Imagine Elite Dangerous on this :)

Let me put it this way: in order to run decently in VR on an Oculus Rift, ED requires a GTX 1080 which needs around 180 Watts of electrical power.

...

More experts... Do you even HAVE a Rift?

No it doesn't. I was running ED on mt Rift just fine with a GTX980 before I upgraded to a 1080ti (getting ready for my PiMax 8K).
 

That looks cool. I watched the video in the link.

However, I'm not sure how they expect to show/track the users hand/finger positions. The woman in the video is not wearing anything to enable tracking of her fingers/hands yet the video (sometimes) shows ghosted hands on the keyboard image. However, sometimes it does not and just shows which keys are being pressed.

I'm not a touch typist (I was once a long time ago) so I need to see my keyboard AND my hands, and it would need to be displayed exactly in relation to its actual location. If all they are going to do is show me which keys are being pressed thats pretty useless.

This could all be solved if I was a touch typist - but then I wouldn't need to see the keyboard anyway...

So I'm not sure how they expect to overcome this limitation without the user wearing gloves or something.

Of course this can all be solved by using AR (Augmented Reality) cameras on the HMD to momentarily "peek" at your RL environment. This would sort of ruin your immersion, but so does flipping up the HMD (MR), or temporarily removing the HMD (VR) - as I do now. However, the ONLY time I need to do this is when I'm typing some text into the search box of the Galaxy or System map... All my control functions are happily mapped to my X56 - or executed by HCS Voice Pack verbal command. The trick is eliminating the need for the keyboard altogether!

A keyboard doesn't really have any place in VR unless it is an actual control visually implemented in the game iteself. ED can do this nicely with the HOTAS. I have built a holder which places the Throttle on the left arm of my chair and the Joystick on the right arm. (I also use a foot stand under my chair). The relative placement is pretty perfect compared with what I see in VR. In fact, it can actually get pretty creapy when my in-game avatar flexes his throttle hand and this periphery action suprises my brain with a physical "disconnect" (usually after I've settled in for a while). My seating position and my relative HOTAS location match the in game environment perfectly. Immersion is pretty seamless.

If the actual game GUI (cockpit) could place a keyboard on a desk/stand in front of me, and the game could track my actual hands and fingers, then that would be pretty amazing.
 
This could be fun... no idea where you'd put the keyboard! :D

[video=youtube;0KnS3aESNk0]https://www.youtube.com/watch?time_continue=82&v=0KnS3aESNk0[/video]
 
"Tucker said the SDK has even solved the problem of showing hands on the keyboard using the Vive's own tracking system, a big step for those who need to see a board when they type."

It could just mean special reflective gloves that the sensors can track.
 
Last edited:
One of the stretch goals for the Pimax was $100 voucher towards a wireless adapter for the 8k headset. i am thinking you will need to purchase a dedicated wifi card, install and run point-to-point, or another NIC and connect to a dedicated AC router to dedicate bandwidth.

Honestly. its far easier running a cable - after all, you're not doing room scale with Elite - that is where wireless comes into play.
 
oh dude, really? You know that it doesn't have positional tracking? you're going to be really disappointed compared to your rift. Elite will also not play acceptably at 8k, or at least, won't be pretty.

But VR is pretty mind boggling, I'll definitely give you that! :)

The 8k *does* have positional tracking -- it's the currently selling 4k one that does not, but honestly, for Elite It does not make that much of a difference in actual gameplay (you just can't stand up and walk around your cockpit!!)

It should work ok on a GTX1070 with some settings dialed down. I believe a GTX1080 is recommended though. the 8kX is the one that will need the Titan or better cards because it will native 4k per eye signal.
 
One of the stretch goals for the Pimax was $100 voucher towards a wireless adapter for the 8k headset. i am thinking you will need to purchase a dedicated wifi card, install and run point-to-point, or another NIC and connect to a dedicated AC router to dedicate bandwidth.

Honestly. its far easier running a cable - after all, you're not doing room scale with Elite - that is where wireless comes into play.

