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The state of VR 2015What you need to know to get started with VR
Brian Pullen @wisebeard
This is the year that VR comes to market in a meaningful way.
12/35
Snow Crash About a virtual world called the
metaverse published in 1992
Ready Player One About a virtual world called the
OASIS published in 2011
NeuromancerAbout a virtual world called
Cyberspace published in 1984
What got me into VR?
I had my first hands on with VR at GDC 2012
John Carmack
Talks, blog posts and links from these and other leaders
provide amazing insights into the future of VR.
Michael Abrash Joe Ludwig
160Degree field of view with 110 or higher preferred
2Persistence of pixels on screen
ms
o 120Refresh rate of stereo rendering
Hz
20Latency of total time between motion to photon
ms
1Accuracy on head tracking for rotation and position
mm
The dream specs
10kResolution per eye
Oculus Crystal Cove Valve Vive
Playstation MorpheusGear VR
There are many serious products ready for 2015
Google Cardboard
Resolution
Screen type
Field of view
Persistence
Motion Latency
Refresh rate
Tracking tech
Accuracy
Release date
Audio
Oculus DK1 Oculus DK2 Oculus DK3 Morpheus Vive Gear VR
60ms
360° LED Tracking
640x800
LCD
110°
3ms Full
60Hz
3 Axis Orientation
Millimeter
Late 2012
No audio
Sub 20ms
960x1080
OLED
100°
2ms low
90Hz
90° Infrared Camera
Sub-millimeter
Mid 2014
No audio
Sub 20ms
1280x1440
OLED
100°
2ms low
90Hz
90° Infrared Camera
Sub-millimeter
Mid 2015
On device audio
Sub 18ms
960x1080
OLED
100°
2ms low
120Hz
Sub-millimeter
Early 2016
On device audio jack
360° Lighthouse Infrared
Sub 20ms
1200x1080
OLED
110°
2ms low
90Hz
Sub-millimeter
Spring 2015
On device audio jack
3 Axis Orientation
Sub 20ms
1280x1440
Super AMOLED
96°
2ms low
60Hz
Millimeter
Late 2014
On device audio jack
VR is the next major computing platform and we are in the formative months-So what applications can you make?
Gaming (obviously)
Photography
Film
Education
Secondary opportunities But no less interesting
VR websites
Healthcare
Telepresence
VR Meeting Spaces
Scientific visualization and simulations
Engineering
Social experiences
Marketing experiences
Traveling to other worlds
Social science
What problems are left to solve?
Truly natural inputs
New kinds of navigation and control
Believable haptics
Effective multi-user experiences
Complete experiences with VR native OS
VR story telling and design rules
Body tracking
Eye tracking
Performance
Binaural audio production
Social acceptance
Virtual reality is a huge opportunity for all software developers
The skills & software you will need
Game Engines Animation Modeling
Digital ArtAudio Production Experience design
Oculus SDK
3D Development
These core softwares are ready & free
Lets make some VR together @wisebeard