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SteamVR to support Microsoft VR HMDs

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by noorbeast, Aug 28, 2017.

  1. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The new low cost Microsoft VR HMDS are going to get SteamVR, with work being done to create an OpenVR driver: https://www.roadtovr.com/windows-vr-headsets-mixed-reality-support-steamvr/
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  2. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    There is now one looking like it will cost more. Not sure all the reasons why since the specs are basically the same, but this one has antibacterial headbands, looks great, and is apparently lighter than the others and far lighter than Vive or Rift:

    "After a teaser back in the spring, ASUS is ready to talk in-depth about its Windows Mixed Reality headset... and it's clear that this is a premium design, with the price to match. The headgear (known as the ASUS Windows Mixed Reality Headset) isn't just riding on that funky polygonal look. It's lighter than most with a weight under 0.9 pounds, and ASUS is promising a balanced design with antibacterial protection to help you safely share the headset between users."
    https://www.engadget.com/2017/08/30/asus-windows-mixed-reality-headset-details/

    I'm really curious about the tracking quality since these are inside out and don't use Lighthouses or sensors, and if you can kind of help/enhance that by placing fiducial markers around your room - if it needs help.

    Resolution certainly takes a bump going from the Vive/Rift value of 1080 x 1200 per eye up to 1440 x 1440 per eye. I've also heard, but haven't been able to verify, that these all use LCD displays and not OLED. That may not be a big deal though since if they strobe the backlight the same way that Vive/Rift strobe the OLEDs, you can prevent the image smear that LCDs would otherwise give you. But you do need to wait for the setup time for the pixels to get where they need to go before you light it up which adds a certain amount of latency even if small. Maybe there is something else that compensates. And maybe there is a little less contrast since it is LCD but for the stuff a motion sim community would be interested in, daylight scenes might be more popular.

    Who knows?
  3. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    Just thought of something with these headsets. They won't by themselves have a way to compensate for motion platform movement and it may even confuse them since some stuff they see with their cameras will be moving and some won't be.

    But, if you close up the motion platform with something rigid and light, and maybe with a pattern on it so it can see it well, since that would be moving with the platform, it could automatically subtract the platform movement since "the room" will be moving with the platform.

    Depends on how much it relies on inertial sensors. They could make it or break it for platform use.