Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Wednesday, March 26, 2014

Facebook Acquires Oculus Rift VR

So earlier today, we saw this: FB buys Oculus Rift for $2bil in ~300-400mil cash and rest stock and the internet has been virally complaining.
People have been massively disappointed (myself included) and posting things like "FACEbook is taking things a little too literally", with a FB logo plastered on the front of the OR, but I think our fears shouldn't make us lose hope as explained throughout this article. 

Great article analysing both sides and future outcome of things:
http://gizmodo.com/facebook-could-give-you-the-oculus-you-always-wanted-1551561433 
Some other news outlets:
http://kotaku.com/facebook-buys-oculus-rift-for-2-billion-1551487939
http://techcrunch.com/2014/03/25/facebook-to-buy-oculus-vr-maker-of-the-rift-headset-for-around-2b-in-cash-and-stock/
Minecraft backs out of OR:
http://www.theverge.com/2014/3/25/5547626/minecraft-oculus-vr-cancelled

At first I was like "What. In. The. World." Mark Zuckerberg's even considering ads!?

Palmer tries to allay concerns, which is nice, but to small effect, although does confirm their independent status and FB not screwing them over like MS or Apple buying out a company and disassembling it (which was amusing for me, as most indie techs/devs probably has similar sentiments, especially supporters of Linux and open source or just people who were screwed by M$/Apple):
http://www.reddit.com/user/palmerluckey/comments/?sort=hot

But now that OR ultimately seems to be able to operate independently and do stuff as they've always had without excessive FB intrusion like needing an FB account to connect to OR, I am cautiously optimistic again. Especially with Palmer saying stuff like: (double quoted passages are Palmer quoting redditors)
Sure, we could have made more money down the road, but this deal was not about making the most money. It was about doing the best thing for the long term future of virtual reality.
This lets us make CV1 everything we want it to be, which is going to drive much larger sales and adoption.
We defined the milestones. They are exactly in line with our prior plans.
We promise we won't change. If anything, our hardware and software will get even more open, and Facebook is onboard with that.
They are champions of open hardware and software.
Our relationship with the community is not going to change, and we are not going to spy on anyone. Feel free to rag on me if things turn out the way you predict, but you have my word that nothing will change for the worse.
However, if anyone has more control or say on ANY decision then Palmer and John do, then I'm out. They were the top, they didn't answer to anyone but the consumers.
We have had to answer to people since the Kickstarter, and even more so after raising two rounds of funding from investment partners to hire the people we need. This deal gives us more freedom to make the right decisions, not less!
Facebook has a good track record for letting companies operate independently post-acquisition, and they are going to do the same for us. Trust me on this, I would not have done the deal otherwise.
Just promise me there will be no specific Facebook tech tie-ins.
I promise.
Why would we want to sell to someone like MS or Apple? So they can tear the company apart and use the pieces to build out their own vision of virtual reality, one that fits whatever current strategy they have? Not a chance.
And:
This deal specifically lets us greatly lower the price of the Rift.
We have not gotten into all the details yet, but a lot of the news is coming. The key points:
1) We can make custom hardware, not rely on the scraps of the mobile phone industry. That is insanely expensive, think hundreds of millions of dollars. More news soon.
2) We can afford to hire everyone we need, the best people that fit into our culture of excellence in all aspects.
3) We can make huge investments in content. More news soon.

And:
Nothing changes. Keep in mind that Mark Zuckerberg has publicly spoken against NSA surveillance.
is that 75-100 million dollars of VC not enough to bring the CV1 to market?
It it enough to bring a consumer product to market, but not the consumer product we really wish we could ship. This deal is going to immediately accelerate a lot of plans that were languishing on our wishlist, and the resulting hardware will be better AND cheaper. We have the resources to create custom hardware now, not just rely on the scraps of the mobile phone industry. There is a lot of good news on the way that is not yet public, so believe me, things will become a lot more clear over time.
Why did Oculus VR choose to risk their reputation with their core supporters in such a substantial way, before there is even a real product on store shelves?
Because it is the best thing in the long term for virtual reality, and the best thing in the short term for our core supporters. We are going to stay as community focused as we have always been! We now have the freedom to make the right decisions without worrying about short financial profit or investor returns.
Facebook is making a long term bet on VR, not a short term run on profit. We have more freedom to do what we want now that our investment partners are out of the picture.
 We are already working on our own VR game platform/launcher, but we are not going to force everything to go through it. Facebook has no interest in changing that, they believe in what we have been doing all along.
 I guarantee that you won't need to log into your Facebook account every time you wanna use the Oculus Rift.

