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Comment: Re: Bad article (Score 1) 42

by Insomnium (#45535085) Attached to: The Science Behind the InfinitEye's Panoramic Virtual Reality Headset

Also to further press the point we did have 3d games in 386 era too. thats quite a few generations before p4. it's more about optimisation and less about stupid remarks about what you could do with a p4. Not forgetting that the point was "they will be there few years from now"

Comment: Re: Bad article (Score 1) 42

by Insomnium (#45535055) Attached to: The Science Behind the InfinitEye's Panoramic Virtual Reality Headset

yes. for the tdp in question. you are aware you're comparing a ~100w processor to a 4w soc? Also graphics is where the power is needed and in this case it's needed in stereo. so just adding a second gpu to the soc would do a lot.

You also seem to forget that cpu power has not been a real issue in desktops for quite a while.

Comment: Re: Bad article (Score 1) 42

by Insomnium (#45534645) Attached to: The Science Behind the InfinitEye's Panoramic Virtual Reality Headset
Agreed, some time in the not too distant future this concept could be a portable console. beefy enough battery and future mobile chips will be able to run a decent game in 1080p in stereo. couple of years and it will be so, if oculus (or someone else) manages to break trough in the pc market.

Comment: Re: Latency? (Score 2) 42

by Insomnium (#45534615) Attached to: The Science Behind the InfinitEye's Panoramic Virtual Reality Headset
Both oculus and this one seem to use ~1000hz tracking. so its not an issue, tearing comes from display refresh and it's not about the tracking. In a video i saw some guys at occulus break down the latency and it was something like 2ms for usb, 16ms for game engine/rendering, ~16ms for screen refresh@60fps/hz and 16ms for pixel switching.

Comment: Re:Latency? (Score 2) 42

by Insomnium (#45533797) Attached to: The Science Behind the InfinitEye's Panoramic Virtual Reality Headset
Yes, among other things. They use 2 renders per screen, so you should be expecting about 16ms more latency than oculus. Also they have double the vertical pixels compared to oculus, so you might expect more latency compared to the oculus screen from computations too. Latency comes down to several factors, rendering latency, screen latency and everything in between. pixel to pixel latency is very much dependant on the screen type. Oculus has said theyre looking into OLED screens that have minimal latency (few ms) compared to lcd screens that have about 16ms or so.

Comment: Bad article (Score 1, Insightful) 42

by Insomnium (#45533707) Attached to: The Science Behind the InfinitEye's Panoramic Virtual Reality Headset
So many things wrong. TFA is comparing horizontal and vertical FOVs. Both sets have about 90 degree vertical FOV. Oculus rift has about 110 FOV and human is maxed out aroud 180. Also peripheral vision is not very sharp. Oculus is really not having too much problems with the FOV anyway. The main visual candy problem seems to be the DPI among few other things. This item does not even improve on the real issues of oculus, like motion sickness, positional tracking and others. TFA seems to be an advertisement, nothing more.

Comment: Too little, too late. (Score 2) 198

by Insomnium (#45428593) Attached to: SourceForge Appeals To Readers For Help Nixing Bad Ad Actors
For the record, I haven't used sourceforge for a long time. On the other hand... Last few weeks I had several autoplaying video adds on /. front page. I often leave slashdot open when I do something else. For a few days straight I went gaming with a couple of friends using skype. In the middle of the game a frigging add starts playing... yeah. ,,,on /. main page... I do understand having adds on main page... BUT GODDAMN AUTOPLAYING VIDEO ADDS ON /. FRONT PAGE THAT REFRESH WITHOUT ASKING: Contemplating on finding a better source for my nerd news.

Air pollution is really making us pay through the nose.

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