Vuzix VR hardware suggestions
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Posted 7/30/2008 12:22:37 PM
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optional wireless (how about power? rechargeable?)
How about the video feed? wireless??
How about my cams? wireless too? ;-)

Think modularity, uncoupling, simplicity ;-)
Post #3028
Posted 8/1/2008 3:43:52 PM
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1)A headstrap to fix it to headphones weared overhead. And more improved line to connect earpieces on the back of the head. This ones doesn't stay in place.

2)Remove sound at all, or make them on wires. Those currently presented have bad flexibility and makes ears pain

3)Personal adjustment of

a)between-eye distance

b)angle that is sits on nose in case your eyes on different height like mine

c)wider nose distance, or manual focus correction. Some ppl have a very big nose, so just unable to put eyes in focus range

4!!!!!!) better lenses. When i look dark screen with bright object i can see very clearly red ghost of that object towards center of screen. Also impossible read text on edges

5) better heat-removing system. Maybe even small noiseless fan

6)2d\3d button. So you can switch with one click,not waiting 5 secs and then selecting option.

7)On\off button nice too.

8!!!!)temperature sensor with autoturnoff feature on overheating (if u forget unplug it)

Post #3054
Posted 8/1/2008 4:36:19 PM
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I played with the glasses for a couple of days. Here are my suggestions:

1) Higher refresh rate. I suspect 30hz/eye is the reason why I can barely play Oblivion when stereo is on. It is OK when I stay still or move slowly. If I try to run or turn quickly, I get some unpleasant eye sensations.
2) Higher resolution would be a bonus. In fact, there are some competitors trying to push 800x600 and 1024x768 to the market. It would be awesome if Vuzix can add different resolutions to its product line as well. Considering the awesome job you guys did to support various game titles, I would rather buy a hi-res, hi-freq Vusix than that other product.
Post #3055
Posted 8/2/2008 7:13:04 PM


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Ok, I have a number of suggestions and I hope they can be taken seriously. I have recommended the VR920 to many people, but I have also had to listen to other people's complaints so these are all valid issues that I think are holding the current product back from the mainstream.

#1. Resolution and/or FOV. This is absolutely paramount to the success of any new headset. Many people I have spoken with online automatically discount the product after hearing about the 640x480 native resolution. At a *bare-minimum* the next unit should be 1360 x 768 widescreen. There is no place for 4:3 aspect ratio products on the market anymore. CRT monitors are no longer in production and almost all modern displays are either 16:9 or 16:10. If the new unit is not widescreen you will be wasting your time as people will not be interested. Ideally a 720P or full 1080P HD resolutions would be preferred. Since this is also related to the optics I would hope the FOV could be increased. The vertical FOV is not so much of a problem, but the horizontal FOV is a huge issue. As I'm sure you are aware this is a major factor in immersion and I would hope everything would be done to get more of a panoramic experience. This is the absolute most important issue, and will make-or-break the success of the new headset. In addition I would hope that there could be more adjustments to the IOD, I want to be able to shift the screens (or optics) from side to side, tweak the angle to my eye, adjust the focus (diopter correction) so I could use the unit without glasses, etc.

#2. Comfort of use. The current design is acceptable, but could use a lot of work. The earbuds are a major annoyance and are close to useless. They should be replaced with small earbuds (like the iPod) but with a short spiral wire (like a telephone cord). In fact, I would recommend just ditching the earphones all together. Anyone with the money to spend on a VR headset probably already has some high-end headphones or a stereo surround system. As-is the ear-pieces are uncomfortable, don't fit my ears at all and not even good quality (I get crackling noises, etc.). I would also recommend removing the arms of the unit and replacing it with a elastic sports band (or velcro strap, etc.). This will be more comfortable, probably cheaper to produce and will accommodate more users with different size heads. It will also keep the unit firmly on your face without it sliding off and things like that. There should be a way to adjust the pitch angle of the device. The way it works now the unit is too flimsy. I would want a dial that would snap in place (and stay there) so I wouldn't have to constantly be fiddling with it. The immersion shield should be an included accessory, and it should also come with different nose-pieces (small, medium, large), again, to accommodate different users.

