-
Posts
704 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by BHawthorne
-
My guess is that they'll be used to do something like the Leap or the Kinect where they reconstruct a point cloud of what is seen to be used as further positional information for hands. I don't envision them using it for too much augmented reality though as the latency time to process would be too much. Having a Leap in the headset makes sense though for hand position tracking.
-
You can get around some of the stuff I believe in the pre-warp portion of the utility where you can force it to align as needed through utility configuration.
-
I actually do have a few people asking for support for non-stereoscopic viewing unrelated to April Fools Day. :) At issue though the offset isn't enough to matter IMHO. Just keep in stereoscopic mode and view it with the one good eye. Of more importance are the people with 2 eyes that can't see stereoscopic depth though. A few people around here I know have that limitation. About the SBS videos on YouTube. I only found 3. It seemed to me like the convergence wasn't dialed in right for my eyes. I could force my eyes to correct for it though.
-
Ah cool idea. Going to try that on my LG smart hdtv right now. Throwing on the passive polarized glasses as I type. :thumbup:
-
Sixense just released a 2.0 of the MotionCreator driver. The problem with the Hydra is that it existed as an experiment without a real target audience before. It's much more valid in a world where the Rift now exists. In 2010 when it initially came out there really was no target audience for it and the 1.0 drivers sucked. It's just an option. I wouldn't label it "THE" option though.
-
Yep, I see the Rift as only half the solution. the other half is interfacing your hands and representing them on your body in-game with something like the Hydra. I'm not saying the Hydra is the ideal option but I'm saying something needs to be there tracking your arms and hands independent of each other and in real time in concert with the Rift to complete the immersion. In many ways I see things much more exciting right now than they might be in two years from now. You might ask why now than in the future where this stuff is much more refined? It's because we're in the infantry of it right now and a devs will be trapped by a lot of pre-conceived notations on how the "ideal" standard way to implement things will be in the future. That in many ways stifles the creativity that is happening right now. It's like a land rush for new tech in how to use this thing. We're going to be a lot more stuck in our ways though a couple years down the road. It's why it's super important to innovate those paradigms for interfacing right now while people are still thinking anything is possible. The second people just take for granted this is the way it should be implemented we loose the innovation and vision that will really push this tech to the next level.
-
One option for true fully interactive Rift with hands use would also be integration of Sixense SDK for Razer hydra. It's allows full 6DOF for each hand and 7 buttons per controller plus two analog sticks so you can actually work a virtual cockpit with your hands using virtual controls with the Hydra. This has advantages over something like the Leap because the Hydra is an actual physical controller that you can feel use of. It was best shown the last few days in Rift demos where the dev has fully integrated both the Hydra and the Rift. It takes more than just the Rift though to make the virtual cockpit viable. That adds in a lot more work for someone like Eagle Dynamics. I'm all for it but I see it as currently a very niche thing for them to allocate resources to. That's also why I'm pushing Nthusim HMD development to bridge the gap with some games and sims that simply can't afford to deal wiht the Rift right now. Sixense's demo at GDC. The Gallery's Hydra demo for their game. Slightly different implementation for similar end result. Imagine in either case learning how to move your "arms" and "hands" around in a virtual cockpit and flicking panel switches with this. IMHO, it would be an acquired skill someone would need to get used to but it could work. I would probably feel pretty clumsy at first though. I've been using my Hydra for a week now for common tasks I used to use my mouse for to get used to it. Oculus likes to call a mouse and keyboard superhuman devices as they are super accurate and can do things that you can't do IRL. The Hydra feels a lot more sloppy to me than a mouse does, but it's one of hte most viable options right now for the Rift.
-
TriDef and Iz3d are both options to force SBS. It's not designed for the Rift though so it only half works.
-
Used to have one of those at a place I worked but never had access to run my own projects on it. :thumbup:
-
Looks cool, what are you using for the labels? You running it through a printer? I like the idea of this. You can get detail in the fonts that way.
