Forum Discussion
genetransfer
13 years agoExplorer
Positional tracking question...
sorry if this has been discussed I couldn't find something relevant to it though.
I know they are planning positional tracking for the rift, but was wondering if the hardware to make it happen is in the rift devkit already and support just hasn't arrived for sdk yet. I was just wondering how indie developers are supposed to account for this when the retail release gets here. obviously the big companies will get to use positional tracking before the rest of us in the dev stage and will have full features for there games on release when the retail rift launches. just curious if there will there be a possibility for indie developers (not meaning consumers) to get hands on positional tracking before the launch of the retail version or just have to wait till then and add it to our games/experiences after the fact?
I suppose not all developers are going to have a finished product by release, and hydra hacks can help with testing in the meantime, but fine tuning won't be possible until there are hands on with the rifts pt. not a problem or anything just wondering if any plans are there to cater for the indie developers before the fact.
I know they are planning positional tracking for the rift, but was wondering if the hardware to make it happen is in the rift devkit already and support just hasn't arrived for sdk yet. I was just wondering how indie developers are supposed to account for this when the retail release gets here. obviously the big companies will get to use positional tracking before the rest of us in the dev stage and will have full features for there games on release when the retail rift launches. just curious if there will there be a possibility for indie developers (not meaning consumers) to get hands on positional tracking before the launch of the retail version or just have to wait till then and add it to our games/experiences after the fact?
I suppose not all developers are going to have a finished product by release, and hydra hacks can help with testing in the meantime, but fine tuning won't be possible until there are hands on with the rifts pt. not a problem or anything just wondering if any plans are there to cater for the indie developers before the fact.
6 Replies
- unity2kHonored GuestMy understanding of how the positional tracking will work is it will simply be tracking where our head is, as in the real world when you move your head closer to an object to get a better look at something while your body remains in one place. As I develop my objects with collision detection, I need not worry about "fine tuning," because when the user moves near an object or surface they can only approach as close as collision detection allows. My environment therefor can be ready to go on day one without caring one bit about positional tracking; as long as it's there on launch day so people can get a good look at details.
- genetransferExplorer
to get a better look at something while your body remains in one place
oh I thought it was a world position tracker, kind of like the hydra except attached to the rift. meaning that if you lean from side to side so that it could be utilised with ik of the spine for a character for minimizing motion sickness. It may not be needed day one but that depends on what your making and the flow of your interaction, but I suppose we'll find out what it will be like well before release anyway, was just curious. - medriftHonored GuestTalking of head tracking, I was playing Ciess , you know, that game that won the VR Jam 2013. And in that game you sit in a sphere and look around. It says in the instructions that a swivel chair is recommended and the reason for that is to reduce the feeling of nausea that can occur if you use the gamepad to rotate the sphere instead of you spinning around on the chair. Anyway I agree with the nausea bit if using the gamepad but there are no feelings of nausea when you look around and swivel on the chair. So this got me thinking. When the Rift gets positional tracking then I can see a way of using the Rift to move your position in the game without causing feelings of nausea as follows ( and I guess you could try this with one Razer Hydra strapped to your head or neck if you can program it into your game) : Move your torso to the left/right/forward/backward slightly and you will keep moving in that direction in the game until you move yourself back to the center position. Off course you could have it programmed that you only move if a button is pressed on the gamepad as you start to lean in the direction you want to move. Just a thought.
- genetransferExplorerThat's just where I'm coming from, it will just make the user experience much better as there are always people who don't follow instructions and will wonder why they feel sick.
I remember reading that positional tracking could be accomplished with an accelerometer and magnetometer, if I remember correctly, and being the rift has both I was wondering if positional tracking could be done already with the current dev kit if you do the math yourself using the sdk. I was just wondering if position tracking was already possible with the dev kit because of this and just needing to be made user friendly in the sdk or were there going to be hardware additions to cater for it, hence my question about having access without the need of the release rift. - PatimPatamProtege
"medrift" wrote:
Move your torso to the left/right/forward/backward slightly and you will keep moving in that direction in the game until you move yourself back to the center position. Off course you could have it programmed that you only move if a button is pressed on the gamepad as you start to lean in the direction you want to move.
Wow, this is actually a brilliant idea! Don't know why i didn't think of that before..
I think it could be a very intuitive control scheme for movement which would "almost" free one of your hands (only one button press required), should work in a similar way to the Wii Balance board solution shown somewhere in this forum. Also it could really help solving the motion sickness issue some people experience, since one of the main problems is acceleration, not constant velocity. Thanks for sharing!"genetransfer" wrote:
I remember reading that positional tracking could be accomplished with an accelerometer and magnetometer, if I remember correctly, and being the rift has both I was wondering if positional tracking could be done already with the current dev kit if you do the math yourself using the sdk.
Accelerometers can indeed be used for positional tracking, but the problem is that they "drift" very fast; you need an absolute reference (like an optical tracking system) in order to correct for these accumulated errors.
Carmack himself confirmed this just a few days ago via Twitter:
http://www.reddit.com/r/oculus/comments/1mpsd4/carmack_about_positional_tracking_optical_at_a/ - genetransferExplorer
"PatimPatam" wrote:
Accelerometers can indeed be used for positional tracking, but the problem is that they "drift" very fast; you need an absolute reference (like an optical tracking system) in order to correct for these accumulated errors.
ok thanks, that puts that to rest anyway.
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