jsheard
3 days ago
From the GitHub this is only capable of 3DoF tracking, which puts it in the same category as the defunct Oculus Go headset, or Google Cardboard. 6DoF is really the bare minimum to qualify as proper VR nowadays.
For the uninitiated 3DoF means the headset only tracks the rotation of your head, not your heads absolute position as you move around, while 6DoF tracking does both. 6DoF is also much harder to implement.
RF_Savage
3 days ago
HadesVR is the 6DoF capable low cost open source VR headset project with an active community.
https://github.com/HadesVR/HadesVR
It is derived from Relativty and the communities overlap.
chii
3 days ago
3dof is sufficient, imho, for a large number of VR use cases, because most people don't have a full room dedicated to it, but is at a desk. Sitdown VR setups would be more common, if the equipment was cheaper.
LorenDB
3 days ago
Having experienced both 6DOF and 3DOF on my Quest 3, I can confidently say that 6DOF is leagues ahead even if you are sitting in a chair. Unless you are watching a 180° stereoscopic video, you'll want to look around to get the full experience, and even the small translation movements that result when you turn around can make the experience nauseating.
Besides, VR is already cheap. A new Quest 3S is just $300 and can do pretty much all of what the $3500 Vision Pro can do (just worse); if you just want VR games you can get used 6DOF-capable PCVR or PSVR headsets on eBay for closer to $100.
jachee
3 days ago
> Quest3S … pretty much all of what the … VisionPro can do
It can’t do that “protecting your privacy” thing. And that’s a dealbreaker for many, many people.
anonzzzies
3 days ago
> It can’t do that “protecting your privacy” thing
Besides 'it's Meta' ; what is it doing with my privacy? I mean actually proven things, not 'probably it is'.
(I am not saying it isn't, but I haven't heard anything in this regard, so it would be interesting to know)
PaulHoule
3 days ago
As a dev I see Meta made many decisions to respect privacy that constrain the kind of app I make although I've heard these will be somewhat relaxed.
I'd like to place a picture with a QR code in it, have somebody scan the code, then have the option of jumping into a world.
Apps can't access the cameras so you can't write a QR scanner. The Quest has a decent web browser but you can't access the cameras and make a web based QR scanner.
Without access to the cameras apps cannot at all understand the environment and enable you to interact with it. AR apps now have a special module that identifies a physical volume inside your space on a session by session but that's a pale shadow of the SLAM tracking of the Microsoft Hololens and Apple Vision that let you stick a "hologram" into the corner of your office and have it stay there.
Quest 3 devs need more access to make more interesting apps.
wlesieutre
3 days ago
Vision Pro doesn't let you access the cameras either, being able to stick an app in the corner of your office is handled by the OS. I'd rather not hand out camera access, the problem that needs fixing is the "session by session" part where Meta's OS doesn't maintain permanent app-volumes.
godelski
2 days ago
Isn't this more an issue with how the data from the camera is used? Or rather, where it can go? Maybe I'm a bit naive here, but isn't the issue that we don't want camera data going to third parties (or really... any party). So is there not a way that this can be sandboxed? Camera data must stay on device in an enclave. Honestly, this seems what's wanted for a lot of type of data. Is this just not possible to actually implement in the OS? Because I'd imagine not being able to process vision data really limits what you could do.
I think of this kinda like the data collection with many phone apps. I understand that it needs access to the networks to make connection to wifi or bluetooth, but why is this bundled together with an app's ability to record and send that data back to the developer? There has to be a better way to handle all this.
snvzz
3 days ago
>And that’s a dealbreaker for many, many people.
Yup. The sole reason I haven't bought any of these meta headsets.
They come with strings attached. Or more like, they're fetters and chains.
alias_neo
3 days ago
Exactly this.
I'd like to go for something like the 3S but anything Meta is a hard no from me.
I deleted my Oculus account when they took over, and yet somehow I still get Oculus emails from Meta.
TiredOfLife
3 days ago
Quest is “protecting your privacy” the same amount as VisionPro does.
1oooqooq
3 days ago
why i don't have either.
this line of argument don't help the discussion.
both companies report millions from selling your information, so assume they are always amassing loads of it, to sell when the price is convenient for them.
criddell
3 days ago
> both companies report millions from selling your information
Where can I buy it?
exe34
3 days ago
This might help start looking: https://www.forbes.com/sites/metabrown/2015/09/30/when-and-w...
criddell
3 days ago
Doesn’t help at all. I’m looking to buy data collected and sold by Meta and Apple.
exe34
3 days ago
I doubt they sell it to individuals. Data brokers is the easiest way. You could always write to them directly and ask.
Mindwipe
3 days ago
You absolutely can't because neither company does it.
bornfreddy
3 days ago
This is just a profit calculation though. Do they earn more by keeping and mining this information or by selling it, or both? For now they might not be selling it (I don't know), but that can change before you say "but GDPR...".
1oooqooq
3 days ago
you're either too poor or not well connected.
the "accessible" way is to enter a real time "header" biding agreement. but chances are you don't know about it either and is just making noise.
criddell
2 days ago
Okay, well then let me ask you a question that should be easier to answer: where does Apple report that they make millions from selling user data?
