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Oculus Rift - New immersive 3D VR Virtual Reality headset

Discussion in 'News' started by RaceRay, Aug 2, 2012.

  1. cthiggin

    cthiggin Active Member

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    Well, HOPEFULLY the developers at Rift are like the developers at LM and Prepar3D - they listen to "what the users are saying" and making the acceptable changes with revisions and continually are moving forward.
    I'm "not" a gamer - just sim racing and flight sim - and I (we) know what we need in the way of being able to "see" outside the "box" for changes we need to make - new flight or different car.....
    IF Rift doesn't take this into consideration, then "for me", I'm going to have to weight the price/value relationship and what I will have to "manually do" by taking the headset off.
    Again, HOPEFULLY???

    Thanks,

    Tom
  2. shannonb1

    shannonb1 Well-Known Member

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    priovr would be nice to show where hands are on steeting wheel
  3. RiftFlyer

    RiftFlyer Active Member Gold Contributor

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    First post here guys. I've been reading a lot and planning a 6dof build for flight sims. I won't commit to investing in components until I know oculus will work with motion platforms. I've asked on oculus forum but have not received a convincing answer. Any of you guys tried it?

    I can't imagine it works with DK1 but am hoping the IR camera they've added may make it usable in DK2 and consumer version.

    I'm talking about false cues to the headtracker from the platform motion.
  4. RiftFlyer

    RiftFlyer Active Member Gold Contributor

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    For Trent on the other thread and others who may be interested here is a viable solution to the head tracking problem:



    I don't think mounting the camera on the platform will be enough to counteract motion platform movement. The camera is only 60Hz and based on latest oculus SDK can not be used independently for orientation and position tracking. Hopefully the solution in the video above will become available before CV1
  5. telfel

    telfel Active Member

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    Hi

    I have backed the castAR on kickstater,





    Will have to wait and see
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  6. ferslash

    ferslash Active Member

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    i was googleing last night about a diy head mounting display with movement sensor... and the opinion of a lot of "diyers" was that it is fan to construct your own helmet but... at the end, you will end up spending even more money than if you were buy a brand new Oculus Rift. :blush
  7. CraCk

    CraCk Member Gold Contributor

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    ANTVR KIT: All-IN-ONE Universal Virtual Reality Kit

    Controller attached to the chair in simulator? Like the idea?
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    • Informative Informative x 1
  8. telfel

    telfel Active Member

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    As I understand it CastAR will release the head tracking as separate hardware module, uses targets of 4 + 1 ID led, use as many as required, head mount camera with all the maths in head mounted hardware, high precision with no latency.

    regards Terry
    • Informative Informative x 1
  9. vanille1968

    vanille1968 New Member

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    it is presumable that games will be modified to be compatible with it.
  10. Imeleon

    Imeleon Member

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    I only have a seat mover set up but I'm exclusively using the rift nowadays. Mainly iracing and elite dangerous with a splash of roller coasting every now and then.
    Having the seat move while wearing the rift just makes it even better.
    • Agree Agree x 3
    • Like Like x 2
  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    You can expect the Rift to lee and use you hands both in VR and the real world. This has been demonstrated using the leap motion senor, though Oculus has just bought other expertise to do the same sort of stuff. Leap motion has just released a demo of a quick gesture to alternate between the virtual and real world: http://blog.leapmotion.com/new-demo-switch-vr-real-world-simple-gesture/#more-2017

    Oculus is working on new types of input controls but they are yet to be revealed. Other tracking/input systems, such as the Stem system and Leap Motion are currently being demoed at CES. Peripherals in VR still have a long way to go. But Oculus making third party peripherals redundant has already given rise to the Open Source OSVR headset: http://simulatortrends.com/osvr-vr-goes-open-source/

    I hope OSVR does get off the ground, as it would spur innovation and more importantly interoperability along much faster, similar to what happened when Android got over patent threats and went head to head with the iPhone.
  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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