[HN Gopher] Relativty  - An open-source VR headset
       ___________________________________________________________________
        
       Relativty  - An open-source VR headset
        
       Author : karanganesan
       Score  : 675 points
       Date   : 2020-09-10 11:01 UTC (11 hours ago)
        
 (HTM) web link (www.relativty.com)
 (TXT) w3m dump (www.relativty.com)
        
       | VectorLock wrote:
       | I never knew they made these boards that take two LCDs and have
       | an adapter board with a DisplayPort (port)
       | https://www.aliexpress.com/item/32975198897.html
        
       | ourcat wrote:
       | If it supports 5GHz Wifi, something like this could eventually
       | work well with VirtualDesktop (An incredibly useful app which
       | makes the Oculus Quest _truly_ wireless and capable of playing
       | all SteamVR games from your PC).
       | 
       | Keeping all the GPU overheads off the headset is the way to go.
       | (And will also be seen eventually with future '5G' wireless
       | systems (not to be confused with '5GHz' Wifi) which will put that
       | 'grunt' in the cloud.)
        
         | Kiro wrote:
         | OT but how is the lag with Oculus Quest + VirtualDesktop? Let's
         | say I wanted to play Half-Life: Alyx.
        
           | nvarsj wrote:
           | I think the lag is subjective. I find it noticeable compared
           | to wired - however I'm fairly latency sensitive. I think if
           | you've never played Alyx over wired, you may not notice the
           | lag in VirtualDesktop. Playing something timing sensitive
           | like Beat Saber it's very apparent and basically unplayable.
           | 
           | You also need ideal wifi conditions. I found the best option
           | is to have a dedicated wifi card on your desktop and just
           | make it into a dedicated AP for the headset. Without this I'd
           | get occasional glitches/pauses which is motion sickness
           | inducing.
           | 
           | Even with these drawbacks, I'd say VirtualDesktop is pretty
           | amazing and shows the potential of what's possible. The image
           | quality is far better than the wired Oculus link. The
           | software is also far less buggy than Oculus link - it has
           | nice, working integration with SteamVR that just works out of
           | the box. I wonder how a single person could write a better
           | implementation than Facebook/Oculus engineers, but there you
           | go. And when it works, under ideal wifi conditions, it's
           | really nice not to have a wire tether.
           | 
           | I imagine the future of VR will have dedicated wireless base
           | stations. Nintendo was doing this almost 10 years ago with
           | the WiiU - much lower bandwidth, but virtually lagless and
           | resilient even in noisy RF environments.
        
           | icebergonfire wrote:
           | On my Oculus Quest I have completed a playthrough of Alyx and
           | a few other games of different genres, no issues and no delay
           | whatsoever.
           | 
           | It feels magical, in a way that feels like it must be
           | cheating and the spell is going to break anytime... yet it
           | doesn't.
           | 
           | To pre-empt a few of the obvious asterisks:
           | 
           | - "No latency" is physically impossible. If you play twitchy
           | music rythm games you will indeed manage to notice.
           | 
           | - You must have a good wifi ac router.
           | 
           | - Your gaming host must be wired to that router.
           | 
           | - To minimize network hoops, all of this should happen in the
           | same room. Every milisecond counts.
        
           | ourcat wrote:
           | It's great. But make sure you have a decent 5GHz router.
           | 
           | I use a TP-Link AC1900 and Half-Life Alyx works great.
           | 
           | VirtualDesktop completely revolutionises the Quest. It's an
           | absolute must-have.
           | 
           | I wouldn't be all surprised if it got bought by Facebook at
           | some stage, or they build something that does exactly the
           | same thing.
        
       | jonplackett wrote:
       | It's like Oculus redux.
       | 
       | Give it a few months and Google/Microsoft/Amazon will probably
       | buy it up.
        
         | criddell wrote:
         | If the product turns out great they might buy it as an aqui-
         | hire.
         | 
         | What has Facebook gained from their purchase of Oculus? At the
         | time I thought it was a pretty shrewd move by Facebook but six
         | years later I'm not sure they got much for the $2 billion they
         | spent.
        
           | kipchak wrote:
           | Judging by the demos[1] they've shown and changes they've
           | made to the Oculus software like homes, it seems like their
           | long term goal is for it to be the basis of a google glass
           | like system that's more environmentally aware and collecting
           | lots of environmental mapping data for FB, and a VR
           | facetime/The matrix but with Xbox Live avatars-ey thing. I
           | think adoption is probably a ways out, but if people wind up
           | wanting more than Teams/Zoom/Discord/Facetime and so on it
           | sets them up.
           | 
           | [1] https://www.youtube.com/watch?v=JTa8zn0RNVM
           | 
           | https://www.youtube.com/watch?v=Ijmnk5L767U
           | 
           | https://www.youtube.com/watch?v=0JD6F9XYrMQ
        
             | criddell wrote:
             | By the time any of that is ready, their purchase of Oculus
             | will be more than a decade in the past. I think the
             | acquisition was probably a mistake, but for Facebook
             | blowing $2 billion isn't a very big mistake.
             | 
             | From my perspective as a consumer and somebody who was very
             | interested in VR 6 years ago, I wish Oculus had either
             | remained independent or had been purchased by somebody that
             | was actually going to do something with the technology
             | before a decade passes. I think Facebook's purchase of
             | Oculus is one reason VR has lost so much energy and
             | interest (Magic Leap's hilariously bad execution in AR
             | hurts VR too).
        
         | DoofusOfDeath wrote:
         | If Relativity ends up with a competitive design, I agree that
         | it's a risk. But I'd rather hear from Relativity's creators
         | before assuming it could go the same way.
        
       | MrGilbert wrote:
       | It's interesting how a lot of commenters are writing "Relativity"
       | instead of "Relativty". I also fell for this at first.
       | 
       | Makes it easy to mistype the url, if you were to visit it later
       | on.
        
       | lxe wrote:
       | Great brand name. Awesome write up.
       | 
       | "We made Relativty in my bedroom with a soldering iron and a 3D
       | printer and we expect you to do the same: build it yourself."
       | Soldering SMD components sounds daunting, so kudos to you for
       | this.
       | 
       | Not sure why the pedantics about 2K and the price in these
       | comments...
        
         | lilSebastian wrote:
         | > Soldering SMD components sounds daunting,
         | 
         | It really isn't, watching some videos learning some techniques.
         | Practice. The same statement could be made about most things
         | that people aren't familiar with or haven't spent any time
         | working to learn.
        
           | lxe wrote:
           | Just because you can get good at something, doesn't mean it's
           | not hard :)
        
           | num wrote:
           | It's also worth note that manufacturers like JLCPCB have SMT
           | Assembly Service which might be able to deliver fully
           | assembled boards. I haven't looked at the gerber+BOM to
           | verify.
        
       | pedrocr wrote:
       | The screens are 1440x1440 and square format makes a lot of sense
       | for this application. They're best described as 2MP instead of
       | 2K.
        
         | noxer wrote:
         | Jees, pls dont. MP should not be used for display resolutions.
         | It's 1440x1440 or 1440p 1:1 But yes definitely not 2K.
        
           | pedrocr wrote:
           | For a screen that you're placing in front of each eye, giving
           | the total resolution actually sounds pretty appropriate.
           | Particularly since although this is technically 1440 lines it
           | only has as many pixels as 1080p resolution, which won't be
           | obvious to most. Given all the different aspect ratios if
           | screens started being quoted as megapixels and a format ratio
           | we'd actually be much better off than with the current mess.
        
