Notch Considers Bringing Virtual Reality to Minecraft

Somebloke

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The screen is close to your face, but that matter is mitigated by the lenses, which also stretch the images across your field of view.

Optics in previous consumer grade headsets have preserved the geometry of the panel, presenting you with that screen that seems to float in front of you, but the Oculus doesn't care to try; Its lenses focus on making sure the image fills your view, then lets the software adjust the image on the viewplane, to compensate for the distortion, either using a post-processing displacement filter, or even rendering to a non-flat-and-rectangular viewplane to begin with.

There will no doubt be a number of settings, such as separation, to adjust for comfort, depending on how you are built and prefer things (maybe you want exaggerated depth in some situations, for instance).
The biggest matter should be latency: you'll probably want to optimise performance, so that you get good response and FPS, even if that means sacrificing a bit of quality -- Temporal fidelity over visual.


The one thing I can think of, off the top of my head, that can currently not be worked around, is the fact that the screen is at one distance from your eyes, both physically and given the compensation of the lenses, which means your eyes can not focus on different depths within the view, and which may cause discomfort, until your eyes learn to relax that reflex while using the headset.

There may be a halfway solution, at some point, with pupil tracking built into the headset, so that the software can simulate DOF, depending on what you are looking at. Your own lenses will still have to remain focused on the depth of the physical screen, but it may become easier to adapt. The problem is what to do in uncertain situations, such as when you are looking through foliage or a pane of glass; do you want to focus on the room behind the glass, or the smudge on the pane? Even such a matter as taking an overlook view, where you are paying attention to peripheral things as much as what is right ahead of you.
 

The Lugz

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DVS BSTrD said:
Stupid Motion control gimmicks.
i was around the last time one of these was built, ignored and left by the wayside
it will have the exact same problems

-weight on your face Not your skull. ( headsets )
-heat / condensation / sweaty headbands ( on the screens, lenses, you )
-annoying pixelated screen ( you cant put a pixel that close to your eye it just doesn't work, trust me i've had enough evf cameras to know this )
-it WILL make you ill. looking around with a screen strapped to your head is going to give you a migraine faster than 'were pretending this is 3d' technology

now, if they can fix the intrinsic problems of vr hardware listed above
( with 1.3 million dollars perhaps they can? 'shrug' )
i might well try it
but until then i shall be the knight who says ney!
 

mooncalf

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A headset that encompasses vision and isn't just two screens really close to your eyes is pretty damn awesome to my mind, what it's been sounding like to me is the day VR gets the training wheels off and begins shakily pedalling towards success.
 

Phisi

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Okay I was worried it would move your body but if it's just your head that'd be great though I think it could be a bit weird having to turn your face to look down your sights. I hope looking down sights snaps your body or something like that. This would be great for mech games is all I can think of and would allow me to look over my shoulder while sprinting in FPS. I am actually looking forward to something like this now when before I was much more skeptical.
 

bluegate

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Just for giggles;

If this stuff takes off, I can't wait for companies to start thinking up cool new news for software that emulates the blurry shape of your noes in the center of the screen.

Captcha: happy blessings
Only time will tell
 

Alterego-X

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The Lugz said:
DVS BSTrD said:
Stupid Motion control gimmicks.
i was around the last time one of these was built, ignored and left by the wayside
it will have the exact same problems

-weight on your face Not your skull. ( headsets )
-heat / condensation / sweaty headbands ( on the screens, lenses, you )
-annoying pixelated screen ( you cant put a pixel that close to your eye it just doesn't work, trust me i've had enough evf cameras to know this )
-it WILL make you ill. looking around with a screen strapped to your head is going to give you a migraine faster than 'were pretending this is 3d' technology

now, if they can fix the intrinsic problems of vr hardware listed above
( with 1.3 million dollars perhaps they can? 'shrug' )
i might well try it
but until then i shall be the knight who says ney!
Most of these aren't really "intrinsic problems of VR hardware", they are intrinsic problems of hardware development in general. Weight, pixel density, etc, are things that every product constantly has to improve.

A few years ago, they were bad enough that you couldn't even make a decent tablet computer. Oh, there WERE tablets, for whole decades, but you couldn't make one that was practical for the public. The current generation of tablets didn't do anything active to "fix an intrinsic problem", they just used the best aveilable technology, until finally time has came and it it ended up being good enough. The same thing hapened with mobile phones in the 90's-early 2000's, or home computers in the 80's-90's.

I can't tell if this VR will be good enough, but it will be better than the previous ones, and one of them these days is going to tip the balance.

captcha: "play again"
 

thatguy96

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Alterego-X said:
Most of these aren't really "intrinsic problems of VR hardware", they are intrinsic problems of hardware development in general.
This is exactly right. What we're seeing with VR control here is very similar to what we're seeing in terms of helmet-mounted off-bore sighting equipment for military aircraft. In fact, the technology behind the two is mostly likely related in some fashion as its the same basic requirements that are being met. Helmet mounted sights and similar equipment used to be huge clunky monstrosities too and were completely impractical. As the base technologies have improved, so has the practicality of such things.
 

Smooth Operator

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RatRace123 said:
You, the player essentially function as a mouse or a right analogue stick.
No doubt some will use it that way, but it is the worst possible way to use it.
Head tracking should only really be used as camera adjustment, where you now get the character and his head locked together you could then look around without turning characters body (keep mining forward in Minecraft but still being able to check the surroundings for minerals and danger).

It can be applied in the same way for third person shooters, 3D platformers, 2D platformers (looking forward in the desired direction), RTS, RPG, dungeon crawlers, ...
The idea is very applicable, but the hardware was never up to the task, we will see if this one does any better.