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Monitor/s Moving or not

Discussion in 'DIY Motion Simulator Projects' started by Roy, Mar 21, 2015.

  1. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The Rift is 960 x 1080 per eye, with slightly lower rendering area, and yes it uses a camera for tracking. Unfortunately that camera uses the ground plane for reference, which poses a challenge when used with motion simulators, as it reads things like the pitch axis being used for surge as moving your head up and down relative to the horizon.

    The Rift needs the Oculus runtime installed to function and in many cases needs to be the primary monitor in extended screen mode. As the DK2 is for developers, not consumers, there can be some fiddling around to make the most of it. For me that includes using SweetFX to tweak the graphics, using the Nvidia control panel to set custom resolution values and in-game graphics to balance quality against the needed 75 frames per second. The latter takes a high end graphics card and a pretty powerful PC.

    Despite some of the issues and challenges VR is a totally different experience to playing with a monitor or screen, giving a real sense of 'being there'. Consumer VR looks set to be available as of the end of the year, with HTC and Valve demoing an alternate VR Head Mounted Display, input and tracking system at the recent Game Developer Conferences that is due for release then.
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    Last edited: Mar 26, 2015
  2. HoiHman

    HoiHman Active Member

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    Big stationary screens for me.

    I'm very curious about the rift. I have been i doubt about ordering the DK2 a couple of times, but decided to wait for the consumer version.
  3. eaorobbie

    eaorobbie Well-Known Member SimTools Developer Gold Contributor

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    $350 ? last quote from site was $550 plus 75 for postage and for insurance. I buy 3xTvs for that.
    Ah I want one but see a good enough reason to spend the money on a dev kit only.
    SweetFx works well on a std screen too. In AC its wicked.
  4. bsft

    bsft

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    Go buy a blue tiger sim, or go buy dbox actuators and go to ISRTV site and build it there. They will love you.
  5. Roy

    Roy Member

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    after looking at these two vids, and this is only me, I can only conclude that it matters where the cam is situated. The second vid is what I would say is a birds eye view, since it covered one eye and it appears that he didn't move as much as the first clip. So in the first clip, where was the camera? On the helmet, over the eye, it doesn't say. I would say on the helmet as he reached 290 + KPH and I would think it would be a little tricky to do with one eye covered. I've tried just at normal speeds and it was hard. I wanted to see what my friend goes thru as he has 20 % sight in his left eye, making it even worse. Its not the vibrations causing the head movement , its the fighting against the lateral forces in turns and the running over of the curbing. Have a gander at this YT vid, it has a F1 and NASCAR driver switching cars. The on-board cam on the F1 has the car looking like its hardly moving. Any way I'm not trying to get into a pissing war, but to find out what everyone who's built a rig thinks if the monitors should move with the Sim or not and their reasoning for having it that way. My thought is to have them move with the Sim, my reason being, lets say I have traction lost on my Sim and lets say for argument sake that movement is 6" from center. You have an accident and you end up perpendicular to the road, lets say the Sim locks up the traction loss at its full extension. Where are you facing in the static position compared to the dynamic one. To me, the dynamic would have me facing the monitors where the static would have you on an angle. Its a mote point really but if you want to go for realism, go and drive the actual car. Now have a look at this Sim and imagine getting into an accident. and this DIY one,
  6. Roy

    Roy Member

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    https://www.oculus.com/dk2/ this is the site I went to
  7. eaorobbie

    eaorobbie Well-Known Member SimTools Developer Gold Contributor

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    My Motion Simulator:
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    Totally unrealistic feeling, in both of those sims, lovely flight sim and yes I advised in both builds. Before I was booted from the other site, lol theses are pure arcade machines.

    lol pissing war,1st camera is mounted on helmet, solidly, so you have a f1 drivers neck holding it still.
    I have personally done "slow" laps in a 1970's f1 spec car, historic's race, and love me 9 laps I was worn out to the point I needed a hand to get out, it was like sitting on a washing machine on spin dry. The vibration's went right through your body.And we must remember most go pro type camera have a anti vibration option on them which dampens heaps.

    Sorry @Roy should have stated that's Aussie dollars , about 700 depending where the dollar is.
    lol more than my whole sim cost. Not counting pc , monitors and wheel.

    @bsft you had a good video showing whats happening inside a rally car, driver get shaken to the bone, its actually quite concerning how run it actually is.

    If you get a chance to jump in the double seater f1 that follows the grandprix you will see what we mean, its a bloody unreal drive, I did Adelaide years ago before they went to Melbourne now to far to go to watch it.


    Granted seatbelts are too loose , poor girl.


