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Posted

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Posted

There is no end. Just so you know. ;)

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Posted

just for Christmass :)

 

cool ...

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Posted

Ooooooo

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Posted

Very nice!

 

There is one problem regarding hand tracking that I just don't see a solution to...

Physical hardware.

We all like to use our HOTAS and some even have built cockpits to sit in.

If there is physical hardware where there are no virtual hardware, you may encounter a problem. You won't be able to reach the virtual switch or controller, because there is something obstructing your movement in the physical world.

 

I have encountered this already, using Oculus touch controllers in Ultrawings. A fun VR flightgame, BTW. If your chair is wider than the virtual cockpit seat, you will struggle with reaching the virtual throttle, because you chair seat will be where your hand needs to be in order to manipulate the virtual throttle...

Posted
Follow the link in the first post. The thread title copies the title of the article in the link.

 

Also, the video can be found in this Oculus blog:

https://www.oculus.com/blog/vrs-grand-challenge-michael-abrash-on-the-future-of-human-interaction/

 

theres a big difference between 'showing' and 'showcasing'.

 

the oculus source is not misleading, saying that its being in research, but the reviewer of the first post makes it sound like it will go on sale soon which was misleading.

  • Like 1

find me on steam! username: Hannibal_A101A

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Posted
theres a big difference between 'showing' and 'showcasing'.

 

the oculus source is not misleading, saying that its being in research, but the reviewer of the first post makes it sound like it will go on sale soon which was misleading.

 

You didn't get my point.

If the word 'showcases' is, in your opinion, wrong, it's the article that is to blame, not this thread :)

 

But, 'showcase' can also mean 'visualize' or 'display' which is precisely what the video does.

It doesn't have to mean that it's about to go on sale.

 

I just wanted to tell you that nobody is misleading anyone. :)

Posted

in any case.

when the day comes that there are tracked gloves supported inside the DCS environment,

we can rejoice!

 

i wished that the failed leap motion sensor could have been better developed by the manufacturer. that would have been a great subsitute for the mouse but with you hand.. but the product just sux!

 

as a vr user, i want to use my physical hotas but still have my hands implemented in the virtual space! gloves or sensor can fit that bill

find me on steam! username: Hannibal_A101A

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Posted

It's a start... gotta get there somehow. bring it devs. :-)

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Posted

I'd like to just fast forward to the whole body peripheral with the seat-of-your-pants force feedback, VR, and whole body integration into the game.

 

As long as its cheaper than real flight.

Posted

i wished that the failed leap motion sensor could have been better developed by the manufacturer. that would have been a great subsitute for the mouse but with you hand.. but the product just sux!

 

Did you try it with the new Orion software? I hear that it made tracking a lot more precise.

I think it's quite impressive what they have accomplished by tracking just your bare hands.

 

as a vr user, i want to use my physical hotas but still have my hands implemented in the virtual space! gloves or sensor can fit that bill

 

Absolutely! But the physical HOTAS can also be a problem, unless it is physically placed where it is in the virtual world.

 

Imagine you're sitting in front of your desk, like many flightsimmers do. You reach out for the gear handle in front of you, to the left, and your hand stops when it reaches the desk...

It's the same with any physical hardware in your immediate vicinity. Especially the throttle has to be placed out of the way of any switches you may need to reach in the virtual cockpit. It could become a problem for many users who don't have the physical space available. OTOH it will probably be awesome for users who do have unobstructed space around them.

 

It will be fun to follow this development...

Posted

I am awaiting one of these

 

in any case.

when the day comes that there are tracked gloves supported inside the DCS environment,

we can rejoice!

 

i wished that the failed leap motion sensor could have been better developed by the manufacturer. that would have been a great subsitute for the mouse but with you hand.. but the product just sux!

 

as a vr user, i want to use my physical hotas but still have my hands implemented in the virtual space! gloves or sensor can fit that bill

 

 

Though the use of it in the hand as filmed does look a bit dodgy....:D And I backed it so am awaiting a pair.

 

And Leap Motion have just announced a $50mil investment program and are recruiting, so....

