I wonder if one could use HDMI as a low level carrier / bus to an external GPU, for example... that could bypass the most obvious bottlenecks..
Printable View
I wonder if one could use HDMI as a low level carrier / bus to an external GPU, for example... that could bypass the most obvious bottlenecks..
A Brand New Star Wars VR Experience Put Me on Tatooine and It Was Incredible
VIDEOS AT LINK: http://io9.gizmodo.com/a-brand-new-s...ine-1764949047
Quote:
Yesterday, I stood on Tatooine, under two suns, and watched the Millennium Falcon land. This was the first-ever demo of Star Wars: Trials on Tatooine, the new virtual reality “experience” from Industrial Light and Magic’s ILMxLab. It was awesome—and then I got to swing a lightsaber.
To test out Trials on Tatooine, I put on an HTC Vive headset and a pair of headphones, and found myself standing in the middle of space. The ILMxLab developers handed me a controller. Soon a familiar text crawl was scrolling through the space right in front of me—all about Luke Skywalker trying to create a new Jedi Order. In Trials on Tatooine, you play a young padawan whom Luke has sent to his homeworld on a mission.
The Millennium Falcon soars right over you, through space, and then flies towards a familiar-looking reddish planet.
Soon, you’re on Tatooine, standing under those two familiar suns. The Falcon lands pretty much on top of you—so close I almost thought it was going to smush me for a second. The Falcon opens and R2D2 comes out. You hear the voice of Han Solo, telling you to help Artoo fix something on the Falcon, which you do with the game controller. Just in time, too—two TIE fighters swoop down to attack, and the Falcon shoots them down.
(Incidentally, when you hear the voice of Han Solo, that’s not Harrison Ford—it’s Ross Marquand, The Walking Dead cast member and celebrity impressionist. But Marquand sounds so close to the real thing, you’d swear it was Ford back for one last go-round.)
The Falcon takes off, leaving you and R2D2 behind. Your mission is to protect R2D2—but at least R2D2 pops out a present that Luke has left for you: a lightsaber (which the game controller turns into).
A squad of stormtroopers attack, shooting at you, and you have to use the lightsaber to deflect their blasters—ideally with good enough reflexes to hit the troopers with their own ricochets. That’s the main element of gameplay in the whole demo, apart from the somewhat desultory “fixing the Millennium Falcon” sequence earlier on.
I tried attacking R2D2 with the lightsaber, but he just scooted backwards out of my reach.
Trials on Tatooine is a cool proof of concept, with just a hint of story and interactivity. But the visuals, and the sense of actually standing on Tatooine and interacting with R2D2, and swinging a lightsaber to deflect blaster bolts, were magic. The graphics looked crisp and lovely, and the environment was surprisingly immersive. ILMxLab has created its own proprietary build of the Imagine 3D engine, and I was blown away by the way a whole room was transformed into an alien planetscape.
“VR was almost made for holding lightsabers, so that’s what we’re doing,” Lucasfilm CTO Rob Bredow told reporters from the 2016 Game Developers Conference before we got to see the demo.
Trials on Tatooine was intended as a proof of concept, which started out with just seeing if they could make the Falcon take off and land, according to ILMxLab Executive In Charge Vicki Dobbs Beck, who talked to me in an exclusive interview after I tried the VR experience.
The same Story Group that works on the Star Wars movies, TV show, and other stories, is also working on developing immersive experiences for the ILMxLab, according to John Gaeta, creative director of new media and experiences. They’re working on developing new Star Wars stories through 2020, with big arcs connecting lots of different properties, and ideally everything they create will be part of the same story—so when you go into one thing, all the other stuff you’ve seen will add more context and resonance to it.
The goal is not just to create one short little experience, but to create an episodic story that carries across a lot of segments. “What we’ve been doing all this year long is working out all these component pieces that we’re going to be applying to a greater story,” said Gaeta, who’s part of the Star Wars Story Group.
They’re still figuring out how many of these immersive virtual things are going to be games, and how many will just be interactive stories—because you can have interactivity without gameplay. These experiences may be somewhat social, too, and there could be “episodes” of a story, taking place in the same VR world. But in between those episodes, you could be allowed to remain in the virtual world, interacting with the environment and maybe each other.