    Some good rally examples


    More realistic f1
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  8. bsft

    bsft

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    @Roy , where are you located on this planet?
    Are there any simulation places nearby to some extent to you?
    If there are I highly suggest you go to these places and pay to play on as many different rides as you can to get an idea.
    Its all good commenting on videos, but if you can actually use a sim, screen static or moving, you will get a much better idea.
    @eaorobbie , the only one I can think of is not really but a "burg" run

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  9. Nick Moxley

    Nick Moxley Well-Known Member

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    My Motion Simulator:
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    Watch Hamilton's head, Yes it only shows a sliver of his helmet, but you get the idea of the FINE MINUSCULE details his head is showing from the surface through the suspension.


    https://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=11&cad=rja&uact=8&ved=0CE0QFjAK&url=https://www.formula1.com/content/fom-website/en/video/2015/3/Onboard_Pole_Position_Lap.html&ei=0kkPVZzKNozbggSxq4HgBg&usg=AFQjCNFLGseGOOgkIadMAbc39tVbnaDdPQ&sig2=HlC42nBDUtWNfSNQoeB28Q


    Monza in which my My motion profile for WIP F1 mod matches almost dead on for head movement.

    http://www.formula1.com/content/fom.../3/Italy_2014_-_Nico_Rosberg_onboard_lap.html
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  10. Roy

    Roy Member

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    Well boys I can't argue with first hand experience, but when I see vids of the drivers and listen to the commentaries of how the cockpit is fashioned to the driver's comfort so he won't get fatigued, I can only say the strides in tech that they have made compared to yester year is indeed better for the driver. You're comparing a 45 year old car to todays F1.
    As for Rally driving its a totally a different animal. Your on back roads, multiple terrains and heaps of people in the way. Each form of racing has its needs. Try driving the F1 on those same roads :)

    As for the full motion Sim, I think I would like to experience an accident just to see what the Sim would do.

    I live on the east coast of Canada, about an hours drive from the American border. I think the only "Sim" we have is a very crude form of one. Stationary seat, monitor screen might as well be home setting in front of your computer.
  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    If you mean a 360 degree as for the full motion Sim, then it would not respond quickly enough to replicate say a multi-rollover situations. As many here have already observed, that style of sim lends itself to flight not racing.

    A 2 or 3DOF sim will give you a good jolt if you hit a wall, but they are not generally programed to simulate a roll over, though you could in theory do it. A rollover brings into play a sim design disadvantage of reversing the axis at the half way point, though I suspect that would be far more noticeable in a flight than rapid crash scenario.
  12. Roy

    Roy Member

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    After watching the DIY vid of the 360 motion again it appears to be a little slow but isn't that software related. eaorobbie, whats your take on the full motion sim, will it react fast enough. It seems to in flight mode. You said you had advised in the builds.
    Last edited: Mar 23, 2015
  13. eaorobbie

    eaorobbie Well-Known Member SimTools Developer Gold Contributor

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    My Motion Simulator:
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    Its originally built for FSX , at the time of brainstorming the idea, it was never intended for racing.
    Its based on a Russian sim that is very popular in Europe and designed for the Arcade parlours not for a real simulation. And yes slow , will never reach the g's need to simulate those movements properly.

    Actually if you did you would properly have some one black out and have a arm or leg ripped off.
    I know in their building stage they got hurt testing it a few times.

    Just like a full dof unit 2-3-6 they only produce enough movement for cues to match whats going on in a plane. Motion is very off putting when you try an race them, but with clear profiling it can be not bad , but still quite arcade compared to a simple seat mover , which more real life drivers are replacing there existing expensive systems with , rofl.
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  14. Blame73

    Blame73 Well-Known Member

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    That vid from Lucas DiGrassi helmet is... terrific! My POV while driving formulas is at least 15cm higher and it's already an hell to drive
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  15. narthur157

    narthur157 Member

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    Your best bet might be to wait a bit for this: http://www.razerzone.com/osvr-hacker-dev-kit

    It's only $200, and should be comparable. I don't think it has positional tracking though..?

    In terms of what computer you need, it's mostly about your graphics card. Something like this (R9 270x) won't do you wrong:

    I run a gtx 970 though, and it can handle anything, should be good for 4k res and that kind of thing for at least all of this year.
  16. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The OSVR is an open source dev kit and the performance will be somewhere between the Rift DK1 and DK2, so nothing like consumer grade VR. Best to wait for the HTC/Valve Vive at the end of this year, which will be a consumer release.

    I have a GTX 970 as well @narthur157 but I don't expect it to be up to the task of consumer grade 4k VR, whenever that becomes a reality. I instead expect Nvidia and AMD to release optimised VR grade cards .
  17. Roy

    Roy Member

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    This what they have to say about the GTX980 The GeForce GTX 980 is our fastest and most efficient GPU. Faster framerates, new rendering techniques and superior image quality combine to deliver next-generation game experiences at Ultra HD resolutions and on Virtual Reality headsets. The 970 specs is pretty well the same but they didn't mention VR.
  18. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    This is the bleeding edge for Nvidia and VR:


    Pascal, the next gen Nvidia card, is claimed to be 10X faster than Maxwell and at the Nvidia GPU Conference was confirmed for release in 2016.

    While the GTX 980 is a brute it is not specifically refined for VR the way that next gen cards will be.
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    Last edited: Mar 26, 2015
  19. Blame73

    Blame73 Well-Known Member

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  20. Alexey

    Alexey Well-Known Member

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