#3. Native hardware stereo3d support. I know you are thinking this should be in software, but please continue reading. I think the new unit should have hardware support for different stereo methods. Some common formats to support could be frame-sequential, field-sequential, over-under, side-side (L-R and R-L). I mean to say that there be a chip on the video controller card that could convert any of those formats into the format the device uses internally. This would mean that it could support many different source material that was not specifically designed for it. It would also help with support, like for playing 3D-DVDs with software such as the Stereoscopic Player. It will also aid developers in supporting stereo3d natively within their applications without having to go through all the problems invloved with syncing up the unit for page-flipping (which is a major issue as I'm sure you are aware).

#4. Improved headtracking. The current headtracking unit is very close to being usable, but the inaccuracies make all but useless for anything other then experimentation. The yaw must be improved even if it would require external tracking units to be placed on a desk or worn by the user (like a necklace, etc.). The current tracking is just not suitable for action games at all. I have used it with success in some titles, like racing/flight sims but it is really a hit-or-miss situation. Sometimes it works great, other times it barely works at all. If these issues cannot be fixed in an affordable manner it would be advisable to simply drop support for headtracking and put that time/effort/money into increasing the FOV and other more important aspects of the unit. Having the device be more modular with say an optional headtracking unit may be a better way to go in terms of cost (ie sell the base unit for $500, then have a $100 upgrade for the tracking unit, etc.).

#5. Included 3D controller. I think there should be a controller that is designed for use with the new VR920 (or whatever its to be called). I think the device would be a lot more impressive if it could be used without a keyboard and mouse. This may also be an optional add-on going along with the modular design. This is assuming the headtracking were improved (maybe the controller could aid with this). Currently it is not possible to use the VR920 standing up without building some custom controller. There are some 3rd party options available for hacking a Wiimote for PC use, but it would be nice to see an official solution. I think there could be a lot of publicity surrounding a gun-like controller (maybe something like the old cyber-puck), and that could spark interest in the device. As it is now the unit cannot be used to its full potential because users are still tethered by the mouse/keyboard. The controller should be wireless, or it can plug into the bottom right of the unit. This would balance the USB cord coming off the left side and could tie the whole package together. Ideally these should plug into the unit using mini-USB plugs such that the ports could be switched for left-handed users. This could also mean that different controllers or adapters could be developed later on and would still be compatible. Also related to this the USB cord should be *much* longer. At the very least I'd say 12 feet (with a good 3 feet from the dongle to the end), which would give more room to move around. Many times I will want to use the VR920 to say watch a movie laying on my bed and that is not possible with the current cord.

Thank you for your time and for considering my suggestions. These are not only my ideas but come from all the complaints I have heard from others and I think if you follow my advice you will have a very strong product to follow-up on the success of the VR920. Thanks.

// cybereality


Post #3068
Posted 8/6/2008 12:52:58 PM
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Like many of users :

- Widescreen : there is no more place for 4:3 display. If you want to watch movie with VR920, it's awful to see black border like in an other time and now, many users prefer buy a 16:9 or 16:10 monitor.

- FOV : The screen seems to be to small and 32° of view is too short in order to be very immersive.

- No Audio : everyone have audio on their PC and even if I love the audio on the VR920, I think it's useless.

- Tracking method : change the Yaw axes or offer a other system to don't have the Yaw so instable.

Thanks for your effort. I love my VR 920, and I'm impatient to see the next step (like a 3D movie player ???)
Post #3102
Posted 8/6/2008 5:31:26 PM
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Hmm. How about switching the headtracker out for a pure accelerometer, with a button to "zero" the unit. Hold the button, and the X/Y/Z/tilt all reacquire zero point until you release. If you find that after 30 minutes, your character wants to walk in a large lefthanded circle, or you have to look at your toes to see forward, hit the zero button, look straight ahead, and release.
By allowing zeroing on the fly, the accelerometer doesn't have to stay accurate for long durations. The thing only needs to calibrate with respect to the users body anyway. If the thing needed to keep a record of the users path, and be an inertial guidance system, high long-term accuracies would be necessary. As it is, I think (remembering I don't have one yet,) the unit merely needs to have a calibratable tracker, that can be calibrated to allow any amount of movement to control the full range, (and just not going further than max or min in that range,) and the ability to recenter on the fly.

