[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. ___________________________________________________________________ (page generated 2020-09-10 23:00 UTC)