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Re:Google Open-Sources Cardboard by TeMPOraL on Thursday November 07, 2019 @02:45AM (#21471271)
> lack of any outside visibility, (...) space restrictions

Oculus Quest has managed to solve both of them, even though they do their best not to exploit it. Because it's an untenthered headset, you have to designate a "play area" for safety - and to do that, you get to see the world through headset's cameras[0], and paint it with your controllers! Even though the view is monochrome and grainy, you can see enough to walk around and do tasks. I've frequently interrupted my play to do something, without taking the headset off - as soon as you walk out of the designated play area, you get the camera feed back.

Currently, Oculus is using this view only as a safety feature, and AFAIK you can't access it as an app developer. Moreover, using the headset outside is discouraged (perhaps because direct sun focused on the optics could burn holes in the screen). But Quest is essentially a working proof of concept, showing that the possibilities are there.

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[0] - Apparently they're used for controller tracking.

Re:Google Open-Sources Cardboard by fsiefken on Thursday November 07, 2019 @05:18AM (#21471938)
I second that. With the Oculus Rift S you can see the snowy grey world around you while using Oculus Dash with large screens, It would be nice if one could have a transparency knob, dial or slider like in Snow Crash, so you could shift your attention between worlds easily. It wouldn't surprise me if the Quest will get app alpha transparency with the real world or AR features in future iterations.
Re:Google Open-Sources Cardboard by moron4hire on Thursday November 07, 2019 @11:10AM (#21474454)
I've used the Quest in my backyard after the sun had gotten low enough to be behind a tree. It works quite well, and the extra space was a huge boon.

It should be noted that the Quest runs the Snapdragon 835 SoC, the same SoC in the Go and every other standalone headset you can actually acquire right now (specifically, Lenovo Mirage Solo and Vive Focus). It's the same SoC as the Google Pixel 2. In other words, it's old. It's why Oculus had to drop the framerate from 75Hz on the Go to 72Hz on the Quest: the added overhead of the camera tracking and higher resolution display left too little frame budget for applications.

I will immediately buy the first headset with an 855 in it. Not only will the raw performance be substantially better, but it has custom silicon in it specifically for doing image-based tracking, as well as processing higher resolution video feeds. Quest is just a preview of what is to come. I'm pretty sure we're going to get the first, decent pass-through camera modes in the next gen of mobile VR headsets.

Re:Google Open-Sources Cardboard by evan_ on Thursday November 07, 2019 @02:49AM (#21471281)
The cameras are used for controller tracking as well as headset tracking. It’s a 6dof optical mouse.
Re:Google Open-Sources Cardboard by TeMPOraL on Thursday November 07, 2019 @03:14AM (#21471396)
Right. Forgot about the obvious. This is how the headset knows where it is in the world, and also how it remembers designated play areas. The UX around it is a bit buggy, but I've successfully worked with one "walking" area in one room, and another "sitting" area in a different room, and the headset would usually remember both, so I didn't have to redraw them every time.