[QUOTE=Timebomb575;51377690]most people shoot one eye closed simply because it's easier to rectify a sight picture that way
if you [I]can[/I] shoot with both eyes open, it can be an advantage for certain tasks (mostly involving combat where situational awareness is a must) but overall really doesnt present much of an advantage.
its stupid to call it a bad habit since most people simply cant shoot with both eyes open, particularly with long guns where the stock gives a massive advantage to whichever eye corresponds with the shoulder the gun is on. 99% of people will get double vision in that case which is detrimental to your shooting performance.[/QUOTE]
It's not just a practice thing anyhow, people have biologically determined dominant eyes and hands, and they're not always the same. If you're trying to use a gun right handed with a dominant left eye without closing your left eye, it'll be a mess. It's really important to shoot accurately to avoid hitting something you don't want to, and especially if safety lessons aren't mandatory to own firearms in your country you realllly want to avoid misinformation.
For anyone who was totally oblivious to this, there's a fun demo you can do to understand just how important it is:
1) Focus on a distant object point so it's in the centre of your vision, doorknobs corner of doors etc
2) Put the tip of a finger on that point while still focusing on the distant object
3) Slowly move the finger back towards you while maintaining it on the point
If you did it properly, you'll be *very* distinctly on your dominant eye, you can also close your now determined to be dominant eye and see your finger shift massively when you force dominance on your other eye, but you'll notice when you close your non-dominant eye the image does not shift at all.
In case anyone's curious, dominant eyes play a big role in augmented and virtual reality inner workings as well, because the "origin" of your vision physically is your dominant eye. Calibration procedures for the HoloLens have you close the opposite eye to calibrate each screen to account for skew in the data they'd collect in the screen on your non-dominant eye
[QUOTE=Elspin;51377815]It's not just a practice thing anyhow, people have biologically determined dominant eyes and hands, and they're not always the same. If you're trying to use a gun right handed with a dominant left eye without closing your left eye, it'll be a mess. It's really important to shoot accurately to avoid hitting something you don't want to, and especially if safety lessons aren't mandatory to own firearms in your country you realllly want to avoid misinformation.
For anyone who was totally oblivious to this, there's a fun demo you can do to understand just how important it is:
1) Focus on a distant object point so it's in the centre of your vision, doorknobs corner of doors etc
2) Put the tip of a finger on that point while still focusing on the distant object
3) Slowly move the finger back towards you while maintaining it on the point
If you did it properly, you'll be *very* distinctly on your dominant eye, you can also close your now determined to be dominant eye and see your finger shift massively when you force dominance on your other eye, but you'll notice when you close your non-dominant eye the image does not shift at all.
In case anyone's curious, dominant eyes play a big role in augmented and virtual reality inner workings as well, because the "origin" of your vision physically is your dominant eye. Calibration procedures for the HoloLens have you close the opposite eye to calibrate each screen to account for skew in the data they'd collect in the screen on your non-dominant eye[/QUOTE]
This demo you mentioned seems rubbish since when I'm focusing on the doorkob and put my the tip of my index finger on that point I just see two fingers, none of them exactly on the door knob, I have to consciously correct the positioning of my finger so that the tip of "one" of them is sitting on the doorknob but the other one is always left out in the void.
[QUOTE=*Freezorg*;51380552]This demo you mentioned seems rubbish since when I'm focusing on the doorkob and put my the tip of my index finger on that point I just see two fingers, none of them exactly on the door knob, I have to consciously correct the positioning of my finger so that the tip of "one" of them is sitting on the doorknob but the other one is always left out in the void.[/QUOTE]
It's a popular test and it works as long as you're properly focusing on the distant object, but if you find it frustrating there's some other easy methods listed on [url=https://en.wikipedia.org/wiki/Ocular_dominance#Determination]the wikipedia page on ocular dominance[/url] (first one is likely easier if you find the focusing annoying). Basically just make a ring with your hands over a point, and close your right eye. If the image shifts a whooole lot, your right eye is dominant. If it shifts barely at all, your left eye is dominant.
[QUOTE=Elspin;51380565]It's a popular test and it works as long as you're properly focusing on the distant object, but if you find it frustrating there's some other easy methods listed on [url=https://en.wikipedia.org/wiki/Ocular_dominance#Determination]the wikipedia page on ocular dominance[/url] (first one is likely easier if you find the focusing annoying)[/QUOTE]
Isn't me properly focusing on a distant object precisely the reason why I'm seeing two of my index finger?
