Cables snagging Camera tracking when turning 180 VR Movies - where to look? Motor driven turns removes last physical link to real world (as per the video, you can't really feel like you're flying if your navigating your feet around a swivel chair) Stick Yaw Control: we found that using the right thumbstick to falsely rotate the virtual world is experience-breaking.
John Cormack shares our view (recent tweets):- @ID_AA_Carmack: Stick yaw control is such VR poison that removing it may be the right move -- swivel chair/stand or don't play. @ID_AA_Carmack: @AndreTI Quantized snaps probably is the best default stick behavior, but I want to encourage users to rotate in reality when possible.
We also believe our "eco-system" can form the basis for haptic feedback - as we now have a stable platform which rotates together with the user, further devices could be added or bolted on. For example, we we could realise the sensation of pressing our hands against a virtual wall, on the basis our hands can now push against something physical that's tied to our base (i.e. not simple motor vibration which could represent 'anything').
Thanks! Actually I already emailed Oculus to apologies for my error - was logging and out plus got a bit confused as to where this thread should sit. Thanks again for the feedback.
Please note I originally double-posted! Was an honest mistake whilst logging on and off. Please follow the thread within Oculus General Development. Will keep tabs on this thread just in case - my fault!
I forgot! If anyone would like a "notification" as to when our crowdfunding goes live (and secure the early best price), please email to elliott.myers@gmail.com with "Register me" as the title. Or tweet "Register me" to VRXplorer@Gametrak
I was wondering if you'd encountered camera jitter when rotating the VRXplorer, I find that moving the DK2 tracker camera causes a disagreement between the IMU in the headset and the positional tracking of the camera, since the rift's pose-estimation software was designed assuming the tracker would remain stationary. I hope I'm not impinging on any proprietary Intellectual property, but how did you solve this issue? I am working on a similar project, but attached to a wheelchair as opposed to a stationary swivel chair. (the idea being that by moving the wheelchair around in RL, you can move around in a virtual environment).
Hi - yes, we need support from Oculus to toggle the camera from desktop mounted to VRXplorer mounted. Let's keep each other updated - I like the sound of your project...how far are you going to physically move the wheelchair forwards?