Wasn't they going to spin off the VR arm last year?
I doubt it's anything more than them reacting to the Rift price. They had to - general gaming media, VR podcasts, and even people on r/vive, were saying they couldn't recommend the Vive at the old price compared to the Rift. They had to drop it.Maybe they couldn't get anyone to buy it? Current price drop might be clearing out all unsold stock before selling.
It did make me laugh when I saw that, but in reality, I doubt he doing anything more than having a bit of an ego trip.Palmer Luckey is considering purchasing the Vive rom HTC apparently.
The Vive is based off of Valve's reference design, and all the tech is Valve developed... there are competing SteamVR systems on the way.
If they can get eye tracking working flawlessly in a consumer HMD and can use it for foveated rendering, GPU power suddenly becomes much less of an issue, even with a substantial increase in resolution. I'd be surprised to see a jump to something like 4k panels without foveated rendering being included.Screen resolution is obviously a big issue, but to increase that you'd need an increase in GPU power (which seems a bit of a stagnant area at the moment).
I'd be interested to now what's coming next re. VR.
Screen resolution is obviously a big issue, but to increase that you'd need an increase in GPU power (which seems a bit of a stagnant area at the moment).
Where's the impetus for the next gen of VR coming from?
If they can get eye tracking working flawlessly in a consumer HMD and can use it for foveated rendering, GPU power suddenly becomes much less of an issue, even with a substantial increase in resolution. I'd be surprised to see a jump to something like 4k panels without foveated rendering being included.
I expect it would be implemented at the SDK level for the likes of UE4 and Unity, as it would give developers control over the size/rendering detail of the foveated area.I'm not so sure about "suddenly". It would need very low latency (probably not too much of a problem if they can keep the rendering limited), but it would probably also need support on the rendering side. I doubt it's something that can be simply implemented in headset drivers and it would just work out of the box with every game.
I expect it would be implemented at the SDK level for the likes of UE4 and Unity, as it would give developers control over the size/rendering detail of the foveated area.
I'd be interested to now what's coming next re. VR.
......
Where's the impetus for the next gen of VR coming from?