Oculus Rift hack puts user inside Black Armor Drone with first-person view

The Oculus Rift virtual reality headset was originally developed with only gaming in mind, but since the company has been sending out units to game developers, the headset has been used for all sorts of neat things. Most recently, the Oculus Rift has given users a first-person view of RC drones thanks to a little hack.

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Co-founder of Intuitive Aerial Erik Torkel Danielsson took his company’s Black Armor Drone and paired it with the Oculus Rift. Since the VR headset essentially uses two displays, two cameras were mounted on top of the drone to stream video simultaneously. The drone also has a laptop on board that encodes the video as it’s being received.

From there, the video is then sent to the computer on the ground, from which it is then transmitted to the Oculus Rift. You’re probably thinking this creates a lot of lag, and you’re almost correct, as Danielsson noticed a latency of about 120 milliseconds, which isn’t bad, but it’s ultimately not ideal.

Danielsson and company are working to make the system better, though, including using newer hardware and cutting down the weight of the electrics on board the drone, as well as upgrade the cameras and increase the range of the transmitters.

If you’re wondering what the company will do with this technology, they haven’t mentioned whether or not they plan to sell these kits to the public at some point in the future, but Oculus Rift and drone owners would undoubtedly love to get their hands on this type of technology, and frankly, it’s possible for anyone to do this with a little know-how.

VIA: Hackaday


Oculus Rift hack puts user inside Black Armor Drone with first-person view is written by Craig Lloyd & originally posted on SlashGear.
© 2005 – 2013, SlashGear. All right reserved.

Oculus Rift aiming for subsidized cost, could be free with subscription

The Oculus Rift is making waves with virtual reality gaming, and while only developers can get their hands on the new headset, the general public will be able to grab an Oculus Rift for themselves at some point in the future, but at what cost exactly. The developer kit is priced at $300 right now, but the company would love for their product to be free up front.

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Speaking with Edge Magazine, Oculus CEO Brendan Iribe says that the company is pondering over different business models with the Rift, including a strategy where gamers wouldn’t have to pay anything up front for the VR headset, but would pay some kind of subscription cost every month or every year.

Iribe notes that “the lower the price point, the wider the audience.” The company has “all kinds of fantasy ideas” and said that they would “love” if the headset wouldn’t cost anything. Iribe says that the Rift definitely won’t be free at the beginning when it first launches to the public, but over time the headset could see a lower and lower subsidized cost.

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Iribe also points out that the company is “targeting the $300 price point” with the product’s official launch to the public, which is the price point as the developer kit is right now, but he says that “there’s the potential that it could get much less expensive with a few different relationships and strategies” in the future.

The Oculus Rift raised $2.4 million on Kickstarter last year, and the company recently received $16 million in funding last month from venture capitalists Spark Capital and Matrix Partners in order to fund the Rift’s mass public launch. There’s no official release date for the headset just yet, but we should be expecting it rather soon.

SOURCE: Edge


Oculus Rift aiming for subsidized cost, could be free with subscription is written by Craig Lloyd & originally posted on SlashGear.
© 2005 – 2013, SlashGear. All right reserved.

Oculus Rift CEO Believes The Headset Could Be Given Away For Free One Day

The Oculus Rift virtual reality headset is a pretty cool device and while not all games are supported by the device, we can imagine how the headset will be able to take regular games, and even old ones, and change […]

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Oculus Rift latency and motion sickness issues addressed

We’ve been hearing alot about virtual reality lately, especially with the popularity of the Oculus Rift headset gaining massive traction. While the team at Oculus has been focused on improving the hardware (such as upgrading it to 1080p), they’re also putting their efforts towards solving latency issues and cutting down on motion sickness.

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Latency can be a huge problem when gaming, but it’s even more of a problem when gaming using a virtual reality headset like the Oculus Rift. The company says that “latency is widely recognized as a key source of disorientation and disbelief,” since the brain can’t be fooled. To fix latency problems, Oculus is working on something called “predictive tracking,” which gives the VR headset the ability to predict where the head is going to be, rather than just stay in the present or the past.

As for motion sickness, that’s something that’s a bit more difficult to tackle, since it depends on the person using the VR headset and their vulnerability to get sick. Rather than a hardware or software issue, it’s purely a natural issue that can’t really be fixed 100%. However, Oculus notes that game developers can at least reduce motion sickness by using some clever design techniques.

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The company notes that “the causes of most forms of motion-induced illness…are poorly understood. Although we don’t understand the physiology well, we do understand many of the things that cause it,” and they “can be solved with good (though complex) engineering.” Things that developers can improve to reduce motion sickness are things such as camera calibration and distortion correction, but there also a heap of things are hard to improve, like disparity between focus depth and vergence.

In the end, the best solution that game developers can come up with, according to Oculus Rift, is “do the math right, don’t cut corners, be kind to your sensitive players, and encourage them to take it slowly at first.” That’s sound advice, and can almost even be applied to any game out on the market today.

