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posted by janrinok on Friday March 09 2018, @01:24AM   Printer-friendly
from the IoT-just-got-better-dept. dept.

As reported by TechCrunch:

Someone at Oculus screwed up pretty badly today [Wednesday]: An expired certificate appears to have soft-bricked all of the company's Rift VR headsets, with users still unable to fire up software on the devices and no word of an incoming fix from the company yet.

Issues were first reported several hours ago on Reddit, where a post on the topic has already garnered hundreds of comments. The problem seems to have resulted from Oculus failing to update an expired certificate with the update, which is now leaving users with an error message saying that the system "Can't reach Oculus Runtime Service."

If it must phone home, it is not yours. Words to live, and die, by.


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  • (Score: 1) by Ethanol-fueled on Friday March 09 2018, @02:25AM (3 children)

    by Ethanol-fueled (2792) on Friday March 09 2018, @02:25AM (#649816) Homepage

    Holy shit, only 100-110 with a 200 degree cap? Man, am I doubly glad I never even considered going that route. How the fuck can you have full and fast spherical rotation in gaming with such poor specs with VR headsets? Not saying that VR should be even close to that standard, but much more could be done with an optical link and a local graphics card(s) doing the heavy-lifting. Well, I guess 100-110 degrees is okay if the ϕ axis has a similar range of rotation.

    Well, it is what it is. VR is a do-or-die application and turning your head quickly and seeing a blank screen with

    Buffering.
    Buffering..
    Buffering...

    Is unacceptable compared to your garden-variety flatscreen monitor porn vid watching.

  • (Score: 3, Informative) by takyon on Friday March 09 2018, @03:07AM (1 child)

    by takyon (881) <reversethis-{gro ... s} {ta} {noykat}> on Friday March 09 2018, @03:07AM (#649828) Journal

    Eye tracking headsets can lower detail in the places you aren't looking at, decreasing the necessary specs.

    https://www.theverge.com/2016/7/22/12260430/nvidia-foveated-rendering-vr-graphics-smi-eye-tracking-siggraph [theverge.com]

    200 degree FOV is able to cover most of the FOV humans can see if they move their eyeballs in their sockets.

    I actually haven't put on a damn VR headset despite talking about it so much, but I expect 100 degree is worse for immersion.

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    [SIG] 10/28/2017: Soylent Upgrade v14 [soylentnews.org]
    • (Score: 0) by Anonymous Coward on Friday March 09 2018, @03:16PM

      by Anonymous Coward on Friday March 09 2018, @03:16PM (#650002)

      > I actually haven't put on a damn VR headset despite talking about it so much, but I expect 100 degree is worse for immersion.

      In my experience (with both the DK1 and the Vive), you adapt to it very quickly (i.e. don't notice you can't see peripheral).
      The screen-door effect is more noticeable because it affects what you are looking at directly.

  • (Score: 0) by Anonymous Coward on Friday March 09 2018, @01:14PM

    by Anonymous Coward on Friday March 09 2018, @01:14PM (#649939)

    What the heck does FOV have to do with rotation latency?