I don't really get this kind of thing.Is it intended for end users?If so, who pays for a thing like this knowing it will most probably have ZERO software support, like ever?Given the infinitely small user base, no one will ever develop for it.What's the point?The only thing I can think of is if you wanted to open your own attraction and planned to have software tailor made for it.Am I missing something?
Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd. Asus ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, PCI-E PCI Express to USB 3.1 Gen 2 card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/controllers, Quest w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).
I just hope it does not have a 125kg weight limit, lol!
The vid didn't show the fella standing up at the end... I'm thinking he was walking around with it still stuck to his butt.Looking fowrard to your review Snow.
Hiro_Protag0nist said:.....You have a very serious point there. I have yet to see a video of anybody getting up out of the thing.
If its simtools you dont need their presets you can set it yourself.That thing doesnt look like it has much support as a chair for sudden movementsZ
Technically you don't need extra tracking devices for motion cancellation on the Yaw, since you can query the device for the current yaw/pitch/roll. It's network protocol includes a packet to set the desired YPR and a packet to say it's current YPR.Although the fun starts when you mix rotation that simulates force with true rotation. For example accelerating in a car pitches back so it feels like acceleration. But going up a hill also pitches back to simulate the angle of the car. If you accelerate up a hill, you need to pitch back even more, then only cancel out part of that for rendering.Although the advantage of using a controller for tracking is it works regardless of the rig, and there's a little less calibration at the start (you need to know where the rig's centre of rotation is in the VR play space).
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