And that tantalizing reference to Luke’s New Jedi Order, which he tried to found after Return of the Jedi? Gaeta and Dobbs wouldn’t tell me much about what they have in mind for telling that story, but there’s definitely tons of unexplored territory in the Star Wars universe. And there’s no timeframe, or definite plan, for them to have a product ready for consumers—for now, they’re just creating the building blocks for something in the future.
The ILMxLab, created in 2015, was already involved in creating a few other experiments, including the Force Awakens immersive 360 visual experience, which lets you zoom around Jakku, a real-time motion-capture demo, and Jakku Spy, a Google Cardboard adventure that lets you explore the planet Jakku. They’re also working with Imagineering on developing stuff for the new Star Wars theme parks.
According to Dobbs, Jakku Spy was his team’s first attempt at “episodic VR,” which helped make people aware of some of the details of Rey’s home before The Force Awakens came out. The ILMxLab wants to create more things like that to help expand the world of all the other Star Wars movies. (Of course the famously secretive J.J. Abrams, who worked with them on Jakku Spy, was concerned about revealing too much, which is a constant concern.)
ILMxLab also worked on a real-time graphics tool that would let you see a story from all sorts of angles, as Bredow explained to reporters. He showed us a demo where stormtroopers are searching for R2D2 and C-3PO, and demonstrated how you could view the scene from all sorts of angles—including the POV of one of the stormtroopers—and even discover what’s happening elsewhere in the scene at the exact same moment. You could even steal a speeder and fly off into the distance, discovering an AT-AT involved in a battle and a bunch of other stuff.
Gareth Edwards, director of the upcoming Star Wars movie Rogue One, used a similar technology to “virtually scout”some of the locations in the film that hadn’t been built yet, Bredow said. Edwards was able to put on a headset and look around as if he was standing in a real set, and his response was, “This is better than real life.” According to Bredow, the filmmakers actually designed a few pieces of the set in response to Edwards’ reactions.
https://www.youtube.com/watch?v=pN6YCFlS8nU
Introducing 30 Games Coming to Oculus on March 28
https://www.oculus.com/en-us/blog/in...s-on-march-28/
I'm sure this thing is much more badass then the Samsung VR Gear which I got for free when I pre-ordered the Galaxy S7 and VR Gear is sweet too.
Did the same Promotion when I got the GS7 last week. Already recieved an email stating Im approved and my Gear VR will be shipped April 18th. Will report back with the VR Porns reviews.
http://www.vrpornlist.com/
Steam, just launch went full gear into promoting their own VR platform with Vive. Pretty sure Oculus is going to be crushed here... gg. That being said its also possible that Oculus could get a bump from all the attention steam brings in. Also Vive is very expensive but with steam backing it's hard to imagine it failing.
https://www.youtube.com/watch?v=qYfNzhLXYGc
Cmoney is this TRUE?
https://www.youtube.com/watch?v=a9dsTmx7hus
The Oculus Rift is coming to Best Buy May 7th
Pre-order customers still haven't received their units.
Quote:
You’ll soon be able to try Facebook’s Oculus Rift at Best Buy, and that’s a pretty big deal.
Despite all of the hype about virtual reality being the next great entertainment medium (including from yours truly), the vast majority of consumers still haven’t even tried on a VR headset, let alone played any VR games.
And that’s important when you consider that VR headsets like the Oculus Rift and its chief competitor, the HTC Vive, cost $600 and $800, respectively, and need to be powered by a $1,000 (minimum) computer.
Regardless of how many times you read how incredible the Rift is, dropping $1,600 on a VR setup without being able to see it or hold it first is asking a lot of consumers.
And so much of the VR experience requires that you actually put on a headset. There’s a reason reviews of the Rift and Vive mention how difficult it is to convey in words exactly why VR is so awesome.
The first 30-minute Oculus demos start May 7 at 48 select Best Buy locations across the country, with more stores getting the headset throughout the summer. You can schedule your demo via Oculus’ website.
But — and this is a BIG but — Oculus is currently dealing with severe supply shortages. In fact, the company’s inventory of Oculus Rift headsets is so limited that people who pre-ordered through the company’s website in January still haven’t received their units. As Polygon’s Ben Kuchera points out, that’s incredibly problematic, to say the least. In fact, we even had trouble getting our own unit.