             | DoofusOfDeath wrote:
             | Since head-mounted displays put the screen a mostly fixed
             | distance from the eye, I wonder if resolution is best
             | described in terms of solid angles[0].
             | 
             | [0] https://en.wikipedia.org/wiki/Solid_angle
        
               | jaywalk wrote:
               | No, not at all. Solid angles could describe how big the
               | display looks, but absolutely nothing about its
               | resolution.
        
               | DoofusOfDeath wrote:
               | What I meant was to provide both of the following
               | measurements:
               | 
               | (1) Solid angle of each individual pixel. (Assuming that
               | typical screens and optics are used, I'd expect this
               | value to vary depending on the location of a given pixel.
               | So something like (average(solid angle of each individual
               | pixel in the display)) could be advertised.
               | 
               | (2) Solid angle of the overall virtual image.
        
               | Ruthalas wrote:
               | In the enthusiast community, I've seen reference to
               | 'pixels per degree' to define fidelity.
               | 
               | This changes a bit based on how close the eye is to the
               | lens/screen, but is a useful general measurement that
               | also takes into account lens effects.
        
               | TooSmugToFail wrote:
               | You're confusing resolution and virtual image size.
               | 
               | Virtual image size of an immersive display system (video
               | headsets) is the equivalent of the diagonal of a standard
               | scren.
               | 
               | Virtual image size is typically quantified by the Field
               | of View (FOV), and is typically expressed as an angle
               | your eye closes with the diagonal edges of the virtual
               | image. Pretty much what you describe.
               | 
               | Another way people express virtual image size is by
               | saying e.g. "a screen with a diagonal of X cm (in) at a
               | distance of Y m (ft)". This may seem more intuitive at
               | first, but problem with that is you can use different
               | combinations of X and Y to express the same virtual image
               | size. This is why FOV is a far superior way to quantify
               | virtual image size.
        
           | neallindsay wrote:
           | I think it's a good idea to use megapixels for resolutions.
           | 
           | 720p - almost 1MP, 1080p - 2MP, WQHD - about 3.7MP, my
           | monitor (advertised as "4K") - more than 8MP
           | 
           | Also we should use area instead of diagonal measurement to
           | convey the size of a screen.
        
       | Mooty wrote:
       | Bravo les gars :)
       | 
       | Sincerly nice project, I would do one myself if I had the time or
       | knowledge. What could be really nice is that make a DIY video to
       | demonstrate it's easy and link to where we can buy different
       | stuff (and put a affiliate link, please). Also suggest
       | controllers that are compatible with steam if that exists.
        
       | noxer wrote:
       | Daily reminder: 2K doesn't really exist. Yes by definition
       | anything with around 2000 pixels vertical would be 2K but that
       | would mean FHD is 2K because it almost 2000 pixels wide. The
       | display in question here is 1440x1440 That is not 2K. Sure there
       | are two next to each other that would mean 2880 pixels horizontal
       | but the image you see cant have this resolution. Also that would
       | be 3K not 2K. So pls everyone stop the nonsense with the Ks
       | unless used properly like if you actually mean DCI 4K then its
       | appropriate to say so. Everything else is marketing nonsense.
       | /endrant
        
         | anilakar wrote:
         | Having 1440p screens would have been great two years ago. The
         | baseline currently is Index with 1700ish vertical pixels, and
         | competitors such as HP and Pimax have pushed past the "4K"
         | (2160+) pixel mark.
         | 
         | Disclaimer: I'm a sim game enthusiast and don't play any titles
         | where the game designer can just change the gameplay mechanics
         | and UI to work on screens with a low PPD.
        
           | taneq wrote:
           | Exactly. The original Rift and Vive were 1440x1440 (iirc) and
           | the Vive Pro, Valve Index and most WMR headsets are
           | 1440x1600.
        
           | folli wrote:
           | Any sim game recommendations that fit your criteria?
        
             | anilakar wrote:
             | Digital Combat Simulator (DCS World) has some really tiny
             | text on the cockpit dials and screens, and distant targets
             | are often only a few pixels in size. Those 2000+ vertical
             | pixel HMDs I mentioned don't have any issues with cockpit
             | details whereas my older Samsung Odyssey+ required constant
             | use of the zoom button.
             | 
             | Furthermore, the performance hit when upgrading to higher
             | resolutions is negligible. Smaller pixel densities require
             | heavy supersampling to look good whereas higher density
             | displays can be run at or near their native resolution.
        
               | quit32 wrote:
               | DCS is so cool. I feel like I need to quit my job / be
               | single again in order to learn it though.
               | 
               | I got the rift in order to play it only to realize that
               | learning DCS from the ground up requires a lot of
               | keyboard input / referencing cheat sheets so need to be
               | pretty proficient with it before you can't see your hands
               | and as you mentioned the resolution is not quite good
               | enough in rift to really see things with much detail
               | though it is still a fun experience to try out.
               | 
               | Looking forward to playing it on a future headset.
        
           | metalliqaz wrote:
           | > Disclaimer: I'm a sim game enthusiast and don't play any
           | titles where the game designer can just change the gameplay
           | mechanics and UI to work on screens with a low PPD.
           | 
           | I'm sorry but that sounds like pure snobbery. With the same
           | PC running the game, and only changing the display, any game
           | can be adapted to anything by changing gameplay mechanics and
           | UI.
        
             | anilakar wrote:
             | Then it's no longer a systems-level simulation but an
             | arcade game with a sim-like physics.
             | 
             | However, you are correct in the sense that most racing and
             | flight sim folks tend to be entitled snobs who have spare
             | money to throw around. Many have spent money on a RTX2080
             | Ti card when the non-titan edition could not run games in
             | VR at high enough frame rates. Most are going to be
             | upgrading to a 3080 as soon as it comes out this fall.
        
               | Sohcahtoa82 wrote:
               | > Most are going to be upgrading to a 3080 as soon as it
               | comes out this fall.
               | 
               | You mean in a week?
               | 
               | Looking forward to replacing my GTX 1070. Such an
               | underpowered card to sit next to my i9-9900K and 32 GB of
               | RAM.
        
               | nebulous1 wrote:
               | > Then it's no longer a systems-level simulation but an
               | arcade game with a sim-like physics.
               | 
               | How are you defining a "systems-level simulation" in a
               | way that it would no longer be one if run at a different
               | PPD? I feel like there's something I'm missing here.
        
           | farias0 wrote:
           | It's an open source project, you can modify it however you
           | want
        
           | TulliusCicero wrote:
           | The website makes it clear you can swap out for other panels.
        
         | gorkish wrote:
         | 2K was/is a real specification that defined and used in digital
         | cinema well before consumer TV's got near to these resolutions.
         | 
         | DCI specifies a few 2k resolutions based on aspect ratio:
         | 2048x1080/24 full Frame, 2048x858/24 for Scope, and 1998x1080
         | for Flat. Basically any crop of the full frame image with
         | either the maximum width or height is still 2K.
         | 
         | There's probably not a lot of value in beating that dead horse
         | anyway; I have a sneaking suspicion this is all just a typo.
         | Most devices containing a display like this are usually digital
         | cameras or imaging instruments which almost always market the
         | raw pixel count ahead of screen resolution. This is probably
         | generally advertised and specified as a 2MP display not a 2K
         | display.
        
