So I was telling my cousin about how the CV1 is going to be using fresnel lenses, and he was remarking over how just a year ago palmer was really against using those. Here is an excerpt:
[url]https://www.reddit.com/r/oculus/comments/1jon7c/why_not_fresnel_lenses_for_the_rift/[/url]
So why the 180?
[QUOTE=Leintharien;48326816]So I was telling my cousin about how the CV1 is going to be using fresnel lenses, and he was remarking over how just a year ago palmer was really against using those. Here is an excerpt:
[url]https://www.reddit.com/r/oculus/comments/1jon7c/why_not_fresnel_lenses_for_the_rift/[/url]
So why the 180?[/QUOTE]
Maybe they were able to get a custom / upgraded Fresnel lenses?
[QUOTE=GeneralSpecific;48327202]"F16" "Sim"[/QUOTE]
what do you suggest then?
[QUOTE=EliteGuy;48334271]what do you suggest then?[/QUOTE]
fighter jet arcade style dogfighter
GDC now has an official VR sub-conference: [url]http://www.gdconf.com/news/new_vrdc_virtual_reality_confe.html[/url]
Guys, I got offered a DK2 from customer at work. He claims he's only used it roughly 10 times because it made him feel ill, something to do with the glasses he uses.
Christ I'd love it, but he want's £270 for it. Ouch.
Is it worth running him down a bit to around £200? Or should I wait? (DCS is screaming for me right now)
270 quid is a bargain for a DK2 only used ten times, you could buy it and immediately ebay it for more...
It isn't worth it as something to keep, with cv1 right around the corner
As much as I wanted it, you guys are right with Cv1 being so close.
I still regret not buying now though :(
[QUOTE=shadowboy303;48349407]As much as I wanted it, you guys are right with Cv1 being so close.
I still regret not buying now though :([/QUOTE]
And once you have CV1, all that regret will go *poof!*.
You'd have noticed the DK2's shortcomings as a development kit and possibly regretted that spent money.
check this shit out
[video=youtube;gwFOI-xjeM4]http://www.youtube.com/watch?v=gwFOI-xjeM4[/video]
from one of the dudes at Introversion Software
One thing I want to see from the vive, driving simulator with a model car that you can touch and get into and out of.
[QUOTE=GeneralSpecific;48351416]check this shit out
[video=youtube;gwFOI-xjeM4]http://www.youtube.com/watch?v=gwFOI-xjeM4[/video]
from one of the dudes at Introversion Software[/QUOTE]
saw that, I fucking love chris delay
one of my favourite devs
[QUOTE=Ithon;48351541]One thing I want to see from the vive, driving simulator with a model car that you can touch and get into and out of.[/QUOTE]
[media]https://www.youtube.com/watch?v=r0IZ_TEzg7M[/media]
Yes. Please.
So, I thought [URL="http://imgur.com/a/lpHYP"]these[/URL] were pretty amazing when I came across them on the [URL="https://www.reddit.com/r/oculus/comments/3fhhtt/some_gifs_of_the_eye_tracking_in_altspace_vr/"]subreddit.[/URL]
They're avatars of real people using an eye tracking mod for the DK2.
[t]http://i.imgur.com/M4OaFlH.gif[/t]
They look [I]alive,[/I] in a way that even carefully handcrafted animation never seems to. Like, I just keep looking at them...
The future's gonna be weird.
yeah, that is fucking awesome
[QUOTE=Plint;48355807]So, I thought [URL="http://imgur.com/a/lpHYP"]these[/URL] were pretty amazing when I came across them on the [URL="https://www.reddit.com/r/oculus/comments/3fhhtt/some_gifs_of_the_eye_tracking_in_altspace_vr/"]subreddit.[/URL]
They're avatars of real people using an eye tracking mod for the DK2.
[t]http://i.imgur.com/M4OaFlH.gif[/t]
They look [I]alive,[/I] in a way that even carefully handcrafted animation never seems to. Like, I just keep looking at them...
The future's gonna be weird.[/QUOTE]
Wow, kind of unreal that the eye tracking makes such a difference in believability.
[QUOTE=Plint;48355807]So, I thought [URL="http://imgur.com/a/lpHYP"]these[/URL] were pretty amazing when I came across them on the [URL="https://www.reddit.com/r/oculus/comments/3fhhtt/some_gifs_of_the_eye_tracking_in_altspace_vr/"]subreddit.[/URL]
They're avatars of real people using an eye tracking mod for the DK2.
[t]http://i.imgur.com/M4OaFlH.gif[/t]
They look [I]alive,[/I] in a way that even carefully handcrafted animation never seems to. Like, I just keep looking at them...
