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File: 1455970724133.png (830.02 KB, 300x225, 1452194786618.gif)

No.1665

I been thinking about ways to build a VR system without having to pay a shitton of money for a headset

Most obvious choice is using an android phone with one of those plastic cardboardVR alternatives. A phone or small tablet with a 2K screen should give me better image quality than the oculus DK2 which has an old 1080p screen. Besides the sensors and camera in the android and the SoC itself can do a lot of tracking and related calculations.

For motion controllers I been thinking of using wiimotes, not the early ones but the ones that came later with the extra motion sensors. I saw some guys selling a cheap as fuarrrk 3D printed controller called revolvr that its basically just a light that changes color when you press the button, but somehow they managed to get the camera on the phone to do the tracking entirely through software by simply adding a chintzy piece of black plastic over the camera. Rather than use this soykaf which they expect to sell for like $50 I could get the PSmove controllers which already have a light and bluetooth plus gyros and soykaf like the wiimotes meaning that the tracking will be even better.

I could also use a leap motion since the new orion update finally gets the fuarrrking tracking to actually work instead of shitting itself when you turn your hand. I know, I tried the original and it was shit, but it seems it works now and I can get one new for $50 or less. Though I rather use actual physical controllers specially with vidya.

Problem is software, basically getting vidya and other VR programs made for soykaf like the oculus to work with this. I seen some kids getting minecraft on the PC to work with cardboard but it wasn't proper VR since the headtracking replaced the mouse instead of being independent. Is there something I can use? like an oculus emulator?

  No.1667

People have been doing DIY versions for ages:

http://mclightning.com/openvr-1-hardware/

http://bitcortex.com/oculus-libre-open-source-hmd-inspired-by-oculus-rift/

http://yetifrisstlama.blogspot.co.uk/2014/03/the-foculus-rift-part-1-building-head.html

That last one spoofs the USB packets from the IMU so it's indistinguishable from an Oculus to whatever software you're using. In Google Cardboard stuff, LG G3 + Zeiss VR One would net you a higher res than the current Oculus + wider FoV (I think? Can't remember the exact specs of either.), but the video streaming/IMU latency would kill that for connecting it to a PC.

Controllers - whatever you wanted I imagine. Most VR software (pre the release of the "official" HTC/Oculus controllers) seems to be pretty agnostic about input device. Either depth imagine Kinect/Leap, individual hand trackers like wiimote/PS Move, or handheld controllers like Xbox360 or Steam gamepads.

  No.1669

>>1667

Thanks for the links

>but the video streaming/IMU latency would kill that for connecting it to a PC


Wait kill what? the extra FoV? also do you think the latency its an android problem or it could be solved with USB-C's extra bandwidth?

>Zeiss VR One


That's a big expensive at $129 it would be cheaper to 3D print a custom design which I could also make so it fits my skull better and add things like a leap support on the front and cable holders.

Any idea if there's someone selling VR optics? maybe Zeiss sells spares. Would be cool if theres someone selling custom ones with prescriptions built-in so I don't have to wear my glasses

>seems to be pretty agnostic about input device


I been watching a few videos and few games seem to support these controllers meaning I be using keyboard+mice/gamepad for a while. Only one I could find where the headtracking was independent of wiimote targeting was TF2

  No.1675

>>1669
I actually meant streaming the video from PC -> Cardboard (as the current android oculus alternatives do) would introduce enough latency to cause severe motion sickness. If you could get a wired connection over even USB 3.0 you'd probably be fine.

The Zeiss is supposed to be the best of the Google Cardboard based VR viewers, though that isn't saying much.

The lenses used (again, I only know for Cardboard based stuff) are just standard biconvex lenses; you could use little magnifying loupes that you can find on eBay (https://en.wikipedia.org/wiki/Magnifying_glass#Magnification using this to convert to focal length), or get the properly specced ones for what you want from a scientific optics supplier, though they'll be expensive. If you know your prescription in dioptres you should be able to adjust the focal length you need from that. The larger the physical diameter of the lens the larger your FoV.

  No.1688

>>1675

>If you could get a wired connection over even USB 3.0 you'd probably be fine


Yeah as it turns out there are no phones with USB3.0, its all 2.0 even the ones with typeC connector, but I take 480Mbits its enough right?

