Paul James from Road To VR travelled to Toulouse, France to meet with the developers behind the in-development head mounted display (HMD) known as the InfinitEye.
In a lengthy two part article, Paul outlines some of the history of InfinitEye's three person development team and then in the second part goes on to talk about his experiences with the tech demos he had some hands on time with.
Paul also touches on some of the InfinitEye's current shortcomings, but most of these are things that the developers have already addressed, or have plans for ovecoming. Whilst the InfinitEye is certainly farther away from hitting shelves than the Oculus Rift at this point, it shows at least as much promise and it will be interesting to see how consumer VR evolves with multiple players trying different approaches.
The best part? At the top of the second part of the article is this notice:
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In a lengthy two part article, Paul outlines some of the history of InfinitEye's three person development team and then in the second part goes on to talk about his experiences with the tech demos he had some hands on time with.
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Quote"Natural and Panoramic Virtual Reality," is the best phrase I can come up with that summarises the InfinitEye’s capabilities. If using the Oculus Rift is like opening the sunroof on a virtual world, the InfinitEye takes the roof clean off—at least if you base your opinion solely on horizontal FOV. But the new HMD also offers 1280×800 per eye in comparison the current Oculus Rift Dev Kit’s 640×800 (and only slightly fewer pixels per eye than the Oculus Rift HD prototype), the benefits of which should be obvious. What’s been more controversial is the use of Fresnel lenses to achieve the astronomical FOV. Rejected by some as problematic, the debate on whether they offer a viable alternative to Oculus Rift style aspheric lenses is complex, and we’ll be covering this in a forthcoming technical exploration including answers to your questions.
Paul also touches on some of the InfinitEye's current shortcomings, but most of these are things that the developers have already addressed, or have plans for ovecoming. Whilst the InfinitEye is certainly farther away from hitting shelves than the Oculus Rift at this point, it shows at least as much promise and it will be interesting to see how consumer VR evolves with multiple players trying different approaches.
The best part? At the top of the second part of the article is this notice:
QuoteNote: All demo’s ran on Linux using an nVidia GTX660 GPU.
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6 comments
Wake me when this is something that fits on my eye like a contact lens and I can control my char by though input alone.
Till then I don't even like having to wear my headset for voice chat.
Till then I don't even like having to wear my headset for voice chat.
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More competition = better, cheaper products :D, but also more fragmentation, I hope they don't spam the market with these.
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Games have to be modified to support Occulus Rift, another device means another mod.
Without a standard API of some sort the first on the market will win until someone do better.
Without a standard API of some sort the first on the market will win until someone do better.
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Quoting: Quote from ZikZakGames have to be modified to support Occulus Rift, another device means another mod.
Without a standard API of some sort the first on the market will win until someone do better.
The thing though is that the changes needed to support the Rift are pretty superficial (compared to working with earlier HMDs.).
If this device uses a similar approach, it could lead to the formation of such a standard API. Without knowing how they've got stuff set up, it's hard to know where things will lead, but if they are planning to use a similar way of exposing the device's capabilities, then the difference between supporting the Rift and supporting this though could be as trivial as swapping the FOV value and using a different lens distortion compensation algorithm.
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"OpenVR", maybe that will become a standard of some sort.
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Quoting: Quote from manny"OpenVR", maybe that will become a standard of some sort.
At the moment, OpenVR is just some collection of vendor provided tools and utilities rather than an API for implementation, though that may change.
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Currently working on Winter's Wake, a first person text adventure thing and its engine Icicle. Also making a little bee themed base builder called Hive Time :)
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