-
Replacement for real cockpits - occulus rift
BHawthorne replied to jctrnacty's topic in Home Cockpits
Or you could just let the rift tracker do all the position tracking and only have the motion platform do output with no input to the game. -
Hrrrm, interesting configuration ideas come to mind with something like the F-15E.
-
Replacement for real cockpits - occulus rift
BHawthorne replied to jctrnacty's topic in Home Cockpits
At issue though is the Rift is all about low latency. I would imagine a motion platform would not be giving the same low latency 1000hz feedback data the Rift does. It would probably make you feel like you're moving around drunk. -
Replacement for real cockpits - occulus rift
BHawthorne replied to jctrnacty's topic in Home Cockpits
I'll know in about 2 weeks I guess. I'm one of the first in line for the dev kit. Using it to help develop Nthusim HMD (which will enable Rift use on DCS World, FSX and X-Plane). -
Replacement for real cockpits - occulus rift
BHawthorne replied to jctrnacty's topic in Home Cockpits
Also, to put some context to things, a lot of us around here are tinkerers and machine shop type people. The Rift doesn't address those type of hands on people at all. They like to build stuff. -
Reminds me of a funny story of when I first got my F-84F. It was on the side of the house and the cops would roll by daily. Finally one of them was social enough to walk up and start talking. They weren't concerned over the aircraft -- his father used to fly one of them in the 50's. If anything they kept a close watch of it because they didn't want anyone messing with it. For a few weeks last year I was restoring the exterior of it in the front driveway. The neighborhood kids loved it and would come by in the evenings and just watch.
-
I'll also have mine. Got it for Nthusim HMD utility development testing. :thumbup:
-
Your Aces II looks great. About how many hours did you put into it?
-
Totally incorrect. aspect ratio determines FOV not pixel density.
-
I can relate. I trashed my USB ports on the front of my HAF-X case yesterday by tripping over a USB cable. :music_whistling:
-
See Leap Motion. It's made for pc and made for this. https://www.leapmotion.com/
-
No need for variable zoom projector when you do the math before hand in CAD and use rigid fixed projector mounts in the proper location. Zoom lens projectors are for people who have to move the projector around often and need to accommodate different lens throw ratios. Lens shift and zoom lens options on projectors are just added cost.
-
Custom Interchangeable Flight Controls
BHawthorne replied to KomodoSim's topic in PC Hardware and Related Software
I think 1) is preferable because it's not like most of us can afford multiple grips. Whatever one is designed you would swap in the control board from the Warthog. TARGET compatibility is almost a must. The only thing I'm worried about is if the board doesn't have connectors and requires soldering to swap back and forth? Most people would probably like to reverse the mod as needed. -
To further elaborate, every projector has a spec that is called lens throw ratio. There are a segment of projectors called "short throw" lens projectors that are typically between 0.49:1 and 0.72:1 lens throw ratio. What most of us are using are 0.72:1 lens throw. These are the Optoma GT700/GT720/GT750/PRO450. They are all essentially the same projector with various different port setups. There are also 0.62:1 and 0.49:1 projectors but they tend to cost more per unit than the Optomas do. Depending upon the lens throw distance it dictates the cube size. What PeterP and Flim have shown is the 16:10 aspect ratio 0.72:1 lens throw build "ideal" cube size.
-
Replacement for real cockpits - occulus rift
BHawthorne replied to jctrnacty's topic in Home Cockpits
There is no replacement for simpits. Simpits are the replacement for virtual cockpits. Many of us here are getting Rifts but we also realize that human interface and tactile feedback from using real side panels and real main instrument panels with projection outside visuals are preferable to a VR experience. At this time the best answer to situational awareness is what Flim is doing with his Cube build. It has a significantly wider FOV than the Rift. The Rift is only 110 diagnal FOV while a Cube projection setup can be as wide a FOV as your eyes allow. Yes, the Rift is cool and many of us are getting one, but no it's not a replacement for simpits.