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A Question : Why hasnt VR become the norm?

10 posts by 7 people · 01 Mar 2002 15:59 UTC - 02 Mar 2002 23:39 UTC

Ashley McConnell 01 Mar 2002 15:59 UTC#132739
Wouldn't it be awesome to be able to look around the cockpit, look up at the mirror and look left and right at your competitors. I think the realism it would add would be priceless. My question is, whats are the factors stopping this? - price? - ability to produce small screens to stick them in a pair of glasses? - does it just feel weird? I just think this would be awesome. I am definietly going to incorporate a "mouselook" function in my sim in order to allow a VR device (perhaps using a mouse driver?) to look about my virtual cockpit. All the best, Ash http://www.siroccoracing.com
Well I read about a syndrome (don't remember what it's called-something like binocularitus) that has effects that last for several hours after using a vr visor. They say it can permanently damage children. This is just to the best of my memory. Details are probably available at your local WWW. I for one would be willing to risk it in exchange for total immersion in a game. Ashley McConnell <[email hidden]> wrote in message news:a5o8pp$qhu$[email hidden]... > Wouldn't it be awesome to be able to look around the cockpit, look up atthe > mirror and look left and right at your competitors. I think the realismit
Quoted text (9 lines)> would add would be priceless. > > My question is, whats are the factors stopping this? > > - price? > - ability to produce small screens to stick them in a pair of glasses? > - does it just feel weird? > > I just think this would be awesome. I am definietly going to incorporate
a > "mouselook" function in my sim in order to allow a VR device (perhapsusing
Quoted text (8 lines)> a mouse driver?) to look about my virtual cockpit. > > All the best, > Ash > > http://www.siroccoracing.com > >
"Ashley McConnell" <[email hidden]> wrote in message news:<a5o8pp$qhu$[email hidden]>... > - ability to produce small screens to stick them in a pair of glasses? The military does stuff like this with their HUDs. Not sure what the resolution or color information is though. I read something once about using a laser to paint info directly to the user's retina. Something like this would probably never hold up under consumer product liability laws. I remember some LCD-type glasses that were 320 x 200 or something like that. I imagine that as LCD tech improves, they might be able to up the res. Maybe we will eventually have affordible paper-thin display technology. This stuff is kind of like a LCD screen that you can hang like wallpaper. You could build a cockpit, put the display material where all the windows would be, and away you would go. There would have to be an API so that the display information from the video processor could be split up and sent to whatever "window" was deemed necessary. The user would wear a tiny head-position sensor that would allow the FOV displayed on each window to adjust realistically to the user's perspective. I think this would stand a better chance of "fooling the eyes" than trying to make it all work inside a small pair of goggles. I imagine this will be around the time we get to DirectX 47.1a... > - does it just feel weird? Dunno, I've never tried it. I've often wondered what a 3D IMAX film of the Indy500 would feel like. My guess is fun, but probably very barfy. Good luck with your sim, Gerald
On 1 Mar 2002, Gerald Moore wrote: > necessary. The user would wear a tiny head-position sensor that would > allow the FOV displayed on each window to adjust realistically to the > user's perspective. I think this would stand a better chance of I think the head position tracker is still the expensive part.
Gerald Moore <[email hidden]> wrote in message news:[email hidden]...
Quoted text (8 lines)> > Dunno, I've never tried it. I've often wondered what a 3D IMAX film > of the Indy500 would feel like. My guess is fun, but probably very > barfy. > > > Good luck with your sim, > Gerald
I would bet many would get motion sickness. The one Imax movie I saw made me a touch queezy until I looked down at the floor to confirm we were not moving. Dave
Doug Milliken wrote:
Quoted text (8 lines)> > On 1 Mar 2002, Gerald Moore wrote: > > > necessary. The user would wear a tiny head-position sensor that would > > allow the FOV displayed on each window to adjust realistically to the > > user's perspective. I think this would stand a better chance of > > I think the head position tracker is still the expensive part.
$140! http://www.headtracking.com/ Gerry
On 1 Mar 2002 12:57:17 -0800, [email hidden] (Gerald Moore) wrote:
Quoted text (9 lines)>"Ashley McConnell" <[email hidden]> wrote in message news:<a5o8pp$qhu$[email hidden]>... > >> - ability to produce small screens to stick them in a pair of glasses? > >The military does stuff like this with their HUDs. Not sure what the >resolution or color information is though. I read something once >about using a laser to paint info directly to the user's retina. >Something like this would probably never hold up under consumer >product liability laws.
Uhm, why not? Just because the description has 'laser' and 'retina' in the same sentence? IIRC the laser in question is in the uW range. A $10 laser pointer has 5mW. I.e. 100-1000 times stronger. In fact, there are already products out(after a little googling): http://www.mvis.com/prod_nomad.htm Maybe not something one would play with, perhaps. 800x600 in red monochrome. :) But it would make a great Terminator-sight-thingy. ;) >I remember some LCD-type glasses that were 320 x 200 or something like >that. I imagine that as LCD tech improves, they might be able to up >the res. And it was just the same 10 years ago. I'm afraid that LCD-goggles is a dead end. It's a damn shame this VR stuff wouldn't catch on. I saw it the first time in person in '91 or so. There was a company that made VR boxes based on Amiga 3000's. I remember thinking that I would at least have those helmets, but perhaps not the position sensing, 10 years from then. But nooo... :(
Quoted text (7 lines)>I imagine this will be around the time we get to DirectX 47.1a... > >> - does it just feel weird? > >Dunno, I've never tried it. I've often wondered what a 3D IMAX film >of the Indy500 would feel like. My guess is fun, but probably very >barfy.
Mario Andretti made an IMAX movie a few years back. I remember seeing trailers of it when I was to the 'Blue Angels' IMAX movie three years ago.
On Fri, 1 Mar 2002, Gerry Aitken wrote:
Quoted text (10 lines)> Doug Milliken wrote: > > > > On 1 Mar 2002, Gerald Moore wrote: > > > necessary. The user would wear a tiny head-position sensor that would > > > allow the FOV displayed on each window to adjust realistically to the > > > user's perspective. I think this would stand a better chance of > > > > I think the head position tracker is still the expensive part. > > $140! http://www.headtracking.com/
I looked through the site and this one doesn't seem to give you all 6 degrees of freedom needed for a "classic" head mounted display. (x, y, z, roll, pitch, yaw). Hard to believe that VR can be any good at all if it doesn't really know your head position accurately and in a timely manner (very low latency). Early VR that I tried (Jaron Lanier's VPL stuff) had horrible latency, but it should be better now?
Doug Milliken wrote:
Quoted text (20 lines)> > On Fri, 1 Mar 2002, Gerry Aitken wrote: > > > Doug Milliken wrote: > > > > > > On 1 Mar 2002, Gerald Moore wrote: > > > > necessary. The user would wear a tiny head-position sensor that would > > > > allow the FOV displayed on each window to adjust realistically to the > > > > user's perspective. I think this would stand a better chance of > > > > > > I think the head position tracker is still the expensive part. > > > > $140! http://www.headtracking.com/ > > I looked through the site and this one doesn't seem to give you > all 6 degrees of freedom needed for a "classic" head mounted display. > (x, y, z, roll, pitch, yaw). Hard to believe that VR can be any good > at all if it doesn't really know your head position accurately and > in a timely manner (very low latency). Early VR that I tried (Jaron > Lanier's VPL stuff) had horrible latency, but it should be better now?
It's all about application. If you just want to pan right and left in a race car cockpit view you don't need 6 degrees of tracking. The latency would have to be spot on though. Gerry Gerry

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