Adding to the outrage over Oculus’ decision to put units in retail stores rather than customers’ hands is the fact that some systems will even be sold at retail locations.
As an olive branch, Oculus is giving pre-order customers the option to buy their Rifts at participating Best Buy locations, while still keeping their pre-order benefits including the Eve: Valkyrie Founder's Pack and priority status for Touch controller pre-orders.
But if I had gone through the trouble of pre-ordering a Rift back in January and still hadn’t received it yet and found out that someone was was able to walk to their local Best Buy and purchase the headset without having to wait, I’d be pretty annoyed.
In the company's defense, Oculus is trying to get headsets in front of as many eyes as possible in order to ensure that consumers outside of tech and gaming actually want to buy Rifts.
The problem is, no matter how many people are interested in purchasing the Rift, there simply isn’t enough hardware to go around. So until the company can deal with its inventory issues, it’s going to have to deal with angry customers one way or the other.
https://finance.yahoo.com/news/oculu...210612723.html
Oculus Rift is going to destroy families and relationships
What the unwritten story is here is that men have finally found a way to disregard feminism and chicks are going to be pissed.Quote:
Oculus Rift turned out to be an unintentionally ideal name for a gadget dedicated to carving ruptures between people. They also could have called it the “Digital Chasm” or the “Interaction Canyon.”
The virtual-reality headsets, available at 48 Best Buy stores beginning May 7, promise to widen further what is already an alarming, tech-induced gap among couples, friends and families. Smartphones have already whipped up a wasteland of blankness — the real-life equivalent of dead air on the radio.
We’re living in “Um, honey?” time. As in, “Um, honey, how was your day at school?” (No answer. Lots of tapping.)
“Um, honey, have you seen my glasses?” (No answer. “Memes” are being considered.)
“Um, honey? I need your attention, please. Please? We have an infestation of gila monsters. The house is burning down. I’m leaving you for another family.” (No answer. Snapchat being checked.)
The Oculus Rift? It’s basically a smartphone you wrap around your face. Put it on; reality can’t get in. This is the appeal of drugs, too.
As with drugs, easily bored young people are particularly susceptible. Think your kids are hard to connect with now? Wait till they get themselves an Oculus Rift and begin to expend all their attention, instead of just most of it, on the Great Elsewhere. They’ll be off in a world of their own imagining: hiking up Everest. Having a light-saber duel with Kylo Ren. Joining the Kardashian family.
Considering the porn implications of the gadgets, we’re now within half a step of the Orgasmatron, the Woody Allen-invented virtual-reality capsule (from the 1973 film “Sleeper,” which also accurately predicted the resurgence of fatty food and the surprising endurance of the Volkswagen Beetle), which couples short on time would use for a brisk, machine-made sexual experience. What Woody got wrong (in the scene in which Miles Monroe mistakenly enters the Orgasmatron alone) was that tech would assume the existence of couples.
No, tech is turning out to be the great atomizer, wrenching people apart. I well remember the first time (maybe eight years ago) I saw a couple in a restaurant, clearly on a date, yet each of them gazing longingly into a smartphone instead of addressing the facing person. I thought: Here. It. Comes.
Smartphones today are zapping dates, dinners, conversations and spontaneous meetings so everyone can disappear into his own independent iFog. Another filmmaker, Wim Wenders, foresaw this as far back as 1991, in his unappreciated but brilliant film “Until the End of the World.” In a post-apocalyptic climax, a tech gadget that can record your dreams takes the form of a wraparound virtual-reality headset exactly like the Oculus Rift. Users become addicted to their own interiors, and they begin to wander the land in the headsets, blind to one another, in a lonely daze.
Maybe we’re smarter than that. Maybe people will see the Rift forming and take a step back. Maybe Oculus Rift will be the next Google Glass.
Or maybe people will soon be using the gadget to watch videos of “Sleeper” and “Until the End of the World,” thinking: Given those prophecies, why couldn’t we have had our Oculus Rift sooner?
https://www.youtube.com/watch?v=4JtyTXilA3s
How long is it going to take these companies developing VR tech to figure out that most people don't want a massive apparatus on their face?
http://static2.techinsider.io/image/...0710968533.jpg
Google's five rules for AI safety
Quote:
Google Research goes Asimov, spelling out concrete, real-world questions to ask in order to develop non-apocalyptic artificial intelligence.