 

VR is happening!

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Posted

So in the Captoglove description it states it has "1 pressure sensor for thumb’s fingertip able to perceive pressure from 100 g to 10 kg.' So this pressure sensor gives the feeling of grabbing a object or pressing a switch of variable weight?

[sIGPIC][/sIGPIC]

Posted (edited)

Captoglove is not tracked in the game. It is more like the software can track certain motions and convert that into control inputs.

 

At least that is the way I think it works. I have a set on order too, though I doubt they will be used in DCS much. I ordered then just to see what they can and can't do.

 

I also think that any extensive flying like shown in the video would fatigue the arm muscles since you spend so much time holding your hand in one small area.

Edited by cichlidfan

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Posted
ok, captoglove looks cool..

practical, i dont think so.

 

i have a cyclic, and having a imaginary cyclic to fly with isnt going to cut it..

i rather hold on to a physical joystick.

 

my heli chair..

full-11822-116591-helicopter.jpg

 

Hi Hannibal, I am in the same position as you.

 

I hope that the Captoglove, which I backed, will be programmable, maybe to suppress use of specific switches, eg fire button. I want to use the real switches on my cyclic and collective. But it also occurs to me that it will be great to manipulate the switches and dials on consoles and dash as shown in the video, better than a mouse. It may even prove to be a better read for the cyclic stick position than the Edtracker I am currently using for pitch and roll.

 

Or they may be a complete nightmare....

SCAN Intel Core i9 10850K "Comet Lake", 32GB DDR4, 10GB NVIDIA RTX 3080, HP Reverb G2

Custom Mi-24 pit with magnetic braked cyclic and collective. See it here: Molevitch Mi-24 Pit.

 

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bsd sig 2021.jpg

Posted
Captoglove is not tracked in the game. It is more like the software can track certain motions and convert that into control inputs.

 

At least that is the way I think it works. I have a set on order too, though I doubt they will be used in DCS much. I ordered then just to see what they can and can't do.

 

I also think that any extensive flying like shown in the video would fatigue the arm muscles since you spend so much time holding your hand in one small area.

 

But you can rest your hand on a real stick and it will work similarly I am thinking. Perhaps a stick with gimbal but no sensors, use the glove as the pitch/roll read?

 

I last heard from Captoglove on 9th July, asking for a contact number, but nothing since....

SCAN Intel Core i9 10850K "Comet Lake", 32GB DDR4, 10GB NVIDIA RTX 3080, HP Reverb G2

Custom Mi-24 pit with magnetic braked cyclic and collective. See it here: Molevitch Mi-24 Pit.

 

[sIGPIC][/sIGPIC] www.blacksharkden.com

bsd sig 2021.jpg

Posted (edited)

 

 

 

Absolutely! But the physical HOTAS can also be a problem, unless it is physically placed where it is in the virtual world.

 

Imagine you're sitting in front of your desk, like many flightsimmers do. You reach out for the gear handle in front of you, to the left, and your hand stops when it reaches the desk...

It's the same with any physical hardware in your immediate vicinity. Especially the throttle has to be placed out of the way of any switches you may need to reach in the virtual cockpit. It could become a problem for many users who don't have the physical space available. OTOH it will probably be awesome for users who do have unobstructed space around them.

 

It will be fun to follow this development...

 

Things don't have to be exactly in the right position and the brain will make adjustments.

 

 

[YOUTUBE]<iframe width="560" height="315" src="https://www.youtube.com/embed/sxwn1w7MJvk" frameborder="0" allowfullscreen></iframe>[/YOUTUBE]

Edited by BigDuke6ixx
Posted
Things don't have to be exactly in the right position and the brain will make adjustments.

 

That's not what I'm saying.

If there is a physical obstruction where you need to put your hand in order to manipulate something in VR, you're not going going to be able to.

In order for hand/glove tracking to work, you need as much physical space as there is virtual space.

It's the same for room scale. If there's a physical wall, in your room, between you and where you want to be in VR, you're going to hit it trying to go there in VR :)

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