And:

The appeal of Oculus (as compared to Sony, for example) is because it is on a PC platform, and thus allows us, the developers, freedom over what we want to do with it.
None of that will change. Oculus continues to operate independently! We are going to remain as indie/developer/enthusiast friendly as we have always been, if not more so. This deal lets us dedicate a lot of resources to developer relations, technical help, engine optimizations, and our content investment/publishing/sales platform. We are not going to track you, flash ads at you, or do anything invasive.
The Rift is absolutely targeted towards the gaming population, which tends to be teenage to early 20s/30s, which is the exact population that Facebook is currently losing. By partnering with Facebook, you are gaining access to a massive userbase of people that the rift is not targeted towards, which people might feel is a very bad move.
Almost everyone at Oculus is a gamer, and virtual reality will certainly be led by the games industry, largely because it is the only industry that already has the talent and tools required to build awesome interactive 3D environments. In the long run, though, there are going to be a lot of other industries that use VR in huge ways, ways that are not exclusive to gamers; the current focus on gaming is a reflection of the current state of VR, not the long term potential. Education, communication, training, rehabilitation, gaming and film are all going to be major drivers for VR, and they will reach a very wide audience. We are not targeting social media users, we are targeting everyone who has a reason to use VR.
What we fear is not that Oculus will be partnering with Facebook, but that you are selling out the company to Facebook and no longer retain control over Oculus. I can say that I, personally, support Oculus because I believed in the goals and visions that you had.
This acquisition/partnership gives us more control of our destiny, not less! We don't have to compromise on anything, and can afford to make decisions that are right for the future of virtual reality, not our current revenue. Keep in mind that we already have great partners who invested heavily in Oculus and got us to where we are, so we have not had full control of our destiny for some time. Facebook believes in our long term vision, and they want us to continue executing on our own roadmap, not control what we do. I would never have done this deal if it meant changing our direction, and Facebook has a good track record of letting companies work independently post-acquisition.
If I ever need a Facebook account to use or develop for the Rift, I'm done. - You will not need a Facebook account to use or develop for the Rift.
If I ever see Facebook branding on anything that's not optional, I'm done. - Not really reasonable in a literal sense, but I get your drift.
If I ever see ads on anything that I've already paid for, I'm done. - That is a developer decision, not our decision. If someone wants to sell a game with built-in ads, they will have to deal with the natural consequences.


I'm just wondering if OR will go public and about how kickstarters don't actually get shares in the startup ... I know some kickstarters already feel betrayed, screwed over and that OR sold out.


Update: More interesting articles -
From a VR non-believer
A positive spin on things (or devil's advocate =P)

Saturday, January 11, 2014

Oculus Rift VR


Oculus Rift. (OR)
VR's big comeback. Or at least the biggest name in VR these last couple of years.
The set up OR of the day - we played on a laptop

I was, and still am extremely excited by the immense possibilities the OR brings to VR and can't wait to see how things will develop in the future!
Especially with Star Citizen "coming out" at the end of this year. This VR/AR headset has so many different applications that VR/AR comes with including remote tele-operations, education, entertainment media including games, videos, etc.