         | kybernetikos wrote:
         | I think it can be difficult to compare VR Headsets by stats,
         | since the fields of views are different and stereo overlap is
         | different. I think the metrics people are looking for are
         | something that proxies for space, clarity and responsiveness.
         | Ideally we'd have figures for these that can be compared across
         | different headsets.
         | 
         | Although lots of different things can affect these numbers
         | (e.g. size, shape and technology of the pixels) probably the
         | best proxies would be diagonal fov, pixel per degree and
         | refresh rate.
         | 
         | It'd be great to see everyone just standardise on reporting
         | something simple, meaningful and comparable.
        
         | 83457 wrote:
         | You missed diagonal. I believe that is how VR displays are
         | often measured.
        
         | GodofGrunts wrote:
         | Can we just go back to calling resolutions by their height?
        
           | noxer wrote:
           | That was never a thing so we can't go back to it. A
           | resolution is 2 dimensional height + aspect ratio works. But
           | for all the popular resolutions we have a standardized short
           | form like FHD/QHD/XGA/VGA but these obviously cant cover
           | every existing resolution. Like for example the one from the
           | article 1440p 1:1 there is no standardized name for it.
        
             | psadauskas wrote:
             | When widescreen LCDs were starting to replace 4:3 LCDs and
             | CRTs, the screens were described as 720p, 1080i, etc. It
             | wasn't until 4k was a thing that screens were described by
             | their width instead of height.
        
               | noxer wrote:
               | i stands for "interlaced" that has nothing to do with
               | display resolution. p stands for "progressive scan"
               | technically also not related to resolution but it makes
               | clear that the number before describes the vertical
               | resolution.
        
               | frou_dh wrote:
               | The "p" is kinda interesting because it used to convey
               | useful extra information (presence of Progressive Scan),
               | but now that's simply a given in almost every context. So
               | the "p" has sort of degraded into nothing more than a
               | signifier that someone is writing about resolution.
               | 
               | "c" could mean Colour. Bob uses a c2160p monitor!
        
             | MrGilbert wrote:
             | At least for me, the short forms are hilarious and
             | obnoxious. I can get an understanding of what 3840x2400
             | could mean in terms of aspect ratio and pixel density. But
             | WQUXGA? I have to look that up.
        
           | amarshall wrote:
           | That doesn't really help, as while typically it's assumed the
           | aspect ratio is 16:9, that's not always true, making such a
           | scheme ambiguous. Listing vertical resolution with aspect
           | ratio is fairly sane, though. Or use standardized specific
           | resolutions (e.g. FHD, QHD, 4K UHD).
        
             | Mirioron wrote:
             | These specifications don't mean anything for a lot of
             | people. To me they sound like marketing buzzwords that
             | companies use to try to sell me inferior products. I'd much
             | rather have them say 2k than any of the "FHD"
             | abbreviations.
        
               | Arkanosis wrote:
               | At least FHD almost universally means 1920x1080 and is
               | googlable. This is less true for QHD / QHD+,
               | unfortunately.
        
               | spiznnx wrote:
               | I thought QHD was almost unambiguously 1440x2560 (4xHD),
               | and QHD+ was wider than that.
        
               | entropicdrifter wrote:
               | I think QHD+ is a little more ambiguous, as it could also
               | reasonably be used to refer to taller displays (16:10
               | display at 2560x1600, for instance).
               | 
               | Also, annoyingly enough, QHD itself can stand for "Quad
               | HD" _or_ "Quarter HD", the old smartphone standard of
               | 960x540, which admittedly has pretty much entirely fallen
               | out of use
        
               | mcdevilkiller wrote:
               | Isn't that qHD?
        
               | Arkanosis wrote:
               | Today, it is. But humans are usually not very good at
               | paying attention to the case and machines are too often
               | very bad at preserving it (the best -- or should I say
               | worst -- example being search engines). And that's
               | without even taking into account the fact that the need
               | to distinguish both didn't exist before QHD was a thing
               | and that most people have no idea there's ambiguity at
               | all.
        
               | jrockway wrote:
               | I actually like the abbreviations because, while
               | exceedingly optimistic if you sound out what each letter
               | means, every vendor maps them to the same number of
               | pixels. For example "QHD" or "Quad HD" means 2560x1440.
               | "That's not 4 times HD, what a dumb name," I hear you
               | scream. But in this system, HD is 1280x720, not 1920x1080
               | as everyone in the real world understands it. But it's
               | fine, because anyone selling their monitor as QHD will be
               | giving you a 1440p display. They get to mislead you as to
               | the specifications... in a standard way that everyone
               | agrees is the maximum amount of misleading they can get
               | away with, so you actually know what you're getting! (If
               | they did 4x "real" HD, then they'd call it "UHD" or
               | "Ultra High Definition".) It's all genius and I love it.
        
               | noxer wrote:
               | It's exactly the opposite. Whenever you see 2K you have
               | to check what they actually mean with that. I can be
               | ~2000xAnything or they can blatantly lie and name
               | 1440x1440 2K. FHD however is defined its exactly
               | 1920x1080 and nothing else.
        
           | LegitShady wrote:
           | My main monitor is 5120x1440. Is it 1440p?
        
             | noxer wrote:
             | Yes, but without aspect ratio you don't give all
             | information. It's also 5K but again missing aspect ratio so
             | best is to name the pixels.
        
           | dandellion wrote:
           | I've always wondered why we can't just use the pixel count.
        
             | opencl wrote:
             | Camera manufacturers often advertise the number of "dots"
             | in their displays/viewfinders, but they also tend to count
             | each subpixel separately so it's 2-3x higher than the pixel
             | count.
        
             | SargeZT wrote:
             | That's how you'd end up with a billion pixel monitor that's
             | 100x100000
        
           | GuB-42 wrote:
           | There was a brief period of sanity in the late 90s early
           | 2000s where resolution used actual numbers (ex: 1024x768)
           | 
           | Otherwise it is a mess. There is the letter soup (WSXGA+,
           | WQUXGA,... ), the lines (1080p, 720i,... a throwback to
           | analog CRTs), the HD (Full HD, HD ready, ultra HD,...), the K
           | (4K, 8K,...)...
           | 
           | Is it that hard to use 2 numbers?
        
             | kwanbix wrote:
             | Both existed at the same time.
             | 
             | You had VGA (640x480) for example.
             | 
             | But I do agree we should have called it 2160p not 4k, but
             | marketing guys are like that.
        
               | FeepingCreature wrote:
               | https://upload.wikimedia.org/wikipedia/commons/e/e5/Vecto
               | r_V... What a mess.
        
               | mrmonkeyman wrote:
               | Humans are like that, not just "marketing guys". Indeed,
               | two numbers is "too hard". Adjust your expectations of
               | humanity accordingly.
        
               | projektfu wrote:
               | I remember when makers were advertising "8514/A!" You
               | know, 1024x768 interlaced 43Hz.
        
             | [deleted]
        
             | kybernetikos wrote:
             | You missed Megapixels too, which is usually used for
             | cameras, but I have seen used for screens. 1080p is around
             | 2 megapixels, 4k is around 8 megapixels.
        
