Forum Discussion
pHrEaKzOiD
13 years agoHonored Guest
Full-Body Force-Feedback Simulator
Hi everyone, I would like to introduce our project as we are getting ready to publish more information about it and thought the best place to share it before we go live would be here and hopeful...
pHrEaKzOiD
13 years agoHonored Guest
First things first, good find geekmaster, thanks for the catch.
We have not really finished with the site's construction yet and really appreciate the catch, onwards and upwards :oops:
I want to say thanks for the really great feedback and especially the topic of 'Full-Body' and 'Force-Feedback'. I agree with this definition completely and we clearly do not yet have something that ticks that box, but we have made one hell of a good start :D We will add more and more and develop towards this goal as hard as we can :geek:
The most important part of building this machine and the variations therein, was to 'start' and see what we could come up with. We have built a prototype that will be well suited to any 'driving' or 'piloting' simulation and we are building software specific to this rig. The goal really to be able to continue to fund our R&D project and try to live up to the mission statement.
So again thank you for the feedback.
I hope we can discuss the next version in the nearest future and even get something built, exploring some of the links provided has really given us some great ideas for version 2.
The feedback about controls being a fixed point in the middle of the cockpit instead of Hydra really hit home. We will actually be putting a cockpit around the chair that resembles the inside of the game world we are building specifically for this ride, so in some ways it could even be more immersive. Still that said, our experiments with Hydra in Oculus certainly has some flaws (at least as far as we can tell) with accuracy and so we might just kill two birds with one stone there.
The prototype we have built that is shown in this video is pretty large and is not targeted at the home audience, in fact it is not targeted at any specific audience at the moment. As we will be doing a lot of strenuous testing while we develop we decided to build something more robust and work from there. It would be great to be able to build a range of these systems and potentially, just like the progression from Arcade to Home Console, we might find we can do the same in next 5-10 years. In the shorter term we are looking at developing an Arcade experience that you can't get at home, yet!
So yes, it's pretty big :)
As you say Zerowaitstate, (thanks for the comments btw), cockpit simulators are really the target for this prototype. We're even developing our own game to run specifically on this machine, well at least the next few iterations of it. We can potentially connect it to a flight simulator and this will really help to create the feeling of really being at the controls of a plane or helicopter.
This is a really expanding area of VR at the moment and we're really interested in for this configuration of machine.
The video I posted does not really show the Machine's motion as we expect during it's operation, although it is clearly capable of putting the chair into a pretty rapid spin. Hopefully this week we will be able to get some more recent video posted showing it in operation with a pilot in the seat and Oculus...
We are in the next phase of the systems development and hopefully I will be able to share more as we go forward. In the meantime please keep the feedback coming we're pretty excited here in the office and we're already having some great ideas after reading through the posts. Thanks again.
Re: Full-Body Force-Feedback Simulator
Post by geekmaster » Mon Jul 15, 2013 6:24 pm
Also, your DNS and/or web server are misconfigured. The URL in your signature does not work:
http://www.RiftSurfVR.com
However, removing the "www." does work:
http://RiftSurfVR.com
We have not really finished with the site's construction yet and really appreciate the catch, onwards and upwards :oops:
- Full Body
I want to say thanks for the really great feedback and especially the topic of 'Full-Body' and 'Force-Feedback'. I agree with this definition completely and we clearly do not yet have something that ticks that box, but we have made one hell of a good start :D We will add more and more and develop towards this goal as hard as we can :geek:
The most important part of building this machine and the variations therein, was to 'start' and see what we could come up with. We have built a prototype that will be well suited to any 'driving' or 'piloting' simulation and we are building software specific to this rig. The goal really to be able to continue to fund our R&D project and try to live up to the mission statement.
So again thank you for the feedback.
I hope we can discuss the next version in the nearest future and even get something built, exploring some of the links provided has really given us some great ideas for version 2.
- Controls
The feedback about controls being a fixed point in the middle of the cockpit instead of Hydra really hit home. We will actually be putting a cockpit around the chair that resembles the inside of the game world we are building specifically for this ride, so in some ways it could even be more immersive. Still that said, our experiments with Hydra in Oculus certainly has some flaws (at least as far as we can tell) with accuracy and so we might just kill two birds with one stone there.
- Size
The prototype we have built that is shown in this video is pretty large and is not targeted at the home audience, in fact it is not targeted at any specific audience at the moment. As we will be doing a lot of strenuous testing while we develop we decided to build something more robust and work from there. It would be great to be able to build a range of these systems and potentially, just like the progression from Arcade to Home Console, we might find we can do the same in next 5-10 years. In the shorter term we are looking at developing an Arcade experience that you can't get at home, yet!
So yes, it's pretty big :)
- Simulator
As you say Zerowaitstate, (thanks for the comments btw), cockpit simulators are really the target for this prototype. We're even developing our own game to run specifically on this machine, well at least the next few iterations of it. We can potentially connect it to a flight simulator and this will really help to create the feeling of really being at the controls of a plane or helicopter.
This is a really expanding area of VR at the moment and we're really interested in for this configuration of machine.
- And Finally...
The video I posted does not really show the Machine's motion as we expect during it's operation, although it is clearly capable of putting the chair into a pretty rapid spin. Hopefully this week we will be able to get some more recent video posted showing it in operation with a pilot in the seat and Oculus...
We are in the next phase of the systems development and hopefully I will be able to share more as we go forward. In the meantime please keep the feedback coming we're pretty excited here in the office and we're already having some great ideas after reading through the posts. Thanks again.
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