The future's gonna be weird.[/QUOTE]
For the lazy, there's some more gifs of the eye tracking in the subreddit, link: [url]http://imgur.com/gallery/Fhs83[/url]
The lack of appendages is weird though. Why do I never seem to see a Kinect used for that? Is it not responsive enough?
I'm not sure if this has been addressed or not but the shooting gallery video reminded me.
How are games going to handle recoil in VR? It's something I can't seem to think of any particular way to achieve it.
seeing that, i'd gladly pay an extra 50$ for a device with eye tracking
[QUOTE=Inafinus :3;48356828]I'm not sure if this has been addressed or not but the shooting gallery video reminded me.
How are games going to handle recoil in VR? It's something I can't seem to think of any particular way to achieve it.[/QUOTE]
Force feedback in motion controllers is something that I don't think anybody has been able to do and might not in the near future. The closest I can see working is to just vibrate the controller violently when you fire a gun, so it would at least throw your aim off a bit.
[QUOTE=Inafinus :3;48356828]I'm not sure if this has been addressed or not but the shooting gallery video reminded me.
How are games going to handle recoil in VR? It's something I can't seem to think of any particular way to achieve it.[/QUOTE]
There are a few companies making simulator guns that have gas or electrically actuated pistons inside them that kick back to suggest recoil, basically the same as a gas-blowback airsoft gun. They're not realistically strong, but pretty affecting when immersed in VR apparently.
The only way I could imagine getting realistic recoil (if you want to hurt yourself) is using some kind of gas canister that shoots a jet out of the barrel of the fake gun.
edit: Ah, but for conventional omni-purpose VR controllers? I have no idea. Gas blowback stuff would make them pretty obnoxiously large for little benefit. I expect we'll just see VR games use good ol' cone of fire bloom for some time to come.
[QUOTE=simkas;48356861]Force feedback in motion controllers is something that I don't think anybody has been able to do and might not in the near future. The closest I can see working is to just vibrate the controller violently when you fire a gun, so it would at least throw your aim off a bit.[/QUOTE]
I think it might work so when you pull the trigger, it'll jolt your screen and offset or rotate it by around 10 degrees, so then you'll have to manually reset your aim. It probably wouldn't work too well for pistols, but for any type of rifle or shotgun, where it needs to rest on your shoulder, I think it would be quite acceptable.
The reason I say this is because it was one of the observations I had when I was given the opportunity to spend a day shooting my friend's guns. When I was firing the Cz.58 (which uses the same round as the AK-47) from standing position, once you pull the trigger, your senses are overwhelmed by all the noise, heat, and vibrations. When you recover and regain your bearings a short moment later, you notice that your gun is pointed away from your target. In my case, it seemed to point somewhere to the right by 5-15 degrees with some random up/down.
The recoil does punch your shoulder back, but provided you're in a solid stance, you don't even need to think about handling it. Your body just knows how to absorb the energy. It's like if someone starts pushing on your shoulder, you'll naturally adjust your weight to push against it.
However, your body doesn't care where the gun is pointing, so once you recover from the recoil, you still have to re-align your sights and adjust your aim back on the target.
In the game, if you add some short rumbling to the controller, a short moment of blurring, incredibly competent sound design, and some aim-offset, I think you could get a fairly realistic analogue for using a gun in VR.
Eyetracking is probably one of the reasons why I'll wait before buying any headsets. 2020 sounds like a good year to buy something VR
I was doing body-tracking stuff for a company (doing motion capture shit) and I can safely say that we're a little bit off from believable realtime motion tracking. Of the arms and stuff? Maybe. Whole body? hell no. It took like 3 seconds a frame to track people with a kinect v2 and even then it could have errors, like if it lost sight of a limb.
Here's the output for the fraction-of-an-FPS-per-second, without any smoothing applied (which can take even longer)
[vid]https://dl.dropboxusercontent.com/u/12024286/MoCap example.webm[/vid]
I want to say that's a calibration issue... The Kinect works pretty much fine when it's being used as one. Are you sure the problem isn't on your end?
[QUOTE=Leintharien;48357661]In the game, if you add some short rumbling to the controller, a short moment of blurring, incredibly competent sound design, and some aim-offset, I think you could get a fairly realistic analogue for using a gun in VR.[/QUOTE]
Except changing camera orientation or blurring the view is very, very bad in VR. Simulating guns will have to be done entirely through real force feedback and sound design.
[QUOTE=Clavus;48363182]Except changing camera orientation or blurring the view is very, very bad in VR. Simulating guns will have to be done entirely through real force feedback and sound design.[/QUOTE]
Real sights that work is pretty much required.
Force feedback would be rad - a la Time Crisis at the arcade.
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