09-21-2013 03:15 PM
09-21-2013 04:43 PM
09-22-2013 05:16 AM
"Kamus" wrote:
Thank you for sharing your findings!
I've yet to try your demo, i have yet to get around installing those kinect drivers on my PC.
The PrioVR stuff looks like the best solution for full body tracking once it comes out. Are you a backer of that project?
It'd be awesome if your demo had support for it when it comes out.
"Kamus" wrote:
I think that in the end, the most practical solution will be to have a much improved version of the Kinect to do body tracking. It would probably require more than one device to make a full working model of your body, but it's probably the easiest and more realistic way to track our movements (you could basically "3d scan" yourself into the game)
But i wonder if it's even possible to get the latency down to where we need it, along with the other shortcomings you mention worked out. But if the new Kinect is any indication, it might just be a matter of time before we can get ultra-high resolution models with negligible latency.
"Kamus" wrote:
Also, i have another question for you. How hard was it to implement all those different methods? With all the sensors coming out such as the STEM and PrioVR (along with the other stuff you are already using) It would be nice to know how hard it was to implement so people can have realistic expectations about support for their sensors of choice in any given game.
09-23-2013 10:11 PM
"Ttakala" wrote:
Are you talking about just head tracking or full-body controlled avatar?
09-25-2013 02:37 PM
"Kamus" wrote:
Full-body controlled avatar 😄
09-30-2013 02:50 PM
10-03-2013 01:41 PM
"gallantpigeon" wrote:
Would it be possible to perform a bit of sensor fusion with the oculus accelerometer / Kinect to get goodish head tracking? In theory the latency from the accelerometer would be low enough to give immersion for head tracking, but the position would drift with time due to accumulating sensor errors. Perhaps smoothly accelerating and then decelerating the predicted head position derived from the oculus accelerometer towards the high latency but drift free position tracked by the Kinect when a large discrepancy (the discrepancy helping to filter the Kinect jitter) is observed.
I guess my point is that I think the head need not be tracked accurately, only roughly, over large spaces.... as long as the perception of movement is reflected in the digital space with minimum lag, it should give the illusion that your and the avatar's head is exactly in sync, when in fact the Kinect's tracker with probably only get a actual distance accurate to within 1ft.
10-03-2013 02:05 PM
10-03-2013 02:12 PM
"d4n1" wrote:
This looks interesting; I placed an order for the OCR a couple of days ago, so until it arrives I have some time to start researching some interesting things I would like to try. Thankfully my basement is quite big so I wont have to worry about slamming into a wall hopefully. I've been looking at the STEM System from Sixense http://sixense.com/wireless so I cant wait for that to get underway. Apparently it will be "released" in 2014 but it will probably be wrapped with some Razor tags and Green goop.
11-04-2013 02:40 PM