       | the_hoser wrote:
       | This is really great. I wish people would stop comparing this
       | effort to commercial products, though. Like most open-source
       | hardware, the proprietary competitor will always be the better
       | value proposition, if that's all you care about.
        
       | detritus wrote:
       | Good luck to them, and I've bookmarked it to keep tabs on it in
       | future, but that is an infuriating and in my opinion - very poor
       | - choice of brand name.
        
         | andrew_c_v wrote:
         | Can you give more details on this? Is that name already
         | associated with something else?
        
           | detritus wrote:
           | 'Relativity' would anyway be generic, non-descriptive for
           | this product domain and cliche, but then to mispell it just
           | to 'get a domain' (or whatever the logic was) seems poorly
           | considered - every time I see 'relativty' it reads as a typo.
           | 
           | Choosing names is Hard though, I appreciate.
        
         | DoofusOfDeath wrote:
         | I agree that "relativity" isn't a great name: it's a mouthful
         | at 5 syllables, and I don't see a logical connection between
         | the name and the product.
         | 
         | But I don't understand why the name would be infuriating. Can
         | you explain?
        
           | SamBam wrote:
           | The fact that you thought it was "relativity" is exactly what
           | makes it infuriating, I think.
        
           | ColeyG wrote:
           | Not the OP but I thought it was miss-spelled at first.
        
           | alecfreud wrote:
           | The name is "Relativty" without the last 'i'
           | 
           | That's the issue. It's an awkward 4 syllables.
        
             | gegtik wrote:
             | "Relative-T"?
        
         | [deleted]
        
         | dang wrote:
         | Infuriating? Let's not go there here please.
         | 
         | https://news.ycombinator.com/newsguidelines.html
        
           | detritus wrote:
           | Really? Wow.
        
         | Karawebnetwork wrote:
         | Relati-"vee"-ty?
         | 
         | They could brand it like "relatiVty" or "RELATIvTY", I guess.
         | 
         | Or maybe "relativTY" (relative, thank you [open source
         | community])?
         | 
         | Either way, by searching for "relativity vr headset" you end up
         | on the proper website. So the point is kind of moot in my
         | opinion. People might remember it as the "correct" spelling and
         | end up at the right place anyway.
        
       | jerrygoyal wrote:
       | on a side note, I wish if there was a company like LEGO but for
       | providing components for building DIY electronic gadgets
       | especially small size home robots which gets some particular work
       | done. for instance DIY wifi locks for doors, automated food
       | dispenser for pets etc.
        
         | zamboni-killer wrote:
         | Radio Shack could have done this.
        
         | centimeter wrote:
         | People have tried to make kits like this but they never work
         | out because a LEGO-like form factor is not flexible enough for
         | 99% of projects.
         | 
         | Electronics are already pretty LEGO-like conceptually; you just
         | have to solder instead of snapping things together.
        
         | moron4hire wrote:
         | Isn't that AdaFruit and Sparkfun?
        
       | utopcell wrote:
       | This might be a fun weekend project to work on, but cannot be
       | built for $200. The displays alone (and their driver PCB that
       | accepts DisplayPort) cost $195. They are also not 2K but rather
       | 1440x1440 (or 2.0736M pixels). Maybe the displays were cheaper
       | when they built this. They also hookup a 6-axis tracking chip
       | (MPU-6050) to an Arduino board and feed it to a PC via usb. Even
       | if tracking was working perfectly, this would be a cut down
       | version of an Oculus Go, which additionally has smartphone
       | electronics integrated, can run VirtualDesktop, and can be had
       | for $150 as of this moment.
        
         | konjin wrote:
         | Great, is the oculus go open source?
        
           | solarengineer wrote:
           | Not a valid retort, IMO, to a comment that was only making an
           | observation on the prices of the parts.
        
             | gegtik wrote:
             | Counterpoint: the comment was _not_ only making an
             | observation on the prices of the parts.
        
             | wolco wrote:
             | It is a valid retort and trying to hide that fact when
             | comparing doesn't do it justice.
        
               | marcinzm wrote:
               | The fact is well known and obvious to anyone so I don't
               | see how anything is being hidden by anyone.
        
               | wolco wrote:
               | The people in the know who believe it's obvious will be
               | the same people who know the price of an oculus.
               | 
               | As for the rest of us. We neither know the price of an
               | oculus $150? or that an oculus isn't as open source as
               | other products.
               | 
               | Valid point for the rest of us.
        
               | prophesi wrote:
               | I'm not sure where the confusion is coming from. The fact
               | still stands that it's an achievement for an open source
               | DIY project to come close to Oculus Go specs. The
               | original comment was asking a rhetorical question to make
               | that point.
               | 
               | If Oculus Go was open source, it would cost you much more
               | than the retail price to manufacture it.
        
             | ekianjo wrote:
             | If you only use one variable for comparison then the
             | comparison is hardly valid.
        
         | [deleted]
        
         | jstanley wrote:
         | > Even if tracking was working perfectly, this would be a cut
         | down version of an Oculus Go
         | 
         | Yes, I agree, this is a tremendous achievement and a great
         | project.
        
           | theon144 wrote:
           | Nobody disagrees with that, I greatly respect the project's
           | authors, and even just successfully replicating it would be
           | undoubtedly a great learning experience!
           | 
           | I think the comment is just trying to align the expectations
           | better, given the context in which it appears and is
           | communicated.
           | 
           | The $200 claim is plainly inaccurate, and unlike many open-
           | source projects whose stated and successfully executed aims
           | are to provide a hacker-friendly, cheaper alternative, this
           | project does is not one of those; and its technology is in
           | fact inferior. If one aims to experiment with VR, there's
           | simply better options for an individual.
           | 
           | This is separate from the project itself being a great
           | achievement and/or a potential base for further community
           | improvements - and it would be appropriate to celebrate those
           | aspects, which the website, and their ProductHunt entry do
           | not communicate too well - as is evident from even this
           | comment section.
        
         | _ink_ wrote:
         | Probably Facebook can sell it cheaper that the hardware costs,
         | because they (hope to) make money by tracking its users and
         | showing them more ads.
        
           | ygjb wrote:
           | Also, when you are homebrewing a device, vs say, shipping
           | 400,000 devices to users, you just don't get the same
           | economies of scale.
        
         | ponker wrote:
         | You forgot the cost of Mark Zuckerberg'S eyes in your bedroom.
        
         | Bedon292 wrote:
         | I am sure you can build a version for $200, but if you are
         | going to says its $200 you should provide an exact list of
         | parts you used to make it for $200.
         | 
         | I did not take it as each eye was getting 2k when I read it.
         | Your total screen space is 2880x1440 with those displays. Even
         | with two 1080s you have 2160 total. But then again the screens
         | are advertised as 2k on aliexpress. So it is all a bit weird.
        
         | nl wrote:
         | I think the (repeated) note that you can downscale to 1080p
         | displays is how you are supposed to do it under $200. They note
         | themselves these displays are $150-$190 so it's not like they
         | are hiding something.
        
           | numpad0 wrote:
           | High resolution(> QVGA) display panels is difficult to come
           | by, especially at small quantity-per-months.
           | 
           | Those in the form of Raspberry Pi or Arduino parts are more
           | accessible but still not cheap and not so high resolution.
        
           | LegitShady wrote:
           | Just buy a used vive for that.
        
