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Comment Re:Software using OpenGL (Score 4, Informative) 88

Sorry for that obvious question but is there left any software still using OpenGL? :-) (mesa demos do not count)

The first things that come to mind would be any hardware accelerated 3D graphics not targeting a Microsoft-only platform. Any software or games that are compiled against D3D and run through Wine are implicitly using OpenGL. All iphone and android apps are using OpenGL. Scientific visualization applications are most likely using OpenGL along with any other industry that goes back to the early 90's or before. I don't see a whole lot wrong with OpenGL for my needs, and Vulkan doesn't seem to add a whole lot that I can't do already though it is apparently necessary for pushing the envelope wrt next generation game engines. -metric

Comment Re:Missing the point again... (Score 2) 25

You completely left out the difficult parts of the Oculus SDK like corrections for lens distortion and chromatic aberration. Their SDK also does a ton of work when your app can't meet the 75 fps vsync target of the hmd and starts doing its "time warp" frame interpolation based on current head orientation. There's a hell of a lot more they are planning before the final release next year with things like layers for distant objects which shouldn't need to be rendered twice and their custom spatial input controllers.

There's OSVR.. though it appears that they are doing the lens correction via shaders and I don't think they have a driver for the Oculus head tracking yet. I build against the Oculus SDK 0.4.4 on Linux because that's the _only_ thing available to me right now. If only I had the luxury of choice.

Comment Re: Mac/Linux support removed... mildly surprised (Score 1) 227

Even if they support Linux, you still need people producing content for it that also supports Linux. I have a DK1, and while I did manage to get it going on my gentoo install, there was (and honestly still is) very little to actually play with. I ended up just installing Windows on a second drive.

Extreme Tux Racer for Oculus Rift (released a few days ago):

Comment Re:Trust Us! (Score 1) 43

Most bitcoin public keys are sitting behind two levels of hashes: SHA256 and Ripemd-160. So both would need to be broken to even get the PUBLIC key. The elliptic curve cryptography would also need to be simultaneously proven flawed in order to spend the coin. The blocks in the blockchain, however, just use SHA256 to chain themselves together.. so there might be some advantage to the miners if this was flawed though it might only enable double-spend attacks which would be detectable.

Comment Re:Chinese IP Knockoffs Forgo Branding,Now Bypassi (Score 1) 104


The original Oculus Rift prototypes used a sensor that was readily available on the market, but ultimately we decided to develop our own sensor hardware to achieve an optimal experience. With the new Oculus VR sensor, we support sampling rates up to 1000hz, which minimizes the time between the player’s head movement and the game engine receiving the sensor data to roughly 2 milliseconds. The increased sampling rates also reduce orientation error by providing a denser dataset to integrate over, making the player’s real-world movements more in-sync with the game.


Comment 1 ms latency what? (Score 2) 104

I believe the summary put a comma in the wrong place...

9-axis motion detect with low latency (1 ms), wireless communication

Should be:

9-axis motion detect, with low latency (1 ms) wireless communication

The article mentions nothing of 1ms latency head tracking... it does mention the wireless communication latency being 1ms, however. This is a very important distinction as the latency of head tracking is what the Occulus Rift has appeared to have put the most effort into via their custom 3-way merged sensor chip.


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