1. Do not share user accounts! Any account that is shared by another person will be blocked and closed. This means: we will close not only the account that is shared, but also the main account of the user who uses another person's account. We have the ability to detect account sharing, so please do not try to cheat the system. This action will take place on 04/18/2023. Read all forum rules.
    Dismiss Notice
  2. For downloading SimTools plugins you need a Download Package. Get it with virtual coins that you receive for forum activity or Buy Download Package - We have a zero Spam tolerance so read our forum rules first.

    Buy Now a Download Plan!
  3. Do not try to cheat our system and do not post an unnecessary amount of useless posts only to earn credits here. We have a zero spam tolerance policy and this will cause a ban of your user account. Otherwise we wish you a pleasant stay here! Read the forum rules
  4. We have a few rules which you need to read and accept before posting anything here! Following these rules will keep the forum clean and your stay pleasant. Do not follow these rules can lead to permanent exclusion from this website: Read the forum rules.
    Are you a company? Read our company rules

FOVE EYE TRACKING VR HEADSET

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by Pit, Oct 29, 2016.

  1. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,889
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    147,050Coins
    Ratings:
    +10,853 / 53 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Standards tend to develop over time as use increases, think of the browser wars. Standards are not always a good thing too early when a new technology is still under development, as they can be used to limit innovation.

    At the moment it is business practices and maneuvering that limit VR game interoperability, largely driven by Oculus, not standards. There is a degree that hardware such as tracked controller support can also be game specific, though SteamVR supports the Vive wands and Oculus Touch, though the same can't be said of the Oculus SDK or Oculus Store.
    Last edited: Nov 3, 2016
  2. BlazinH

    BlazinH Well-Known Member

    Joined:
    Oct 19, 2013
    Messages:
    2,145
    Location:
    Oklahoma City, USA
    Balance:
    16,602Coins
    Ratings:
    +1,833 / 32 / -1
    True. But what I was getting at is people like me aren't going to put out $500 or more for a product that will just kind of work with a few games here and there and may become obsolete when standards come around or when the next advancement occurs. Imo a standard should be developed before most of the excitement about VR has passed. However, I realize you do need to compare different ideas and methods from different manufactures in order to develop an acceptable standard. But imo, there will be a lot of money sitting on the side lines until standards are developed.
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,889
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    147,050Coins
    Ratings:
    +10,853 / 53 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    I get what you mean and consider it will likely be up to 5 years before VR is ready for people like yourself @BlazinH, and that is no bad thing.

    While VR is available now it is really for enthusiasts as there is a lot of technological development innovation needed, and market consolidation regarding business practices.
    • Agree Agree x 1
  4. SeatTime

    SeatTime Well-Known Member

    Joined:
    Dec 27, 2013
    Messages:
    2,573
    Occupation:
    Retired
    Location:
    Brisbane Australia
    Balance:
    28,370Coins
    Ratings:
    +2,844 / 39 / -0
    My Motion Simulator:
    AC motor, Motion platform
    If correct, hope just enthusiasts are enough to support a fragmented (Sony/Oculus/steam etc) VR industry for 5 years, until the tech is suitable for the general public :think.
  5. value1

    value1 Nerd SimAxe Beta Tester SimTools Developer Gold Contributor

    Joined:
    Jan 9, 2011
    Messages:
    2,184
    Location:
    Zug, Switzerland
    Balance:
    14,683Coins
    Ratings:
    +3,322 / 11 / -1
    My Motion Simulator:
    2DOF, DC motor, JRK, Joyrider
    Yesterday my stepson brought back a Google Cardboard compatible DSCVR from a trade show.
    As you remember, these Google Cardboards run with a mobile phone.
    So I installed the Google Cardboard app and had a try.
    The app found a 360° photo on my mobile of my living room (of which I wasn't even aware of anymore. I took this photo some time ago )
    It was freaking awesome! I almost fell over a chair that was there in RL but not in the 360° picture . (Don’t argue, if it makes sense, standing in the living room and staring at a picture of this same living room. That’s not the point. )
    The few demos I downloaded were of course impressive too – specially flying and watching the ground moving below you was scary.
    However I had the impression, the fascination was very much about the freedom of moving the head around and watching scenes on the side or behind me. I’m impressed by what you can do with $25 instead of $800
    And yes, I’m not an early adopter yet following the developments in VR/AR closely.
    • Funny Funny x 1
  6. Tim McGuire

    Tim McGuire "Forever a work in progress"

    Joined:
    Jul 26, 2015
    Messages:
    261
    Occupation:
    Electrical/Electronics Engineer
    Location:
    Canada
    Balance:
    2,178Coins
    Ratings:
    +313 / 2 / -0
    My Motion Simulator:
    3DOF, DC motor
    I agree with @noorbeast on this one. The potential for it to be very good is definitely there, it just needs a few more years for the resolution to increase, graphics cards to get faster, and resolution to increase. In it's current state it's a good experience, but I think with time it will go from something for early-adopter nutjobs like myself to something you might see in the living room of any game/tech enthusiast.
    Mainstream pushes like Playstation VR are going to be fantastic for this. Us PC guys tend to be condescending towards the console base, but they make up the lion's share of the gamer market.
    The only other problems with the current tech that I haven't seen realistic solutions for are creating some sort of high-definition haptic peripheral that lets you interact with the environment with your fingers, and large scale locomotion.
    The current touch controllers (I've only tried the Vive's so far) are fantastic, but I think the moment that people can reach out and touch things with their fingers will be a game changer. As far as locomotion is concerned, backpack PCs and wireless VR still have quite a ways to go before they're feasible IMHO, but if there's a demand I'm sure smart engineers will come up with something.
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,889
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    147,050Coins
    Ratings:
    +10,853 / 53 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    I agree @Tim McGuire, PSVR will help mainstream VR exposure, but it is limited in some respects and high end VR will remain in the PC domain for some years yet.

    There is a lot of current experimentation with VR hand and other VR haptics. And I am really excited about the possibilities for SimTools introducing tansducer support, as that has interesting applications for VR.

    Leap motion makes it possible to track hands, but there are no haptics and occlusion is a problems. Oculus bought a company ages ago that also did vision based hand tracking.

    There are a number of haptic gloves currently being developed for VR:
    http://www.roadtovr.com/2-vr-gloves-promising-haptic-feedback-2-different-approaches/

    And haptics using sonic transducers, but they are very expensive and have limited VR applicability for large areas like roomscale: http://www.pcmag.com/news/349285/ultrahaptics-lets-you-feel-virtual-objects

    A more incremental and likely interim step for hands and haptics is controller evolution, which has the benefit of official support and widespread adoption. Valve showed off new Vive controllers at the recent Steam Dev Days, which allows hands free controllers where you don't need to hang on to them.

    • Like Like x 1
    Last edited: Nov 4, 2016