             | nl wrote:
             | No one is claiming that you can't get something cheaper,
             | either.
        
         | sfteus wrote:
         | They mention in the build guide that the display is sometimes
         | available for $150, that's probably how it gets to around $200.
         | MPU-6050 appears to be about $30, main PCB is claimed to be $5
         | or so, another $5 for the lens and foam respectively, and $10
         | for the strap. That'd bring it in at $205 provided you already
         | had the capability to 3D print and solder and didn't factor in
         | the material cost for those. It's unlikely, but you could
         | probably make it happen.
         | 
         | I assume you could downscale the display to like a 1080p
         | version to save costs as well.
        
         | metalliqaz wrote:
         | i'm pretty sure the $200 quote is an "it's possible" type
         | thing, like where car companies quote prices "from" the lowest-
         | spec version.
        
           | coronadisaster wrote:
           | Can you ever buy a car at advertised price? Excluding
           | taxes... Im trying to buy a motorcycle and the dealers tag on
           | 20% in fees
        
             | [deleted]
        
             | TheSmiddy wrote:
             | You can in most countries that have proper consumer
             | protections. Cars in Australia are often advertised with
             | their "drive away" cost which includes all state and
             | federal taxes etc.
        
             | numpad0 wrote:
             | I figured THE base configuration are for corporate uses.
             | Plain iron exhaust, no hubcaps, flat paint, manual air
             | conditioning, multi band AM radio and the likes. Sales reps
             | worldwide are driving in that configuration but dealerships
             | that don't expect business customers probably don't stock
             | them.
        
             | NovemberWhiskey wrote:
             | In the US, if you buy a car at the advertised price you're
             | probably getting massively ripped off!
        
             | mrmonkeyman wrote:
             | Usually less, actually.
        
           | GuB-42 wrote:
           | It is not possible. Not now at least.
           | 
           | Even if they manage to get the display+motherboard under
           | $200, there is a number of small parts that will end up being
           | quite expensive if you can't do the economies of scale big
           | manufacturers can do.
           | 
           | There is the 3D printed enclosure, lens, cables, straps,
           | padding...
           | 
           | Also it is just a headset, you probably want some sort of
           | controller too. Also, even if though they mention
           | experimental "roomscale", it involves a camera that is not
           | included. And as with any DIY project, you a probability
           | missing a few tools you'll have to buy...
           | 
           | I'd say it is affordable as a hobby project, which, in
           | itself, is really nice. It is the kind of thing you enjoy
           | making even more than you enjoy using.
           | 
           | For cheap, you can't beat cardboard. And if you really want
           | VR and not a new hobby, commercial offerings are hard to
           | beat.
           | 
           | EDIT: one way to reach the target price could be to start
           | with one of these cheap "cardboard+" headsets you can find
           | for about $20 on Aliexpress. They already have most of the
           | parts you need except for the display and motherboard. The
           | optics may be tricky though as they are optimized for
           | smartphone screens (if they are actually optimized for
           | something...).
        
         | jiofih wrote:
         | 1440x1440 _is_ 2k, as is 2048x1080. It refers to the total
         | number of pixels.
         | 
         | 4K is 3840X2160, but you wouldn't be wrong to call 2048x2048
         | 4K, especially in a VR display where you have two displays,
         | doubling width, and in the end what matters is pixel density.
        
         | bsza wrote:
         | > Even if tracking was working perfectly, this would be a cut
         | down version of an Oculus Go
         | 
         | Oculus Go doesn't have position tracking. I don't know what
         | you're talking about.
        
           | utopcell wrote:
           | Neither does this headset. Oculus Go has at least a 6D IMU,
           | that gives it 3DOF (no position tracking), while this headset
           | has a 6D IMU. The Quest and Rift have cameras on them for
           | positional tracking. If it was possible to have reliable
           | positional tracking just from an IMU, John Carmack would have
           | delivered it on the Go.
           | 
           | This OSS headset has "experimental positional-scaling" using
           | "any camera". On github, they say: "The tracking is still
           | very experimental and can only be run on NVIDIA GPU due to
           | the usage of CUDA. The tracking makes uses of only a video
           | input and an Artificial Neural Network AI trained to estimate
           | a 3D body position. This method is nothing close to the
           | precision or freedom of movements of a dedicated sensor
           | however we believe that the model can be trained and improved
           | by orders of magnitude."
           | 
           | Again, this is a fun project. Probably as fun as the
           | cardboard VRs Google used to hand out for free.
        
             | bsza wrote:
             | So it _does_ have position tracking. I guess it uses an
             | external camera directed at you - of course that will be
             | far from perfect, especially if you only have one. But it
             | has potential. With more cameras and an improved model, it
             | could possibly even do FBT in the future. At no or marginal
             | upgrade cost.
             | 
             | I see more in this than just a weekend project. Even the
             | fact that you can just _buy_ a new lens when one gets
             | damaged means this might actually save you money. (This
             | actually happened to my Quest; lucky I could save it with
             | some polish.)
        
               | RicardoLuis0 wrote:
               | Saying it "has tracking" is a bit of a stretch, given
               | that the tracking isn't a feature of the headset, but
               | rather a separate system that can theoretically work with
               | any other non-tracking headsets.
        
         | marcosscriven wrote:
         | On the plus side - you don't have to have a Facebook account.
        
       | keenmaster wrote:
       | Considering how Palmer Luckey was just tinkering when he made the
       | Oculus Rift, this can produce some useful innovation outside of
       | the corporate environment.
        
       | beams_of_light wrote:
       | These guys were 15 years old when they started, and are now 20.
       | That's amazing, great work!
        
       | IanSanders wrote:
       | Can I point out, that's a nice domain name.
        
         | maneesh wrote:
         | Did you notice it's missing the final 'i'?
        
       | ozten wrote:
       | Amazing work, congrats!
       | 
       | I think it is smart to build on top of SteamVR and PCVR, but...
       | 
       | I would love to drop my Oculus Quest for a DIY open-source
       | headset. My #1 requirement is stand-alone. No cable, no wires. I
       | don't own a gaming PC, so the Quest has been a great way for me
       | to experience 6DOF VR.
        
       | anigbrowl wrote:
       | Looks very cool, but you are going to run into problems with the
       | name because people are going to confuse it with
       | https://www.relativity.com/
       | 
       | That company sells a major legal document management platform,
       | and has the standing, incentive, and capacity to drag Relativty
       | into court for trademark infringement and easily win. The sheer
       | number of people getting the word wrong on this HN thread is
       | itself evidence of potential consumer confusion. Trademark
       | infringement doesn't have to be wilful or malicious, and
       | trademark holders are _required_ to defend their marks or risk
       | losing them through a legal doctrine called  'constructive
       | abandonment' so it's probably only a matter of time before
       | Relativity-the-legal-software-company sends a finger-wagging C&D
       | letter to Relativty-the-bedroom-hackers.
       | 
       | tl;dr find a new name or get sued.
        
       | chmod775 wrote:
       | Sounds like you could sell this pre-assembled for $300 and it'd
       | still blow all the other headsets out of the water. Taken at face
       | value this sounds pretty great.
        
         | easton wrote:
         | The problem is roomscale, although if you bumped up the budget
         | by $30 dollars I bet you could put the sensors needed for 6DOF
         | in there. Then it'd be great! (Without the sensors, most
         | SteamVR games would be janky until their model is improved)
        
         | marcinzm wrote:
         | As others have pointed out the displays aren't 2k and they
         | aren't 120hz and they cost almost $200 alone. So none of the
         | marketing is true.
        
