Maybe someone else can find this interesting too
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
http://unsworks.unsw.edu.au/fapi/datast ... 9/SOURCE02
So where would you suggest your average person store one of those huge contraptions? It's only as good as it is because of the amount of money EA put into it even for a hobbyist a setup comparable to that would cost a fortune.cybereality wrote:@bobv5: What about this, looks working to me:
[youtube]http://www.youtube.com/watch?v=nQR49JGySTM[/youtube]
There are several different ODTs in development but the type most consumers will have access to for a reasonable price in the short-term won't be anything like what you saw on that BF3 video. That was purpose built with money out of an advertising budget for a blockbuster game from one of the largest gaming companies in the world.bobv5 wrote:Has anyone tested any VR walking systems? I think realistic walking is not currently solvable. Decent HMD's have been arround for a while, just too expensive. A decent walking rig, as far as I am aware, is not available even for military use.
It seems to me that anything that makes you think about how to walk is going to be less immersive than just using a thumbstick mounted to your weapon (or wand, camera, golf club, dustbin, whatever). My plan is to have a VR pod, like the old virtuality systems, at least that way I can move semi free for dodging stuff, without smashing my HMD and face on the wall.
I don't think cybereality suggested it to be a device for consumer market. He replied to bobv5's message, in which he said he's not aware of a solution for walking even for military use. If I'm not mistaken, the ODT in that video is exactly that.SouthernCross wrote:
So where would you suggest your average person store one of those huge contraptions?
Is walking on the spot detection going to be supported in the Oculus Rift SDK? Because it should be detectable with the motion sensor information that you have.PalmerTech wrote:The good news is that if content is written with walking on the spot in mind, tweaking it for ODT use should not be too hard, unless you are looking for perfect results. Seems to me that perhaps the best way to make an ODT would be to have it function entirely independently of the game, with dedicated hardware for tracking and compensating for the movement of the player.