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Rapporter et oversættelsesproblem
Adding to this:
Why doesn't it toast bread?
Why no dishwasher?
Why can't it sing me lullabies?
Why no disco ball?
Get it together, Valve!
augmented reality is a legitimate gaming genre
it was even a main feature of the 3DS
all I want to know is why it wasn't included.
Augmented reality is absolutely not a legitimate gaming genre. I can't think of a single game that used AR in any way that wasn't a cheap gimmick. Most of what the 3DS did was make these useless collectible cards that let you look at a 3D model through the 3DS camera.
AR right now belongs in developer kits - there's no content, and developers don't know what works and what doesn't work. In a year or two, the tech will be cheaper, lighter, better, and there'll be more content. That's when it will start to make sense to provide some AR capabilities with VR headsets.
Right now, for the vast majority of consumers, you'd be adding $50+ to the price and 50+ grams to the weight for absolutely no tangible benefit.
And stereo cameras would have been pretty cool, but again, the current overlay achieves what it needs to achieve, so I'd much rather the price and weight be lower than gain one more 'nice to have'. Once the quality is 'good enough', which the Vive and Rift are, the important thing is increasing adoption, which basically depends on price, comfort and usability.
Creating VR content is obviously challenging enough, if you want an all-in-one, VR + AR + IR + UV + NV + Contact Lens, you’ll need to wait about 30 years. This is the first generation of many to come.
the hololens is going to be the same problems as the Google Glass
people with glasses won't be able to use it.
the Vive on the other hand works for people who are near sighted.
Contact lenses will never have futuristic technology
they don't care that a lot of the people who might use their tech wear glasses.
and would require a prescription visor, or enough space to fit glasses
between the visor screen and eyes.
- Cost
When you are creating any 'gadget', you are trying to keep costs down. Not only do you have to pay for each unit to construct, but you are paying for the units that died at the factory, in transit, and before the warranty expires. There is also the issue of keeping the Vive's cost down so that it can be accessible to mass-market. $800 is a very high sticker price.
- Complexity
Less is more. 2 camera's cost more, could fail more, require more CPU for image processing, etc. In addition, the Vive does not use camera's for location.
The Vive does have tons of IR camera's, the entire Light House system is utilizing IR light to triangulate the Vive's location. Unless I am mistaken, the existing Vive camera IS showing you the false light reflected from the Light Houses. You just only see it when you get to the bounds of your play space.
- VR vs AR
These two beasts are very different concepts and they require unique hardware.
VR - is heavy on graphics which is why you requires a very high-end GPU to fake reality. The VR headset do not need to know about the outside world, just the play space. Modern VR headsets were completely designed keeping in mind the failures of the 1990's VR movement. The killer of VR in the 90's was sim-sickness, which all about latency, not graphics quality.
AR - is not heavy on graphics and needs to be mobile to be useful for commercial applications. It does not need a high FOV, but needs higher Pixel Density for crisp fonts. Today, we can see the super powers of computing moving into the AR space: Apple, Google and Microsoft. The mobile nature of AR lends itself to Cloud Computer which is another reason those major players are involved. In most AR projects you are not only collecting data from Google Maps, or voice information from SIRI, but you are trying to offload as much processing as you can get away with. Tesla is an interesting AR player because you don't 'see' something like one would expect with 'glasses', but when the car drive's itself it is using AR while also loading and saving data to the Cloud about road conditions, traffic, and difficult intersections or area's to navigate.
Thus, Valve and HTC likely only have the one camera because all of these issues were considered and they know that their place is in the VR arena, not in AR.
The standout part for me was the inside-out tracking, that was amazing!! Way better than setting up tripods for the Lighthouses. I hope, whatever the next Vive ends up being, that it has inside-out tracking.