![]() ![]() Then again if the reviews are bad ill just wait and see what the second generation of VR turns out like, i am in no rush to throw the best part of £700 at a device unless it turns out it is really worth the money. More than likely i will end up just buying it over the counter here in the UK since several stores such as Scan, Overclockers UK and Curry's/PC World/Dixons have said they are going to be selling them in that matter (as well as their usual delivery services). Personally i am heavily leaning towards getting a Vive in a couple of months so long as the reviews of it and the starting software are positive. Throw in shipping which is £30 for the Rift and probably another decent whack for the controllers later in the year and suddenly that price gap is looking pretty minimal if there is even one at all. The price difference between them in my country is £189.īut keep in mind that the Rift does not include the controllers so if you want the full experience you need to buy those later in the year for an as yet undisclosed price. In reality the price gap is minimal if you want the full experience of VR, which many reviews and impressions say that you absolutely should. Unfortunately the wider the field of view gets the larger the mirror has to be, and this quickly becomes very unwieldy. An example of doing this is the CAMERA/AREMAC setup of the Eyetap. The only way to get an external camera view that lines up perfectly with the virtual view, and does not require reprojecting the scene (or replacing your eyeball with a camera) is with a mirror to relocate the camera's optical centre away from its physical location. This is a limitation of any camera whose optical centre is not where your eyeball centre is. It is not a depth-sensing camera (so cannot reconstruct and reproject a scene), therefore cannot show you objects in their correct real-world locations. The camera is centred between your eyes and lower down, facing downwards. The reason the controllers virtual representations appear offset from the camera view is because the virtual controllers are rendered to be in the correct physical location with respect to where your eyes are.
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