dburne Posted September 30, 2020 Posted September 30, 2020 I felt this one deserved it's own thread. Pretty interesting - not entirely sure of the market for this. Introducing a VR headset enabling a new way to live and work. We've paired our innovative HP Reverb G2 design with a state-of-the-art sensor system that measures muscle movement, gaze, pupil size and pulse.
robbiec Posted September 30, 2020 Posted September 30, 2020 Is this just marketing branding or another model?
dburne Posted September 30, 2020 Author Posted September 30, 2020 6 minutes ago, robbiec said: Is this just marketing branding or another model? Not much info out at present on it, appears to be in developmental stage for maybe enterprise or developmental sector. Will be interesting to keep an eye on where this goes. I would not take my eyes off my Reverb G2 Pre-Order I have in now for sure. 1
HunDread Posted September 30, 2020 Posted September 30, 2020 (edited) Too much for me. Monitoring my eyes, my face, my heart rate. This is beyond what I am willing to tolerate for VR. Eye tracking would be a good thing but purely for performance reasons not because my cartoon avatar can look more alive. Companies recently seem to do strategies for reasons I am not onboard with. Edited September 30, 2020 by HunDread
HagarTheHorrible Posted October 1, 2020 Posted October 1, 2020 If HP are really smart, I hope that, they have considered and at some point next year, it will be possible to retrofit the original G2 with an eye tracking module. Hopefully the vanilla and Omnicept share enough commonality of parts that it will be possible to carry out a simple upgrade. I’d be prepared to pay for that, in much the same way that if I was getting a Q2 I’d need to get the Elite strap and then headphones, later on. A cheaper base model, to make it affordable and desirable, followed by gold plating upgrades. Now, that would really put the Q2 in the shade. 1
messsucher Posted October 1, 2020 Posted October 1, 2020 8 hours ago, HunDread said: Too much for me. Monitoring my eyes, my face, my heart rate. This is beyond what I am willing to tolerate for VR. Eye tracking would be a good thing but purely for performance reasons not because my cartoon avatar can look more alive. Companies recently seem to do strategies for reasons I am not onboard with. Ahahaha, at some point someone will find that information interesting and valuable.
Madov Posted October 1, 2020 Posted October 1, 2020 As far as I can see, the only benefit to eye-tracking within a VR headset is to enable dynamic foveated rendering and that requires the IL-2 platform itself, as far as we're concerned, to be compatible with it. With DFF less resources are required to render the whole scene with only part at a higher fidelity. With my Pimax 5K+ headset, Fixed Foveated Rendering does not work in IL-2. I am presuming that a compatibility layer is required for that to happen and probably the same would be true for Dynamic Foveated Rendering made possible by eye-tracking. If and when eye-tracking becomes more a mainstream feature of VR headsets then I can see flight sim companies getting involved with it but not yet.
firdimigdi Posted October 1, 2020 Posted October 1, 2020 Basically two of them: scuba-face and freedive-face. Absolutely gutted there's no perspiration sensors. On a more serious note, I am not sure what the targetted market is...? I kinda get the gaze tracker (eventual foveated rendering) and let's say to some extent the pupil size tracker (brightness control, eye health?)... but facial expression of a person wearing a mask and heart-rate?
chiliwili69 Posted October 2, 2020 Posted October 2, 2020 On top of that, put a tube to feed you (another for evacuation!) and an interface to your spinal column and we are in MATRIX! 1
SCG_Wulfe Posted October 2, 2020 Posted October 2, 2020 On 10/1/2020 at 4:34 AM, Madov said: As far as I can see, the only benefit to eye-tracking within a VR headset is to enable dynamic foveated rendering and that requires the IL-2 platform itself, as far as we're concerned, to be compatible with it. With DFF less resources are required to render the whole scene with only part at a higher fidelity. With my Pimax 5K+ headset, Fixed Foveated Rendering does not work in IL-2. I am presuming that a compatibility layer is required for that to happen and probably the same would be true for Dynamic Foveated Rendering made possible by eye-tracking. If and when eye-tracking becomes more a mainstream feature of VR headsets then I can see flight sim companies getting involved with it but not yet. Not necessarily. For example, it could be possible to render the game at say 80% of the reverbs native resolution to provide a performance gain. Then, the foveated rendering would give a super-sampling increase of, say, 50% on the areas where you are looking. This would take place after the render engine of IL2. Sure, it's not as ideal as the integration being inside the game to provide actual foveated rendering based output... but it is still workable.
