Showing posts with label hardware. Show all posts
Showing posts with label hardware. Show all posts

Tuesday, April 1, 2014

Oculus Rift and Facebook

Facebook acquired Oculus Rift for some two billion dollars in cash and stock.  While I've never been a fan or proponent of virtual reality or the Oculus Rift, I can understand why some backers are upset.

Facebook isn't a games industry company.  Games run on their platform, but the games only serve as a way to draw people into their system.  Facebook churns through users and depends on a massive number of them in order to sell advertising.

The problem is that virtual reality probably won't be used by hundreds of millions of people.  It will be a niche product like stereoscopic 3D games and movies, although it could be a very large niche with millions of users.  A company like Valve can support a small to large niche, but Facebook demands higher returns for its investments.  It's unlikely Facebook will derive significant consumer revenue from Oculus Rift without gaming.  That leaves business and government purchases, but there's a problem there as well.

It doesn't quite make sense that Facebook bought Oculus Rift to compete with Google Glass.  Google Glass provides a heads-up display to deliver environmental information to users.  The business application is readily apparent:  a delivery man equipped with Google Glass can track a package, drive an optimal route, and receive updates from headquarters in real time (individual technologies already exist for this, but Google Glass can combine all these functions into one portable unit).  Oculus Rift only allows the wearer to explore a virtual environment.  It might be useful for training medical or military personnel, but its applications are inherently limited.  Gaming is one of the larger potential roles for the Oculus Rift, but since Facebook isn't primarily interested in it, the Rift's backers may be left out in the cold.

Of all the possible suitors for Oculus Rift, Facebook may prove the worst.  Companies like Microsoft, Nintendo, and Sony have all shown a willingness to support new technologies for a length of time.  Facebook is too young and their recent spendthrift buying spree suggests little if any long-term planning or strategy.  The second Facebook runs into serious financial difficulty, they'll jettison Oculus Rift as dead weight.  Facebook will either sell it or, possibly to forestall competitors, simply shut it down and cease all production.  Oculus Rift fans and backers are right to be worried.  A more traditional gaming company could guarantee a certain level of support.  Backers could trust that it wouldn't be dropped on a whim.  Facebook can't buy that.

Thursday, March 20, 2014

HDMI and VGA Video Converters

I'm interested in recording gameplay from my computer and I bought two products to try to do this:  a ViewHD HDMI to Composite and a Monoprice VGA to RCA converters.  My hope was to use my DVD recorder to capture computer footage.  The output would only be standard definition, but I'd be mostly interested in recording older computer games.  Software recorders carry significant CPU overhead and I hoped to record video without dropping frames or quality.  Unfortunately, my hopes were dashed after using these two products.

(HDMI to Composite with The Witcher at resolution 800x600.  The colors are darker most likely due to a bad contrast setting.)

The ViewHD's video quality proved sufficient except that it included a copy-protection signal in the composite output.  My DVD recorder added a distorting/banding effect to deliberately ruin the picture.  It connected to a television just fine, but VCRs and DVD recorders were useless.  Oddly enough, a USB composite capture dongle I own displayed the video without the distortion.  Either the hardware itself or VirtualDub ignores the copy-protection signal. As such, the ViewHD could record to a computer, but that defeated the purpose of getting the device in the first place.  It might be possible to find something to strip the signal, but that's an added expense and may not work.  Footage in a 16:9 aspect ratio might work with the converter since the distortion could be cropped out of the video.

Strangely, the ViewHD works perfectly well with a second-generation Apple TV, but won't work at all with an iPhone 4s with iOS 7.  The iPhone seems finicky about which devices it will work with.


(VGA capture footage of The Witcher at 800x600 resolution.  No sound.)

The Monoprice VGA to RCA converter didn't introduce any copyright protection, but its overall quality seemed quite poor.  The right and bottom borders clipped so the image wasn't an exact copy.  These border problems were probably due to over-scanning, but there was no way to fix it despite a switch which claims to do just that.  It definitely receives the whole image since zooming will show the correct border, but for some reason it clips in the normal view.  The device reset once, but refused to do so after the first time.  It seems designed for PowerPoint presentations and not gameplay capture.

The sad part is that with all the money I spent on this little project (due to needed cables and whatnot), I could have purchased a GeForce 650/750 with ShadowPlay recording technology.  It requires a little CPU overhead, but far better than most capture software thanks to the inclusion of an encoder chip.  Since I use a Dell desktop which includes a proprietary power supply, I'd need to purchase a drive bay power supply.  I haven't used either of these products, but my buyer's regret makes me think this is a workable solution.  The biggest problem I can see with this plan is that the graphics card might be too large for my system and that my PCI Express version might be too old.  [Edited 2014-04-29:  That drive bay power supply apparently requires a special type of PSU that it plugs into (for purposes of grounding and whatnot).  However, I also found out that Dell no longer uses proprietary supplies, so swapping one out shouldn't be a problem.  And I discovered that EVGA creates GeForce 750 graphics cards that function on 300 Watt power supplies without six-pin connectors (assuming an Intel processor is used instead of a rather power-hungry AMD).]

For Radeon-oriented users, there's the AverMedia Game Capture HD, but there have been some complains about that one.  It requires a hard drive as well.  This is another product I've yet to use.