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reBoot185's avatar
reBoot185
Honored Guest
12 years ago

omnidirectional? headtracking loss is a big loss

swivel chairs are very popular so why not make a dual or triple camera system... middle camera with detachable secondary and tertiary options...

x-------------x-------------x

this method means less (or no) buyer's remorse at losing my omnidirectional headtracking from the first DK!

if you include a carrying case as pretty as DK1, i will get over the buyer's remorse.. but no case=required to accept that there is a BIG FLAW in using a single camera for a VR system; as once you turn your head enough: you're no longer immersed.

the triple camera system should not increase your hardware cost more than a few dollars and will allow you to skip a full step in development.

*edit* the triple camera is preferred because when only 2 cameras are required, the 3rd could be mounted directly to the rift device as a way of allowing the user to have augmented reality (or at the least a picture in picture option for virtual desktops when(IF) relatives want to be seen..

2 Replies

  • rc's avatar
    rc
    Honored Guest
    "reBoot185" wrote:
    i sold my oculus rift DK to pre-order the DK2 and spent the time during the auction looking at the downside to the single camera method and realizing as a consumer i will want both options..

    swivel chairs are very popular so why not make a dual or triple camera system... middle camera with detachable secondary and tertiary options...

    x-------------x-------------x

    this method means less (or no) buyer's remorse at losing my omnidirectional headtracking from the first DK!

    if you include a carrying case as pretty as DK1, i will get over the buyer's remorse.. but no case=required to accept that there is a BIG FLAW in using a single camera for a VR system; as once you turn your head enough: you're no longer immersed.

    the triple camera system should not increase your hardware cost more than a few dollars and will allow you to skip a full step in development.


    You seem to have a misunderstanding. The DK2 still has the same accelerometer/gyroscope/magnetometer sensors that the DK1 had. The IR camera and IR LEDs on the DK2 assist in getting accurate positions in space so you can - for example - lean in to read instrument panels in the cockpit of your starfigher. Everything you could do with a DK1 you will be able to do with the DK2.

    Oculus probably don't want encourage swiveling chairs and turning fully around at this point since the device is still wired, with no freely rotating options, and people spinning around would lead to them choking themselves or pulling expensive devices off of tables. I.e. corporate liability. One camera keeps the set up simple and similar to other tracking products that people are familiar with (e.g. EyeToy/Kinect)

    It's not 'ideal' for all purposes and scenarios and nothing will be at this point but that's not what they're going for right now.

    *edit* the triple camera is preferred because when only 2 cameras are required, the 3rd could be mounted directly to the rift device as a way of allowing the user to have augmented reality (or at the least a picture in picture option for virtual desktops when(IF) relatives want to be seen..

    They've hinted they are investigating mounting a camera(s) on the device itself but not for the first version.
  • "rc" wrote:
    "reBoot185" wrote:
    i sold my oculus rift DK to pre-order the DK2 and spent the time during the auction looking at the downside to the single camera method and realizing as a consumer i will want both options..

    swivel chairs are very popular so why not make a dual or triple camera system... middle camera with detachable secondary and tertiary options...

    x-------------x-------------x

    this method means less (or no) buyer's remorse at losing my omnidirectional headtracking from the first DK!

    if you include a carrying case as pretty as DK1, i will get over the buyer's remorse.. but no case=required to accept that there is a BIG FLAW in using a single camera for a VR system; as once you turn your head enough: you're no longer immersed.


    the triple camera system should not increase your hardware cost more than a few dollars and will allow you to skip a full step in development.


    You seem to have a misunderstanding. The DK2 still has the same accelerometer/gyroscope/magnetometer sensors that the DK1 had. The IR camera and IR LEDs on the DK2 assist in getting accurate positions in space so you can - for example - lean in to read instrument panels in the cockpit of your starfigher. Everything you could do with a DK1 you will be able to do with the DK2.

    Oculus probably don't want encourage swiveling chairs and turning fully around at this point since the device is still wired, with no freely rotating options, and people spinning around would lead to them choking themselves or pulling expensive devices off of tables. I.e. corporate liability. One camera keeps the set up simple and similar to other tracking products that people are familiar with (e.g. EyeToy/Kinect)

    It's not 'ideal' for all purposes and scenarios and nothing will be at this point but that's not what they're going for right now.

    *edit* the triple camera is preferred because when only 2 cameras are required, the 3rd could be mounted directly to the rift device as a way of allowing the user to have augmented reality (or at the least a picture in picture option for virtual desktops when(IF) relatives want to be seen..

    They've hinted they are investigating mounting a camera(s) on the device itself but not for the first version.


    wooooooo thank you so much! any buyers remorse i had is gone!! and some velcro and a 5dollar camera from whereever will work just fine for the augmented reality