HunDread Posted October 2, 2020 Posted October 2, 2020 21 minutes ago, chiliwili69 said: On top of that, put a tube to feed you (another for evacuation!) and an interface to your spinal column and we are in MATRIX! And I'm pretty sure you are not too far from what "the big VR visionaries" have in their mind about VR. And they are not after the money of course, they just want to give people VR out of pure selflessness. I just wanted to play some games in 3D and now these signs are not too good about the future. I know these thoughts are far fetched from the G2 Omnicept but sometimes I think about these things and I'm concerned there will be a point when I will regret I was an early adapter of this technology. I don't want to see my kid running around in her room 15 years from now with a glass on her face talking to her friends. I'd seriously rather see her go to the pub and come home 2 hours later she was supposed to even if I go crazy during that time. 1
Alonzo Posted October 2, 2020 Posted October 2, 2020 On 10/1/2020 at 2:34 AM, Madov said: As far as I can see, the only benefit to eye-tracking within a VR headset is to enable dynamic foveated rendering and that requires the IL-2 platform itself, as far as we're concerned, to be compatible with it. With DFF less resources are required to render the whole scene with only part at a higher fidelity. With my Pimax 5K+ headset, Fixed Foveated Rendering does not work in IL-2. I am presuming that a compatibility layer is required for that to happen and probably the same would be true for Dynamic Foveated Rendering made possible by eye-tracking. If and when eye-tracking becomes more a mainstream feature of VR headsets then I can see flight sim companies getting involved with it but not yet. I think it's early days for foveated rendering. The Pimax FFR crashes after a few minutes in IL2, but we don't know if that's because of IL2 or the Pimax code. NVidia's VRSS apparently doesn't work in IL2 either, but both of those are intended to work at the driver level with no need to change the game code itself. If we can get reliable driver-level solutions for FFR or eye-tracked DFR, we'll be in good shape. For example, DFR works great in Skyrim, which is a pretty old title. Personally I think the regular Reverb G2 is a better option for IL2, coupled with a 3080 to just overpower the thing and render all the pixels. It is cool to see a mainstream manufacturer building eye tracking into their headset, though. 1
Madov Posted October 3, 2020 Posted October 3, 2020 Hi Alonzo, the Reverb G2 looks like it has great clarity but no way am I going back to the scuba mask view, Large FOV or bust!
BornToBattle Posted October 12, 2020 Posted October 12, 2020 Yeah, once the software titles (and in particular sim titles) catch up to this hardware tech they’re playing with well, we will just have to see. Hmm...so heart rate in regards to flying a sim. Other than perhaps escalating my blood pressure a tad when whacking away at Tante love with my ‘38 it would be interested to see how this new tech would be injected into a flight sim. I can definately see it incorporated into a horror game.
HunDread Posted October 12, 2020 Posted October 12, 2020 1 hour ago, BornToBattle said: Yeah, once the software titles (and in particular sim titles) catch up to this hardware tech they’re playing with well, we will just have to see. Hmm...so heart rate in regards to flying a sim. Other than perhaps escalating my blood pressure a tad when whacking away at Tante love with my ‘38 it would be interested to see how this new tech would be injected into a flight sim. I can definately see it incorporated into a horror game. I'm afraid the underlying and ultimate reason is to monitor your reactions to specific advertisements and contents. Maybe not with the G2 omnicept yet but I see both this and oculus forcing FB are kind of easing people into that in the future.
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