VR wireless is something like 50Ghz, not the 2.4/5Ghz a wifi card will give you.

I am hoping the Pimax wireless is the same or better than TPCast, here is a tested review of TPCast.

[video=youtube_share;Z-CWz8nAFgs]https://youtu.be/Z-CWz8nAFgs[/video]
 
I think being able to stream games to the wireless device would be cool :)

Wireless is absolutely meaningless and useless for playing video games in which you remain seated. (...and THATS the way God intended video games to be played after all...)
 
As mentioned VR and AR are likely to merge in a not too distant future and when high performance mobile devices arrive it will be insanity in the best possible way.

You will be able to embellish or overlay the real world with graphics, say you and a friend are taking a walk, one seeing the surroundings as something like The Shire from Lord of the Rings and the other seeing Mega-City One of Judge Dredd.

Sure that statement seems a bit like hyperbole now but five years ago not one single home user had a VR headset and we are already hitting 8k resolution, just over ten years before that no one had heard of smartphones.

We have GPS and stereo cameras in phones now, bind those two together, find fixed markers in the real world such as street signs, street lights and so on and untethered inside-out tracking for mobile HMDs with pass-through cameras for "world replacement" AR can already be made, and even though the graphics would be mobile device level, it would still be awesome.

Then you get back home and either slap a tether into the HMD for a gaming PC powered session of Elite or go into a fully virtual world using roomscale and alternate ways of moving such as teleportation or smooth locomotion.

One of the coolest books about VR ive read (er, listened to...) this far is Rainbows End from '06 written by Vernor Vinge.
 
Last edited:
Isn't this for android only like the oculus go. I very much doubt this can be used for ED as it will not be running on windows.

Looks like it to me. I fear rather than improving the technology, companies are chasing the potential cash despite the fact that most of the early adopters want things that make the technology more expensive, not cheaper.

Eventually mobile CPU and GPU technology will be perfectly capable of 8K per eye in VR; not now though and it worries me that companies are trying to push too early....... Avatar... 3DTV :S
 
Last edited:
Looks like it to me. I fear rather than improving the technology, companies are chasing the potential cash despite the fact that most of the early adopters want things that make the technology more expensive, not cheaper.

Eventually mobile CPU and GPU technology will be perfectly capable of 8K per eye in VR; not now though and it worries me that companies are trying to push too early....... Avatar... 3DTV :S

I wouldn't really be so sure about that.
We are already teetering at the point where "moore's law" (worst use of the term law, it should be called Moore's guide to selling intel cpu's) is no longer applicable.
We have maybe a few refresh cycles left and after that it's all going to be software optimisation or devices need to get bigger.
 
It's going to take at least 5 years, and probably 8 if you believe in Moore's Law, to get GPU's to the point where 4K per eye VR @ 90FPS is possible. The hope used to be Crossfire and SLI could do this with multiple cards, but the GPU makers are stepping away from this tech.

You might see 2K soon, but there will be a lot of software optimization to make that work consistently.

Personally, I'm pinning my hopes on foviated rendering, as opposed to brute forcing 4k per eye VR. Granted, it would take a VR headset with eye tracking, plus VR games would have to support this technology, but it would obviate the necessity for GPU improvements, thus decreasing the high entry costs for VR, plus it would allow for improvements to depth of view and it would allow for a wider field of view. From what I've read, all the technology is there already, all it takes is bringing it all together.
 
That looks cool. I watched the video in the link.

However, I'm not sure how they expect to show/track the users hand/finger positions. The woman in the video is not wearing anything to enable tracking of her fingers/hands yet the video (sometimes) shows ghosted hands on the keyboard image. However, sometimes it does not and just shows which keys are being pressed.

I'm not a touch typist (I was once a long time ago) so I need to see my keyboard AND my hands, and it would need to be displayed exactly in relation to its actual location. If all they are going to do is show me which keys are being pressed thats pretty useless.

This could all be solved if I was a touch typist - but then I wouldn't need to see the keyboard anyway...

