| ▲ | stonedivot 2 hours ago | |||||||||||||||||||
This is an absolutely standard feature of any VR headset that has ever been released in the history of VR headsets. Make a 3D world, walk through it. What am I missing? | ||||||||||||||||||||
| ▲ | dogscatstrees 2 hours ago | parent | next [-] | |||||||||||||||||||
You’re missing the difference between a feature and an application of that feature. | ||||||||||||||||||||
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| ▲ | brikym an hour ago | parent | prev | next [-] | |||||||||||||||||||
One application is a toy. The other is catching mistakes before applying hundreds of thousands of dollars. | ||||||||||||||||||||
| ▲ | xandrius an hour ago | parent | prev | next [-] | |||||||||||||||||||
Yep, we did hackathons with old Oculus Rift DK1 around this concept over 15 years ago or so. | ||||||||||||||||||||
| ▲ | leothecool an hour ago | parent | prev | next [-] | |||||||||||||||||||
When I did this for a home remodel, the big difference was that it was AR and not just VR. Being able to experience where the virtual changes line up with the real world makes a huge difference. | ||||||||||||||||||||
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| ▲ | parl_match an hour ago | parent | prev [-] | |||||||||||||||||||
"Ah yes, how hard could it be?", he confidently asks. > What am I missing? So much. > This is an absolutely standard feature of any VR headset that has ever been released in the history of VR headsets The article is describing "room scale positioning". The first consumer available headset to offer this was released in 2016. It may feel like it's been around forever if you're not familiar with the space except as a consoomer, but exploring a 3d space at room scale has only recently come into the realm of possibility for consumer grade headsets. For much of the 80s and 90s (and 00s), it was head tracking only. Real time positioning and moving around required positioning hardware that was a magnitude more expensive - and pretty much always had very specific space limitations. Sure, it existed to some degree, but it was such inexpensive addition that using an expensive and complicated treadmill was often considered the economical choice. In fact, I don't think there was even a "professional" solution that offered room scale positioning before the vive. Previously, they all had specific limitations like a 4 x 4 foot area or were massive tech demos that existed in a quantity of one in a university basement somewhere, running a very tailored demo, and they certainly weren't feasible in the 90s. > Make a 3D world, walk through it. First of all, how do you map the room? Do you set up lighthouses? Low latency positioning? To do what is in the article, you need a large space and the ability to map into it. Only recently, has "inside out" tracking become feasible. Previous generations didn't have it, and it's almost a guaranteed requirement for any large scale deployment of VR - for example, exploring multiple rooms. Second, how do you create the "3d world"? It may seem simple, but VR headsets require more than double the graphical computation, and that means that any geometry and graphics you inert of the world needs to be within the compute budget of the headset solution. The fact that the person in the article was able to just export a USDC directly out of fusion and have it render without hitting the compute budget limit is amazing and really speaks to the graphical power of the AVP. Lastly, stitching, the 3-D solution and compositing, and the real world is a very difficult problem. Again, it may feel like we've had the technology, but really we haven't had the high speed camera solutions in small packages, and the compute power to process all of that in anything approaching a consumer solution. To do what AVP is doing with the USDZ files, composing them into the real world, and even applying lighting information, previously would have required a fleet of large and expensive machines. And that doesn't even include transparency and applying real-world attributes of lighting and reflection onto the USDZ file, a a task that's hard to parallelize. | ||||||||||||||||||||
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