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FOVE EYE TRACKING VR HEADSET

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by Pit, Oct 29, 2016.

  1. Pit

    Pit - - - - - - - - - - - - - - - - Gold Contributor

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    www.getfove.com

    Pre-orders begin in 4 days...

    If this VR google would support Oculus Rift games it could be a worth of cost game changer for all 2D users ;).

    EYE TRACKING SENSORS
    Infrared eye tracking system × 2
    • Tracking accuracy: less than 1 degree
    • Frame rate: 120fps
    OTHER TRACKING SENSORS
    Orientation tracking and Position tracking

    Better resolution than the Rift but same FOV.

    Any suggestions, eg. from you @noorbeast? :)
    • Informative Informative x 1
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My suggestion is wait and see...there is not enough hands on information and demos of the Fove and VR is far more tricky and sophisticated than specs alone, things like ATW, ASW and Asynchronous Reprojection matter, as does the compromises made in the design of a HMD. People endlessly debate the tech and user differences between the Rift and Vive and they are far more similar than the Fove.

    While eye tracking is the right direction the refinement and flexibility to make it work for all users is a significant challenge, to make full use of Foveat rendering, and make it robust. The tracking of the pupil must be really accurate and that is difficult as not only do pupils vary a lot between individuals they dilate and contract different amounts between individuals. Pupils also distort in shape when you change where you are looking really quickly.

    The introduction of SteamVR Asynchronous Reprojection is a boon for Fove and to be honest SteamVR will be far more sophisticated on the VR side than the Fove SDK, other than with respect to eye tracking and Foveat rendering.

    And just a clarification, the eye tracking is 120fps, which should not be confused with the screen specs as they fall below what is generally recommended for VR, and what is used by the Rift and Vive, for Fove the screen specs are:

    Display frame rate: 70Hz
    Field of view: 90° – 100°
    • Informative Informative x 2
    Last edited: Oct 31, 2016
  3. Pit

    Pit - - - - - - - - - - - - - - - - Gold Contributor

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    thank you @noorbeast for sharing your view. BTW it seems that I am not the only one who hesitate to buy a VR at the moment, according to Steam VR the number of sales is close to zero the last few months, very sparse growth finally. In deed the VR is not yet sophisticated, technically limited, entered too early on the market, also (still) too expensive. PS: Fove is way cheaper than all other googles, I forgot to mention it.
  4. SeatTime

    SeatTime Well-Known Member

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    Although I'm a certified tech nut, this does not surprise me, if it was not for my sim, after trying out the 'Tech Demos' I would not be using CV1 -would have just sold it- and likely the same would of happened with DK2 and I would not have purchased CV1. It surprises me that the one thing that it works excellent at (motion + VR) 'they' (Oculus etc) have no interest in? (I although realise that we are just a small group) Plenty of people have now tried CV1 at my home and while everyone is very impressed with the motion rig and VR as they work so perfectly together, they don't like the all up cost. As for the standard VR 'Tech Demo' - if it does not make them sick, they just are not that impressed to want to purchase one and suddenly have comments about - god rays, low Res + all up cost (CV1 + high end computer). If VR was really 'here' then I would be using it to type this comment - which I am not - unfortunately that really says it all. This is not saying that I'm against VR, just frustrated that that these so call 'smart people' are really quite dumb. I really hope they get their shi% together, as I for one would like to see VR be a success and not just fade away like 3D TVs.
    Last edited: Oct 30, 2016
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    VR will not be egoing the way of 3D TVs @SeatTime, as it has so many applications and far too much sunk investment already.

    I do agree that motion and VR are a match made in heaven and it is a shame Oculus has no interest. That said from a cost and consumer perspective I suspect haptics may get more of an initial consumer uptake. The all in cost for VR + motion is way too high at the moment for anyone but enthusiasts.

    While I do understand your frustration with the current tech status of VR, realistically it is still very early in the first year of consumer VR. Low cost high fidelity cordless PC VR is likely up to 5 years off and requires a swag of technical breakthroughs, plus hardware and optical improvements. Michael Abrash did a neat and likely accurate summary of what breakthroughs are needed at OC3:

    Last edited: Oct 30, 2016
  6. Pit

    Pit - - - - - - - - - - - - - - - - Gold Contributor

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    what he says, this is just the beginning the really interesting stuff is yet to come. Hopefully they have the "long breath" (German expression) for the next few years...

    Ps: I was looking for the right synonym, "long breath" means long wind lol
    Last edited: Oct 30, 2016
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Indeed, the scope of VR technical research and development over the next 5 years will be exciting. Cordless PC VR is already being prototyped by Valve and Oculus, but the really interesting part will be robust eye tracking, a lot hinges on that for increasing FOV and fidelity.
    • Agree Agree x 1
  8. SeatTime

    SeatTime Well-Known Member

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    Takes me back to when lasers were first being released into industry and I was 'playing' with one up at Sydney tech - use to have to physically align the mirrors at each end of the tube to make it lase. The comment from everyone was 'interesting tech, but what will it ever be used for?' Lets hope VR can stay viable while Michael Abrash's visions forms.
  9. Blame73

    Blame73 Well-Known Member

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    I'm not a VR fan, I'm a simdriving fan. As a simdriving fan, to me VR could even die now if only it keeps on working on - at least - Assetto Corsa.
    I don't even know how now new games/apps work in VR, I don't even care.

