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Re: John Carmacks tweat

Posted: Mon Feb 09, 2015 7:14 pm
by ristoraven
gabrielefx wrote:
in all Gear VR reviews the pixel matrix is clearly visible.
I don´t know why this cheap solution shouldn´t be official?

http://youtu.be/t0xaMIyUGfk

Oculus should just put some proper research for the best material what should be on top of the screen that would minimize the SDE and the blurring effect.. I am sure there´s some explanation, but haven´t seen one yet.

Re: John Carmacks tweat

Posted: Mon Feb 09, 2015 7:29 pm
by rappet
Hi,
Does this mean the use of the DK2 with Octane is realistic at this very moment?
Is it? Is it really? Is this really real? ...lol
If not, then at least in very near future, right?
Or is this stereo panoramic rendering not enough for use of Oculus Rift DK2?
Cheers,

Re: John Carmacks tweat

Posted: Mon Feb 09, 2015 8:12 pm
by Goldorak
gabrielefx wrote:the Samsung Note has a resolution of 2560x1440 pixels 1280x720 per eye
the Oculs DK2 "only" 1920x1080 960x540 per eye

to have a double DK2 resolution we need 4K displays.

in all Gear VR reviews the pixel matrix is clearly visible.
If you use the a DK2 mainly to view your final stereo pano renders from Octane, the Gear VR is going to be way better experience. Among other things, it is untethered, so you can bring it with you to presentations, pass it around the table, etc.

And yes, GearVR is in fact nearly 2x the res of the DK2:

- Rift DK2 is 960x1080 per eye = ~1 MP (90 deg. x 110 deg. FOV, w/ a Note 3 OLED)
- Gear VR is 1280x1440 per eye = ~ 1.8 MP (90 deg. x 110 deg. FOV, but from Note 4 OLED)

The screen door effect, for me at least, is dependent on aliasing in the scene and how it is generated. With Octane rendered stereo cube map scenes on GVR, it is enormously minimized vs. OpenGL/D3D rendered content in my opinion. The Oculus guys gave us a demo of crescent bay last month, and the grid of pixels of just about gone. As with their approach to sensor fusion, its more than just the hardware being used that results in a great VR experience, its the entire stack.

Re: John Carmacks tweat

Posted: Mon Feb 09, 2015 8:18 pm
by ristoraven
rappet wrote:Hi,
Does this mean the use of the DK2 with Octane is realistic at this very moment?
Is it? Is it really? Is this really real? ...lol
If not, then at least in very near future, right?
Or is this stereo panoramic rendering not enough for use of Oculus Rift DK2?
Cheers,
In this episode of the Twilight Zone called "sensuous Cindy", virtual reality head gear goes very real.
I don´t think Carmack and Otoy are that far yet. :D

I recommend:

http://youtu.be/wEs5JLW2qQE

Re: John Carmacks tweat

Posted: Mon Feb 09, 2015 8:28 pm
by ristoraven
Here´s one test render from one of my little test projects for DK2.

To me this works as a proof of consept.

Re: John Carmacks tweat

Posted: Mon Feb 09, 2015 8:32 pm
by ristoraven
And new cubic test. I have no idea how it will look like with Gearvr.

Re: John Carmacks tweat

Posted: Tue Feb 10, 2015 1:25 am
by Rikk The Gaijin
I'm currently working on a project that would immensely benefit from the stereo view. We have been tease since months with the DK2 support, and now I need it.
What is this Panorama Viewer Carmack is talking about? Where is it and when can I get it?

Re: John Carmacks tweat

Posted: Tue Feb 10, 2015 4:57 am
by ristoraven
Rikk The Gaijin wrote:I'm currently working on a project that would immensely benefit from the stereo view. We have been tease since months with the DK2 support, and now I need it.
What is this Panorama Viewer Carmack is talking about? Where is it and when can I get it?
If I understood correct, it is coming to Samsung app store only and it is for gearvr and to future CV1. Maybe it will come to PC / DK2 too. I don´t know. Like Yoda would say, hard to see and understand these things are. :)

That above method what I used: rendering two panoramic images (2048 x 4096), cameras 65 mm apart, placing them manually in photoshop on top of each other (left on top) so that the result is 4096 x 4096 image, then viewing them with Kolor player (over/under from menu) ..works pretty okay. Ofcourse it is not full 360, it gets bent and warped when looking back, but, you can render different angles.. Then drag all the (4096 x 4096) images to the player and change the image with arrow keys. It is very demoable. Works especialy to those who haven´t tried oculus before. They are nearly pissing honey with these OR renders.

So, I would recommend this approach.

Re: John Carmacks tweat

Posted: Tue Feb 10, 2015 9:06 am
by gabrielefx
@goldrake, Yes you are right! The pixel height is not halved.

all this stuff to watch static stereo panoramic render/photos?

I don't think that the Note 4 can play 4K cubic videos or smooth 2K games.
In UE4 we can build photorealistic walk throughs but we need a powerful GPU.
I would like to see Unreal Zen Garden running in stereo on the Note 4....

Re: John Carmacks tweat

Posted: Tue Feb 10, 2015 2:54 pm
by ristoraven
gabrielefx wrote:@goldrake, Yes you are right! The pixel height is not halved.

all this stuff to watch static stereo panoramic render/photos?

I don't think that the Note 4 can play 4K cubic videos or smooth 2K games.
In UE4 we can build photorealistic walk throughs but we need a powerful GPU.
I would like to see Unreal Zen Garden running in stereo on the Note 4....
With cloud rendering, gearVR can deliver graphics what UE4 cannot bring to high end PC´s.. eventualy. Later on, UE4 ofcourse will have cloud based rt pathtracing too.

I can see the evolution here. From static images into animated single scenes and from there to final products. In just couple years, propably.

Static images are just one step.

In future, even with animations and interactivities, I could imagine my self watching these kind of static "comics", like you know Marvel magazine, but stereo 360. You can make a storyboard out from these, like they have been made ages.