Remove Head Mounted Display Remove Head Tracking Remove HTC Remove Oculus
article thumbnail

The Display Resolution of Head-mounted Displays, Revisited

Doc-Ok

Unfortunately, back then I only did the analysis for the HTC Vive. In the meantime I got access to an Oculus Rift, and was able to extract the necessary raw data from it — after spending some significant effort, more on that later. Figure 5: Visualization of HTC Vive’s lens distortion correction. Oculus Rift.

article thumbnail

A brief history of VR and AR

TechCrunch VR

The system featured a head-mounted display with head tracking that could be used to explore virtual environments or real remote images from a camera — foreshadowing future breakthroughs in teleoperation. Palmer Luckey, co-founder of Oculus VR Inc.,

AR 102
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Exclusive: How NVIDIA Research is Reinventing the Display Pipeline for the Future of VR, Part 1

Road to VR

450 Mpix/second on an Oculus Rift or HTC Vive today is almost a seven times increase in the number of pixels per second compared to 1080p gaming at 30 FPS. Instead, the head tracking data are routed to a GPU stage that appears after rendering is complete. These lenses are light and small, but low quality.

Latency 254
article thumbnail

Keeping VR users from hurting themselves

Doc-Ok

To prevent this kind of thing from happening — at least in most cases — Valve implemented a system called “Chaperone” into the SteamVR run-time framework that runs their and HTC’s Vive VR headset (and potentially other headsets, through Valve’s OpenVR layer). Video filmed on August 14th, 2013.