VIA: Engadget


Oculus Rift latency and motion sickness issues addressed is written by Craig Lloyd & originally posted on SlashGear.
© 2005 – 2013, SlashGear. All right reserved.

Oculus Rift unconvinced by Xbox One and PS4 VR potential

The Oculus Rift team still intends to ignore the Xbox One and PS4 and focus on PC and Android, concerned that lengthening development cycles for consoles could see them left behind in virtual reality, even with the cloud’s help. “There’s no reason it can’t technically work,” Oculus Rift CEO Brendan Iribe conceded to OXM, but pointed out that “one of the concerns that we do generally have around consoles is that their life cycles are getting longer all the time.” While the PlayStation 4 and Xbox One are considered powerful today, they could be seriously out-performed when it comes to VR in the next few years, Iribe argues.

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“I think that you will see VR move fast – AR also, but especially VR” the chief exec suggested. “You’re going to see rapid innovation, and one of the concerns that we do generally have around consoles is that their life cycles are getting longer all the time – it’s a seven to eight year lifecycle, and in eight years, VR is going to be insane. Incredible.”

Instead, the headset – which uses a pair of head-mounted LCD displays to create a virtual gaming environment – will work initially with PCs and Android devices, as that “made more sense” according to Iribe. The fact that both platforms are liberal with hardware and software is key to that decision, the CEO explained.

Even Microsoft’s decision to harness the power of the cloud to bolster the Xbox One won’t be of much use to virtual reality, he says. Microsoft has said that each Xbox One will also have access to cloud-based processing equivalent to roughly three more consoles, which could be used for processing richer backgrounds in games, more realistic reflections and textures, and other detail.

The system has met with keen interest from game developers, but is unlikely to be of use to virtual reality systems like Oculus Rift, Iribe points out, because of the latency involved.

Virtual reality “wants a maximum latency of 20-30 milliseconds from your head moving to the headset updating your eye on screen – what we call motion-to-photon” he explains. “Right now it’s at 30-50 milliseconds in the current versions, but we do expect that to come down and reach that 15-20 millisecond ‘Holy Grail’ timing.”

However, while attention on Oculus Rift has been high since the start-up’s Kickstarter back in August 2012, the company doesn’t want to keep VR all to itself. In fact, Iribe is hopeful that Microsoft or Sony – preferably both – wade in themselves, seeing it as a net-benefit to Oculus Rift’s business overall.

“The more that they push into this space, even if it’s a different device, or their own device, a different experience, the more that they’re throwing into AR and VR, the better it is for everybody” he said.

VIA Trusted Reviews


Oculus Rift unconvinced by Xbox One and PS4 VR potential is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2013, SlashGear. All right reserved.

Oculus Rift CEO Worried That Console Long Life-Cycle Could Affect VR Innovation

Whether Sony may or may not support the Oculus Rift virtual reality headset with the PS4, the folks behind the Oculus Rift headset are a little cautious when it comes to releasing the headset for consoles. Speaking to OXM, Oculus […]

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Oculus Rift Support Arriving For Freefalling Simulation Game

The Oculus Rift is a virtual reality headset that several game developers have used to help enhance their games. A popular use of the headset has been to incorporate it in FPS games such as Valve’s Half-Life 2, and more […]

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Minecraft Played Through Oculus Rift While On Virtuix Omni Treadmill

In the past we’ve seen how the Oculus Rift virtual reality headset can be combined with the Virtuix Omni treadmill to create a more immersive gaming experience. We’ve seen that setup used while playing Team Fortress 2, and now it […]

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Next3D’s plan to bring recorded video to the Oculus Rift

Next3D's plan to bring recorded video to the Oculus Rift

The dream of wearing a lightweight headset, like the Oculus Rift, in order to simulate physical presence isn’t limited to the imaginary worlds of video games. One man’s vision is that of immersive TV shows, movies and live sports. In fact, David Cole, co-founder of Next3D and an industry veteran who helps content creators and providers produce and deliver 3D, has been using his Rift dev kit to bring TV and film to life since the kits started shipping in March. The company is combining its video processing and compression technology with its experience in content production and stereoscopic delivery to offer what it’s called Full-Court.

Next3D hopes to leverage its existing relationships with creators and providers to assist them in jumping into the world of live-action VR content. This includes both pre-recorded and live broadcasts. We wanted to see this firsthand, so we jumped at the opportunity to witness the creation of content and experience the results. This trial run of Next3D’s stereoscopic, 180-degree field-of-view camera rig, and the post-processing to adapt it to VR, was part of the production of the paranormal investigation show, Anomaly, at Castle Warden in St. Augustine, Fla. Being nearby, we braved the perils of the haunted surroundings to tell you about what we hope is only the beginning of virtual reality content.

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Oculus Rift 1080p support lands for higher-res VR gaming

The Oculus Rift virtual reality headset has turned some heads since its initial debut, and now that it has been in the hands of developers for a few months now, the creators of Oculus Rift have received some incredible feedback. One of the biggest requests, however, was 1080p. And with the snap of a finger,

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