         | ralusek wrote:
         | We know nothing of how performant it is. The reason ALL VR
         | isn't at 2K 120fps isn't because other companies don't know how
         | to do that -- most of the technological hurdle comes from the
         | PC producing those outputs -- it's just that there are clearly
         | performance standards companies hold themselves to in order to
         | consider the product fit for a general audience.
         | 
         | In regards to the room scale tracking alone:
         | 
         | > Precision and freedom of movement are still very far from
         | dedicated sensors, however, we believe that the model can be
         | trained and improved by orders of magnitude.
         | 
         | Whereas, say, Oculus, already has room scale tracking down-pat.
         | 
         | The only way I see this as "blowing all other headsets out of
         | the water" is if the way they're able to achieve 2k 120fps
         | where others could not is Relativty simply being willing to
         | cater to a much smaller audience of high-end PC owners that a
         | mass-reaching product like Oculus wouldn't limit themselves to.
         | 
         | Anyway, this whole thing is really cool, and I want to see more
         | of it, I just doubt that the correct way to think of it is as
         | something already capable of blowing competition out of the
         | water.
        
           | [deleted]
        
       | spaceisballer wrote:
       | This looks great. Is there anything on the horizon filling in the
       | more inexpensive market that Windows Mixed Reality headsets were
       | occupying?
        
       | [deleted]
        
       | agentdrtran wrote:
       | This is extremely impressive and well-communicated!
        
       | skellystudios wrote:
       | To the creators: this is a really incredible achievement,
       | especially to have done at age 15, and really well communicated.
       | 
       | Please don't get disheartened by the mass of comments around this
       | not actually being a $200 headset[1] or your unusual[2] spelling.
       | 
       | This is freaking awesome, please keep it up!
       | 
       | [1] It definitely would be cool to see some sort of parts list,
       | but that's not really the point here.
       | 
       | [2] Clever domain hack, IMO
        
         | White_Wolf wrote:
         | I think a lot of people are missing what I think are 3 main
         | points before moaning about everything else: 1. It's freaking
         | open source 2. It's DIY fun 3. It's the bare VR without being
         | an over-engineered device that reports your farts to the
         | manufacturer.
         | 
         | I can only respect and envy the guys for pulling this off.
        
           | vlovich123 wrote:
           | Doesn't the Steam dependency mean the reports are going to
           | Valve?
        
             | oooooooooooow wrote:
             | Why would this be steam (or anything) dependent -- am I
             | missing something?
        
               | vlovich123 wrote:
               | Most of the VR graphics code & engine integration AFAIK
               | is implemented within Steam, not on the headset. So
               | beyond just getting some basic positional tracking you're
               | not really going to be able to access any content without
               | something else.
        
               | Shared404 wrote:
               | It looked to me like it was Steam compatible, not steam
               | dependent.
               | 
               | However, I can see where the idea would come from,
               | because they do talk a lot about Steam on the site.
        
               | vlovich123 wrote:
               | What would you be able to do with the headset aside from
               | connect it to Steam? They could add support for OpenXR
               | but OpenXR is just starting to get traction and that's on
               | the application developer side. I don't know how
               | widespread the adoption of the HMD agnostic bits of
               | OpenXR are.
        
               | Shared404 wrote:
               | On the developer side, both Godot and Unity have some
               | support for VR.
               | 
               | On the game side, there's also Windows MR, which supports
               | some games. I don't know if this headset supports it now,
               | but it could presumably be made to.
        
               | nimazeighami wrote:
               | Godot and Unity have support for specific VR API's.
               | 
               | This headset is designed for SteamVR.
               | 
               | You can build for this headset by targeting SteamVR in
               | Godot and Unity, but you'd have to do a TON of work
               | yourself if you wanted to build your own VR runtime to
               | bypass SteamVR for use on this headset.
        
         | phaemon wrote:
         | The parts are all listed right there on GitHub via the How to
         | Build link, either with prices or direct links to AliExpress
         | where you can see the price.
         | 
         | The build comes in under $200. I don't understand the whinging
         | in the comments.
        
           | TehCorwiz wrote:
           | The lcd screens listed are 195 right now. With a lower res
           | screen it might get close. Pricing might be variable.
        
             | phaemon wrote:
             | For 1. Cheaper if you buy in bulk. You could have mentioned
             | that.
        
               | fuzxi wrote:
               | The bulk discount is 3% off, and only if you buy 5 or
               | more.
        
               | [deleted]
        
       | WrtCdEvrydy wrote:
       | I actually love this but I wonder if inside-out tracking using
       | webcams might be better (although you may need more oomph on the
       | processing side).
        
       | 8K832d7tNmiQ wrote:
       | why not just called it OpenVR? Shorter and more to the point IMO.
        
         | ehsankia wrote:
         | Well OpenVR already is a thing. It's an API by Valve for
         | interfacing with generic VR hardware.
        
       | chrisallick wrote:
       | nothing brings out the haters like a job well done. great
       | project. people will benefit from it.
        
       | yetihehe wrote:
       | Just their suggested displays cost $195 (2 displays with driver
       | pcb). Otherwise, very nice.
        
         | andoriyu wrote:
         | That's for 2k @ 120fps. You're free to use any display pair.
        
       | AtlasBarfed wrote:
       | Why isn't it RelaiVRty?
        
       | sleepybrett wrote:
       | Where do you source the lenses?
        
         | ourcat wrote:
         | There's an AliExpress link in the README of the Github repo.
         | 
         | Though, I'd imagine you could use ones from cheaper 'phone-to-
         | face' Google Cardboard-style ones.
        
           | archi42 wrote:
           | Lenses are actually not that irrelevant for this application.
           | There is a huge difference between some cheap plastic and
           | camera-grade glass. You don't want [excessive] chromatic
           | aberrations, or [excessive] "God rays" (the Vive has that
           | effect), or other optical artifacts.
           | 
           | Optics is similar to electronics: With high school physics
           | it's all quite simple, but with high school physics a
           | transistor can switch nearly infinitely fast ;-)
        
       | ortusdux wrote:
       | Can anyone recommend an elegant method to 3d map a face? If I
       | were to print one of these housings, I would at a minimum adjust
       | it to my PD, but it would be great to also contour the fit to my
       | face.
        
         | ourcat wrote:
         | I did a similar thing to design a 3d printed mask.
         | 
         | I used an iOS app called ScandyPro which gave me a mesh which I
         | then imported into Fusion360 and modelled some lines/layers of
         | the curves around my face. Then I performed a 'loft' between
         | them.
         | 
         | The result was a perfect fit.
        
       | Abishek_Muthian wrote:
       | It's a great start at a young age, congratulations and all the
       | best!
       | 
       | I'm not into VR, but can this setup be used to create a 'Wearable
       | low latency display for computers'[1] i.e a wired video headset?
       | None of the current video headsets seem to work well according to
       | the reviews be it $800 Ziess Cinemizer or $200 Avegant Glyph.
       | 
       | [1]https://needgap.com/problems/16-wearable-low-latency-
       | display...
        
