Why Virtual Reality for BMS would improve the experience by order of magnitudes.
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Sure, it would be a step backwards for your touchscreen setup. Not for the guys with a physical setup. If you cant find a switch without looking for it, you are not familiar enough with your pit.
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Still requires hand and eye coordination, no matter how little, peripheral as it might be. Same as a car.
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Doesnt need eye coordination. Just hand coordination.
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For sim games you´d need a different kind of VR googles that are open at the bottom. With your eyes if you look straight ahead or up you should see the screen.Look down and you should see the outside world (your desk with your input devices, your checklists, ect.
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I do not think we will have VR implemented soon. Simply because as far as I know, any of our team members are using such device.
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For sim games you´d need a different kind of VR googles that are open at the bottom. With your eyes if you look straight ahead or up you should see the screen.Look down and you should see the outside world (your desk with your input devices, your checklists, ect.
Which is what I keep saying, thanks for being a second voice! If there is demand out there for it instead of people just writing off VR as not cockpit compatible there could be a market. There are starting to be custom face seals and VR mounts that if we got on the ball could work.
I do not think we will have VR implemented soon. Simply because as far as I know, any of our team members are using such device.
Baby steps, the checklists and such are extra (and I believe not as needed as we sort VR with the real world out), the biggest thing we need for VR is better stereoscopic support in the HUD (which is apparently better than when I tried it years ago), in the mouse cursor (but there is a mental workaround), UI, but most evident in sim is the HMCS I hear.
Demo has 3d glasses which is enough to improve this part.
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For sim games you´d need a different kind of VR googles that are open at the bottom. With your eyes if you look straight ahead or up you should see the screen.Look down and you should see the outside world (your desk with your input devices, your checklists, ect.
This might be the answer. I would have to really test drive it to ensure the rapidly going back and forth between focal planes would not cause issues (nausea).
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This might be the answer. I would have to really test drive it to ensure the rapidly going back and forth between focal planes would not cause issues (nausea).
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Switching between the focal planes is what happens IRL The FPV headset that I mentioned earlier is about to be cut down to show this concept when my replacement SSD gets back from Samsung. You will be able to try out the lookdown feature yourself and possibly the 1:1 headtracking if you have a smartphone. It will be a proof of concept that people on VR fence can try for cheap.
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You would need to couple a headset with a finger touch sensing system so that you could reach out and touch the in cockpit controls. A headset coupled even with a gamepad or other improvisations is not sufficient for a title with complex controls.
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In my opinion a better solution would be an augmented reality setup rather than full on VR. You would mark a physical boundary around your desk/keyboard/pit that the AR goggles can latch onto to produce effectively a polygon that acts as a cookie cutter on the rendered image. Anything within that polygon comes directly from the real world, anything outside that area comes from the game. Microsoft Holo lens is the kind of thing I’m thinking of but is probably a couple of years away before we’d get something useable.
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In my opinion a better solution would be an augmented reality setup rather than full on VR. You would mark a physical boundary around your desk/keyboard/pit that the AR goggles can latch onto to produce effectively a polygon that acts as a cookie cutter on the rendered image. Anything within that polygon comes directly from the real world, anything outside that area comes from the game. Microsoft Holo lens is the kind of thing I’m thinking of but is probably a couple of years away before we’d get something useable.
Vive is on the edge of doing that already, it has the holodeck effect on the edges of the play area and has the front camera view with a controller button press. Would not surprise me if those software features are combined into what to describe before 2nd Gen Vive via update.
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HTC vive has a camera to see real World. I think you could set up it to see your real peeipherals when you go closer or turn down your head x angle… It’s better than oculus for that.
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You would need to couple a headset with a finger touch sensing system so that you could reach out and touch the in cockpit controls. A headset coupled even with a gamepad or other improvisations is not sufficient for a title with complex controls.
No, you would not need a “finger touch sensing system.” Yes, a VR headset with a functional HOTAS would be sufficient for BMS, despite your opinion otherwise. A HOTAS by itself is perfectly sufficient for BMS, so what makes you think adding hardware suddenly becomes insufficient?
Oh, bias. Gotcha.
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HTC vive has a camera to see real World. I think you could set up it to see your real peeipherals when you go closer or turn down your head x angle… It’s better than oculus for that.
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Definitely, although I’m not sure if you can program the camera view onto something other than the Touch controller button yet. It is a step up in tech than the Oculus, but a lot the Oculus reviewers are saying that the nose gap makes it possible to use the keyboard and makes it more comfortable. A low tech solution to the same problem. Again if more people would get on board, somebody will make a VR option that doesn’t seal off the lower third of the world and those of us with cockpit will be happy. The Avegant Glyph is this way but who knows if it will make it to market and survive.
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If you are looking for immersion, you can’t beat VR. It’s amazing what FlyInside has done for FSX by adding support for a HMD and Leap Motion. I don’t know how anyone could watch the OP video and think something similar would not be amazing in BMS.
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If you are looking for immersion, you can’t beat VR. It’s amazing what FlyInside has done for FSX by adding support for a HMD and Leap Motion. I don’t know how anyone could watch the OP video and think something similar would not be amazing in BMS.
That’s my other question from this thread, how far the Leap Montion has came since I played with it. If it has became a true mouse replacement I would consider buying it again.
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Do not know if I have read this somewhere before… but for VR you need really much GPU power… best to use a dual GPU Card… but there is no support in BMS with this engine… so, I think before there is an VR support, it will need a new engine… Not within the next 3 -4 Weeks
@Snake
Can this Leap Motion also give feedback witch position a switch is? -
Do not know if I have read this somewhere before… but for VR you need really much GPU power… best to use a dual GPU Card… but there is no support in BMS with this engine… so, I think before there is an VR support, it will need a new engine… Not within the next 3 -4 Weeks
While they both need a high powered card, I believe neither of them support SLI/Crossfire for some reason that I do not know.
@Snake
Can this Leap Motion also give feedback witch position a switch is?No, but in VR you would look to the switch position and “flip/push” it similar to a mouse, just you are not physically touching anything.
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I do not think we will have VR implemented soon. Simply because as far as I know, any of our team members are using such device.
VR can be done by injector drivers, just the HUD and HMCS rendering/focused on the proper distance would be nice for aiming with them.
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Wasn’t one of the injection drivers having issues with the UI?