From: broehl@sunee.uwaterloo.ca (Bernie Roehl)
Subject: Re: INDUSTRY: Sega VR at CES 
Date: Mon, 7 Jun 1993 20:02:20 GMT
Organization: University of Waterloo



In article <1uv748INNrrg@news.u.washington.edu> kintek@world.std.com
(michael g joly) writes:

>[...]

Thanks, Michael, for posting the info!

>My impression is that the single LCD panel used had a pixel field
>about 300 x 600 and subtended an angle of about 80 degrees.

Not bad.

>I found the head tracker to have about a 200ms lag time in both the X
>and Y axes.

Of course, we can't be sure how much of the lag was tracking and how
much was rendering.

>No information about the
>tracking technology was available except that it is a "proprietary
>technique designed to keep costs down". There was no evidence of IR
>LED's in use.

Hmm... here's some information from rec.games.sega:

[From v089l3s3@ubvmsb.cc.buffalo.edu (Jer Horwitz)]
>I had the opportunity to use the goggles and hear a little
>about their design. Notes: The head tracking isn't great (at least in
>the prototype); the tracker is mounted from your top/back of your head
>to the very back of your head. The screens on the inside look like
>a little better than Game Gear screens; same resolution as the Genesis,
>I was told, would be in the final version. The prototype had an odd
>thing in the screens where there were missing pixels in a pattern like
>one out of 5 horizontally, every 4 or 5 vertical lines.

Now, back to Michael Joly's info:

>The HMD connects to a standard Genesis system with a 3-plug cable that
>is hard-wired at the HMD end.

My guess is video, (stereo) audio, and digital (encompassing tracking
and possibly a left frame/right frame signal).

	Bernie Roehl
        University of Waterloo Dept of Electrical and Computer Engineering
	Mail: broehl@sunee.UWaterloo.ca
	Voice:  (519) 885-1211 x 2607 [work]
