[HN Gopher] Relativty: An open-source VR headset for $200
___________________________________________________________________
Relativty: An open-source VR headset for $200
Author : LorenDB
Score : 306 points
Date : 2024-11-15 01:55 UTC (21 hours ago)
(HTM) web link (www.relativty.com)
(TXT) w3m dump (www.relativty.com)
| jckahn wrote:
| The name of this product is infuriating.
| pteraspidomorph wrote:
| Oh boy, I didn't even notice until I read your comment!
| garyfirestorm wrote:
| Nvm I see it now
|
| Why is that? I don't see any problems with this particular
| name. Valve index and oculus rift aren't that amazing either.
| LorenDB wrote:
| The name is Relativty, which is one 'i' off from the normal
| spelling of relativity.
| esafak wrote:
| It's more searchable?
| internet101010 wrote:
| No, it will just get auto-corrected. Removing a letter from a
| word as a brand name is dumb; it is no different than parents
| naming their kid a normal name with stupid spelling and
| thinking they are original/creative.
| datashaman wrote:
| Put quotes around brand names.
|
| https://www.google.com/search?q=%22Relativty%22
| alluro2 wrote:
| "RelativityVR" or similar would arguably be equally good for
| search, clearer purpose/context from the get-go, and much
| easier to communicate, vs " 'Relativity', but without second
| 'I' " ...
| Kototama wrote:
| It's even more confusing for non native speakers.
| nashashmi wrote:
| I feel like the future would declare monitors to be old
| technology. And everyone will migrate to eye mount displays.
| Zamiel_Snawley wrote:
| That's kind of my dream for programming actually.
|
| A belt-mounted split keyboard on my thighs, and limitless
| screen space in a serene setting provided by VR. Won't need a
| standing desk at all!
| grugagag wrote:
| Sounds dystopic to me. I don't always look at the display
| when typing. Having no way to look away is visual prison to
| me.
| bogwog wrote:
| > Having no way to look away is visual prison to me.
|
| This makes the advertisers happy.
| jannyfer wrote:
| Nowadays you can have a floating display in AR that stays
| in the same spot, as if it's a physically grounded monitor.
| You can look away and it stays where it is.
| Zamiel_Snawley wrote:
| Edit: I now realize that it is actually relativty, without the
| second 'I'
|
| The relativity.com domain could not have been cheap, even if
| leased.
|
| I'm surprised they are making a new brand, "Unai"/unison.co,
| instead of continuing with Relativity.
| jsheard wrote:
| From the GitHub this is only capable of 3DoF tracking, which puts
| it in the same category as the defunct Oculus Go headset, or
| Google Cardboard. 6DoF is really the bare minimum to qualify as
| proper VR nowadays.
|
| For the uninitiated 3DoF means the headset only tracks the
| rotation of your head, not your heads absolute position as you
| move around, while 6DoF tracking does both. 6DoF is also _much_
| harder to implement.
| aziaziazi wrote:
| Never understood why my GCardboard couldn't do that, my phone
| sure has a bunch of accelerometers and giros. Sure higher and
| other techs can track better but isn't it enough for a basic
| sense of mouvement? For most of the applications I won't more
| than a few meter anyway.
|
| Probably some have tried and I'll be curious to know what
| prevent it.
| jsheard wrote:
| The problem with accelerometers and gyros is they drift badly
| if you try to derive absolute positioning from them alone.
| They need to be fused with some other form of tracking to
| anchor them in absolute space, which in the case of the Quest
| and Vision Pro is done with multiple outward-facing cameras
| fed into a SLAM algorithm.
|
| Maybe Cardboard could have attempted to use the phones camera
| for SLAM, but a single lens would only have got them so far.
| Dedicated VR headsets have _at least_ four cameras pointing
| in different directions, which are sometimes augmented by IR
| projectors and /or LiDAR.
| bee_rider wrote:
| Most phones have a couple cameras nowadays... I think the
| Pro iPhones (some, at least) even have some sort of lidar
| system that seems like it ought to be helpful? Anyway, it
| is a shame, I guess the market must not have been there.
