Link? I thought move sold millions
It did sell millions. It should have been around the 6 million mark on the PS3 to Microsoft's 18 for Kinect. The interesting side is we are still reliant on the Move even now so it obviously hasn't peaked yet.
Link? I thought move sold millions
You aren't the first to tell me this but I can't think of a reason that VR can't be done with Hololens (other than FOV). The display specifically and completely covers up anything behind the "hologram" with a solid image. There is no technical hurdle that has to be made other than a video path from whatever hardware (if it isn't to be handled within the device) to use the entire display area, rather than just display mixed-reality objects. If MS doesn't want to explore VR with it, homebrew will... provided the FOV is wide enough.
Those partnerships with Oculus and Valve could also be so MS can use patented development software for its own hardware at some point. I know that may sound like a stretch, but just a thought.
The fact remains that there are advantages of using a passive display for VR that are just too enormous to pass up at some point, IMO... even if it has to wait for Hololens 2.0.
More like 24 million as of Feb 2013...It did sell millions. It should have been around the 6 million mark on the PS3 to Microsoft's 18 for Kinect. The interesting side is we are still reliant on the Move even now so it obviously hasn't peaked yet.
More like 24 million as of Feb 2013...
https://en.m.wikipedia.org/wiki/Kinect
Your whole tunnel illusion only works if someone is fully experiencing it by both looking and walking through it. A person's eyes/balance gets all confused.What? LoL!
Obviously YOU haven't been in one before. The effect doesn't take place until you fully immerse yourself into the illusion. The reason be is because your peripheral vision is still detecting the illusion from the real world (the door you are standing in). So by fully immersing yourself, the brain is being overloaded since it has nothing to distinguish the reality from the moving illusion all around you.
Now then, in the case of sitting in a chair or on a couch, again, just like standing still in the tunnel, because you are immersed entirely in that illusion, your brain is going to naturally try to keep up with that illusion around you rather than where you are sitting or standing in reality. And that locomotion you talk about comes not from your feet, but the illusion around you. All you're simply doing is moving yourself around in that active illusion. Its kinda like being in a chair on a conveyor belt, but it is not you that is on the belt it is the world around you. The analog stick just pulls the moving illusion towards you rather than you moving towards the illusion. Its not different from you being in a wheelchair in the tunnel. So the illusion remains the same; you're just stationed now. LoL!
Care to explain?Its a lot more technical than that. It would be nice if it were that straightforward, though.
Your whole tunnel illusion only works if someone is fully experiencing it by both looking and walking through it. A person's eyes/balance gets all confused.
There is zero confusion if one of the senses is not being used. If you get strapped to a wheelchair and ride through it, you won't get mesmerized. If you walk through it blindfolded, you won't get messed up either. But combine the two and people are falling over.
Sitting on a couch and playing a game will not be immersive like looking/walking through a fancy tunnel, since all you're doing is looking and not coordinating actual movement to go with it.
That's some kind of VR immersion. You're playing a game walking around, but your legs are actually propped up on the ottoman. You want to jump, press A. You want to crouch, hold down A. Want to turn around and go the other way? No problem, press the analog stick L or R. That's some VR.
Having a VR thing taped to your head and sitting on a couch is similar to watching a movie at the theatre and you get burned with one of the close up seats where your viewpoint is 100% screen. And in that example you don't even have a thing on your head with cables draping down the side. And also ignoring the fact anytime anyone puts on goggles or mask, it can get hot over time. The more the gadget is flush/sealed against your face like safety goggles, the hotter it gets.
Trust me. Nobody thinks it's virtual reality sitting row 1 at the theatre.
Here's a coaching tip: If you are going to bring up those fancy tunnels, at least have experience going through one of them.What? Oh goodness....
Ok, I can only chalk this up (your entire description) as you having absolutely no experience from neither of the two. In fact, it sounds like you are trying to be humorous more than anything because I seriously don't believe you can be that misinformed.
My advice to you, if you have a compatible phone, get yourself the Google Box for VR. It's very reasonable, I think, for you.
poor guy....
IMO, good stereoscopic 3D could have been the truly happy medium for games but was cut short before it really had a chance to shine. I really wish Sony at least, would have pushed through what they have started. Games in 3D > movies in 3D, imo.Your whole tunnel illusion only works if someone is fully experiencing it by both looking and walking through it. A person's eyes/balance gets all confused.
