06-15-2013 02:56 AM
12-06-2013 04:23 PM
"raidho36" wrote:
I've done some research on this topic recently and came to a conclusion that muscle force simulation chairs give better feel than full motion simulation chairs ...
12-09-2013 04:08 AM
01-19-2014 01:50 PM
01-20-2014 12:55 PM
01-20-2014 02:03 PM
01-20-2014 03:43 PM
"alexroudos" wrote:
This has to be the cheapest solution ever(for a motion simulator) and actually looks quite good and accurate.
http://www.youtube.com/watch?v=R9Eni2Z7dcI
In 2:06 with the Rift and Live For Speed.
01-21-2014 01:29 AM
01-21-2014 08:45 AM
01-21-2014 01:29 PM
"DeadlyJoe" wrote:"alexroudos" wrote:
This has to be the cheapest solution ever(for a motion simulator) and actually looks quite good and accurate.
http://www.youtube.com/watch?v=R9Eni2Z7dcI
In 2:06 with the Rift and Live For Speed.
Is that a motion chair or a suped-up massage chair? 🙂
Anyway, gotta say, none of these chairs really thrill me. I need something that can flip me upside down. Like a self-driving hamster wheel (practicality and safety concerns aside).
01-21-2014 01:32 PM
"brantlew" wrote:
An important detail about motion platforms in conjunction with inertial based sensors - vertical orientation and tilt correction in the Rift are accomplished through the constant downward acceleration force of gravity. In other words - sensor fusion assumes that gravity is always down when it sets your horizon. If you use a motion platform to simulate forward motion, the Rift will just tilt your world downwards (keeping it level with the ground) as the platform tilts upwards. To counter this, custom software would need to be built to track the orientation of the platform and and add an offset to the "level" orientation of the Rift. You would need a layer of sensor fusion in the game on top of the Rift SDK to fuse the platform with the Rift orientation.