Chris Olah at Google Research has, in a blog post on Tuesday, spelled out the five big questions about how to develop smarter, safer artificial intelligence.
The post came alongside a research paper Google released in collaboration with OpenAI, Stanford and Berkley called Concrete Problems in AI Safety. It's an attempt to move beyond abstract or hypothetical concerns around developing and using AI by providing researchers with specific questions to apply in real-world testing.
"These are all forward thinking, long-term research questions -- minor issues today, but important to address for future systems," said Olah in the blog post.
The five points are:
- Avoiding Negative Side Effects: AI shouldn't disturb its environment while completing set tasks
- Avoiding Reward Hacking: AI should complete tasks properly, rather than using workarounds (like a cleaning robot that covers dirt with material it doesn't recognise as dirt)
- Scalable Oversight: AI shouldn't need constant feedback or input to be effective
- Safe Exploration: AI shouldn't damage itself or its environment while learning
- Robustness to Distributional Shift: AI should be able to recognise new environment and still perform effectively in them
Google has made no secret about its commitment to AI and machine learning, even having its own dedicated research branch, Google DeepMind. Earlier this year, DeepMind's learning algorithm AlphaGo challenged (and defeated) one of the world's premier (human) players at the ancient strategy game Go in what many considered one of the hardest tests for AI.
NYT: Tripping Down a Virtual Reality Rabbit Hole
Quote:
This is going to sound like the tech-nerd version of one of those first-person People magazine essays about surviving adversity: You don’t appreciate how much you need to see your hands until you can’t.
Your hands – they’re always there. Even in the most immersive of media experiences — an IMAX movie or the hypnotic reverie of a darkened opera house — your sense of where your hands are is an ever-present comfort. Because you can see your hands, you can reach for the popcorn without knocking it over. Because your eyes aren’t locked on the screen, you can check your phone to make sure your babysitter hasn’t texted with an emergency.
But then you don virtual reality goggles, and your hands disappear. So does the rest of the world around you. You are bereft, and it is very, very unsettling.
This sounds obvious: The whole point of virtual reality is to create a fantasy divorced from the physical world. You’re escaping the dreary mortal coil for a completely simulated experience: There you are, climbing the side of a mountain, exploring a faraway museum, flying through space or getting in bed with someone way out of your league.
But in many ways, the simulation is too immersive. After spending a few weeks with two of the most powerful V.R. devices now on the market, the Oculus Rift and the HTC Vive. I suspect that V.R. will be used by the masses one day, but not anytime soon. I’m not sure we’re ready to fit virtual reality into our lives, no matter how excited Silicon Valley is about it.
Advertisement
Continue reading the main story
Getting completely submerged in a simulation is good for things like games, but for most media total immersion feels like a strangely old-fashioned experience. Because it leaves your body helplessly stuck in the physical world while your mind wanders, V.R. doesn’t fit with the way most people work at a computer, watch TV or encounter many other digital experiences.
Virtual reality is the opposite of a smartphone, a device that offers you quick hits of the digital world as you go about in the real world. Instead, V.R. is at this point an experience best left for the privacy of one’s cave — a lonely, sometimes antisocial affair that does not allow for multitasking, for distraction or for the modern world’s easy interplay of the real and the digital.
Continue reading the main story
Advertisement
Continue reading the main story
“I’m a real proponent of being careful how we use it, because immersion is not free,” said Jeremy Bailenson, the director of Stanford’s Virtual Human Interaction Lab, a research center for virtual reality experiences. “Immersion comes at a cost. It takes you out of your environment, it’s perceptually taxing at times, and it’s not something that we can use the way we use other media, for hours and hours and hours a day.”
Part of the problem is that the technology still isn’t good enough. People at Oculus, the V.R. start-up that Facebook purchased for $2 billion in 2014, compare their Rift headset to the Apple II personal computer — one of the earliest incarnations of a device that would change the world. Eventually.
The Apple II went on sale in 1977, but a couple of decades would pass before personal computers became ubiquitous. The earliest PCs were also very expensive (the Apple II sold for what would be about $5,000 today) and V.R. is no different. The Rift sells for $599, and the Vive goes for $799; both require a powerful desktop computer that will set you back at least $1,000.
Photo https://static01.nyt.com/images/2016...ILLO-jumbo.jpg
Credit Stuart Goldenberg Both companies are working to solve some of the issues I had with V.R.
