We have two new research posts to share with the community.
The first is a follow-up from our resident scientist, Steve LaValle, in which he dives into the details behind modern predictive tracking.
“In VR, latency is widely recognized as a key source of disorientation and disbelief (the brain cannot be fooled). In this post, I will argue that simple prediction techniques can reduce latency so much that it is no longer the main problem. Simply present the image that corresponds to where the head is going to be, rather than where it was.”
Tom Forsyth kicks off his own blog with a post about the potential causes of VR sickness and how developers can begin to tackle it with thoughtful game design. This is the first post in a series about VR sickness and the challenges associated with it.
“Despite extensive research, the precise physical mechanisms are still poorly understood. This is not unique to VR – the causes of most forms of motion-induced illness such as seasickness and spacesickness are also poorly understood. Although we don’t understand the physiology well, we do understand many of the things that cause it. A few of these causes are inherent in the desired experience, but many of them can be solved with good (though complex) engineering.”
We have more posts like these coming from other Oculus developers soon. If you enjoyed reading these, maybe you should be working with us! You can check out the latest job openings at https://www1.oculus.com/careers.
Here are just a few of the positions we’re hiring for:
Embedded Systems Engineer
Systems and Drivers Engineer
Senior Web Engineer (Web Services)
Senior Android Engineer
Finally, this past week we were selected for Develop’s Technical Innovation Award!
We’re honored to be included in such an amazing list of industry pioneers. Thank you to the entire Oculus community for believing in next-generation virtual reality and making all of this possible.
See you in the game!
— Palmer and the Oculus team