| Joel_Mckay wrote:
| Most phones use a rolling shutter, so doing machine
| vision for low-latency motion/pose is difficult or
| unfeasible on a mobile cpu.
|
| Best regards =3
| ben_w wrote:
| Surely use the accelerometers for real-time/low latency,
| only use the cameras to correct for drift?
|
| Not that I've tried for VR, but I did already create AR
| demos 5-6 years ago.
| Joel_Mckay wrote:
| In general VR is easier for sure, as in AR the latency
| issues manifest quicker.
|
| The sensor fusion of IMUs is usually not stable very
| long, but it does mitigate a few of the very noticeable
| problems with camera trackers.
|
| Still, it always boils down to the power budget... having
| a 2.6 kg head mounted unit is ludicrous. lol =)
| Joel_Mckay wrote:
| LADAR/3D-cameras or LIDAR are both expensive parts with
| limited capabilities. Note rapid pose-recovery using
| cameras and or SLAM has been tried, but again people end up
| pooching the CPU/power budget.. and rolling camera shutters
| are useless... difficult to deploy as a wearable tech.
|
| A few years back, we did design a set of <160USD parts to
| get repeatable absolute head and controller spacial
| location/pose to sub +-3mm in a room. The key was being
| able to resolve stable _absolute_ pose at >24Hz with
| <10kiB/s of low-latency data to handle. i.e. a small
| generic mcu _quickly_ handles the dual kalman filters and
| IMU sensors fusion, and battery life is reasonable.
|
| Now build your own versions, it is not that hard... ask
| Alphabet/Meta/Apple... lol...
|
| Those new 3D lenticular screens look pretty cool, but the
| prices are still not for consumer hardware yet.
|
| Best of luck =3
| bigiain wrote:
| Lots of quadcopter flight controllers use 9DOF IMUs , with
| 3 gyros, 3 accelerometers, and 3 compasses. The absolute
| directional data from the compasses solves (at least most
| of) the angular/gyro drift.
|
| The translational drift is harder for VR/AR headsets
| indoors. Drones can do sensor fusion with GPS and the
| accelerometers to solve translational drift from the
| accelerometers (or, for FPV drones, they just let the
| meatware compensate).
| RF_Savage wrote:
| The "9DoF" in IMU datasheets is a marketing term, they
| just add up all the sensor dimensions they have. Some IMU
| modules talk about "10DoF" , because they have added a
| barometer to it.
|
| So even a good "9DoF" IMU is not usable for 6DoF VR, as
| it still drifts way too much. Sadly the magnetometer in
| the IMUs suffers from all the magnetic fields generated
| by the rest of the electronics around it.
|
| This might also be one of the reasons why 9DoF IMUs are
| increasingly rare on the market.
| needle0 wrote:
| To be pedantic, two cameras were enough for the headset to
| track itself (eg. Lenovo Mirage Solo). The reason that
| headsets nowadays have 4 cameras is for it to also track
| the hand controllers that are being held by the user and
| being flung around nearby...which this also seems to lack.
| foobarbecue wrote:
| Dead reckoning using MEMS IMUs accumulates error way too
| fast.
| adgjlsfhk1 wrote:
| even if you supplement with GPS?
| jsheard wrote:
| That works if you're building a cruise missile, but not
| so much if you need millimeter accuracy indoors.
| aziaziazi wrote:
| Ah! So it _could_ 6DoF if I run outdoor fast enough with
| MarathonSimulator
| nox101 wrote:
| especially given the camera, it seems like you could do some
| kind of motion tracking. I guess a Quest has 4 cameras for
| motion tracking so 1 isn't enough. Though maybe putting a
| 180degree wide angle lens over it would let it do the work
| for 4?
| grumbel wrote:
| See "Pure IMU-based Positional Tracking is a No-go"[1], a
| position from an IMU starts to drift in a fraction of a
| second and than shoots off into infinity. Without an absolute
| reference there is nothing you can do to stop it and the
| errors will accumulate. It's not just a little bad, it's
| completely unusable.