As for the zeiss I don't see it having anything else that sort of justifies the price, I mean the lenses aren't adjustable like the ones on the OSVR and it doesn't comes with extra electronics like the GearVR does

As for the lenses as it turns out you can buy spare ones from the cardboard and are dirt cheap

Not sure if I want to fiddle around too much with the size and stuff since it might affect the usability of it, particularly the compatibility with programs like trinus which are already calibrated for the cardboard

Still not a lot of games with headtracking independent of mouselook, TBH I don't get why no gaming company is making a more pro-grade VR 'adapter' with the software necessary to get the game to work properly with your phone, I mean they make the pipboy adapter which only works for one single game and not this?

Why? not even 1 in 100 PC gamers will pay the insane prices for the oculus and the vive but pretty much everybody has a smartphone now and I bet you they would use this considering it could be sold for $50

  No.1719

>>1688
Not the anon you replied to, but considering your average game consumes a lot of power using 3.0 would be thoroughly advantageous.

  No.1759

File: 1457536944601.png (24.67 KB, 200x133, s5-usb.jpg)

>>1688
>>Yeah as it turns out there are no phones with USB3.0, its all 2.0

What? Most of the flagships nowadays have USB 3.0, like my Galaxy S5.

  No.1760

just wait a little while, like a couple years. this tech isn't even fully developed yet or near its potential.

  No.1765

I was fucking around not too long ago with an Sony Xperia C6603 and a plastic cardboard because of the recent cyberdeck ( >>25342 ) thread.

Tried using it as a virtual monitor, it worked out great for casual browsing and light work.
Programming on the other hand was slightly irritating due to the limited software.

My setup was basically a reverse tether and x11vnc. Again it's great for the price, but far from perfect. Nothing to ride home about.

The main fault of the whole system was power consumption tough. It took more current than a standard USBHS port could provide.
With an USB3.0 phone this might just work out fine with latency and power,
then again at such a point I'd just go with a device that does its one job well and get a used hmd or similar.

  No.2143

Phones are full of mad radiation tho. I can only use my Xperia for a while

  No.2144

>>2143
Head starts aching?

  No.2186

>>1759
Tested the speed VS 2.0 ports?
Not the guy you're responding to, but there where a lot of phones with 3.0 connectors that ran on 2.0 speeds, even some type c devices.
>>2143
Nigga if the placebo's that bad put it on airplane mode.

  No.3063

Anyone made one of these just for coding?

I see you can get pretty high res screens nowdays [TF60010A]

  No.3204

>>1665
I was wanting to make some cheap VR headset (or at least hackstation) but wanted to avoid the use of smartphones, so I've been finding some neat other stuff if anyone wants to try towards that direction.

http://individual.utoronto.ca/iizuka/research/cellophane.htm

  No.3205

File: 1484546659919.png (68.37 KB, 200x66, animation.gif)

>>3204
Forgot a second link that might be less useful but still interesting. And a picture. :)

http://users.csc.calpoly.edu/~zwood/teaching/csc572/final11/rsomers/

  No.3222

>>3205
That's pretty dope. I wonder if anyone's done something similar for AMD's new cards?

  No.3227

Budget cyberspace: slip people LSD, then put a full-face crash helmet on them and shove them into a disused Laser Tag maze with the UV lights on.

WOAH IT'S LIKE I'M REALLY HERE! I CAN SEE MY HANDS! THE COLOURS! AAAAGH DINOSAURS!

  No.3454

Think the top half of a 3DS could be used for a double-wide VR headset? Looks like they're about 25 USD. Kind of low-res though.

  No.3455

>>3454
Any reason why you'd like to use that screen? Depth perception in VR is by stereo separation, easy when you block each eye from viewing the same thing (e.g. have the screen point blank to your face). The 3DS screen is autostereoscopic, designed to be viewed without any aids.

  No.3469

>>3455
But normally you have a screen that is like this for VR soykaf:
[left][right] and if you used that 3DS screen it'd be more like this:
[left+right] so that the right field of view is wider than is possible with normal screens because with normal screens each only is limited to half of the screen.

  No.3470

>>3469
I expect Nintendo to try something more VR-like soon because of their fancy Switch controllers and probably an upgrade to the screen between them to a 3DS type display.