5 ms·
They’re both nearly identical in the ways that matter except for their outward appearance and minor things like audio, accessory ports, and the Vive’s camera.
by nimazeighami 5y ago
They’re both nearly identical in the ways that matter except for their outward appearance and minor things like audio, accessory ports, and the Vive’s camera.
They both have the exact same resolution OLED displays with a butterfly mechanism to adjust the IPD and fresnel lenses. They both use IMU’s as the primary tracking system with external components used for drift correction.
They both use optical tracking (except Vive is inside-out and Rift is outside-in.)
They both have incredibly similar software, with a very minor tweak needed to fully translate all the Rift calls to work completely on Vive.
The original Rift and Vive are very, very similar headsets. The most different thing about them is their controllers.
- LegitShady 5y agoaccording to Yates the optical tracking and fresnel lenses were the only things Oculus changed from the Steam Sight to the CV1. The rest of the actual architecture was the same. The question will be what changed from the CV1 to the Rift, but I don't think valve is going to sue oculus either way. This is just to expand the understanding of how slimy a company oculus was even before it was acquired by facebook.
- jimrandomh 5y agoCV1 and Rift are alternate names for the same headset.
- LegitShady 5y agoYou're right I was confusing CV for the DK headsets - I remember playing fallout 3 on the DK2 and loving it. I would say Alan Yates and Ben Krasnow are pretty credible.
- jimrandomh 5y agoThis sort of analogizing might fool a layman, but it will not fool someone who has looked at teardowns and done actual software development in the space. You need to be able to tell whether a similarity is more like two cars having the same engine controller firmware, or more like two cars both having carburetors, or more like two cars both having bought tires from the same third party supplier.
- LegitShady 5y agoYou picked the wrong two headsets to compare. The steam sight hmd is not the vive. You read a comment about the steam sight hmd and made a comment about the vive. What secret knowledge of the steam sight headset do you have?
- moron4hire 5y agoIt's not really fair to call the Lighthouse system an "inside-out" tracking system. "Inside-out" generally refers to the tracking data collection and processing happening on data collected exclusively by the headset, without any specialized, external reference. That's not what Lighthouse does. Lighthouse is nearly identical to outside-in camera tracking, with the one wrinkle being that the photons flow in the opposite direction. Instead of a fixed, designed constellation of point-like emitters on the headset, you have a constellation of point-like detectors. Instead of a stationary grid detector, you have a stationary grid emitter. But otherwise, the data is practically the same, the math is all the same, the calibrations are all the same, and the whole system doesn't work without those stationary, external reference points. Similarly, ray tracing doesn't simulate photons leaving light sources, bouncing off surfaces, and arriving at a camera sensor. The simulation is of anti-photons, leaving the camera, bouncing off surfaces, and seeing what lights they hit. It's like conventional current actually being the opposite direction of electron flow. The systems can run forwards or backwards and get the same answer. Actually inside-out tracking does a completely different thing. The acronym "SLAM" stands for "simultaneous locating and mapping". It's building up a coherent, consistent model of the world around it. It adapts to new surroundings. Bump a Lighthouse emitter or CV1 camera out of position and everything stops working because the data no longer makes sense. Designing a Lighthouse headset or controller requires given the tracking code a 3D model of the position of all the detectors. But move the furniture around in a room and SLAM catches up in a few seconds. SLAM also doesn't care about the shape of thing you're tracking. Hell, it really doesn't care all that much about the quality of the camera feed, other than being relatively high framerate and not very noisy.
- LegitShady 5y agoIt's simple enough to say that on the lighthouse system, the sensors are on the headset/controllers, and the beacons are cast from the lighthouse boxes. On the oculus system the sensors were the external cameras, and the beacons were the LEDs on the devices. My experience with both was that the oculus system did really well in a seated system but for room scale games the lighthouse system does better, especially when the controllers go behind you like in the valve archery game. I haven't bought an oculus system since the DK2 so not sure how sophisticated it is now.