    I know this is OT, it's just to say that whatever the new VR hmd... just has to support Assetto Corsa, otherwise is useless (to me)
    • Funny Funny x 1
  10. Pit

    Pit - - - - - - - - - - - - - - - - Gold Contributor

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    lol, [OT] similar thoughts come to my mind. BTW so far I was playing AC only in 3D (VSION), since the Version 1.9 Kunos "killed" the screen refresh rates, since then I am sitting in front of my triple screens like a hungry dog staring into the empty food bowl...[/OT OFF]
  11. value1

    value1 Nerd SimAxe Beta Tester SimTools Developer Gold Contributor

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    To be honest, sometimes I wonder if these guys are a bunch of tech nerds with a lack of business acumen. There are so many (too?) great brains working on Oculus Rift that I would think they should be farther than where they are today. In my eyes, the roadblock currently is not (overly) sophisticated iris tracking with shape compensation or threedimentional sound echoes but – ehm, cost for example. I was contemplating about buying a pair fo these diving goggles. However it will cost me over 2'000 bucks including inevitable upgrading of my PC :(
  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Interestingly Michael Abrash opens his talk specifically on unmet expectations of what is always just technologically out of reach.

    I am often reminded that the consumer grade computing technology most of us carry in our pockets is far more affordable and powerful than what was used to send people to the moon, and that the initial mobile phones, capable of only phone calls, were the size of 2 house bricks and so expensive that most were only owned by companies.

    I have been messing about with VR since before the DK1 was even floated on Kickstarter and how far VR has already come is significant progress, albeit at the early adopters stage of the technology life cycle curve: https://en.wikipedia.org/wiki/Technology_life_cycle

    As noted the two errors commonly committed in the early stages of a technology's development are:
    • fitting an exponential curve to the first part of the growth curve, and assuming eternal exponential growth
    • fitting a linear curve to the first part of the growth curve, and assuming that take-up of the new technology is disappointing
    We may wish it were otherwise and be more advanced, but the reality is that VR is only partially out of the innovator stage and has yet to recover costs, so is not yet in the ascent phase of the technology life cycle.
  13. value1

    value1 Nerd SimAxe Beta Tester SimTools Developer Gold Contributor

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    What one typically does to overcome the difficulties of the life cycle curve is to slice the development in smaller curves and rather than go for the big curve go for many smaller steps. With this you can keep a good part of the Business Gain in the Vital Life area. I'd buy a VR for 500 bucks and in a year an upgrade for aonther 500 bucks, etc. Whith this continuous stream of income one can maintain the R&D cost and the long breath (stamina).
  14. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Given the nature of VR HMD designs and fundamental shifts in the underlying technologies, replacement has been the norm thus far, and likely will remain so for some years yet, likely at around an 18 month to 2 year cycle.

    OSVR has tried the modular upgrade path but I would argue it has not been successful.
  15. BlazinH

    BlazinH Well-Known Member

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    It’s possible though. The biggest problem with 3dtv being adopted was the technology was launched before it was really ready. I would have to say the same thing about VR (even though this is really the second attempt at launching VR).

    Another problem with 3dtv adoption was that by the time standards were developed, DLP televisions disappeared from the market in favor of LCD sets. But LCD screen refresh rates at the time were to slow for 3d, at least for anything over 24htz per eye. So that killed gaming on them and led to the hdmi 1.4 standard of 24htz for 3dtv. Old DLP tv’s on the other hand can run 3d at 60htz per eye without issue on hdmi 1.3.

    Whenever I can find a used 61” or 67” Samsung 3d DLP tv that uses LED laser arrays instead of light bulbs that can burn out I buy it. With nvidia’s 3dvision the 3d rendering on them is perfection. And sets that sold for over $2000 in 2008 (the last year Samsung made them) can now be had for a couple hundred bucks or less. I own 8 of them so far (not sure what I’m going to do with them all yet though, lol).

    These tvs were only advertised as 3d ready though since the technology was so new and they didn't have a built in emitter or come with 3d shutter glasses. Unless you had a computer with 3d capabilities or a special checkboard 3d DVD player it didn’t work. What’s ironic is these are the best and biggest monitors you can get for 3d gaming but not one of the people I bought mine from even knew or at least remembered that they were capable of doing 3d because they never did it.
    Last edited: Oct 30, 2016
  16. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I think it fair to say that with 3D content, be in via 3D TVs or even block buster movies in cinemas, one of the biggest problems is that it requires a change in traditional behavior, namely buying and using 3D glasses, to enable an additional aspect of the experience.