|
| A further complication is that the IMUs you find in phones,
| especially back when all this was new, weren't very good. So
| even a plain 3DoF experience would suffer from slow response
| and yaw-drift from lack of magnetometer, which is why GearVR
| had an extra IMU in the headset and why Daydream required new
| certified phones with better IMUs.
|
| 3DoF can still be good enough for VR180/360 movies, which
| don't allow movement to begin with. But as far as gaming is
| concerned, you really do need 6DoF, as even a bit of leaning
| forward in a chair will make it instantly obvious that the
| headset motion and the headset visuals are out of sync.
|
| [1] https://www.youtube.com/watch?v=_q_8d0E3tDk
| chii wrote:
| 3dof is sufficient, imho, for a large number of VR use cases,
| because most people don't have a full room dedicated to it, but
| is at a desk. Sitdown VR setups would be more common, if the
| equipment was cheaper.
| atrus wrote:
| I very much disagree, your view in vr tracking your head as
| it does small movements in xyz significantly increases
| immersion, and more importantly, significantly _decreases_
| motion sickness and fatigue.
| LorenDB wrote:
| Having experienced both 6DOF and 3DOF on my Quest 3, I can
| confidently say that 6DOF is leagues ahead even if you are
| sitting in a chair. Unless you are watching a 180deg
| stereoscopic video, you'll want to look around to get the
| full experience, and even the small translation movements
| that result when you turn around can make the experience
| nauseating.
|
| Besides, VR is already cheap. A new Quest 3S is just $300 and
| can do pretty much all of what the $3500 Vision Pro can do
| (just worse); if you just want VR games you can get used
| 6DOF-capable PCVR or PSVR headsets on eBay for closer to
| $100.
| jachee wrote:
| > Quest3S ... pretty much all of what the ... VisionPro can
| do
|
| It can't do that "protecting your privacy" thing. And
| that's a dealbreaker for many, many people.
| snvzz wrote:
| >And that's a dealbreaker for many, many people.
|
| Yup. The sole reason I haven't bought any of these meta
| headsets.
|
| They come with strings attached. Or more like, they're
| fetters and chains.
| renox wrote:
| Which string exactly? I don't use Facebook.. What data
| are they going to sell?
| snvzz wrote:
| >I don't use facebook
|
| But you need an account to use a meta VR set.
| alias_neo wrote:
| Exactly this.
|
| I'd like to go for something like the 3S but anything
| Meta is a hard no from me.
|
| I deleted my Oculus account when they took over, and yet
| somehow I still get Oculus emails from Meta.
| TiredOfLife wrote:
| Quest is "protecting your privacy" the same amount as
| VisionPro does.
| 1oooqooq wrote:
| why i don't have either.
|
| this line of argument don't help the discussion.
|
| both companies report millions from selling your
| information, so assume they are always amassing loads of
| it, to sell when the price is convenient for them.
| criddell wrote:
| > both companies report millions from selling your
| information
|
| Where can I buy it?
| exe34 wrote:
| This might help start looking:
| https://www.forbes.com/sites/metabrown/2015/09/30/when-
| and-w...
| criddell wrote:
| Doesn't help at all. I'm looking to buy data collected
| and sold by Meta and Apple.
| exe34 wrote:
| I doubt they sell it to individuals. Data brokers is the
| easiest way. You could always write to them directly and
| ask.
| Mindwipe wrote:
| You absolutely can't because neither company does it.
| bornfreddy wrote:
| This is just a profit calculation though. Do they earn
| more by keeping and mining this information or by selling
| it, or both? For now they might not be selling it (I
| don't know), but that can change before you say "but
| GDPR...".
| 1oooqooq wrote:
| you're either too poor or not well connected.
|
| the "accessible" way is to enter a real time "header"
| biding agreement. but chances are you don't know about it
| either and is just making noise.
| criddell wrote:
| Okay, well then let me ask you a question that should be
| easier to answer: where does Apple report that they make
| millions from selling user data?