Tarks
3 days ago
Also have to hard disagree. I remember going from the Oculus DevKit2 to the Vive, seeing the change in people we'd invite over for "I'm done trying to convince you with words just Come over and try out VR" evenings.
6DOF, even when sitting, is a significant difference. Your brain immediately feels far more at home with good 6DOF.
Fun fact : one week I spent about 5-6 hours every evening playing Elite Dangerous in VR. Mining asteroids while listening to lofi cyberpunk and pretending that mining was my whole life, it was great. Until my partner would bop me on the back of the head ^_^
atrus
3 days ago
I very much disagree, your view in vr tracking your head as it does small movements in xyz significantly increases immersion, and more importantly, significantly decreases motion sickness and fatigue.
dmarcos
3 days ago
6DOf not only necessary for room scale. Lack of parallax of 3DOF a common cause of discomfort for many. I’ve been in the space for a decade and given hundreds of demos to people.
geon
2 days ago
I have absolutely zero interest in 6dof gaming. On the other hand, I dreamt of 3dof gaming since the 90s.
Once the technology started emerging, I was so exited about the potential. A few games gained support for shutter glasses etc, but 6dof was hyped up so much that everyone jumped on that train instead.
a2128
3 days ago
3DoF without tracked controllers is not VR IMO, it's just a head mounted display. It's not sufficient for any VR use case other than like watching a movie. You won't be able to play any modern VR games. Maybe you'd be able to play old Google Cardboard or Oculus Gear games since those were made with no controllers in mind.
SirMaster
2 days ago
Am I the only one who just wants a great super high res OLED headset just for watching movies?
I want super high res so the quality is comparable to a TV or projector setup, and I want OLED because of contrast performance for dark scenes.
int_19h
2 days ago
You're not the only one, and there's a separate market for such things, but it's mostly Chinese brands.
I've had pretty good experience with https://goovis.net/products/g3max specifically for movie watching. It has 2560x1440 (per eye) OLED, so not quite 4K; I do hope to see a proper 4K headset like that some day for a reasonable price.
SirMaster
2 days ago
I am currently using Xreal Air which I got for $200.
https://www.amazon.com/Glasses-Massive-Micro-OLED-Augmented-...
For $200 they are good. They are native 1080p Sony micro-OLED panels. Brightness and contrast are excellent. I got them mainly to use when traveling, but I also use them laying in bed sometimes.
The resolution is higher than it seems because the 1080p is only displayed across about a 40 degree horizontal FOV, so the PPD is actually very high at about 49, which is markedly higher than even something like the Apple Vision Pro. It's also RGB stripe OLED. I cannot see the pixels like I can with VR headsets.
But alas, there are issues that bother me like ghosting and other internal reflections inside the lenses. Though all VR headsets I have tried have these issues which bother me, so I am not sure if that will ever actually be solved to a level that is unnoticeable by me.
The other thing about the glasses is that they don't recreate a theater, and a virtual room, so the apparent size of the virtual screen isn't consistent as it mainly depends on your imagination for how big you imagine it being. If you view a virtual screen in a fully virtual environment like Bigscreen Beta, then you can fully trick your brain into making the virtual screen seem as big as you want, even IMAX sized, and it really does feel like it.
The problem with full VR environment headsets and large FOV over 100 degrees means that the virtual screen only takes up at most about half of the panel, because a 55 FOV for a virtual screen on a headset with a 110 FOV is about as big as most people would be comfortable. So then a true 4K per eye headset would still only give you a 1080p victual screen. Though I think this is still a level which is good enough.
freeopinion
3 days ago
So, a $200 display? With how many pixels? Is it better than a 29" curved monitor?
zombiwoof
3 days ago
They also said their mission is for creators. Seems to me 3D is fine for that
andybak
3 days ago
I don't understand what the word "creator" means in this context or how that's relevant to 3DOF vs 6DOF
koolala
3 days ago
Close one eye and those sound like TV use cases.
aziaziazi
3 days ago
Never understood why my GCardboard couldn’t do that, my phone sure has a bunch of accelerometers and giros. Sure higher and other techs can track better but isn’t it enough for a basic sense of mouvement? For most of the applications I won’t more than a few meter anyway.
Probably some have tried and I’ll be curious to know what prevent it.
jsheard
3 days ago
The problem with accelerometers and gyros is they drift badly if you try to derive absolute positioning from them alone. They need to be fused with some other form of tracking to anchor them in absolute space, which in the case of the Quest and Vision Pro is done with multiple outward-facing cameras fed into a SLAM algorithm.
Maybe Cardboard could have attempted to use the phones camera for SLAM, but a single lens would only have got them so far. Dedicated VR headsets have at least four cameras pointing in different directions, which are sometimes augmented by IR projectors and/or LiDAR.
Joel_Mckay
3 days ago
LADAR/3D-cameras or LIDAR are both expensive parts with limited capabilities. Note rapid pose-recovery using cameras and or SLAM has been tried, but again people end up pooching the CPU/power budget.. and rolling camera shutters are useless... difficult to deploy as a wearable tech.
