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Post by jerome on Nov 9, 2014 13:53:31 GMT
Hi Thanos,
Thanks for your offer.
We gave a demo of the simulator during two days, about 135 people tried it. It worked brilliantly but we set the limiters quiet low to avoid any problems. So indeed your help would be greatly appreciated to setup a good configuration.
You are right, the effects on the video are not really acurate. We already changed them since the video was taken. (The visible effect were mostly terrain related) We already had a head start thanks to Vicpopo but of course still need to work on the Xsim profile to get the best out of it.
We will probably increase the rod links length and spacers length between them and the sevo arm to allow more motion.
Can we plan a Skype call on the 18th of November 11am California time ?
Best of luck with your new job.
Jerome
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Post by tronicgr on Nov 10, 2014 1:59:04 GMT
Hi Jerome,
That sounds good, we might have to change the time, if I start working before that. Just send me a message on skype a day or two before to remind me!!
Thanks Thanos.
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Post by bfg10k on Oct 15, 2015 5:43:26 GMT
Hi jerome: Fantastic job !! I'd tried to contact VectionVR for the sensor last year via bfg10k@hotmail.com I'm not sure if it is you send me a reply email Really great to see it work and works great! Keep in touch~~~ BFG10K
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Post by clyevo on Oct 20, 2015 1:30:21 GMT
Nice, the positional head tracking is awesome. Are you using a custom positional tracking because i didnt notice the oculus camera used for the positional tracking? Anyway, the only issue with oculus is the pixelated screen. Current lcd technology can produce 736ppi while oculus dk2 is only using 330ppi. Lets all push oculus to use high density screen for consumer version next year.
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Post by Trip Rodriguez on May 7, 2016 23:09:12 GMT
Just messaged VectionVR via the website, hope I get a response and that it's good news! =)
My Rift CV1 is coming in about 7-8 weeks and I'm hoping to finish my 6DOF motion platform (it will be basically the same as Stevant's build, I already have 75% of the parts) shortly afterward.
VR is the whole reason I'm building the motion simulator so I really hope that stabilization for the Rift is available and trouble free!
There hasn't been an update for a while, does anyone know if this is still supposed to be available, and if so when and how much will it cost?
Just sent the same questions directly to VectionVR, hoping to hear back!
Trip
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Post by jerome on May 9, 2016 8:31:20 GMT
Hello triprodriguez, I got your message, unfortunately Oculus has stopped releasing the sources of it's library so we can't apply our solution anymore. We now need to get access to the game code to apply or fix. Trust me we tried, I contacted Palmer Luckey direclty but they don't seem to be interested by motion sim users at the moment.
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Post by Trip Rodriguez on May 17, 2016 9:23:01 GMT
Thanks for the note Jerome. I think that their attitude toward motion sims is very strange. I understand it's an extremely small market segment so I wouldn't expect them to make a huge investment in us, but it's really strange that they aren't even interested in doing what they can at little or no cost to support such an obvious combination as VR and motion.
For the most part I'm happy with Oculus even after the buyout, but this one thing I find a little disheartening. On the bright side, folks with 6DOF and Rift I've spoken to say that with the camera mounted to the motion platform it works quite well. I don't find that hard to believe, but it sure would be nice to get it from good to perfect.
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Post by hexpod on May 17, 2016 11:53:54 GMT
Hi, Could somebody please explain what is exactly the difference between the "Oculus stabilizer" and the DK2 tracking camera?
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Post by Mitch on May 26, 2016 6:00:23 GMT
Hi, Could somebody please explain what is exactly the difference between the "Oculus stabilizer" and the DK2 tracking camera? Jerome is probably best to answer this - but I'll give it a shot based on what I know. So, the Dk2 and CV1 headsets have an array of IR LED lights on them, and these are picked up by the tracking camera. This allows the software to calculate the headset position in 3D space very accurately. Nintendo Wii position tracking is similar in concept, but you hold the camera, and the IR light bar goes on top of the TV. The older DK1 headset didn't use this IR tracking technique - it approximated where the head was based on accelerometers in the headset and user neck length. The DK2 does this too, to some extent - but only when you go out of the camera's FOV. You can attach the tracking camera to the motion platform which essentially eliminates movement relative to the ground - since your reference is attached to the moving platform. However, the accelerometers are still reading a value when the platform moves, so this Oculus stabilizer comes into play. It's is attached to the platform as well and acts as a neutral reference for the accelerometers in the headset.
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Post by paulg100 on May 26, 2016 6:50:40 GMT
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Post by hexpod on May 26, 2016 12:47:50 GMT
"You can attach the tracking camera to the motion platform which essentially eliminates movement relative to the ground - since your reference is attached to the moving platform. However, the accelerometers are still reading a value when the platform moves,..."
With DK2, when you use the camera, you can get 6 visual axis as long as the frontal infra red lights are insight of the camera. It is acting like a "Track IR" device I thought that in this case the accelerometers and other gyroscopic stuff are off.
So basically the oculus stabilizer used instead of the camera is doing the same job with a difference that you can have your 6 visual axis even if you turn your head by 180 deg.
Please precise if I am wrong.
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Post by Mitch on May 26, 2016 13:33:19 GMT
Nope, there's no value in placing the camera on a steady cam. You want the camera attached to the platform directly. It would just make you sick. If you were thinking to use this to compensate the accelerometers, you'd need to have the headset floating on the steadicam and I don't see how it's possible to do that and use the the headset at the same time..
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