| anonzzzies wrote:
| > It can't do that "protecting your privacy" thing
|
| Besides 'it's Meta' ; what is it doing with my privacy? I
| mean actually proven things, not 'probably it is'.
|
| (I am not saying it isn't, but I haven't heard anything
| in this regard, so it would be interesting to know)
| PaulHoule wrote:
| As a dev I see Meta made many decisions to respect
| privacy that constrain the kind of app I make although
| I've heard these will be somewhat relaxed.
|
| I'd like to place a picture with a QR code in it, have
| somebody scan the code, then have the option of jumping
| into a world.
|
| Apps can't access the cameras so you can't write a QR
| scanner. The Quest has a decent web browser but you can't
| access the cameras and make a web based QR scanner.
|
| Without access to the cameras apps cannot at all
| understand the environment and enable you to interact
| with it. AR apps now have a special module that
| identifies a physical volume inside your space on a
| session by session but that's a pale shadow of the SLAM
| tracking of the Microsoft Hololens and Apple Vision that
| let you stick a "hologram" into the corner of your office
| and have it stay there.
|
| Quest 3 devs need more access to make more interesting
| apps.
| wlesieutre wrote:
| Vision Pro doesn't let you access the cameras either,
| being able to stick an app in the corner of your office
| is handled by the OS. I'd rather not hand out camera
| access, the problem that needs fixing is the "session by
| session" part where Meta's OS doesn't maintain permanent
| app-volumes.
| dmarcos wrote:
| 6DOf not only necessary for room scale. Lack of parallax of
| 3DOF a common cause of discomfort for many. I've been in the
| space for a decade and given hundreds of demos to people.
| Tarks wrote:
| Also have to hard disagree. I remember going from the Oculus
| DevKit2 to the Vive, seeing the change in people we'd invite
| over for "I'm done trying to convince you with words just
| Come over and try out VR" evenings.
|
| 6DOF, even when sitting, is a significant difference. Your
| brain immediately feels far more at home with good 6DOF.
|
| Fun fact : one week I spent about 5-6 hours every evening
| playing Elite Dangerous in VR. Mining asteroids while
| listening to lofi cyberpunk and pretending that mining was my
| whole life, it was great. Until my partner would bop me on
| the back of the head ^_^
| zombiwoof wrote:
| They also said their mission is for creators. Seems to me 3D
| is fine for that
| andybak wrote:
| I don't understand what the word "creator" means in this
| context or how that's relevant to 3DOF vs 6DOF
| koolala wrote:
| Close one eye and those sound like TV use cases.
| a2128 wrote:
| 3DoF without tracked controllers is not VR IMO, it's just a
| head mounted display. It's not sufficient for any VR use case
| other than like watching a movie. You won't be able to play
| any modern VR games. Maybe you'd be able to play old Google
| Cardboard or Oculus Gear games since those were made with no
| controllers in mind.
| freeopinion wrote:
| So, a $200 display? With how many pixels? Is it better than
| a 29" curved monitor?
| SirMaster wrote:
| Am I the only one who just wants a great super high res
| OLED headset just for watching movies?
|
| I want super high res so the quality is comparable to a TV
| or projector setup, and I want OLED because of contrast
| performance for dark scenes.
| int_19h wrote:
| You're not the only one, and there's a separate market
| for such things, but it's mostly Chinese brands.
|
| I've had pretty good experience with
| https://goovis.net/products/g3max specifically for movie
| watching. It has 2560x1440 (per eye) OLED, so not quite
| 4K; I do hope to see a proper 4K headset like that some
| day for a reasonable price.
| SirMaster wrote:
| I am currently using Xreal Air which I got for $200.
|
| https://www.amazon.com/Glasses-Massive-Micro-OLED-
| Augmented-...
|
| For $200 they are good. They are native 1080p Sony micro-
| OLED panels. Brightness and contrast are excellent. I got
| them mainly to use when traveling, but I also use them
| laying in bed sometimes.
