

Yes, it's been a while but we're nearly ready to launch.... you can still join the raffle/newsletter to win one at
http://www.feelthree.com/giveaways/pre-kickstarter-giveaway/ and share your code to get more entries, but you better get a move on!
The new base is ±50°, so 100° pitch/roll in total
http://www.feelthree.com/feel-three-specifications/Early bird is $2000, so get on the newsletter to find out when we're launching.

No video of it working until the Kickstarter.... we have to hold back the really cool stuff, but here is an animation
Comments
Thomas Covenant, Unbeliever
Still feel the developers will have to look towards OOH to achieve a strong business in the short term, with consumer takeup hoping to ramp off of the back of this.
Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
This looks great.
So I assume the problem of compensating for the Rift's/Vive's movement in relation to the sensors has been solved? Is it done with software? and does it add any latency? and am I right in assuming 3 sensors are enough for the range of movement the chair is delivering?
Imagine if it were an enclosed sphere that allowed full rotation? Imagine playing a combat flight sim in a rig like that?
Even now it would be really great for a flight sim but much better for a racing sim where you can simulate the G's.
Reminds me of this from Ready Player One
Well it would be good for arcades to make loads of money on just a $2000 setup like this, it's good that it is also offered to the consumer at such a low price..
Oh where to start?
Okay, I agree that the company should have focused on a B2B then B2C approach (you would expect that!) This would have allowed them to hone their skills, and also come to understand what the needs of commercial could be migrated to the needs of consumer. In realising this too late they are now in a rushed compromise situation - as we are seeing with the likes of Virtuix, StarVR and others, having to pivot too commercial comes with many issues.
Regarding the price of the system - this is a perfect example of the compromise to be avoided. If the manufacturers had focused on commercial they could avoided having to pair down the concept to fit a "perceived" consumer price point, and with that possibly endanger throwing the baby out with the bath water regarding the deliverable. With a commercial focus they could have created the "premier" version. and then after evaluation, creating off the back of all the free publicity, a consumer version.
It is this approach to new technology - trying to force the square peg of high-tech into the round hole of consumer need that has soured the latest attempt to establish VR with the "mainstream", and was based on a false premise by individuals that have proven they had more hyperbole than business sense.
Let's hope FeelThreeMotion can get some good advise on their next steps.
That depends, if you are only spinning around one way it would be a problem, but this setup isn't designed to just spin one way. I have my Rift cable attached to a Bungee clip and a piece of string above my head. I can use room scale without the cable getting in the way now and spin round on my swivel chair no problem. However, if was to spin on my swivel chair one way only then the cable would eventually get a bit tangled I think. I don't know for sure though because I've spun around quite a few times in one direction and it still seems okay.
±90 means from -90 to +90, which is 180 degrees. It can't roll/pitch that much. It's really ±45-50.
±3600 is 20 complete rotations.
It might be slightly concerning that a product that wants you to sit inside of a giant motorised hemisphere is made by people who don't know how many degrees are in a circle or how ± works.
(or they need one of the engineers to proofread their marketing material)
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2
Not really a surprise with that price and performance offered, the main issues will be building a business, and the size of operation needed to run this effectively. We will be trying a prototype of the system in a couple of days and will report back.
We haven't had confirmation that it's Vive only have we? They haven't replied to questions in this thread about whether they're able to get their software to communicate with Oculus' in a way that enables it to cancel out the chair's movement or whether they have some other method of achieving this but their website states 'every major headset supported'.
@RiftFlyer I'd suggest asking them directly how they achieve this. They're not obliged to provide a technical answer though, cos, well.. it's their knowledge after all!
Anyway, I personally would want some sort of broad confirmation that it's at least been achieved before dropping money their way.
OK thanks @bigmike20vt, if that's the case they need to update their kickstarter page, that kind of thing is kind of important to be clear on.
If you can link to that answer or screengrab it, I think it might be useful if a mod can add a cautionary statement to the first post of this thread. I think we've possible had enough, shall we say 'optimistic' ks claims relating to VR (no names mentioned!!).
Edit:
Correction: I've scrolled down their ks page and it's stated there. 'No current support for Oculus Rift'. Apologies for casting any dispersions but the 'compatible with all major headsets statement still needs to be removed as it's a much more prominent statement.
@Cybereality, @LZoltowski, @Techy111, @kojak, any views on adding that confirmation to the OP?
Thomas Covenant, Unbeliever
A|dding a sensor to the Yaw VR does work, they've demonstrated it working. It means that you won't be able to have 360 movement but that's a small price to pay imo.
Thomas Covenant, Unbeliever
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2
You obvious didn't read my follow-up post.
And yes, Oculus runtime doesn't allow motion cancellation.... you've said that like in every one of your posts! That doesn't mean there isn't another way of doing it... which is what my very first question to the devs was all about.
Not sure about the latest firmware but the Yaw VR people had it working a while back by slapping a sensor on the thing. Might not work now but it did work fine a while back.
Thomas Covenant, Unbeliever