A representative for Oculus told me that one of its goals was to add more parts of your body to the simulation, so that you don’t feel as if your mind and your limbs are in two different worlds. Later this year, Oculus will release a pair of touch-sensitive controllers. When you carry these into a virtual world, as I did during a recent demo at Facebook’s headquarters, you can see a representation of your hands in virtual space, and the controllers let you manipulate digital objects in a way that feels remarkably real.
In Oculus’s demo room, I threw three-point shots in basketball, repeatedly punched a guy (and took some punches) in an unruly hockey game and passed some digital toys back and forth with an Oculus employee who was also wearing a headset.
Compared with the lonelier, hands-free version of Oculus now shipping, the hands-on demo offered less of a split between what my body was doing in the real world and what my eyes were seeing in the virtual one.
Advertisement
Continue reading the main story
HTC’s Vive is ahead of Oculus on this score. It comes with hand-sensing controllers that allow for digital manipulation, and its headset has a handy camera that provides an in-goggles map of the room around you, letting you find your chair and your keyboard without having to fumble clumsily for them.
But even as the technology improves, V.R. is still something you have to get used to. It’s unusual, in these days of multitasking, to plunge yourself completely into a media experience. You might want to tweet and snap while you watch a presidential debate or the N.B.A. finals. And you’re probably multitasking even when you’re watching something longer and more serious, like a movie.
But V.R. doesn’t allow you to easily direct your gaze toward anything beyond the media at hand. Once you’re in it, you’re in it; even handling a snack can be challenging. In a paradoxical way, the intensity of V.R. tends to limit its integration into your daily life.
“In general we never put somebody in a helmet for more than about 20 minutes, and we give them frequent breaks,” said Mr. Bailenson, of Stanford. “Being perceptually disconnected from the world for much longer may not be something a lot of people want to do.”
V.R. also brings with it the uneasy worry that you may look like a fool when you use it. That brings me to the eggplant in the room — pornography. Like most new entertainment technologies, V.R. has been talked up as being an excellent tool for consuming adult content, but at the risk of T.M.I, I have to say I was terrified of going anywhere near such experiences.
“I don’t care who you are, there’s a fantastic chance you know the paralyzing fear that shoots up your spine when you’re watching a smidgen of erotica and you think you hear the door open, a creak from the stairway or even a random footstep,” wrote Mike Wehner, an editor at the tech-culture site Daily Dot who took the V.R. porn plunge. “That feeling is amplified to an insane degree when you can’t actually see or hear what is happening around you, and it’s not an experience that is conducive to self pleasure.”
I’ll take Mr. Wehner’s word for it.
But if V.R. isn’t useful for movies and TV shows, and if it’s kind of dodgy for porn, what good is it today? There are some great games on these systems, and there are sure to be many more during the next couple of years. There are also several useful experiences, like designing your Ikea kitchen in V.R.
But if you’re not a gamer and you’re not looking for a new kitchen, V.R. is, at this point, just too immersive for most media. A few minutes after donning my goggles, I came to regard my virtual surroundings as a kind of prison. Yes, V.R. is a prison of fantastical sights and sounds and one that is at moments irresistibly exciting, but it’s a prison nevertheless. And before long, it will leave you yearning for escape.
Strong Demand And Limited Supply Make PS VR Sell Out Faster Than Any Other Hardware Ever At GameStop
http://uploadvr.com/strong-demand-li...ever-gamestop/
Quote:
GameStop has been bullish about PlayStation VR’s potential in the past, but now it’s got some statistics to back that up.
The company announced that pre-orders for Sony’s upcoming VR headset sold out faster than any other piece of hardware in its long history. That was revealed during GameStop’s second quarter financial call, and reported on Twitter by industry analyst and enthusiast, Daniel Ahmad. The headset was apparently sold out within five minutes of going live, which presumably refers to the final wave of pre-orders that went out shortly after E3 2016 a few months ago. Those did indeed sell out very fast.
While initial demand for PlayStation VR is undoubtedly strong, this doesn’t necessarily indicate that the device is pulling in record numbers; stock is said to be limited meaning there wouldn’t have been a wealth of units to pre-order in the first place. In fact, Sony’s Shuhei Yoshida previously revealed that PlayStation VR was delayed from its original H1 2016 window back into the second half of the year as the company had underestimated demand for the device.