         | ahupp wrote:
         | A typical Apple "Retina" display has 57 pixels/degree[0], held
         | at ~10 inches. VR screens are roughly similar resolution but
         | held far closer to the eye, so pixels/degree is proportionately
         | less. All this mean that we'll need dramatic increases in
         | display resolution before it's pleasant to read text in VR for
         | long periods of time.
         | 
         | [0] https://en.wikipedia.org/wiki/Retina_display
        
           | davidzweig wrote:
           | I think a 'video headset' doesn't try to such a wide angle as
           | a 'VR headset.' I would really like one for programming on,
           | as it's more portable than a big screen.
        
         | nimazeighami wrote:
         | There's a good one coming out soon, the Cinera Edge Elite.
        
       | neiman wrote:
       | On a slightly related topic: are the open-source VR controllers?
        
       | AndrewSChapman wrote:
       | Ever since Facebook bought Oculus I've really hoped something
       | like this would spring up.
       | 
       | I really really want it to succeed and would be happy to back it
       | on Kickstarter or similar.
       | 
       | How do we ensure that these projects don't end up being bought
       | out by Facebook or Google?
        
         | TheRealSteel wrote:
         | If we make sure it's licensed properly, that's not possible,
         | right? They could hire certain people but if it's all open
         | source, we can at worst just fork it.
         | 
         | According to the GitHub it appears to be under GPL v3. I'm not
         | qualified to state whether this applies to the hardware design
         | or just the software.
         | 
         | I certainly wouldn't want to put any effort in to a project
         | where the IP can be bought.
        
           | vinceguidry wrote:
           | Being under an open source (the term you're really looking
           | for is free software) license isn't enough to protect a
           | project. You have to maintain forward momentum. A company can
           | buy the trademark, and the company or group of people
           | providing that forward momentum, like Oracle did with Sun,
           | and then, like China assimilating Hong Kong, it's just a
           | matter of time. Solaris died, Java got wholly corporatized
           | and free software mostly moved on.
           | 
           | Stallman, of course, realized this a long time ago and
           | started a group of people, in the legal form of a charitable
           | foundation, to keep that forward momentum going. To his
           | telling, his Hail Mary was phenomenally successful.
           | 
           | If what you want is to work on a platform that will stay free
           | no matter what, your best bet is to align with the FSF. They
           | have the most momentum, the fewest corporate threats, and a
           | long enough memory to keep it that way.
        
             | johnyzee wrote:
             | > Java got wholly corporatized and free software mostly
             | moved on
             | 
             | ?... The Java community was completely unaffected by the
             | Oracle transition and is as strong as ever. Of course, Java
             | wasn't open source (or "free") to begin with.
        
               | vinceguidry wrote:
               | Sun released the JVM under the GPL in 2006. Oracle bought
               | them in 2009. Sun always intended to release Java as free
               | software, they just needed to make their money first, and
               | were a big user of dual-licensing, which is endorsed by
               | the FSF. It's a pattern they replicated across their
               | entire product stack.
               | 
               | Of all the big names in the technology space that made
               | their buck from tagging along the free software train,
               | Sun was far far far from the worst offender. When they
               | got bought, I have friends that were personally extremely
               | offended, they had built their professional lives around
               | expertise in Sun tech.
               | 
               | And, as to "stronger than ever," if you're a new coder,
               | are you going to learn and use and love Java, or Golang?
               | Java is what you do for your job. The only reason it's
               | still a thing is because of the massive existing install
               | base. The company I work with, is already starting to
               | treat their Java projects as legacy and most teams,
               | including mine, are starting up, are moving, or have
               | already moved to Golang.
        
         | mark_l_watson wrote:
         | I have mixed feelings about the Oculus and FB's ownership. I
         | would like an open platform but I appreciate both the more than
         | adequate Oculus hardware and some excellent VR experiences
         | created by both Oculus and many 3rd parties.
         | 
         | I might still buy a manufactured open platform system,
         | depending on available experiences. I would also definitely buy
         | an "Oculus 2" that had a higher resolution screen and slightly
         | lighter weight.
         | 
         | I really like the recent Oculus software update that allows
         | some games and VR experiences to be used without controllers by
         | recognizing hand gestures. I hope there is a lot of exploration
         | of new ideas based around no controller use.
         | 
         | Hopefully open platform VR headsets will be adopted by
         | university research teams as well as commercial content
         | creators. Hobbyists creators are to be encouraged but they are
         | not enough to get widespread adoption.
        
           | moron4hire wrote:
           | You mean 3? We're already on Oculus' second generation.
        
             | mark_l_watson wrote:
             | Thanks, I meant "Quest 2" - I only kept my Oculus Go for 1
             | week, then gave it to my grandson. I get a lot of value
             | from my Oculus Quest which I bought last year.
        
               | Tijdreiziger wrote:
               | The Quest 2 is rumored to be releasing this month, but
               | you'll be forced to log in with Facebook to use it.
        
               | mark_l_watson wrote:
               | I will probably get it. I just spent 20 minutes playing
               | the Quest ping pong game - amazing game physics and
               | general gameplay.
        
       | andybak wrote:
       | I'll repeat a comment I made on Reddit:
       | 
       | I was scanning the page trying to understand how you were doing
       | positional tracking. Took me a while to realise that's what you
       | mean by "Experimental room-scaling"
       | 
       | I'd suggest that this isn't the best wording. Call it "positional
       | tracking" or "6DOF" or something.
       | 
       | The whole "room scale" thing was confusing at the start and isn't
       | used much nowadays (Is seated 6DOF VR "room scale"? It's
       | ambiguous and irrelevent for most purposes)
       | 
       | I'd also say that I think most people assume that being SteamVR
       | compatibile implies having 6DOF tracking of head and hands. Most
       | software simply won't work unless you have this. How experimental
       | is experimental?
        
         | c22 wrote:
         | I understood what they meant by "room-scaling" immediately and
         | I've only ever used a VR headset one time about 4 years ago.
         | 
         | On the other hand, I can surmise from my experience with robot
         | arms that "DOF" likely stands for _degrees of freedom_ , but I
         | would have had no clue what "6DOF" meant in terms of VR.
        
           | vlovich123 wrote:
           | 3dof. 3 degrees of freedom. These are typically rotation -
           | yaw/pitch/roll. You can look around. 6dof is 6 degrees. In
           | addition to rotation you add translation (x/y/z) so that you
           | can walk around the environment. Generally you can't get
           | translation without at least first having rotation because
           | humans are more sensitive to rotation.
        
           | andybak wrote:
           | OK. Fair point about "DOF".
           | 
           | But what do you understand "room scale" to mean"? Genuine
           | question.
        
             | c22 wrote:
             | I imagined it to mean I could move around a constrained
             | physical space while seeming to explore a larger virtual
             | environment (thus "scaling" the dimensions of the room I
             | was in). Admittedly the reference to a webcam that tracks
             | your movements was an additional helpful context.
        
               | andybak wrote:
               | That is also roughly my interpretation. But that is
               | different to the meaning used in the post itself. See my
               | other comment below.
        
             | slipheen wrote:
             | Not OP, but in SteamVR room-scale is typically used to
             | indicate you can move around within a play area, and your
             | avatar/camera moves as you do.
             | 
             | Its the way the setting is named in Steam, and in SteamVR
             | games.
             | 
             | Example:
             | 
             | https://www.vive.com/us/support/vive-pro-
             | hmd/category_howto/...
        