|
| The resolution is higher than it seems because the 1080p
| is only displayed across about a 40 degree horizontal
| FOV, so the PPD is actually very high at about 49, which
| is markedly higher than even something like the Apple
| Vision Pro. It's also RGB stripe OLED. I cannot see the
| pixels like I can with VR headsets.
|
| But alas, there are issues that bother me like ghosting
| and other internal reflections inside the lenses. Though
| all VR headsets I have tried have these issues which
| bother me, so I am not sure if that will ever actually be
| solved to a level that is unnoticeable by me.
|
| The other thing about the glasses is that they don't
| recreate a theater, and a virtual room, so the apparent
| size of the virtual screen isn't consistent as it mainly
| depends on your imagination for how big you imagine it
| being. If you view a virtual screen in a fully virtual
| environment like Bigscreen Beta, then you can fully trick
| your brain into making the virtual screen seem as big as
| you want, even IMAX sized, and it really does feel like
| it.
|
| The problem with full VR environment headsets and large
| FOV over 100 degrees means that the virtual screen only
| takes up at most about half of the panel, because a 55
| FOV for a virtual screen on a headset with a 110 FOV is
| about as big as most people would be comfortable. So then
| a true 4K per eye headset would still only give you a
| 1080p victual screen. Though I think this is still a
| level which is good enough.
| geon wrote:
| I have absolutely zero interest in 6dof gaming. On the other
| hand, I dreamt of 3dof gaming since the 90s.
|
| Once the technology started emerging, I was so exited about
| the potential. A few games gained support for shutter glasses
| etc, but 6dof was hyped up so much that everyone jumped on
| that train instead.
| RF_Savage wrote:
| HadesVR is the 6DoF capable low cost open source VR headset
| project with an active community.
|
| https://github.com/HadesVR/HadesVR
|
| It is derived from Relativty and the communities overlap.
| aa-jv wrote:
| Wouldn't it work to duct-tape some LiDar sensors to this,
| though? I'm thinking of the use-case of building a cockpit for
| 3D flight sims, such as DCS, etc.
| anonzzzies wrote:
| I seem to be an anomaly, but I don't mind just having a very
| large high res screen that moves with my head. The most
| comfortable I tried is the visionpro, but it's too heavy/big
| and of course so is the Quest3(s). Xreal (etc) would be perfect
| if it didn't have the corner issues where you have to stretch
| to see the corners/bottom. Seems the tech is close for what _I_
| want at least, but needs a few more iterations. Or maybe I
| missed something, but I don 't think I did.
| geokon wrote:
| Is it enough for FPV flying a drone?
| int_19h wrote:
| You don't need (or want) proper VR for flying an FPV drone;
| it's just a head-mounted display.
| makomk wrote:
| Homebrew 6DoF tracking is definitely possible. I've had a janky
| and undocumented setup for a while that uses a standard
| smartphone as a display, paper and cardboard AprilTag markers
| with a computer and webcam for outside-in tracking, and
| homebuilt controllers. It requires a lot of improvement and is
| very sensitive to lighting conditions though.
| DarkmSparks wrote:
| probably better buying a psvr for $150... Great quality headset
| with solid linux support.
|
| love to see more quest 3s hacking tho ($270)
| paxys wrote:
| It isn't a $200 headset. It's a headset you have to build
| yourself (including 3D printing and soldering) with $200 worth of
| parts. Huge difference between the two.
| nicce wrote:
| It depends. Do you have paid extra work for the time you would
| use on building this?
| KPGv2 wrote:
| Everyone who is capable of building this thing has the option
| to take on paid extra work doing /something/, even if it's
| tutoring rich college brats in calculus at $50/hr.
| nicce wrote:
| I wish that would be the case.
| bornfreddy wrote:
| More importantly, I fail to see why I would want to do
| that? I prefer tinkering with this headset for free.
| manfre wrote:
| All of our time has a value.
| nicce wrote:
| That is true. But only specific kind of time can be used on
| acquiring the desired VR headset with specific time/value
| ratio.
