John Carmack GDC Talk on “The Dawn of Mobile VR” Video Now Avaliable

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John Carmack’s talks are always hotly anticipated by the geek legion (myself included) and his GDC 2015 exploration of the first years of mobile virtual reality last night was no exception. The video of the full session is now online.

Valve Reveals Timeline of Vive Prototypes, We Chart it For You

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1Welcome to Valve’s Steam VR Mini-museum

Virtual reality is still in its infancy. Many hard problems are being worked through and thus, the hardware to deliver compelling VR experiences is still evolving. Anyone who’s followed the VR space for a while will already be familiar with Oculus’ evolutionary path from Kickstarter to current prototype, but Valve’s work has always been shrouded in mystery.

The world came to know Valve’s virtual reality technology through a demonstration held at Valve’s dedicated developer event, Steam Dev Days in January 2014. “The Room” featured a relatively advanced VR Headset prototype from Valve’s R&D lab and used fiducial markers placed on the walls and ‘on-headset’ camera’s to track the user’s movements in 3D space.

Fast forward to the Mobile World Congress in Barcelona on Sunday 1st March and HTC announce that they’re the hardware partner Valve has chosen to bring Valve’s flagship Steam VR system to market.

So what happened in the time between each of the above events that lead us to hardware we’ve now had the opportunity to try at GDC 2015? Valve figured you’d ask, and has setup a mini-museum charting the research and development steps taken to deliver the developer level hardware on show at this year show. Here’s a visual tour of that museum timeline, complete with footnotes.

Use the navigation arrows above to move through the slides.

2Fiducial-based Positional Tracking – May 2012

Early in our exploration of wearable displays we realized there was a lack of good tracking systems. So we developed this system and ended up using it on many subsequent VR experiments including the “Room Demo”. The system uses head-mounted machine vision cameras pointed at markers using the April Tag format. The resulting images are processed using standard machine-vision techniques to get a pose. Over the years markers have become a regular feature in our office.”

3Telescope Low-Persistence Prototype – Jan. 2013

The telescope was a zero-persistence, near-zero latency, single-eye prototype display. Tracking was the same system as “The Room”, using fiducial positional tracking with IMU sensor fusion. Latency from motions to photons was measured as 4 milliseconds. The visual effect was that of looking through an empty tube at a different three-dimensional space.”

4First Low-Persistence AMOLED Panel – January 2013

“Our experiments with the telescope showed us that low-persistence displays worked well. The next step was to figure out how to build a headset that included a low-persistence display. With their fast switching times, AMOLED panels were a candidate, but were not designed to operate the way we needed.

We figured out how to achieve high frame rates and low persistence with off-the-shelf-panels and developed this board to implement the technique.”

5TF 2 ‘VR Mode’ Shipped – March 2013

“As part of our early experiments into building VR experiences we decided to port one of our existing games to VR. Team Fortress 2 was the obvious choice because if its frequent update schedule. After about six months of work we shipped VR support as a beta in March of 2013.”

6Early Low-Persistence Headset – April 2013

 

“Once we had individual panels up and running the next step was to put them into a wearable headset. We combined the panels with the fiducial-based positional tracking. The result was our first glimpse of presence. This early headset was used to convince many hardware partners and software developers of the potential of VR.”

7Early Laser Tracking System – September 2013

“It was obvious from the start that fiducial was not something anyone would be willing to put on their walls. So we started working on alternative tracking systems early. The laser tracking system we are now using came out of one of them. This (above) is similar to the ones in the demo rooms, just built out of two hacked up hard drives.”

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8“The Room” Demo – September 2013

 

“When we combined our work on optical tracking, sensor fusion, displays, and optics into a single system, we felt we had crossed a critical quality threshold. We consistently acheived a feeling of presence in the virtual space. It was time to start showing people what a modern VR system could do. We developed the demo now known as “The Room,” a set of 18 virtual spaces taht demonstrated the level of sensory experience that a VR system could communicate to the user.”

9Desktop Dot Tracking and Controllers – Oct. 2013

“Another approach we explored to build a shippable tracking system was this dot tracking system. By analysing the output of a stationary machine-vision camera, the system is able to determine the position and orientation of anything with a known dot pattern. This was also our first opportunity to track multiple objects at once on the same computer. This allowed the addition of input devices into our virtual spaces.”

10Steam VR Arrives and “The Room” Demo’d to Public – Jan. 2014

“At Steam Dev Days in January of 2014 we introduced the SteamVR SDK and VR mode in Steam. We have continued to develop both of these over the past year to add support for new tracking systems, controllers, and HTC hardware.”

