1. Do not share user accounts! Any account that is shared by another person will be blocked and closed. This means: we will close not only the account that is shared, but also the main account of the user who uses another person's account. We have the ability to detect account sharing, so please do not try to cheat the system. This action will take place on 04/18/2023. Read all forum rules.
    Dismiss Notice
  2. For downloading SimTools plugins you need a Download Package. Get it with virtual coins that you receive for forum activity or Buy Download Package - We have a zero Spam tolerance so read our forum rules first.

    Buy Now a Download Plan!
  3. Do not try to cheat our system and do not post an unnecessary amount of useless posts only to earn credits here. We have a zero spam tolerance policy and this will cause a ban of your user account. Otherwise we wish you a pleasant stay here! Read the forum rules
  4. We have a few rules which you need to read and accept before posting anything here! Following these rules will keep the forum clean and your stay pleasant. Do not follow these rules can lead to permanent exclusion from this website: Read the forum rules.
    Are you a company? Read our company rules

News A new VR actor [HTC-SteamVR Vive] pre-orders 29th Feb

Discussion in 'Electronic and hardware generally' started by Blame73, Mar 1, 2015.

  1. SeatTime

    SeatTime Well-Known Member

    Joined:
    Dec 27, 2013
    Messages:
    2,574
    Occupation:
    Retired
    Location:
    Brisbane Australia
    Balance:
    28,370Coins
    Ratings:
    +2,844 / 39 / -0
    My Motion Simulator:
    AC motor, Motion platform
    That's a big claim, especially when all their demos have been so far people physically moving in a room 1:1. You will not get simulation sickness in that situation. It's when the body is not moving 1:1 to what is being seen that the inner ear can get out of sorts bringing on motion sickness. Some people are just naturally more susceptible to this than others. If they are waiting to find a solution that eliminates VR sickness for all people, then I should give up waiting for a CV now. In my experience any sort of synchronized motion helps Eg. with motion (which is not really 1:1) I can ride on the No limits 2 roller coaster numerous times with no ill effects. If I then turn off motion, after a couple of runs I'm starting to feel the onset of motion sickness.
    • Agree Agree x 1
    • Informative Informative x 1
    Last edited: Mar 6, 2015
  2. SeatTime

    SeatTime Well-Known Member

    Joined:
    Dec 27, 2013
    Messages:
    2,574
    Occupation:
    Retired
    Location:
    Brisbane Australia
    Balance:
    28,370Coins
    Ratings:
    +2,844 / 39 / -0
    My Motion Simulator:
    AC motor, Motion platform
    A nice rundown of the demo from Tested.

    • Like Like x 2
    • Friendly Friendly x 1
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,551
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    145,124Coins
    Ratings:
    +10,779 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    I agree @SeatTime. I think Valve is differentiating between different causes without being clear about it.

    Valve's claim is really about 1:1 mapping eliminating a particular type of VR sickness, most often induced by FPS games when the body does not move to match the visuals. There are other causes, judder for example, which can induce sickness. It is pretty easy with our rigs to set the motion opposite what the visuals are and that would soon make most people feel queasy.

    That all said, Valve has a valid point re the tracking solution they have created eliminating sickness for the specific case of maintaining accurate 1:1 tracking.
  4. shannonb1

    shannonb1 Well-Known Member

    Joined:
    Mar 12, 2008
    Messages:
    1,107
    Occupation:
    Sales Intelligence
    Location:
    Virginia
    Balance:
    8,909Coins
    Ratings:
    +598 / 5 / -0
    My Motion Simulator:
    2DOF, AC motor, Arduino, JRK, 4DOF
    Said it before...Oculus got too big headed and blew their lead. They tried to worry the industry with tons of issues and they called the bluff..All Hail VALVE!
    • Agree Agree x 1
  5. Blame73

    Blame73 Well-Known Member

    Joined:
    Nov 6, 2014
    Messages:
    1,210
    Location:
    Italy
    Balance:
    8,255Coins
    Ratings:
    +1,106 / 2 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
    I know it's a little OT but I got a question for you who already own/tried VR: is it possible to use it with astigmatism?
  6. shannonb1

    shannonb1 Well-Known Member

    Joined:
    Mar 12, 2008
    Messages:
    1,107
    Occupation:
    Sales Intelligence
    Location:
    Virginia
    Balance:
    8,909Coins
    Ratings:
    +598 / 5 / -0
    My Motion Simulator:
    2DOF, AC motor, Arduino, JRK, 4DOF
    have one, and have all 3 Oculus headsets, so yes.
    • Like Like x 1
    • Agree Agree x 1
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,551
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    145,124Coins
    Ratings:
    +10,779 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    I wear glasses because of astigmatism but use the Rift without them, though I do have a little bit of right eye fuzziness.