It’s clear PlayStation VR doesn’t have comparable stock to something like a console launch, though hopefully demand won’t outstrip supply for long. GameStop expects units to be limited throughout the fall but we’re still crossing our fingers that Sony avoids another Oculus Rift-like launch situation.
GameStop also anticipates the upgraded PlayStation 4 console, codenamed PlayStation Neo will be revealed at Sony’s upcoming event on September 7th. The device, which was confirmed by Sony itself back in June, is expected to offer 4K resolution for media and possibly even improved performance for PS VR titles. Listings also revealed this week suggest that a new DualShock 4 and PlayStation Move controllers could also be revealed alongside the heavily-leaked slim version of the original PS4. It’s a good thing Sony isn’t a ship.
PlayStation VR is launching on October 13th for $399. If you haven’t already secured yourself a unit then it’s looking like you might about out of luck for some time now.
a little PS VR taste..
https://www.youtube.com/watch?v=-hhUrZ_68j0
Basically no phones are Daydream ready yet, but the next wave will need a proximity sensor, full hd display, 4gb of ram, accelerometer, gyroscope and low latency processing. The good part of it is that with a small controller, you can do big boy style VR with a $1 Google Cardboard headset.
https://www.youtube.com/watch?v=BoOVVx9CnL8
Thinking of getting this or vive. Seems like with limited space occulus is the way to go. Plus occulus is half the price. My computer should be able to run either.
Any suggestions?
its rough because vive if the superior product but oculus has dropped their prices, smartly.
but id suggest you consider holding off until the next gen vive hardware drops. the truth is, the reason why the vr market is so stagnant is because the hardware is trash. the resolution on the headsets is just soooo so so shitty. its a cute novelty right now, nothing more. once the next generation headsets land, things might get wild fast. but for now, get ready for the amazing world of shitty minecraft graphics and 1990's era flash games.
caveat: vr porn is actually incredible.
Decided to finally order this today, just couldn't wait any longer...
https://www.newegg.ca/Product/Produc...-005-_-Product
honestly i would have waited until the next generation of gear comes to market but at that price, who can blame you
Got it set up experience so far...
Set up very easy, a little annoying setting up the two sensors, you can buy a third for an extra 60 bucks which apparently reduces blindspots when you are turned around 360 degrees.
Headset overall not too heavy, the cord is a little short and could be longer. Vision quality is great except for somewhat tunnel vision.
The Oculus demo (first contact) is great. Steam demo uses the portal theme and done well too.
Motion sickness not much of an issue (I suffer from it) only really experienced when I was playing a game where you are floating in space.
Lots of free games can be downloaded which is awesome. Rebo recall is by far the best that I've seen so far. Basically a free AAA title. I own Subnautica for steam and excited to see how it works in VR (basically an improved minecraft underwater).
Overall really impressed. But its clear that the overall feeling is kinda like when the Wii first came out (kinda gimmicky) The Pixar Coco VR experience was like going through a ride at universal studios.
If you have the money to spend and a computer that can run it its worth it. You'll have no problems finding people dying to come over to try it. So must buy if you host often.
My computer is good but not amazing (just enough to run this) and have yet to notice any problems (again though very limited play).
I have yet to experience VR porn....
Windows 10 64
AMD Ryzen 5 1600 3.2GHz
16 DRM4 Ram
video GTX 970
WD black 5TB 7200 HD
https://www.youtube.com/watch?v=eckwzO0pIMI
https://www.youtube.com/watch?v=JlPnz_rAKuU
At home sick today. Decided to see what the fuss was about and looked up VR on pornhub. Holy shit the pov vids are about as close as you can imagine to getting a dance in the champagne room. Its really hard to explain unless you try it. Scary how good it is... Can only imagine 10 years from now when no one decides to have a relationship because of it...
Vids are pretty limited on porn hub and not worth watching u less you have VR headset. For those of you who do kagney karter from Boris days has a great dick in popcorn VR pov...
so some fellow pervert on reddit said that a simple cheap headset you slide ur phone into improves self pleasuring 10 fold(prolly 100 fold for you guys with the top set ups, but enough JO talk). grabbed the cheapest i could find. grabbed a vr player from google play store. next?