I believe that's the third Valve patent to involve eye tracking. So they either have something interesting cooked up or they're just playing the long game, which is what I'll assume so I don't get disappointed.
Having a HMD with eye tracking out of the box would be pretty stellar. It needs to be a standard in order for foveated rendering to become an actual thingI believe that's the third Valve patent to involve eye tracking. So they either have something interesting cooked up or they're just playing the long game, which is what I'll assume so I don't get disappointed.
I was hoping by now more headsets would have eye tracking out of the box since it to me seems like a feature that would really help with a number of things. I think at the moment the highest end HMD with eyetracking is for professional use edit: and has quite the pricetag of just 6000 dollars and a 1000 dollar a year service fee. (Its not meant for the average joe consumer)Jesus if Valve has their own eye tracking solution in this headset that'll blow me away
no over hyping on my part, just discussion. I highly doubt any of the valve patents have made it into the index but it is interesting to see how valve thinks about VR hardware trough their patents.
Basically, the patent is for a variable strobe duration based on HMD motion.Based on the timelines of everything involved, seems obvious that the press event is going to be sometime next week at the latest. Hopefully we get some cryptic tweets soon and start ending some of this madness.
http://www.freepatentsonline.com/20190114991.pdf
New Valve patent appeared online today. Not even going to pretend to understand WTF is going on in that one. Other than it can dynamically adjust illumination pulses (including individual color channels). Patent seems to rely heavily on eye tracking, though. So unless that's being hidden, not sure a lot of it's even relevant. Honestly not even going to attempt reading it, cause it's one of those patents.
EDIT: Read a little bit and it's interesting how it gets more aggressive when the head or eyes are moving rapidly. Which obviously makes sense. We already know that things like motion blur are most susceptible when moving your head.
We use PPD around these partsOh, I'm so doing that. If the FOV is a good bit above 110 it's good enough, same ppi as the Vive Pro is good enough, 90Hz is good enough.
I do expect a lot from their controllers, though. I'm glad I waited, and didn't order a Pimax yet, now I'm gonna have a choice.
BTW, people are always talking about the resolution, but I think ppi is the way to talk about this stuff, as a wider FOV will decrease the ppi.
So a 135 degrees FOV with around 700 ppi would be great. Is my way of thinking wrong here?
I have no doubt that Valve Index will have 2 8k screens, 200 degrees FOV, eye tracking, brain interfacing, AAAA games, and everything else one could imagine.
You're not wrong.Oh, I'm so doing that. If the FOV is a good bit above 110 it's good enough, same ppi as the Vive Pro is good enough, 90Hz is good enough.
I do expect a lot from their controllers, though. I'm glad I waited, and didn't order a Pimax yet, now I'm gonna have a choice.
BTW, people are always talking about the resolution, but I think ppi is the way to talk about this stuff, as a wider FOV will decrease the ppi.
So a 135 degrees FOV with around 700 ppi would be great. Is my way of thinking wrong here?
I think he is literally meaning that ppd (pixels per degree) is better used than ppi (pixels per inch), not that he's sharing his opinion on ppi vs FOV.Isn't the viewing distance in high tier VR sets about the same though?
Don't forget Half-Life, L4D, and Portal games.I have no doubt that Valve Index will have 2 8k screens, 200 degrees FOV, eye tracking, brain interfacing, AAAA games, and everything else one could imagine.
This is what excites me the most. I know I just joked about HL and Portal, but the idea of one of those developed alongside hardware is really cool.2. Gaben has stated that he is envious of companies like Nintendo, because the software and hardware match up in a unique way which allows for that "Nintendo Magic". To me it's pretty clear that this is what they're going for with the Index. They're designing their 3 VR games for the Index and vice versa. This means that the Index will do things that other headsets can't (we already know this with the controllers, but the fact that they're releasing an HMD as well says something). And that likely means their games will do things that others can't as well.
This is what excites me the most. I know I just joked about HL and Portal, but the idea of one of those developed alongside hardware is really cool.
Pixels per inch refers to the display.Isn't the viewing distance in high tier VR sets about the same though?
Jeez, I gotta stop doing this.I thought this was some news breaking. You are on my shit list :)
The only thing that gives me reverse pause is I imagine there are a lot more gaming and tech journalists in San Francisco than Seattle and maybe Valve would hold an event there rather than expect people to fly to them.I certainly suspect Valve is holding an event this week, but I'm very skeptical it would be in San Francisco. Seems much more likely that it's a final launch event for the Quest.
Obviously I could be wrong. Especially since it seems imperative Valve have a press event before orders go live. I just don't see why they'd complicate the process by holding it in San Francisco.
It's also harder to leak. Having dozens of VR journalists going on Twitter saying "just arrived at Seattle!" would be a pretty strong confirmation.The only thing that gives me reverse pause is I imagine there are a lot more gaming and tech journalists in San Francisco than Seattle and maybe Valve would hold an event there rather than expect people to fly to them.
The only thing that gives me reverse pause is I imagine there are a lot more gaming and tech journalists in San Francisco than Seattle and maybe Valve would hold an event there rather than expect people to fly to them.
Doesn't help that some of them immediately tweeted about a mystery event though. ;)It's also harder to leak. Having dozens of VR journalists going on Twitter saying "just arrived at Seattle!" would be a pretty strong confirmation.
Yep. Journalists m8.Doesn't help that some of them immediately tweeted about a mystery event though. ;)
Having dozens of VR journalists going on Twitter saying "just arrived at Seattle!" would be a pretty strong confirmation.
LEAKS CONFIRMED
NDA broken, I'm calling the VR police.
Half Life confirmed
He's legit going to have a meltdown if there's a press event and he's not invited.
He's legit going to have a meltdown if there's a press event and he's not invited.
Holy shit, I played so much Firearms back on the day, but never even touched the Source version.Valve added an old (and not VR) HL2 mod to the Index press demo. I legitimately have no idea what this means.
https://www.reddit.com/r/ValveIndex/comments/bgxbbg/firearmssource_now_part_of_index_press_release/
Valve added an old (and not VR) HL2 mod to the Index press demo. I legitimately have no idea what this means.
https://www.reddit.com/r/ValveIndex/comments/bgxbbg/firearmssource_now_part_of_index_press_release/
For the first time in a long while, I'm totally confused. Valve wouldn't bother with an old mod ported to VR.Valve added an old (and not VR) HL2 mod to the Index press demo. I legitimately have no idea what this means.
https://www.reddit.com/r/ValveIndex/comments/bgxbbg/firearmssource_now_part_of_index_press_release/
The shorter the strobe duration is, the brighter the strobes will be, so that the output brightness is perceived to be the same.
It would essentially be a comfort feature, rather than having the HMD strobing the image aggressively at all times.
For the first time in a long while, I'm totally confused. Valve wouldn't bother with an old mod ported to VR.
Sorry to disappoint, but this is nothing.
Firearms: Source, for whatever reason, contains a number of the same depots/branches as SteamVR, and this has always been the case.
You're literally just seeing the same updates that were applied to SteamVR (i.e. updates to the various SteamVR banches, including the index_press branch).
Yeah, just checked it out. Could very well explain it.Top comment on that reddit thread sounds like a pretty plausible explanation: