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The state of VR 2015
What you need to know to get started with VR
Brian Pullen @wisebeard
This is the year that VR comes to
market in a meaningful way.
12/35
Snow Crash
About a virtual world called the
metaverse published in 1992
Ready Player One
About a virtual world called the
OASIS published in 2011
Neuromancer
About a virtual world called
Cyberspace published in 1984
What got me into VR?
I had my first hands on with
VR at GDC 2012
John Carmack
Talks, blog posts and links from these and other leaders
provide amazing insights into the future of VR.
Michael Abrash Joe Ludwig
160Degree field of view with
110 or higher preferred
2Persistence of pixels on
screen
ms
o
120Refresh rate of stereo
rendering
Hz
20Latency of total time
between motion to photon
ms
1Accuracy on head tracking
for rotation and position
mm
The dream specs
10kResolution per eye
Oculus Crystal Cove Valve Vive
Playstation MorpheusGear VR
There are many
serious products
ready for 2015
Google Cardboard
Resolution
Screen type
Field of view
Persistence
Motion Latency
Refresh rate
Tracking tech
Accuracy
Release date

Audio
Oculus DK1 Oculus DK2 Oculus DK3 Morpheus Vive Gear VR
60ms
360°
LED Tracking
640x800
LCD
110°
3ms Full
60Hz
3 Axis
Orientation
Millimeter
Late 2012
No audio
Sub 20ms
960x1080
OLED
100°
2ms low
90Hz
90°
Infrared Camera
Sub-millimeter
Mid 2014
No audio
Sub 20ms
1280x1440
OLED
100°
2ms low
90Hz
90°
Infrared Camera
Sub-millimeter
Mid 2015
On device
audio
Sub 18ms
960x1080
OLED
100°
2ms low
120Hz
Sub-millimeter
Early 2016
On device
audio jack
360°
Lighthouse Infrared
Sub 20ms
1200x1080
OLED
110°
2ms low
90Hz
Sub-millimeter
Spring 2015
On device
audio jack
3 Axis
Orientation
Sub 20ms
1280x1440
Super
AMOLED
96°
2ms low
60Hz
Millimeter
Late 2014
On device
audio jack
VR is the next major computing
platform and we are in the
formative months
-So what applications can you make?
Gaming
(obviously)
Photography
Film
Education
Secondary opportunities
But no less interesting
VR websites
Healthcare
Telepresence
VR Meeting Spaces
Scientific visualization
and simulations
Engineering
Social experiences
Marketing experiences
Traveling to other worlds
Social science
What problems are
left to solve?
Truly natural inputs
New kinds of navigation
and control
Believable haptics
Effective multi-user
experiences
Complete experiences
with VR native OS
VR story telling and
design rules
Body tracking
Eye tracking
Performance
Binaural audio
production
Social acceptance
Virtual reality is a huge
opportunity for all
software developers
The skills & software you will need
Game Engines Animation Modeling
Digital ArtAudio Production Experience design
Oculus SDK
3D Development
These core softwares are ready & free
Lets make some VR together @wisebeard

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