This one works a lot better than the finger method for me
[URL]http://www.diyphotography.net/a-neat-trick-to-determine-your-dominant-eye/[/URL]
An additional method you can try is do the above, but instead of closing one eye or the other slowly bring your arms closer to your face while keeping the object in frame, you'll notice your hands will naturally move towards your dominant eye
[QUOTE=*Freezorg*;51380572]Isn't me properly focusing on a distant object precisely the reason why I'm seeing two of my index finger?[/QUOTE]
Maybe? It's not too hard for me to get a definite distant focus where I can only see one finger (specifically my RH index finger), but even if I kinda mess with my focus a bit so I can see 2 using either of them still leads back to my dominant eye
[QUOTE=Ryo Ohki;51380584]This one works a lot better than the finger method for me
[url]http://www.diyphotography.net/a-neat-trick-to-determine-your-dominant-eye/[/url][/QUOTE]
Yeah it's the one I just mentioned in my post, it's probably way easier. I just like how the method I mentioned lets you physically identify which eye it is
[QUOTE=Brancki427;51377252]Then just buy it? You'll likely get motion sickness within 2 hoirststeam refunds give u anyway???[/QUOTE]
like, umm, wtf???
[QUOTE=ben1066;51376229]Saw this [url]https://medium.com/desk-of-van-schneider/the-post-virtual-reality-sadness-fb4a1ccacae4[/url] on Hacker News, wondering what people think of it, share any feelings with the author?[/QUOTE]
When I take off the headset I'm like "Aw, back to real life" but I would never say it makes me feel [I]sad[/I] about it... And he's got to be kidding with the "first two hours" part
Looks like google has a lot more goodies on their site for it
[URL]https://vr.google.com/earth/[/URL]
[QUOTE=EliteGuy;51380837]Oh shit that's cool
[video=youtube;-anwaxEVO4E]http://www.youtube.com/watch?v=-anwaxEVO4E[/video]
[URL]http://store.steampowered.com/app/348250/[/URL][/QUOTE]
Just gave this a go, this is what I want from VR. I really look forward to using VR for stuff other than games, and the experiences that is cant bring. This is a pretty fucking cool experience too! Hoping for streetview next
Google has software locked Google Earth VR to only be run on the Vive.
The comments on /r/Oculus about it not being available for the Rift are quite ironic, but I'll just leave it at that.
Valves take on ASTW is out of beta and is on the normal branch of SteamVR if you're using an nvidia card:
[url]http://www.roadtovr.com/steamvr-update-adds-asynchronous-reprojection/[/url]
[editline]16th November 2016[/editline]
[QUOTE=lilguy;51381374]Google has software locked Google Earth VR to only be run on the Vive.
The comments on /r/Oculus about it not being available for the Rift are quite ironic, but I'll just leave it at that.[/QUOTE]
Wait, its possible to hardware lock things with SteamVR? I thought that anything running through SteamVR intended for use on the Vive also had Rift/Touch functionality baked in by default
or was I mistaken on that?
[editline]16th November 2016[/editline]
I mean if Google is deliberately preventing Oculus users from using the software, I dont think Valve should allow them to put it on Steam if they want to maintain an open platform.
[QUOTE=Timebomb575;51381475]Valves take on ASTW is out of beta and is on the normal branch of SteamVR if you're using an nvidia card:
[url]http://www.roadtovr.com/steamvr-update-adds-asynchronous-reprojection/[/url][/QUOTE]
Not sure whether the sudden apocolyptic drop in vr performance I experienced last saturday was gpu or cpu related, but the laptop has an nvidia gpu this will be interesting to try out. Not that it should need it given it was working just fine with 0 missed frames a month or so ago, but as long as it improves the situation it's a welcome change.
[QUOTE=Elspin;51377815]It's not just a practice thing anyhow, people have biologically determined dominant eyes and hands, and they're not always the same. If you're trying to use a gun right handed with a dominant left eye without closing your left eye, it'll be a mess. It's really important to shoot accurately to avoid hitting something you don't want to, and especially if safety lessons aren't mandatory to own firearms in your country you realllly want to avoid misinformation.
For anyone who was totally oblivious to this, there's a fun demo you can do to understand just how important it is:
1) Focus on a distant object point so it's in the centre of your vision, doorknobs corner of doors etc
2) Put the tip of a finger on that point while still focusing on the distant object
3) Slowly move the finger back towards you while maintaining it on the point
If you did it properly, you'll be *very* distinctly on your dominant eye, you can also close your now determined to be dominant eye and see your finger shift massively when you force dominance on your other eye, but you'll notice when you close your non-dominant eye the image does not shift at all.
In case anyone's curious, dominant eyes play a big role in augmented and virtual reality inner workings as well, because the "origin" of your vision physically is your dominant eye. Calibration procedures for the HoloLens have you close the opposite eye to calibrate each screen to account for skew in the data they'd collect in the screen on your non-dominant eye[/QUOTE]
My right eye is dominant, I think that explains why I can aim through a scope or using iron sights while both my eyes are open :dance:
I always get told to close my left eye when I'm trying peoples new scopes, but now I'll have an explanation for them.
