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Screen wise maybe, but I would value positional tracking at more than 20%. Not being able to lean in for a closer look (much less move around) is a big immersion breaker on the GearVR


Momentum from the flywheel/flexplate keeps it spinning


The flexplate has very little mass to provide momentum. The fact that the flexplate is bolted to the (heavier) torque converter is what's really going to provide the momentum.


It's on an HTC Vive so you're tethered to a PC with USB cables, but you have about a 15ft by 15ft square to move around in.


Do you happen to know the limitation they are getting around requiring cables? I can only imagine in the future it will be wireless. Not that I think I could wait that long to try VR, just curious :)

Bandwidth, power, weight, cost, combination of all?


All of those things. With current headsets you'd need to losslessly stream 1200p video at 90fps which is a lot of bandwidth and those numbers are only going to increase. It also has to be very low latency and not skip/stutter to avoid motion sickness. Hopefully we'll see it in consumer headsets in the next 5 years.


The world is beautiful so she might enjoy playing it, but you would be doing the actual puzzle solving. It gets very challenging.


Thanks, I couldn't gauge from the pictures how hard it actually is.


PS4/XBONE mostly run games at 720p or 900p at 30fps, which isn't great by PC standards. A new $150-$200 dedicated card would be able to hit 1080p/60fps with comparable quality settings. In the sub-$600 space consoles are a bargain, but they have a lot of limitations compared to a slightly more expensive PC.


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