| ctm92 wrote:
| If you put value on your own time, then everything you
| build yourself is way more expensive than a product off the
| shelf. It's about the fun of building it and being able to
| modify it to your needs.
| dantyti wrote:
| And building something yourself could be the most valuable
| way to spend it. For some, it might even be the only
| respite from the monetization of the entire human
| experience, i.e., beyond priceless
| vdvsvwvwvwvwv wrote:
| Yes
| GuB-42 wrote:
| Even if you don't, as any DIY project, it is still going to
| cost you more money than the part list would suggest. Mostly
| because of tooling.
|
| For 3D printing stuff, you obviously need a 3D printer, these
| aren't free, the maintenance isn't free, the space where you
| are going to put it isn't free. There are also the basic
| tools: screwdrivers, wrenches, pliers, drill, soldering iron,
| etc... Also missing are consumables like glue, solder,
| grease, cleaning agents, etc... and also electricity and gas
| for shopping. You are also generally expected to have a
| proper computer.
|
| Sometimes jellybean parts like screws, wires, resistors,
| etc... are priced, but it is often not the case, as it is
| difficult to price 2 screws when you can't buy less than 100.
|
| Not the case here but the worst is when a part list include
| significant parts you are supposed to be salvaged from
| something you already have. No, I don't have the right broken
| appliance in my garage and no one has conveniently dropped
| one in the closest dumpster. So please price it as if I had
| to buy it.
|
| Of course, someone who is into building stuff most likely
| have a lot of that already, or maybe is part of a makerspace,
| but it is unfair to compare what represents a significant
| investment in time _and_ money to just buying a complete
| product on Amazon with free shipping and a warranty.
|
| Warranty is another thing to consider, because when something
| goes wrong with an off the shelf product, if you bought it
| through a reputable seller (Amazon qualifies), you can
| normally return it free of charge. If you screw up on your
| DIY build, which is very common (failed print, bad cut, magic
| smoke, lose small parts, ...), you get to fix it on your own,
| savvy people buy spares for that reason, again, not priced
| in.
| dantyti wrote:
| Indeed, some people would value a device they'd built
| themselves at way beyond any monetary number.
|
| Most shockingly, someone might feel that such a device was
| better than free, more satisfactory and empowering than
| anything $200 and a ton of time wasted on side hustling could
| buy!
| andrewmcwatters wrote:
| It's too expensive. The Meta Quest 3S is $300.
| nicce wrote:
| Is it possible to use it these days without Facebook account.
| paxys wrote:
| Can you use any device these days without creating an online
| account?
| nicce wrote:
| My monitor does not require online account yet - I don't
| see why my VR classes should either.
| paxys wrote:
| Quest headsets aren't monitors and don't get their input
| from a computer. They are standalone devices with a
| consumer OS and app store, much like your PC or
| smartphone.
| nicce wrote:
| I wonder how it is then mentioned in this context. It is
| not comparable at all.
| cesarb wrote:
| > > My monitor does not require online account yet - I
| don't see why my VR classes should either.
|
| > They are standalone devices with a consumer OS and app
| store, much like your PC or smartphone.
|
| My PC does not require online account yet - I don't see
| why my VR glasses should either.
| procone wrote:
| Yes, you use a meta account that has no ties to Facebook.
| Mine is under an alias with absolutely no connection to any
| social feeds or network.
|
| Unless you count Meta Horizon Worlds which is kind of a joke.
| tonyoconnell wrote:
| Do you leave your phone outside when you use it? Do you use
| the same wifi? I would find it hard to believe that Meta
| can't predict who you are.
| TiredOfLife wrote:
| Has been possible for years.
| webprofusion wrote:
| This was 4 years ago. The team has now become https://unison.co/
| gpm wrote:
| Founded 2021, part of YC in 2022, any news on how the product
| is shaping up?