Replacing the headphones with a USB hub does appeal. Especially if it has two ports, left and right.
Heck, one could wrap up the cord of a lipstick cam and plug it in, in that instance, for some quick-n-dirty Augmented Reality.

As to the cord length. Might I suggest another route?
I already suggested replacing the wired VGA with a removable, (and thus field-replacable), cable. How about replacing the USB cable with a type B usb jack as well? Standard size for the most flexibility although any of several other standards would have their own selling points, and the user could use the cord length of choice.
Then, sell, as an option, a cable that has both VGA and USB in one outer insulation. Everyone else can use bread-ties, coaming, or braiding, (if they have some headphone cables to work with too.) Add a locking mechanism to the latch. There are two small bumps on the outside of the USB cable I'm looking at right now, so I think you could use a spring loaded gripper to hold a USB cable in quite snugly until the gripper was spread, (as with a latch.)


To the person who suggested a longer cable.
I have personally seen both VGA extension cables, and USB extension cables. One of each might very well make your life more comfortable until Vuzix addresses the issue.
Post #3107
Posted 8/6/2008 5:32:49 PM
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Whoops, doublepost. My internet connection got contrary and I hit retry when I got the error loading page message.
Post #3108
Posted 8/7/2008 1:27:32 AM
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Position tracking, preferably over a wide area. I like to use the thing standing up. Even sitting down, people like being able to move their head (TrackIR for example).

If you don't want to include position tracking, could you include two fairly bright "status" leds on the front of the visor. Nudge, nudge, wink, wink. If the status LEDs coincidentally show up nicely on a webcam, all the better.

Even if you don't add position tracking to the VR920, would you consider adding it to the software API and to your native games and mods? And then add a software interface that would allow other programs to pass in x, y, and z coordinates to the driver which would be passed to the games? That way if people have an exteral tracking device, maybe a polhemus tracker, a TrackIR, a P5 Glove on their head, or whatever, they could use it in conjunction with their VR920 in your supported games.

Post #3110
Posted 8/7/2008 1:41:38 AM
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I'd like to speak against leaving out the audio.

Firstly... stereo earphones are BETTER than 5.1 surround sound, and the propaganda you have heard saying otherwise are all lies. You only have 2 ears. Surround sound only works because people turn their heads. If you have a head-tracker then you get the same effect with stereo earphones, only better.

Secondly... with a headtracker, your room-mounted sound system will give you completely wrong position information, since the game assumes the stereo should match your head orientation. If you are facing backwards, you will hear sounds coming from your left, when really they should be coming from your right. You MUST use headphones or earphones when playing head-tracked games.

Thirdly... I use the built-in microphone all the time. A microphone is great for VR, and I use it for voice commands. Other people will use it for chatting to their opponents or team members while playing (I've tried that too).

Fourthly... while I could replace the built-in headset with another one plugged into the microphone and headphone port on my computer, the cord wouldn't really be long enough, and would be an extra cord for me to get tied up in as I turn around. 

Post #3111
Posted 8/7/2008 1:55:14 AM
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I'd like to speak against 16:9, or as I like to call it, "dwarf screen".

There is NO DIFFERENCE between black bands on your 4:3 screen, and replacing that 4:3 screen with a 16:9 screen the same width. You are still missing out on the same amount of picture.

Maybe you are thinking they could just make a wider screen with the same height. But don't you think that if they could make a wider screen they would have done so already?

And if they can make a wider screen, wouldn't you also want them to make the screen taller at the same time? Rather than just throwing away extra vertical FOV that they could have added at no cost?

If you want a wider movie screen, there are two much better software only solutions:

1. Head tracking. Have a virtual movie screen, and turn your head to see the sides of the screen. This would be much more immersive.

2. Stereo separation. At 9 feet the aspect ratio is 4:3. But closer, or further away, the left eye sees some things that the right eye can't see, and the right eye sees some things that the left eye can't see. Meaning you have a wider horizontal FOV. Allow people to specify a stereo depth for the movie, and make use of the extra width to cut off less of the sides of the picture.

Post #3112
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