“The Room was first demonstrated to about 80 attendees of the Steam Dev Days conference, and since that time has been shown to thousands of people across several installations. This demo was the first time most people were able to experience presence in VR.”

11First Laser Tracked Headset – May 2014

“More than a year after we started working on our laser tracking system we were far enough along to track a headset with it. Our first approach to this was to just hot-glue the sensors to one of our dot-tracked headsets. The headset is shown with one of our first integrated laser-tracked base-stations.”

12First Laser-Tracked Input – October 2014

“One of the features of the laser tracking system is tracking a large number of objects. These were some of our first experiments tracking input devices. Things progressed quickly from here.”

13V minus-1 Headset – November 2014

“This was one of the first laser-tracked headset that we built more than one of. It was essentially the same display hardware as our dot-tracked headsets but with the laser tracking integrated. These were the headsets that our GDC content partners used to do most of their development work. We called these the V minus-1 because the initial HTC prototype was called the V zero. The headset is shown with our second generation laser-tracking base station.”

14VR Controller Prototype – December 2014

“After absorbing some lessons from our initial input experiments we designed this dedicated VR controller. This was the first prototype of a laser-tracked controller design. A controller similar to this will ship in the developer edition.”

15Miniaturized Laser Base Station – February 2015

“This was an early build of the upcoming laser base station design. It was improved over previous models in performance, reliability, and weight. Base stations similar to this will ship with the developer edition of the headset.”

16HTC ‘Vive’ Dev Headset – March 2014

As of March 2014, this is the current state of the art in Valve and HTC’s Steam VR hardware – the HTC Vive. The system was unveiled at the Mobile World Conference in Barcelona and is being demonstrated there and at GDC 2015. This system is expected to ship to developers in Spring 2015.

Oculus Releases Audio SDK Preview – Available Now

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See Also: Oculus Rift ‘Crescent Bay’ is Designed for Audiophiles – Here’s Why that’s Important for VR

As we reported back in January, Oculus are working hard on making sure what you hear in virtual reality is great. Their VR Audio initiative was one of the focusses of Oculus’ CES 2015 presence, where they demo’d updated applications for both Gear VR and their Crescent Bay prototype using spacialised audio, powered by licensed Realspace Audio tech.

Steam VR GDC Content Partner VR Headset “V minus-1” Revealed

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Valve is revealing the evolutionary steps its developer edition Steam VR headset the HTC Vive took before reaching GDC 2015.

A Look Inside HTC’s Steam VR Laser Tracking Base Stations

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A semi-naked 'Lighthouse' Base Station

At GDC 2015, Valve and HTC are demo’ing their new virtual reality system which utilises a laser-based tracking system. We’ve got high-res images of those base stations for you now.

Face to Face With Smaug: Inside Weta’s New Lord of the Rings Oculus Rift Demo

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What happens when you take an iconic movie franchise and combine it with UE4, latest Oculus Rift prototype, and the most advanced GPU that Nvidia has ever released? Well, it turns out this combination can transport you to the halls of Erebor in Middle Earth, staring down one of the most menacing characters to grace the silver screen.

Sony: Morpheus Developers Will be Upgraded to 2015 Prototype

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Representatives from Sony confirmed at their GDC 2015 media event that owners of company’s VR headset dev kit, Project Morpheus, will be receiving an upgrade to the new and improved 2015 prototype, a device that has made a big impression with us at this year’s GDC in San Francisco.

Valve Talks ‘Advanced VR Rendering’ – Live Blog @ 5pm PST

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Image courtesy Valve

“Valve has been creating advanced prototype VR HMD’s since mid-2013 that are more advanced than other developers currently have access to, and this head start has allowed us to gain a ton of VR-specific rendering knowledge that we’d like to share with developers who are actively working on VR or plan to in the near future.

This talk will start with the base requirements of VR rendering, and it will progress into advanced rendering topics focusing on both performance and visual quality. First generation consumer HMD’s are expected to require renderers to shade over 4 million pixels per frame at a minimum of 90 fps. Due to the wide FOV of these HMD’s, each pixel ends up feeling lower resolution than viewing the same image on a monitor and requires better shading algorithms than rendering in non-VR.

Higher resolution rendering and higher quality pixels at much higher frame rates than games traditionally target is cause for taking a step back and rethinking many aspects of rendering. Some topics that will be covered include: efficient stereo rendering, reducing rendering latency, saturating the GPU despite synchronization points, reducing pixel cost for low-priority pixels, specular antialiasing, constrained anisotropic lighting, and other tips and tricks relating directly to VR rendering performance and quality.”

