News for hackers. Stuff that matters.
Re:Live Coding in VR with Oculus Rift, Firefox WebVR, JavaSc... by tinco on Sunday October 05, 2014 @07:52AM (#8412059)
At the moment, the effective vertical resolution is about 3240p, and the horizontal I'd guess would be around 6000p. And that's just the technology preview, I don't see how you think VR is going to be less than your setup, when it's already more..
Re:Live Coding in VR with Oculus Rift, Firefox WebVR, JavaSc... by bencoder on Sunday October 05, 2014 @08:12AM (#8412084)
Those are very strange numbers - Are you getting those figures from the ability to look around? So in terms of the 180 degrees from straight up to straight down it's 3240p?

I think pixel density is what people want - to make full use of that 3240p you would have to move your head quite considerably, to make use of a large monitor from 75cm away doesn't need nearly so much head movement.

It's what I want and am hoping for, but the current DK2 is in no way usable for this

Re:Live Coding in VR with Oculus Rift, Firefox WebVR, JavaSc... by brian_peiris on Sunday October 05, 2014 @10:52AM (#8412405)
OP here. Your numbers are definitely off. The effective resolution of the DK2 is more like 320p or something. Definitely lots of room for the tech to improve there but I'm hopeful. Despite this limitation, the experience is pretty darn good if I do say so myself.
Re:Live Coding in VR with Oculus Rift, Firefox WebVR, JavaSc... by tinco on Sunday October 05, 2014 @11:03AM (#8412441)
Why 320p? I say 3240 because the height res is 1080p, and I think you can comfortably tilt your head to get three times that height resolution. The horizontal guesstimate I made similarily.

edit: ah I see, I hadn't factored in the warping of the optics, if you're correct then the effective resolution would only be around 900p so I'm being too optimistic :)

Re:Live Coding in VR with Oculus Rift, Firefox WebVR, JavaSc... by brian_peiris on Sunday October 05, 2014 @11:09AM (#8412457)
Oh you're factoring in head movement. I see. Well you still haven't accounted for the warping that the optics do. They stretch that 1080 pixels across a 100 degree vertical field of view, so the pixels directly in your sight (not including peripheral vision) is really only about 320.
Re:Live Coding in VR with Oculus Rift, Firefox WebVR, JavaSc... by fsiefken on Sunday October 05, 2014 @01:32PM (#8412825)
Funny coincidence, the oculus has a similar appearant resolution as the vanilla doom game on the crt's had.