HagarTheHorrible Posted January 7, 2014 Posted January 7, 2014 There is an expression here "No sh*t Sherlock", it is a term of derision, deriding someone's slow cognitive abilities at problem solving. It appears that after much backsides scratching Oculus Rift have resolved their positional tracking dilemma, guess what, it looks very similar to TrackIR. I could have told them that, in fact I even did suggest it in their forums several months ago, I just wonder why it took them so long to re-invent the wheel. 1
Valisk61 Posted January 7, 2014 Posted January 7, 2014 All steps in the right direction though... sounds like they're making good progress with the motion blur problem too: http://arstechnica.c... - All content)
HagarTheHorrible Posted January 8, 2014 Author Posted January 8, 2014 One major advantage over TrackIR though is, at least the LED's aren't on some overly expensive, crappy, armature, break at the drop of the drop of a hat contraption. I was interested in a comment below the arstechnica blog about refresh rates and really what is needed down the line is eye tracking and variable fields of view with the wider image being more about movement rather than detail. I think it will be a huge step for combat flight sims as at the moment our view, ironically, is less restricted. Sure we have problems with FOV but as we look around it is all in fine detail with no peripheral vision in which movement plays an increasingly important roll in spotting things.
79_vRAF_Friendly_flyer Posted January 8, 2014 Posted January 8, 2014 I'm not sure eye tracking is a suitable solution, perhaps whole head tracking? As for peripheral vision, I believe the solution will really only come with better and wider screens allowing for a broader true field of view.
312_JS Posted January 8, 2014 Posted January 8, 2014 My main concern when I was trying one of the dev kits was, that you have to have a HOTAS, otherwise you only have a very small area around your nose that you can use to see the controler/keyboard..
JG27_Chivas Posted January 8, 2014 Posted January 8, 2014 (edited) The latest prototype is much more complex, and accurate than the Track IR solution. It combines the positional information coming from the TrackIR like camera, with the magnetometers/gyro's etc inside the Oculus Rift headset for more accurate head positioning. Because of the application the head tracking has to be more accurate than required with the TrackIR solution. There is no word yet if the camera will be in the final release, but so far it has been the best solution, which is still a WIP. They have a number of new features up their sleeves, including eye tracking, but there is alot of R&D to be done before they see what will make the first consumer version. What we do know is that the first consumer version looks advanced enough to be successful. Unfortunately for me, my IPD might be outside the possible adjustment settings for optimal viewing. Edited January 8, 2014 by JG27_Chivas
vapor_tales Posted January 14, 2014 Posted January 14, 2014 It looks like the new Crystal Cove prototype has infrared LEDs on the sides of the face unit as well as the front. This will be important when we look back to "check our six". It can still track our non-rotational movements with the sides or backs of our heads in line with the camera. I'm sure the camera solution is non optimal, and they would have rather go a different route, with all of the sensors embedded in the hmd. The camera needs to be stationary, otherwise how would they know if it were you or the camera moving? And when you go mobile with the rift, it will be hard to always find a place to set up the camera. But I think Oculus had to show this unit at CES and infrared will be sufficient for rev 1. A lot of people were afraid of the nausea effect and this new version serves well to allay those fears. Nice work, guys. Now for all you engineering and physics gurus out there, lets help come up with a solution to provide positional tracking with no external sensors.
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