    Interestingly while price is often touted as a reason people initially resisted 3D TVs and glasses many, including myself, who purchased 3D capable TVs for other consumer reasons still won't use the 3D functionality. So while there are 3D TV tech and cost issues the biggest barrier seems to be social resistance. The additional 3D functionality is just not seen by consumers as worth the trouble.

    For me VR is different from 3D TVs in that it is a paradigm game changer in terms of how particular consumer cohorts experience content, it is not just a shift in what they do, it is a whole other experience. Even for people like @Blame73, who have no interest in initially expanding their VR use outside of their specific media interest area it is a compelling fundamentally different type of experience to what you have with a flat screen.

    That said there are cost and technical matters that need to be overcome for general VR consumer use and even then that is likely to be with specific cohorts, such as gamers. I have often said it here and elsewhere but what is labeled as consumer VR is really enthusiast VR, as it will likely take 5 years to be at a price and technological point to start trickling into general use.
  17. BlazinH

    BlazinH Well-Known Member

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    I agree price is often an inhibiting factor with new technologies since early adopters largely pay for the research and development costs of a new product. But I also think its because people are skeptical about spending a lot of money on something that they have not experienced before. Even if they have, if they started out with a lousy experience then the skepticism remains.

    For example, in 2009 I bought a 2008 Samsung LED 3dtv in order to use it with 3d Vision, as I have no interest in 3d movies. I was excited to get it because it was the last year for hdmi 1.3 and because it also had a checkerboard 3d option. Checkerboard 3d is the standard for dlp tvs and projectors and allowed me to get 1920 x 1080 @60htz resolution from 3d Vision’s dlp setting whereas other 3d methods required the use of nvidia’s 3d Play, which has a max resolution of only 1280 x 720 @60htz. But my excitement soon diminished because although I had good resolution, the screens refresh rate was to slow to keep up with 60htz per eye. So I always saw a double or ghost image just like you do when you’re not wearing shutter glasses, only with less intensity. It sucked!

    Then around 2001 I ran across a forum about the Samsung DLP 3dtv’s and how much their owners loved their 3d capabilities with gaming. So I kept my eyes open for a used one to pop up since they quit making them in 2008. Once I found one and got a change to test it with 3d Vision my jaw dropped! Wow, it was amazing. And not only did the depth appear to go into the tv, but it popped out of the screen too, and with perfect clarity. When I attempted to touch where the image appeared to be outside of the screen, of course all that was there was air.

    So my feeling is I think 3d for gaming may have taken off more if it wasn’t for the fact that they quit making dlp tv’s that were capable of rendering beautiful 3d for gaming at the same time 3d movies were coming out and creating a buzz about 3d. And 3d Vision had just launched on the Vista OS in 2008 also and it had its own problems. Mainly poor driver support since all manufactures had to create new drivers for their products to work again. So by the time good 3d monitors for gaming came about again the buzz was over not to mention they were small and expensive monitors. Also, just like it takes a new and expensive video card to drive VR these days, the same was true trying to drive 3d Vision in 2008. So if your first experience with 3d was with what was mostly available, a weak video card and a slow LCD screen, that experience was less than stellar and didn’t leave you lusting for more.

    So I’ve always wondered how many people that don’t think much of 3d for gaming have actually had a proper experience with it. With a 61” 3d dlp monitor that’s situated a meter in front of you, it more than covers your field of focus. And with head tracking you can look around. So while I haven’t got to try VR goggles yet, I have a hard time imagining how it can be that much, if any, better than what I already have now. And a big plus to 3d Vision is it doesn’t require special driver support since its uses the same information that video cards use to render 3d in 2d and works with just about every game title. Another plus is you can still look around to get your keyboard or see what you are reaching for.

    Anyway, I hope the all buzz for VR is not over before they get the various issues sorted out.
  18. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The VR buzz is not going anywhere and in many respects developmental advances will fuel the hype train along the way.

    So far behind VR there is Oculus/Facebook, Samsung, Steam, HTC, Microsoft, Google and a bunch of smaller entities like Fove, plus a huge amount of capital investment. There is always the possibility of a specific product failure, but little chance of VR itself failing.

    VR/AR only really needs Apple to join the fray, which I think it likely they will at some stage now that Microsoft is in the process of baking VR capabilities and tools directly into Windows 10.
  19. Blame73

    Blame73 Well-Known Member

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    and you forgot Sony (with all the Console ecosystem)
    • Agree Agree x 1
  20. BlazinH

    BlazinH Well-Known Member

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    Having many different manufactures when there aren’t standards for VR may not be a good thing though. Will you need to have one manufactures VR for one game and another manufactures VR for another and so on? If I were to invest in VR goggles to replace 3d Vision it better work with every new game title capable of VR, not just a few here and there.