[editline]16th November 2016[/editline]
[QUOTE=EliteGuy;51380837]Oh shit that's cool
[video=youtube;-anwaxEVO4E]http://www.youtube.com/watch?v=-anwaxEVO4E[/video]
[URL]http://store.steampowered.com/app/348250/[/URL][/QUOTE]
This looks awesome, but I just played an hour of Audioshield and I need rest from VR now..
[QUOTE=EliteGuy;51380837]Oh shit that's cool
[video=youtube;-anwaxEVO4E]http://www.youtube.com/watch?v=-anwaxEVO4E[/video]
[URL]http://store.steampowered.com/app/348250/[/URL][/QUOTE]
music should be more like
[media]https://www.youtube.com/watch?v=o6qAIaqK3_Q[/media]
So I was checking out the updated store layout on the VR page and I saw this:
[media]https://www.youtube.com/watch?v=QmLqpsfAdRI[/media]
Having been a percussionist in band during high school I immediately dropped the $8 for this and I gotta say, it's a pretty fun little app. It'll be nice to see more instruments getting added, too.
Weird question, but could someone tell me if you can wear aviators under a Vive? I'm looking at getting aviator frames for my next pair of glasses, but I'd rather not if that means no VR for the next 2 years while I have those frames.
And no, I don't have a Vive just yet so I can't test it.
Still depends on the exact sizing of the glasses. Width and height clearance is about 6" and 2" IIRC. I personally wear rimless glasses so it's not an issue for me.
From what I've seen and heard, it works fine for people who have thick rimmed glasses. You just have to be careful when you put them on and take them off (ALWAYS front to back when putting on, reverse taking off) in order to prevent scratching the lenses.
If you can, it is also recommended that you try using the Vive without your glasses on at least once, provided that you are not in the realm of being legally blind. It might put a strain on your eyes if you have rather poor vision, but it's still clear enough to see. Otherwise, you can shell out a few bucks and get prescription Vive lenses from [url]https://vr-lens-lab.com/[/url]
[QUOTE=Trooper0315;51381692]Weird question, but could someone tell me if you can wear aviators under a Vive? I'm looking at getting aviator frames for my next pair of glasses, but I'd rather not if that means no VR for the next 2 years while I have those frames.
And no, I don't have a Vive just yet so I can't test it.[/QUOTE]
Aviators definitely won't fit into the vive
Unless you have a reason to get rid of them you can keep your old glasses to use with the vive (assuming they fit), any small change in graduation likely won't be noticeable because the screen resolution gives you the equivalent of short sightedness in any case
Google Earth VR is pretty damn neat yo.
Though half the places I want to visit haven't had their satellite images updated since 2002 or something.
Google Earth VR is the one exact thing I've been waiting for the most, it was obvious that it would happen and I'm still not even done being amazed at the 3D cities every time I zoom in in regular Google Earth. I can't wait to try this.
Looks like CrossVR (the guy behind Revive) found a way around the Vive requirement for Google Earth VR.
[url]https://www.reddit.com/r/oculus/comments/5dcgts/how_to_remove_the_google_earth_vr_headset_check/[/url]
[img]http://i.imgur.com/tFV4aJ1.jpg[/img]
Pretty sure official support will be in when Touch launches in 3 weeks. There's already Rift-related files in there, just not enabled yet.
[QUOTE=lilguy;51383115]Looks like CrossVR (the guy behind Revive) found a way around the Vive requirement for Google Earth VR.
[url]https://www.reddit.com/r/oculus/comments/5dcgts/how_to_remove_the_google_earth_vr_headset_check/[/url][/QUOTE]
false drama; Touch isn't even out yet
Google opted to not use the built-in SteamVR Touch/Wand abstraction, in favor of natively supporting the Touch controllers
[img]http://i.imgur.com/tFV4aJ1.jpg[/img]
[editline]16th November 2016[/editline]
dam orkel
Holy shit, Google Earth VR is seriously blowing my mind. Hands down [I]this[/I] is the best thing I've ever seen in VR, no contest. This is like the type of shit you see in sci-fi movies, seamlessly flying from space down to a city of your choosing, literally to [I]any place on Earth[/I], and then walking around in it. If you have a headset you really seriously need to do this ASAP.
I also came here to tell you all that Google Earth VR is fucking awesome. My only gripe is how fucking slow it takes to update textures, and that things really only look [I]really good[/I] in an area after 20 minutes of flying around loading in the fine details
Would Google Earth VR works with PSVR?
[QUOTE=hakimhakim;51383994]Would Google Earth VR works with PSVR?[/QUOTE]
Extremely unlikely.
[QUOTE=hakimhakim;51383994]Would Google Earth VR works with PSVR?[/QUOTE]
PSVR is not supported on PC, so I don't see how it would. If you use it on PC I think it's just a basic display with no positional tracking?
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