I was able to try the OR thanks to a fellow Computer Science student, after I participated in his research at the CSIRO/RSISE in ANU. He said many people experienced nausea and couldn't take more than 10 minutes with the OR on, but surprisingly, I didn't want to vomit at all, and quite enjoyed it! This might have been partly due to my biggest disappointment - being able to see the pixels and pixel borders after the LCD screen's light passes through the OR's lenses. The lenses let your eyes see the screen from individual perspectives creating a 3D experience, as well as helping you be able to focus your eyes to infinite distance while being able to look at the light from the screen.

Here are some photos:

Always RTFM first right? I like Friendly Manuals.

Includes 3 different lenses for near-sighted people. Otherwise, you can wear your glasses inside/under the headset.


 Le treasure chest. And headset.

 Side - angle views. The viewing angles on the display were pretty darn good.



Too bad you can clearly see the black pixel borders when you put on the goggles through the lenses. It's worse than it appears in this photo with my camera.


An OR with one lens cap (left) taken off.








And a close up of that area below:



I think the biggest thing going for the OR is that it makes you feel like you're there. This makes for just the wonder and awe of exploring the world that you're now in - when you wear the headset - to be quite a delight.

The biggest problem I had that broke the immersion was seeing the black pixel border lines, I hope this will be fixed in future higher resolution versions. It also alerted me to having to try before I buy the consumer version, since I definitely wouldn't spend $300 on the immersion breaking and awfully low-res to the point of blurriness (720p screen divided into half for each eye) dev-kit as a consumer product.

I could also feel a bit of latency or probably judder, although it's being worked on, and I think my head naturally compensated by moving my head slower. (Valve is supporting Oculus Rift and aren't manufacturing hardware for now, preferring to be a platform where OR users will seamlessly launch apps and games from). Unfortunately, this must also be checked out before I buy for gaming purposes, as when you're desperately looking around the cockpit for that hostile spacecraft, you don't want your vision to be blurry and laggy, creating more nausea or noobplay.


A little Carmack envisioning a SoC (running Android) 4K integrated headset/future OR:
http://www.engadget.com/2013/10/18/oculus-rift-john-carmack-interview/


And most recently:

CES 2014 (Crystal Cove) updates:
  • 1080p OLED (still not sure that's enough resolution after the lenses)
  • New Positional tracking via IR-LEDs on the OR and an external camera on your monitor. 
  • Lighter, smaller
  • Lower latency, via OLED & technologies as talked about in the video in the link below
  • Apparently winner of "Best of CES 2014"
  • Still aimed to price accessibly at ~$300
  • No release date but 2014 "big year" for OR
http://www.engadget.com/2014/01/09/the-oculus-rift-crystal-cove-prototype-is-2014s-best-of-c/
So apparently they sold 55k units, with only 7.5k units sold during their Kickstarter!

For those worried about nausea, with positional tracking, it might be better. Someone does a write-up of their pleasant experience with Crystal Cove after previous nausea with the old version:
http://www.pcgamer.com/2014/01/10/oculus-rift-crystal-cove-prototype-hands-on-at-ces-2014/

Tuesday, October 15, 2013

Ubunchu ch.08 and PSA: Sudo powers

Here's a double release of art projects geared towards new(ish?) users/discoverers of Linux and the Ubuntu distribution.

Ubunchu chapter 8 typeset by me took a year (lol, I had no schedule and it was very on-off, next time I'll schedule it properly so I don't forget what I was doing). It's my first official type-setting/translation manga release, hope you like it. =) I was going to try and perfect it but because the project dragged on so long I thought I should just try and quickly push it out and release/ship it.
Ubunchu is about a school club in a Japanese high school which is tinkering with Ubuntu.
Read the whole series (and a better synopsis) here: ubunchu.net
My latest release (ch8): on google drive - zip of PNGs (click File -> Download),
        Shared folder here - DL in PDF (recommend you DL the zip of PNGs instead and use MComix to read get MComix1.00), 
        and on the ubunchu website (when it gets uploaded there someday).

