ProbablyThirsy Posted January 20 Share Posted January 20 Occulus was originally designed as a VR head set with incorrect functionality. Occulus. The two c's stand for "an eye through an eye". The lens is supposed to be a dual layer lens; the eye looks through one eye, and then through another eye. Dual layer. This is why there was a screen door effect initially. Essentially, the device is now fixed. The device features motion sensors only around the lens section; there's no point having motion sensors anywhere else. So, when you move your head, the sensors around the lens section adjust the field of view immediately. As far as the device itself, the part regarding operation uses TFT(. Textures you can feel. Essentially, the textures are put on the operation device, rather than a screen and are then used to operate the games. Basically, the operation device is simply a "board". You cannot see any buttons or sticks, and so there's no need for them. The "board" is a game operation device which is designed around the hands. The platform itself uses 4x Ram Unit to acheive incredible visual results. Ram Unit is a type of chip I developed in order to get around using silicon, which in reality, was causing the chip shortage. Silicon, at the time, could only be mined. In reality, that's what nVidia and AMD actually used to do before Ram Unit, which is fabricated by Samsung. It's based on RAM. It uses machine code (Rasterized Memory) and was initially used in the gaming device Nintendo Hand. I had to create games for all of these platforms myself, and so basically, the first game which is specifically designed to be multiplatform is The Fox and the Hound 2. The game uses Flying High, Soaring (the first Occulus game) as it's basic movement plan. Anyway, the device is so cool! I hope you enjoy it some day. Here's the full list of Occulus games! Thank you! Second generation features a similar operation device and head set, however, at this time, it now heavily features the gloves from Hand. Also, you are now able to toggle the vision of in game and out of game. Thank you! Link to comment Share on other sites More sharing options...
Scorpion Posted January 25 Share Posted January 25 Your insights into the Oculus design are fascinating! The innovative use of RAM units and texture-based controls sounds impressive. Excited for future developments! Link to comment Share on other sites More sharing options...
killamch89 Posted January 28 Share Posted January 28 This is all fine and dandy but VR improvements have basically stagnated over the past five years. Hopefully, newer VR headsets can good use of AI. Link to comment Share on other sites More sharing options...