There is zero confusion if one of the senses is not being used. If you get strapped to a wheelchair and ride through it, you won't get mesmerized. If you walk through it blindfolded, you won't get messed up either. But combine the two and people are falling over.
Sitting on a couch and playing a game will not be immersive like looking/walking through a fancy tunnel, since all you're doing is looking and not coordinating actual movement to go with it.
That's some kind of VR immersion. You're playing a game walking around, but your legs are actually propped up on the ottoman. You want to jump, press A. You want to crouch, hold down A. Want to turn around and go the other way? No problem, press the analog stick L or R. That's some VR.
Having a VR thing taped to your head and sitting on a couch is similar to watching a movie at the theatre and you get burned with one of the close up seats where your viewpoint is 100% screen. And in that example you don't even have a thing on your head with cables draping down the side. And also ignoring the fact anytime anyone puts on goggles or mask, it can get hot over time. The more the gadget is flush/sealed against your face like safety goggles, the hotter it gets.
Trust me. Nobody thinks it's virtual reality sitting row 1 at the theatre.
You'll never get true VR.I admit that I think VR is neat. I just don't want to be completely cut off from this reality, unless it is extremely carefully crafted. We are not ready for that yet, imo... this is why I propose VR-lite through Hololens.
Ok, for the obvious side, there are no sensors or at least those you would need for VR tracking (gyroscope, accelerometers). It would basically be what Intel tried to insinuate about current VR in one of his prior post (just sticking a tv screen up to your face) with no head tracking. Thus your experience would mimic that of a tv picture just following your head around. LoL!Care to explain?
I had my chance at VR -- sold my Oculus DK2. I played the entire Alien:Isolation game using it. Got sick pretty much 80% of the time. Assetto Corsa was even worse. Meh.
Agreed, it's not really ready for this generation of consoles. They definitely need more power to handle the fps.
Its interesting you brought that up because it reminded me of this:I admit that I think VR is neat. I just don't want to be completely cut off from this reality, unless it is extremely carefully crafted. We are not ready for that yet, imo... this is why I propose VR-lite through Hololens.
As for the head tracking, don't you think that Hololens already does this? I mean, those holograms are anything but static. You can move completely around the hologram and see all sides of it. You turn your head and it does not move with you, it stays put. Not only that, but it goes further, tracking where you are in your own space and even what types of surfaces you have. I think this is well beyond any other head tracking I've ever seen. It tracks EVERYTHING!Ok, for the obvious side, there are no sensors or at least those you would need for VR tracking (gyroscope, accelerometers). It would basically be what Intel tried to insinuate about current VR in one of his prior post (just sticking a tv screen up to your face) with no head tracking. Thus your experience would mimic that of a tv picture just following your head around. LoL!
The next is processing power. To achieve VR, you need a lot of it while AR takes very little due to you having to turn its res and frames way up for the user to play comfortably. AR merely displays 3D objects throughout your actual living area, which cuts down on a lot of this.
Its interesting you brought that up because it reminded me of this:
Basically, you are merging VR with AR
As for the head tracking, don't you think that Hololens already does this? I mean, those holograms are anything but static. You can move completely around the hologram and see all sides of it. You turn your head and it does not move with you, it stays put. Not only that, but it goes further, tracking where you are in your own space and even what types of surfaces you have. I think this is well beyond any other head tracking I've ever seen. It tracks EVERYTHING!
As for the computing, it would need to be tethered to something, obviously. I wouldn't expect the entire world to be created in the "HPU", but I am still wondering if some near objects can be added by the device as a display plane, as DX12/Xbox One is capable of using.
for that. I was actually going to suggest this type of device (if it's what I think it is) as the best alternative to the passive AR/VR like Hololens. I believe that Leap Motion is a company making Kinect-like motion tracking. This seems to be an HMD similar to Oculus, but with ir/cmd cameras on the front to overlay that into the display when needed. I was really hoping Oculus would figure this out but I'm glad someone else did. Maybe Oculus can use MS's camera tech for Rift2 with their partnership, but it's a shame that they did not straighten this out first, IMO.
Has anyone tried taking LSD before trying VR? I think it could be beneficial to the experience...