    Once a final VR consumer release is available I expect either you will be able to order prescription lenses for them or a third party will offer them such as as OculusLenses: http://oculuslenses.com/
    • Informative Informative x 1
    Last edited: Mar 7, 2015
  8. Blame73

    Blame73 Well-Known Member

    Joined:
    Nov 6, 2014
    Messages:
    1,210
    Location:
    Italy
    Balance:
    8,255Coins
    Ratings:
    +1,106 / 2 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,551
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    145,124Coins
    Ratings:
    +10,779 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
  10. Blame73

    Blame73 Well-Known Member

    Joined:
    Nov 6, 2014
    Messages:
    1,210
    Location:
    Italy
    Balance:
    8,255Coins
    Ratings:
    +1,106 / 2 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
    that's true, but maybe it brings something to the table the the other could then implement.
    for three years we just had OR, this is just good for all the field
  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,551
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    145,124Coins
    Ratings:
    +10,779 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Morpheus has been under development almost as long as the Rift, and Sony has been developing VR headset long before the rift, that just did a poor job of it. The difference is that nobody has had access to Morpheus like we have with the dev versions of the Rift. Vive will be the same, only designated devs will get access to the dev version, the rest of us will have to wait for the consumer version late this year..

    Morpheus has been demonstrated at trade shows on a regular basis, so what it can do, including the updates demoed at the recent GDC earlier this week, are well known.
  12. ericRacer

    ericRacer You get old because you stop playing ! Gold Contributor

    Joined:
    Jun 11, 2009
    Messages:
    251
    Occupation:
    Pilot
    Location:
    Canada, Quebec
    Balance:
    989Coins
    Ratings:
    +147 / 2 / -0
    My Motion Simulator:
    3DOF, Arduino, Motion platform
  13. Blame73

    Blame73 Well-Known Member

    Joined:
    Nov 6, 2014
    Messages:
    1,210
    Location:
    Italy
    Balance:
    8,255Coins
    Ratings:
    +1,106 / 2 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
  14. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,551
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    145,124Coins
    Ratings:
    +10,779 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    These are not Rift/Vive competitors, as there are not made for high end VR PC gaming. There is also a lot of VR community skepticism regarding Dlodlo technical claims, including noting that there is no mention of key VR related capabilities like head tracking: http://www.reddit.com/r/oculus/comments/36n231/dlodlo_announces_worlds_lightest_portable/

    There are a plethora of mobile based VR devices. Most are just a glorified version of Google Cardboard and do not have the capability of the mobile based Oculus/Samsung GearVR HMD, though Lenovo made a splash when it entered the fray this week: http://www.androidauthority.com/lenovo-vr-goggles-announced-takes-on-samsung-and-oculus-611911/

    Mobile VR and computer based VR are distinctly different in key areas like tracking and data throughput at this stage of their respective development and will remain so until the technical problem of very low latency wireless high data throughput can be resolved. And that is years away. At this stage the technology does not exist to make a consumer wireless HMD that has the capability of the computer tethered HMDs.
    Last edited: May 29, 2015
  15. Blame73

    Blame73 Well-Known Member

    Joined:
    Nov 6, 2014
    Messages:
    1,210
    Location:
    Italy
    Balance:
    8,255Coins
    Ratings:
    +1,106 / 2 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
  16. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,551
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    145,124Coins
    Ratings:
    +10,779 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Microsoft has jumped on both the Valve and Oculus band wagons to try and gain some associated VR cred. The good thing that is likely to come out of it is that the Rift and Vive should ultimately be plug and play on Windows 10.

    You have to feel sorry for the Mac and Linux fans though, as Oculus has put all related development for those platforms on hold until CV1 is fully sorted for Windows.
    • Agree Agree x 2
    Last edited: Jun 16, 2015
  17. AceOfSpies

    AceOfSpies Living the Dream!

    Joined:
    May 8, 2012
    Messages:
    260
    Location:
    Kilwinning, Scotland
    Balance:
    19,614Coins
    Ratings:
    +244 / 1 / -0
    My Motion Simulator:
    3DOF, DC motor, JRK, Motion platform
    • Informative Informative x 1
  18. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,551
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    145,124Coins
    Ratings:
    +10,779 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    • Agree Agree x 1
  19. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,551
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    145,124Coins
    Ratings:
    +10,779 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
  20. bberger

    bberger Member

    Joined:
    Aug 21, 2010
    Messages:
    85
    Balance:
    306Coins
    Ratings:
    +37 / 0 / -0
    I think the most promising thing is the ValveVR driver, not even the hardware itself.

    I think VR needs a standard that can be implemented or else it will get problematic..