| interstice wrote:
| Clicking through the parts list, somewhat wildly <10cm inch 2k
| displays appear to be available for <$50 now. After a quick look
| I can't find much north of that in terms of resolution, but
| surely there has to be _something_ between this and the SOTA 4k+
| displays going in high end headsets. If those exist then the last
| major barrier I can think of to DIY is the magic lenses required
| to make those screens viable when <50mm from an eyeball.
| LarsDu88 wrote:
| That company name is not easy to remember how to spell.
|
| This will be nice for Maker projects, but I don't see it getting
| traction without 6DOF
| accrual wrote:
| Defeat the Index in some metric and get support from VRChat and
| I'm in 8)
| a2128 wrote:
| Well it has no controllers nor any controller tracking
| hardware, so you won't be playing much VRChat with it...
| dang wrote:
| Related. Others?
|
| _Relativty - An open-source VR headset_ -
| https://news.ycombinator.com/item?id=24431052 - Sept 2020 (222
| comments)
|
| _Relativ - A VR headset that you can build yourself for $100_ -
| https://news.ycombinator.com/item?id=16195055 - Jan 2018 (84
| comments)
| Animats wrote:
| Here's an overview of current VR hardware.[1] This is by Phia,
| who is a VR native. She's been trying everything in VR since she
| was a teenager.
|
| The most recent advance is Bigscreen.[2] Wired headset display,
| weighs 127 grams, good screens and optics, about US$1000. We're
| starting to see the end of the brick you wear on your head era.
|
| [1] https://www.youtube.com/watch?v=DomfNq0vNCk
|
| [2] https://www.bigscreenvr.com/
| topato wrote:
| Calling a person "VR native" is perhaps the worst thing ever
| said. I think "addicted to VR Chat" would be a more apt
| phrasing.
| solanav wrote:
| Calling a person "computer/internet/phone native" is perhaps
| the worst thing ever said. I think "addicted computers/the
| internet/phones" would be a more apt phrasing.
|
| Sure thing grandpa!
| vel0city wrote:
| > I think "addicted computers/the internet/phones" would be
| a more apt phrasing
|
| I mean yeah, I totally agree with "addicted to
| computers/the internet/phones" as a problem facing a lot of
| people and should probably be the proper term instead of
| "internet native".
|
| They were born in meatspace not in VR.
|
| Somoene who spends the majority of their waking hours in
| Call of Duty or World of Warcraft to the detriment of their
| real lives aren't CoD or WoW natives; they have a videogame
| addiction.
| Animats wrote:
| She grew up with VR, and is comfortable moving around in VR
| gear. Most people in later life cannot do that.
| plagiarist wrote:
| I would like to try the Bigscreen but I am far too much of a
| curmudgeon to send them a scan of my face.
| Animats wrote:
| Bigscreen is very customized. They have different models for
| different interpupil distance. The face insert is custom
| made. Custom corrective lenses can be made and installed. Not
| even close to one-size-fits-all. This is all good but hard to
| market.
| lastdong wrote:
| This project is an awesome way to dive into building your very
| own VR headset! While it's not the cheapest option out there,
| it's definitely not too pricey, and the hands-on learning
| experience you'll gain makes it totally worth it. I can totally
| see high school or college classes, as well as hardware clubs,
| taking this on as a fun side project that will really engage
| students. Any other websites with open source hardware projects
| out there?
| amelius wrote:
| Where do you buy the lenses?
| PaulHoule wrote:
| "We started Relativty because after watching Sword Art Online we
| wanted to make our own VR games."
| bastloing wrote:
| These things make me sick. Can't wait for that to get solved.
| mclightning wrote:
| built something like this around 10 years ago, went viral for a
| while, it didn't last long.
| bArray wrote:
| I see they are building out a company around this [1], where
| there is an investors section.
|
| Biggest advice to this team is to get there quickly. Half the
| people in this comments section would bite your hand off for your
| product _as is_.
|
| [1] https://unison.co/
| alfiedotwtf wrote:
| That was so weird...
|
| "We are building virtual reality"
|
| Wow cool, tell me more
|
| "Here's a webpage that reads like a prospectus"
|
| But what about the glasses?
|
| "Want to see our cap table?"
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