Speaker:

  • Alex Vlachos – Graphics Programmer, Valve

Ben Lang and Scott Hayden are Live Blogging this event which starts at 5pm PST. Updates should appear automatically below, no need to refresh.

Rev VR Podcast: GDC 2015 Recap – Day 1

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Just like we did with CES 2015, I will be joined by members of the Road to VR team each night for a recap of the days events at GDC 2015. In this first recap episode, I am joined by Ben Lang and Scott Hayden to talk about their experiences and findings.

Weta Digital and Epic – Technology-Infused Storytelling: VR Challenges That Lie Ahead – Live Blog @ 3:30 PST

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“In this intermediate to advanced session, Weta Digital and Epic discuss the state of using VR to tell rich, authentic stories through the lens of VFX”

Speakers:

  • Nick Donaldson – Lead Designer, Epic Games
  • Alasdair Coull – Head of R&D, Weta Digital
  • Tim Elek – Senior Visual Effects Artist, Epic Games
  • Daniel Smith – Software Developer, Weta Digital

Ben Lang and Scott Hayden are Live Blogging this event which starts at 3:30pm PST. Updates should appear automatically below, no need to refresh.

AMD on Low Latency and Stutter-Free Rendering in VR and Graphics Applications – Live Blog @ 3:30pm

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“This talk will provide a detailed explanation of several mechanisms by which graphics engine developers can dramatically reduce both actual and perceived latency and “stuttering” in graphics and virtual reality applications running on modern GPUs such as those powered by the AMD Graphics Core Next (GCN) architecture. Real world examples of optimized AAA content will be discussed and explained, complete with before and after performance metrics.”

Speaker:

  • Layla Mah – Lead Architect of Virtual Reality and Advanced Rendering, AMD

Ben Lang and Scott Hayden are Live Blogging this event which starts at 3:30pm PST. Updates should appear automatically below, no need to refresh.

VR Direct: How NVIDIA Technology is Improving the VR Experience – Live Blog @ 2pm PST

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“Virtual reality is the next frontier of gaming, and NVIDIA is leading the way by introducing VR Direct, a set of hardware and software technologies designed to cut down graphics latency and accelerate stereo rendering performance. In this talk, we’ll show how developers can use NVIDIA GPUs and VR Direct to improve the gaming experience on the Oculus Rift and other VR headsets.”

Speakers:

  • Nathan Reed – Developer Technology Engineer, NVIDIA
  • Dean Beeler – Software Engineer, Oculus

Ben Lang and Scott Hayden are Live Blogging this event which starts at 2pm PST. Updates should appear automatically below, no need to refresh.

Developers Start Your Engines: Gear VR Full Launch Next Samsung Product Cycle

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At his GDC 2015 session, ‘The Dawn of Mobile VR’ John Carmack, CTO at Oculus, included lots of information on Gear VR, his primary project at the virtual reality firm. He’s also now said with confidence that Gear VR will “go wide” with a full consumer launch during Samsung’s next product cycle.

HTC Vive / Steam VR Controllers Pictured – Appear to Use Similar Tracking to Headset

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As hinted at during HTC’s reveal on Sunday of it’s Valve collaboration in VR, the Vive virtual reality headset, Steam VR does indeed have it’s own specially designed controllers. This is what they look like.

Sony, Beyond Immersion – Project Morpheus and PlayStation GDC 2015 Session Liveblog @ 12:30pm PST

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“Project Morpheus not only aims to bring Virtual Reality to PlayStation, but more importantly brings PlayStation to Virtual Reality. This session will focus on updates since last year’s Project Morpheus GDC presentation, and will give developers new information about creative opportunities when designing VR experiences for PlayStation 4. Topics covered will include updated game design information, the use of PlayStation peripherals in VR, and the unique social experiences possible only with Project Morpheus.”

See Also: Anyone Who Says ‘You Can’t Do VR on Console’ Hasn’t Tried Sony’s 2015 Morpheus Prototype

Speakers:

Chris Norden – Senior Staff Engineer, SCEI, Sony Computer Entertainment America
Nicolas Doucet – Senior Producer, Japan Studio, Sony Computer Entertainment
David Ranyard – Studio Director, London Studio, Sony Computer Entertainment

Ben Lang and Scott Hayden will Live Blog this event from 12:30 PST. Posts will appear automatically below, no need to refresh.

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