A few years back, we did design a set of <160USD parts to get repeatable absolute head and controller spacial location/pose to sub +-3mm in a room. The key was being able to resolve stable _absolute_ pose at >24Hz with <10kiB/s of low-latency data to handle. i.e. a small generic mcu _quickly_ handles the dual kalman filters and IMU sensors fusion, and battery life is reasonable.
Now build your own versions, it is not that hard... ask Alphabet/Meta/Apple... lol...
Those new 3D lenticular screens look pretty cool, but the prices are still not for consumer hardware yet.
Best of luck =3
needle0
3 days ago
To be pedantic, two cameras were enough for the headset to track itself (eg. Lenovo Mirage Solo). The reason that headsets nowadays have 4 cameras is for it to also track the hand controllers that are being held by the user and being flung around nearby...which this also seems to lack.
bee_rider
3 days ago
Most phones have a couple cameras nowadays… I think the Pro iPhones (some, at least) even have some sort of lidar system that seems like it ought to be helpful? Anyway, it is a shame, I guess the market must not have been there.
Joel_Mckay
3 days ago
Most phones use a rolling shutter, so doing machine vision for low-latency motion/pose is difficult or unfeasible on a mobile cpu.
Best regards =3
ben_w
3 days ago
Surely use the accelerometers for real-time/low latency, only use the cameras to correct for drift?
Not that I've tried for VR, but I did already create AR demos 5-6 years ago.
Joel_Mckay
2 days ago
In general VR is easier for sure, as in AR the latency issues manifest quicker.
The sensor fusion of IMUs is usually not stable very long, but it does mitigate a few of the very noticeable problems with camera trackers.
Still, it always boils down to the power budget... having a 2.6 kg head mounted unit is ludicrous. lol =)
bigiain
3 days ago
Lots of quadcopter flight controllers use 9DOF IMUs , with 3 gyros, 3 accelerometers, and 3 compasses. The absolute directional data from the compasses solves (at least most of) the angular/gyro drift.
The translational drift is harder for VR/AR headsets indoors. Drones can do sensor fusion with GPS and the accelerometers to solve translational drift from the accelerometers (or, for FPV drones, they just let the meatware compensate).
RF_Savage
3 days ago
The "9DoF" in IMU datasheets is a marketing term, they just add up all the sensor dimensions they have. Some IMU modules talk about "10DoF" , because they have added a barometer to it.
So even a good "9DoF" IMU is not usable for 6DoF VR, as it still drifts way too much. Sadly the magnetometer in the IMUs suffers from all the magnetic fields generated by the rest of the electronics around it.
This might also be one of the reasons why 9DoF IMUs are increasingly rare on the market.
foobarbecue
3 days ago
Dead reckoning using MEMS IMUs accumulates error way too fast.
adgjlsfhk1
3 days ago
even if you supplement with GPS?
grumbel
2 days ago
See "Pure IMU-based Positional Tracking is a No-go"[1], a position from an IMU starts to drift in a fraction of a second and than shoots off into infinity. Without an absolute reference there is nothing you can do to stop it and the errors will accumulate. It's not just a little bad, it's completely unusable.
A further complication is that the IMUs you find in phones, especially back when all this was new, weren't very good. So even a plain 3DoF experience would suffer from slow response and yaw-drift from lack of magnetometer, which is why GearVR had an extra IMU in the headset and why Daydream required new certified phones with better IMUs.
3DoF can still be good enough for VR180/360 movies, which don't allow movement to begin with. But as far as gaming is concerned, you really do need 6DoF, as even a bit of leaning forward in a chair will make it instantly obvious that the headset motion and the headset visuals are out of sync.
nox101
3 days ago
especially given the camera, it seems like you could do some kind of motion tracking. I guess a Quest has 4 cameras for motion tracking so 1 isn't enough. Though maybe putting a 180degree wide angle lens over it would let it do the work for 4?
anonzzzies
3 days ago
I seem to be an anomaly, but I don't mind just having a very large high res screen that moves with my head. The most comfortable I tried is the visionpro, but it's too heavy/big and of course so is the Quest3(s). Xreal (etc) would be perfect if it didn't have the corner issues where you have to stretch to see the corners/bottom. Seems the tech is close for what I want at least, but needs a few more iterations. Or maybe I missed something, but I don't think I did.
makomk
2 days ago
Homebrew 6DoF tracking is definitely possible. I've had a janky and undocumented setup for a while that uses a standard smartphone as a display, paper and cardboard AprilTag markers with a computer and webcam for outside-in tracking, and homebuilt controllers. It requires a lot of improvement and is very sensitive to lighting conditions though.
aa-jv
3 days ago
Wouldn't it work to duct-tape some LiDar sensors to this, though? I'm thinking of the use-case of building a cockpit for 3D flight sims, such as DCS, etc.
geokon
2 days ago
Is it enough for FPV flying a drone?
int_19h
2 days ago
You don't need (or want) proper VR for flying an FPV drone; it's just a head-mounted display.