Oculus Rift
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Well it’s not 1920x1080 but actually half of 1920 thus 960x1080. Each eye sees the half of that 1920. Which makes it unplayable. U will not be able to read the pit instruments. They will have to double the resolution and I don’t see it coming any time soon.
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Well take a look at this. A DIY rift type solution that looks very interesting.
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Well take a look at this. A DIY rift type solution that looks very interesting.
(I think) Is cool man!
IMHO really impressive…Greeting
Earlybite -
Can anyone shoe subcribe or set ups, how can run BMS property whit trinus grye? I don’t know, hogy can modify the resolution or sert up headtracking.
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The release version of Rift is supposed to have much higher resolution (readable text) and far better head tracking.
The Steam/HTC headset is also looking to be a good alternative too.
Either way, this is going to be an interesting year for flight sims (or any 3d game really.) -
I had the change to try the Oculus Rift before a while, I must say it was an amazing experience, a game changer for sure. Head tracking was the smoothest and most accurate ever compared to TrackIR and EDtracker, while very light with good center of gravity. The total resolution although good for “simple” games etc I don’t think is 100% ready yet for the simulation world. Some small details in the graphics are not easily readable from normal head distance (eg within a 3d cockpit) and you’ll have to get closer to read these details, but the overall 3D immersion and world/object distances are stunning. Definitely the next years we will see amazing improvements.
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I had the change to try the Oculus Rift before a while, I must say it was an amazing experience, a game changer for sure. Head tracking was the smoothest and most accurate ever compared to TrackIR and EDtracker, while very light with good center of gravity. The total resolution although good for “simple” games etc I don’t think is 100% ready yet for the simulation world. Some small details in the graphics are not easily readable from normal head distance (eg within a 3d cockpit) and you’ll have to get closer to read these details, but the overall 3D immersion and world/object distances are stunning. Definitely the next years we will see amazing improvements.
Did you use the low res developer kits or the final consumer version?
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Keeping in mind the consumer kits are still lowish resolution… even a 1080p monitor at a normal distance has a higher angular resolution.
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Did you use the low res developer kits or the final consumer version?
I am not sure but I doubt it was the final version.
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Does anybody have an idea, how to get the oculus head tracking to work with Falcon? Does oculus support the TIR interface or doent it currently work (i.e. with DK2) until there is native support in Falcon?
…I can imagine, the display stuff can be managed by installing oculus drivers and stuff, but I would have no idea, how to use the headtracking in Falcon…
Thanx!
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Use vireio perception injection driver, you can use open track with it. But the driver crashes on rendering the first frame, may have to do with the menu resolution being different, its open source so you can try to debug it there, I am too busy finishing something else to do it right now.
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Bump!
Getting excited as it comes closer.
I am curious to see whether it will be possible to use the Oculus (including stereo 3D and 6-DOF Headtracking) with Falcon BMS (one day) and how serious the problem of the display resolution is.
Greets!
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Got mine ordered! Hopefully we can work something out!
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Would be certainly a great way to admire the great virtual cockpits that came with BMS
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Looking forward to hearing your reports guys! (have to let you guys be the guinea pigs before I can justify spending the money on the Rift + required computer upgrade lol sorry )
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DCS with DK2 is pretty impressive, you get a real sense of speed and altitude. You have to move your head close to the MFD to read it. The HUD is perfectly readable though visually tracking aircraft would be tough without the labels. Starting in a hanger sitting in the F-15 cold with the canopy raised, taxing then blasting down the runway is one hell of an experience. Exciting times ahead!
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Go for a large 4k curved screen instead.
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That would be good for strike mission simulation I guess… even self escort strike so long as the TRs ensured BVR engagement.
Not so great for training defensive BFM, though.
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That would be good for strike mission simulation I guess… even self escort strike so long as the TRs ensured BVR engagement.
Not so great for training defensive BFM, though.
The only problem with it for BFM is uplook…which is something I’m planning to address by using EDTraker in a single axis (Z) only mode and building a taller screen.
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@FNG:
Go for a large 4k curved screen instead.
FWIW, 4k spread over something that size isn’t going to come close to even 20/20 visual acuity. At 4k and the normal monitor distance, 20/20 is a screen size of about 37" or less. Kinda blew my mind that even with modern advanced graphics and high resolutions that we are still looking out our tiny window into a sim’s world without “fighter pilot eyes”.
The only problem with it for BFM is uplook…which is something I’m planning to address by using EDTraker in a single axis (Z) only mode and building a taller screen.
Hehe you had a similar previous comment that made me waste this week trying to get this to happen with a larger up look monitor and SoftTH:
I was thinking that with the narrow VFOV of a 3x1 20" monitor setup, a little extra view in the direction of the lift vector couldn’t hurt. In the end though I couldn’t get SoftTH to cooperate with that specific setup.I’m not like you and some others, TIR for me is fine, especially as I combine it now with more/bigger screens. While I am a civilian flight instructor, I don’t feel like I have to worry about the bad muscle memory that it builds since I’m not flying fighters, or even something with a bubble canopy. Again why are you not concerned about a 4-7 o’clock view? That previously linked Semper Viper article by Joe Bill Dryden made it pretty clear with proper technique you get a lot of aft visibility in the F-16.
All that being said, playing around with a nicer Goggle cardboard setup with head straps has made me appreciate 1:1 head movements in phone apps and see how that could be a game changer in sims. Unfortunately, while I have used them with BMS via TrinusVR app, the head tracking didn’t work for me.
I still think those of us with home cockpit setups would be able to do some kind of setup with VR mounts and taking a page from how NVGs are used in real life. The more I have played with the phone VR stuff the more I am convinced of this, it doesn’t take big of a gap to have a usable look under. Pilots do this every night, working inside to cockpit by looking under the NVGs. Too bad the VR companies are concerned with light tight designs and then designing complicated camera solutions instead of a simple physical fix. I know that they are also going that extra contact on the under side of the headset to add stability though. NVGs are stable without that point of contact due to the helmet and potentially counterweights. LOL, when I was considering DIYing a HMD to play with, I for the first time seriously considered finally buying a helmet to build a display with look under, which despite all my craziness in flight sims over the years, wearing a helmet is a personal extreme that I draw a line at.
Playing with the Cardboard apps have made me more convinced that VR will be the main way people will start going when the technology becomes more mature, which could be even the next generation after OR and the Vive. I would be on the bleeding edge of this if it wasn’t for Falcon’s bad 3d support and the idea of potentially taking a Dremel to the VR Headset to satisfy my look under theory that may not 100% work out.