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Unfortunately, back then I only did the analysis for the HTC Vive. With these new results, it is time for a follow-up post where I re-create the HTC Vive graphs from the previous article with a new method that makes them easier to read, and where I compare display properties between the two main PC-based headsets.
450 Mpix/second on an Oculus Rift or HTC Vive today is almost a seven times increase in the number of pixels per second compared to 1080p gaming at 30 FPS. Instead, the headtracking data are routed to a GPU stage that appears after rendering is complete. A good camera’s optics contain at least five high quality glass lenses.
To prevent this kind of thing from happening — at least in most cases — Valve implemented a system called “Chaperone” into the SteamVR run-time framework that runs their and HTC’s Vive VR headset (and potentially other headsets, through Valve’s OpenVR layer). ′ screen, angled like a drafting table.
The system featured a head-mounteddisplay with headtracking that could be used to explore virtual environments or real remote images from a camera — foreshadowing future breakthroughs in teleoperation. Image Credits: TechCrunch When HTC began imagining life after the smartphone, it looked a lot like VR.
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