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{"id":70952,"date":"2021-08-19T04:42:54","date_gmt":"2021-08-19T04:42:54","guid":{"rendered":"https:\/\/videojuegos.enriqueortegaburgos.com\/?p=70952"},"modified":"2022-02-21T10:48:00","modified_gmt":"2022-02-21T10:48:00","slug":"oculus-vr-la-empresa-2","status":"publish","type":"post","link":"https:\/\/videojuegos.enriqueortegaburgos.com\/oculus-vr-la-empresa-2\/","title":{"rendered":"Oculus VR: la empresa 2"},"content":{"rendered":"

CONOCE A LA EMPRESA OCULUS VR. PARTE 2.<\/strong><\/h3>\n

 <\/p>\n

En esta entrada continuaremos analizando Oculus VR la empresa<\/a>, cu\u00e1les fueron las innovaciones en los nuevos prototipos basados en sus productos originales, el apoyo de los motores de desarrollo de videojuegos, as\u00ed como empresas que quer\u00edan compartir su I + D con Oculus y la lucidez y visi\u00f3n de futuro de Palmer Luckey.<\/p>\n

 <\/p>\n

SI QUIERES SABER M\u00c1S SOBRE LA EMPRESA OCULUS, NO TE PIERDAS:<\/strong><\/p>\n

OCULUS: LA EMPRESA PARTE 1.<\/a><\/strong><\/p>\n

OCULUS LA EMPRESA. PARTE 2.<\/a><\/strong><\/p>\n

FACEBOOK COMPRA OCULUS PARTE 1.<\/a><\/strong><\/p>\n

OCULUS: <\/strong>Los avances del prototipo DK2.<\/a><\/strong><\/h3>\n
<\/div>\n

 <\/p>\n

\"OCULUS<\/p>\n

 <\/p>\n

Justo una semana antes de la adquisici\u00f3n por parte de Facebook, Oculus<\/a> comenz\u00f3 a aceptar pedidos anticipados para su segundo lanzamiento de hardware. A\u00fan no era ese producto que Oculus pretend\u00eda enviar a los consumidores, pero se estaba cerca de conseguirlo, porque estaba basado en un prototipo que Oculus hab\u00eda comenzado a mostrar unos meses antes, Developer Kit 2 (o DK2)<\/strong><\/a> que solucionaba y\/o mejoraba bastante muchos de los defectos de los auriculares originales.<\/p>\n

En cuanto a la pantalla que se consideraba vieja y de baja resoluci\u00f3n, la aumentaron considerablemente, de 640 \u00d7 800 en cada ojo a 960 \u00d7 1080, lo que aument\u00f3 el recuento general de p\u00edxeles en m\u00e1s del 100%. Ese efecto de \u00abpuerta mosquitera\u00bb no hab\u00eda desaparecido por completo, pero era, menos perceptible.<\/p>\n

Del mismo modo que en cuanto al mareo por movimiento, Oculus descubri\u00f3 que gran parte de ello se deb\u00eda a la tendencia de la pantalla a desenfocar el movimiento<\/strong>, por lo que los t\u00e9cnicos entonces contrarrestaron este problema de la siguiente forma:<\/p>\n

    \n
  1. En primer lugar, cambiaron la tecnolog\u00eda que alimenta su pantalla de LCD a OLED, que ofrece pantallas m\u00e1s brillantes con menos desenfoque de movimiento.<\/li>\n
  2. En segundo lugar, disminuyeron la latencia de los auriculares (el retraso entre que mueves la cabeza y el contenido de la pantalla reacciona en consecuencia) de 60 milisegundos a 30 milisegundos.<\/li>\n
  3. Finalmente, se comenz\u00f3 a insertar marcos completamente negros (que se muestran tan r\u00e1pidamente que son esencialmente invisibles para el ojo humano) entre otros marcos para enga\u00f1ar al cerebro y hacer que vea una imagen en movimiento suave.<\/li>\n<\/ol>\n

    Pero lo m\u00e1s significativo es que introdujeron una pieza de hardware completamente nueva para este redefinido dise\u00f1o<\/strong>: una c\u00e1mara externa<\/strong>. La finalidad era que al usar esta c\u00e1mara para rastrear una serie de LED infrarrojos inteligentemente ocultos integrados en el auricular DK2, ahora se pod\u00eda detectar no solo c\u00f3mo se inclinaba la cabeza, sino d\u00f3nde estaba.<\/p>\n

    Cosas como inclinarse hacia adentro y hacia afuera para leer texto, o mirar a la vuelta de una esquina, o por encima de una repisa, de repente fueron posibles para los desarrolladores. Apenas pas\u00f3 un a\u00f1o entre el env\u00edo de Oculus de sus primeros kits de desarrollador (29 de marzo de 2013) y el inicio de los pedidos anticipados para la versi\u00f3n 2 (19 de marzo de 2014), pero sucedieron muchas cosas interesantes durante este tiempo.<\/p>\n

     <\/p>\n