. – “Our hardware eventually will break all records at the lowest latency, but not everything depends on us.”
That’s because the equipment – this is only one side of the delay. Even if the delay in the Rift image is not more than one or two milliseconds, the game engine has to keep up with this level of performance.
“If they start their game at 30 frames per second, in a virtual reality will begin a huge lag” – says Mitchell. – “That’s why when you look at the type of game Team Fortress 2, which is mostly eaten as many frames as you give it, you can run the game with a very high frame rate, and you will feel that there is no delay at all.”
Even if you can not dial 500 frames per second in software, there are some predictable tricks with which the equipment can “cheat” by reducing the delay.
“It turns out that people – quite predictable machine, we know how they work. For example, if a person begins to turn your head, we can say, yes, we know that it starts to turn his head, so we know the approximate curve. He could not immediately stop the movement, which is also quite predictable. ”
In this kind of prediction has developed a bad reputation for a long time, since you can predict only 50 milliseconds of the future, and that is not enough. But when the delay of the system will drop to 20 milliseconds, the extra 10 seconds predictions of future movements can be left without any problems. This prediction will lower the level of the delay so that you will feel that it is zero.
Reducing the delay will also be a key consideration when finalizing the position tracking – tracking the user’s position and movements of his head from side to side or front to back, not just the rotation of the body in place. Mitchell said the most important thing that needs to be added to the current prototype Rift, to improve the experience of virtual reality. This tracking technology is readily available, but for the consumer version of the Oculus Rift need to consider the cost of technology and the area of tracking. According to the developers, it will be difficult to predict whether you will be worn throughout the room or sit quietly on the ground.
“The positional tracking – this does not just go out and buy a specific module” – adds Lucky. – “We can purchase the hardware at a low enough price, but make software hard enough. It’s like the Kinect. PrimeSense has made a lot of hardware, but did not PrimeSense Kinect. Microsoft had to spend a lot of money to develop the software industry around this equipment. ”
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Tags: Oculus Rift , Virtual Reality , Augmented Reality .
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