So I'm not sure how they expect to overcome this limitation without the user wearing gloves or something.

Of course this can all be solved by using AR (Augmented Reality) cameras on the HMD to momentarily "peek" at your RL environment. This would sort of ruin your immersion, but so does flipping up the HMD (MR), or temporarily removing the HMD (VR) - as I do now. However, the ONLY time I need to do this is when I'm typing some text into the search box of the Galaxy or System map... All my control functions are happily mapped to my X56 - or executed by HCS Voice Pack verbal command. The trick is eliminating the need for the keyboard altogether!

A keyboard doesn't really have any place in VR unless it is an actual control visually implemented in the game iteself. ED can do this nicely with the HOTAS. I have built a holder which places the Throttle on the left arm of my chair and the Joystick on the right arm. (I also use a foot stand under my chair). The relative placement is pretty perfect compared with what I see in VR. In fact, it can actually get pretty creapy when my in-game avatar flexes his throttle hand and this periphery action suprises my brain with a physical "disconnect" (usually after I've settled in for a while). My seating position and my relative HOTAS location match the in game environment perfectly. Immersion is pretty seamless.

If the actual game GUI (cockpit) could place a keyboard on a desk/stand in front of me, and the game could track my actual hands and fingers, then that would be pretty amazing.

I'm assuming that they'll track finger positions via sensors on the keyboard, as well as the Vive's built in camera. Between the two, there's the potential for fairly accurate hand tracking. You don't need perfection, just enough to get a sense of where your hands are.
 
I'm assuming that they'll track finger positions via sensors on the keyboard, as well as the Vive's built in camera. Between the two, there's the potential for fairly accurate hand tracking. You don't need perfection, just enough to get a sense of where your hands are.

The logitech thing has no sensors.

It's a straight up keyboard. They just took the 3d cad model, shaded it and used a vive puck to track it's position.
Their software just hooks into the camera feed when you get close enough in proximity and overlays on the model.

This is seriously not as brilliant, it's actually simple compared to other things in VR.
I'd much rather have this combined with a leap or something, which will give you 3d representation of your hands instead of a 2d overlay.
 
I wouldn't really be so sure about that.
We are already teetering at the point where "moore's law" (worst use of the term law, it should be called Moore's guide to selling intel cpu's) is no longer applicable.
We have maybe a few refresh cycles left and after that it's all going to be software optimisation or devices need to get bigger.

That is a very good point and I'd not considered it. I'm not sure where it is with mobile (ARM etc) but Intel and the like are at 15nm now so unless someone works out how to print atoms it is gonna grind to a halt soon.

I suppose there is wriggle room with architecture, that is why ARM is dominate in the mobile space now but eventually tech will hit a wall.

The story behind it is very interesting..

[video=youtube_share;1jOJl8gRPyQ]https://youtu.be/1jOJl8gRPyQ[/video]
 
oh dude, really? You know that it doesn't have positional tracking? you're going to be really disappointed compared to your rift. Elite will also not play acceptably at 8k, or at least, won't be pretty.

But VR is pretty mind boggling, I'll definitely give you that! :)

Another expert... PIMAX 8K No positional tracking? I'm not even going to bother correcting you.

Also the 8K isn't 8k... The 8K is an (arguably misleading) product name. If you're not going to bother to check stuff before you spout off without even a single AFAIK disclaimer, please stop.

Yes, VR -at least for ED- is where it's at... I can't take any future space game or flight simulator seriously if they don't consider VR.... That means your game, Chris Roberts.
 
Last edited:
It is primarily a seated experience, although it's great to walk around the Bridges of these ships, or just stand there soaking up the environment. Last week a mate of mine came up from London, was absolutely blown away walking around the T9, his first time experiencing VR. It never gets old seeing peoples reaction.

I have my Rift at a school I run and get the students and their parents to try it out... It's only the glasses wearers that ever seam underwhelmed... The rest seem really stoked.
 
Back
Top Bottom