Here's an interesting look at the virtual reality "holodeck" of the Max Planck Institute -- yes, they have one:
That's interesting in itself, and then at around 8 minutes in, the Max-Planck VR expert mentions he's tried the Second Life for Oculus Rift viewer, but couldn't use it, because the low framerate made him nauseous:
"At home I was playing around with Second Life [for Oculus Rift]... but I got really bad frame rate, and I was really then sick for half an hour." He recommends 60 frames per second, as opposed to the 10-20 FPS that's more typical for most Second Life users. (Which is why the Institute's holodeck is using Unity, he goes on, and not SL.) So that's a pretty big stumbling block for Second Life integrated with the Rift. At the risk of sounding like a commercial (because I sometimes consult for the company), this could be a great opportunity for OnLive's SL Go service, which typically does get SL running at 60 FPS and greater.
Hat tip: Cube Republic and /secondlife on Reddit.
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