Getting to work on an open sourced manga/project like this one is pretty nice. Especially without having to clean 'scans' using levelling, and other more sophisticated techniques. xP All of it was done in GIMP which is open source and is also available on windows due to GTK magic (but it feels nicer on my Kubuntu). I've never used photoshop properly (to a certain extent) but I can say GIMP is competitively advanced and has nice plugins too. Mostly used Blambot's fonts - free for non-commercial use.

Also would be nice to get a Wacom tablet/ergonomic mouse/SteamController (check out this demo vid!), I get RSI with at least my index finger when using conventional mice. Currently use a trackball for everyday use, but gets annoying since it doesn't have a scroll wheel. Steam controller definitely looks promising since my HKD20 PS-like controller definitely has bad resolution, and I don't imagine my PS controllers or the XBox ones will be much better. Although having fond memories of my Saitek joystick (which is so old it used a serial or parallel connection), I might use that for Star Citizen, although I'll have to test the Steam Controller first, like how I tested the OR. Which reminds me, Oculus Rift post coming soon =)

[Linux is complete with gaming rant]
With Valve's SteamOS, Steam on Linux and Source, Unity, Unreal game Engines being native on Linux as well as CryEngine soon, games seem to be moving en-masse to the Linux OS. This is welcome news, since gaming, and atm, only one particular game (Star Citizen, which has gained 4mil in crowdfunding since I last blogged about last month - 1.5mil of which was from the last 4 days) is the only thing holding me back from never booting Windows on my laptop. It's on CryEngine 3, so can't wait for that to build natively for Linux.
We've got Dota 2, KSP, Guns of Icarus Online, L4D2, TF2, X-series and an increasing amount of games, indie and big-publisher alike natively on Linux already or coming. I find if I'm looking at a game purchase/Humble Bundle, availability is a deciding factor. These next few years will be very interesting for Linux =)
[/rant]

Here's the PSA (it's related to Ubunchu ch.8), sad to say I learnt this the hard way one too many times:




_____________________________________________________________________________________________

Came across an interesting blenderguru post about why and how Blender's UI is broken and the principles of making good UI, how Blender can be fixed. The folks who made Unity should have a look =P [Sincerely, KDE/XFCE user]

UPDATE: Blenderguru made a video with suggestions, here it is!


=)

Wednesday, September 18, 2013

KSP update 0.22


Kerbal Space Program is one of the funnest games ever, superseding The Sims and will probably take 2nd place in my all-time favourite game list, after Tribes 1. That is, until Star Citizen comes out and dominates the list. I love the open and mod-able, community driven aspects of this game. =)

This most recent update finally gives the option of inserting sub-assemblies to new designs, so you can finally import 2 assemblies/designs from different saved designs without having to build from scratch! Kind of like importing parts into a CAD assembly. I have no more excuse to not play this game (it's on Linux! via Unity =D) ... although uni study beckons Dx



Also, an abridged list of stupid things that I have done (a full list would be way too long). These are rookie mistakes which experience, if not proper systems engineering would (hopefully) have mitigated.
  • Not realising you forgot to put parachutes on your spaceship until you've re-entered the atmosphere
  • Using all your fuel to achieve a high orbit and realising your Kerbonauts are now stranded ... hope they're not hungry
  • Forgetting to activate solar panels once in orbit so your spacecraft (a planned addition to a collection of spaceships docked together forming a "space station") runs out of electrical charge. It's also unmanned so can no longer be controlled. Recovery mission is being planned (yes, one is also being planned for my stranded Kerbonauts, though admittedly with much lower priority xD)
And there we have our top 3 "oh crap, I'm so stupid" moments so far =)
The game has also prompted learning of orbital mechanics and stuff and is a great companion to: The Basics of Spaceflight - brought to you by JPL, "we do everything cool".

Friday, September 6, 2013

Hand Gesture Design and Visualization

So Elon Musk does it again with this video from SpaceX:


Using the Leap Motion, Oculus Rift, some glass projection thing like in Iron Man apparently. 3D printing gets a mention too.

While this is really wow and pro, I would definitely like to see if they use hand gestures beyond visualising to do some designing work.