         | SamBam wrote:
         | Oh, I thought it was a cool mode that made your current room
         | look huge or tiny.
         | 
         | A sort of "Alice in Wonderland" mode.
        
           | andybak wrote:
           | Yeah. The term arose around the time the Vive was released to
           | distinguish against the Oculus Rift. It was a fairly subtle
           | distinction - the Rift at that time was optimised for front-
           | facing experiences because it came with two cameras you
           | usually mounted on each side of your monitor. If you moved
           | out of their cone or occluded them by turning around too much
           | then it would lose tracking so most games assumed you'd
           | mostly be facing forward.
           | 
           | The Vive on the other hand had tracking that was usually
           | mounted in opposite corners of the room. Two trackers were
           | more than capable of covering an average sized room and the
           | only limitation on your movement was cable tangle.
           | 
           | The Rift tracking got a lot better eventually - even with two
           | cameras.
           | 
           | The other meaning of the term is sometimes to distinguish
           | between VR that can track the headset position (6DOF) as well
           | as it's rotation (3DOF). But all serious VR is 6DOF nowadays.
           | 3DOF is pretty much the domain of "slide your phone in this
           | thing" VR or headsets that are intended mainly for viewing
           | 360 video.
           | 
           | So - two different meanings of "room scale" that mean quite
           | different things.
        
       | Fabricio20 wrote:
       | One interesting thing I noticed is that this project ALSO doesn't
       | seem to have a controller. You can't really play SteamVR games
       | without at least one! (Issue #50)
       | 
       | You can grab a Samsung VR for very cheap, put a phone on it and
       | do VirtualDesktop magic, but you are still gonna struggle without
       | controllers. Same for Google Cardboard and other similar
       | projects.
       | 
       | There's some very cheap controllers you can get, with base
       | stations for tracking like the Nolo-Home, but they are still
       | quite behind the tracking precision and latency of some "top-of-
       | the-shelf" headsets.
       | 
       | It's an interesting idea and I hope the developments on it go
       | forward, specially since the recent Facebook/Oculus announcement.
        
         | nimazeighami wrote:
         | There are many great SteamVR games that support mouse and
         | keyboard or an XBOX controller. Trover Saves the Universe is
         | one of them.
         | 
         | I don't think the lack of controller tracking is a deal-breaker
         | for those who want to get an open source VR experience.
        
         | gri3v3r wrote:
         | Unfortunately, these projects have been discontinued.
        
       | fouric wrote:
       | > We started Relativty because after watching Sword Art Online
       | 
       | This little fact alone makes the background story way funnier
       | than most tech origin stories I've heard. And being able to do
       | PCB layout and system design at 15-16? Kudos to Maxand Gabriel.
        
         | imba404 wrote:
         | Hopefully the design won't kill users on launch day.
        
           | Shared404 wrote:
           | For those downvoting, this is the plot of Sword Art Online.
        
       | 1run9 wrote:
       | From a financial aspect, I think the soldering ion and a 3d
       | printer would cost more than $200, plus $200 on parts. So with
       | $400+, i would consider buying an Oculus?
       | 
       | From bottom of my heart, hats off to those kids.
        
         | Aachen wrote:
         | > the soldering ion and a 3d printer would cost more than $200
         | 
         | That sounds odd, a bit like saying a car and a smartphone
         | holder together would cost more than X. A soldering iron is,
         | what, 15 euros? And a cheap 3d printer like twenty times that?
        
       | chaostheory wrote:
       | This is awesome. I'm glad we have have insurance in case no one
       | fills the void of HTC leaving. You can argue that Valve is, but
       | given the massive back orders of the Index and their
       | discontinuing of their controller and streaming box; I'm not
       | totally confident.
       | 
       | Now we just need controllers and maybe even base stations.
        
         | Fej wrote:
         | Valve discontinued their controller and streaming box because
         | they did not sell - to get rid of their stock, they had to put
         | them on fire sale. They're still supporting the controller and
         | afaik the streaming box as well. The controller was innovative
         | but often regarded as awkward, and the streaming box wasn't
         | particularly special.
         | 
         | The Valve Index on the other hand has redefined the high-end VR
         | market and is selling out accordingly. I've tried most of the
         | consumer VR solutions on the market and the Index "knuckles"
         | controllers blow everything else out of the water, it's not
         | even close. Oculus has dropped out of that market, opting to
         | produce more affordable but _somewhat_ less capable headsets
         | and controllers. I don 't see HTC turning it around as they
         | don't have the name recognition or the capital and their tech
         | is already weaker.
         | 
         | Point being is that Valve owns the top-end of the VR market
         | already and this project, while impressive and definitely
         | promising, is not competing with Valve. It might in the future,
         | with a lot of work, but it's not insurance against a Valve
         | dominion. There might not even be room in this niche market for
         | more than one competitor, which is awful but that's what we're
         | looking at.
        
           | chaostheory wrote:
           | One reason the Steam controller didn't sell is that users had
           | to figure out configuration schemes on their own instead of
           | Valve being proactive with developers and publishing houses.
           | 
           | I agree that the Index, especially the knuckles blows
           | everything away, but I'm already seeing the same issue that
           | the Steam controller suffered from pop up with the knuckles.
           | 
           | You're right about Oculus too, and I hope that you'll be
           | right about Valve staying in the game. I definitely want to
           | keep using base stations instead of unreliable and heavy
           | headset cameras. I want full body tracking to gain traction
           | and that won't happen if external base stations die off.
        
       | swalsh wrote:
       | I've been hoping someone would create an open source version of
       | the lighthouse technology. I think that technology could be huge
       | outside of VR.
       | 
       | Inside VR, I just want more custom hardware... I want VR feet.
        
         | Sohcahtoa82 wrote:
         | > I want VR feet.
         | 
         | That exists, and has existed for a couple years now through the
         | Vive Tracker [0]. It's essentially a puck that acts as another
         | receiver for Lighthouse tracking. You typically strap them onto
         | an object or body part and it gets tracked.
         | 
         | Search YouTube for "full body tracking" and you'll see it in
         | action, though it's mostly just a bunch of silliness in VRChat
         | since very few games actually take advantage of it. With each
         | tracker being $99, adding both feet and your hips will run you
         | $300.
         | 
         | [0] https://www.vive.com/us/accessory/vive-tracker/
        
         | archi42 wrote:
         | Isn't the lighthouse system relatively open? I recall the
         | analog receiver circuitry is relatively simple, and Valve
         | cooperated with an IC manufacturer to get rid of the analog
         | stuff (or, more precisely: move it into an IC). The IC was
         | intended to be not be exclusively for Valve alone.
         | 
         | Of course that doesn't help with the base stations, and might
         | still violate [Valves' or other's] patents if used in an actual
         | product.
        
           | zlsa wrote:
           | > Valve is now making SteamVR Tracking fully available to
           | other companies, without licensing fees.
           | 
           | > There is no certification from Valve necessary. Ship the
           | product you want to build, whenever you think it's ready.
           | 
           | I don't believe it's strictly open source, but it's certainly
           | far more open than Facebook's ecosystem.
           | 
           | Source: https://partner.steamgames.com/vrlicensing
        
       | [deleted]
        
       | neonhat wrote:
       | Seems like a fun project, but the experience will be garbage
       | compared to Oculus/Vive.
        
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