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I have now tried Virtual Reality and it is amazing
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fallacy:
There are like a million different motion chairs out there. I don't understand how you are supposed to program any of them into a game. I am always hoping one day a cheap popular chair will come out and you will just be able to upload a config file that will allow it to work with most games.

I remember this yaw chair was all over youtube a few years ago for VR but that never went anywhere.


RandyT:

--- Quote from: fallacy on March 01, 2024, 01:22:15 am ---There are like a million different motion chairs out there. I don't understand how you are supposed to program any of them into a game. I am always hoping one day a cheap popular chair will come out and you will just be able to upload a config file that will allow it to work with most games.

I remember this yaw chair was all over youtube a few years ago for VR but that never went anywhere.

--- End quote ---

I guess "cheap" in that world is relative.  Tossing up-to 300lbs around in near real-time has a cost and weight that puts it out of the consumer mass-market pretty readily.  The YAW outfit is still trying to do it, but it appears that they learned that cheap and reliable don't go hand-in-hand for something like this.  I understand that there are a lot of backers who still have received nothing for their 3k after years of waiting, and a 2.5 version is out now. But that style of unit (basically a geared track riding on skate wheels in a stacked configuration) seems a bit slow to me, making it the most suitable for flightsims and maybe rollercoasters.  For reference, my setup can physically hurt you with the forces it's capable of, whereas this design would probably eat it's own components before that would happen (unless it fell over first).  It's also not appreciably cheaper now than some other approaches.

But these things entail several disciplines, all working together, to get them to work.  The first is obviously the mechanical components.  Second, there needs to be something which can drive them quickly and accurately, and third is the application (driver) layer responsible for delivering game data to the second thing in a way it understands, as well as providing some user adjustable pre-processing for the rig itself.  In all honesty, from a parts perspective, it's like riding a CNC machine with game software telling it what to do.

For this reason, it's important to make sure all parts can talk to each other before purchasing.  So most will start at the end of  the chain and work their way backward, based on the type of system they want to put together.  For many, it's SimRacingStudio => Thanos AASD15A controller => however many directly driven servo actuators the system requires.  But the "seat-tilter" types usually use an open-source solution and arduino, coupled with two industrial gear motors with arm linkages and encoders to track position.  With these, the longer the motion, the beefier the motors need to be, as more power is required when the diameter of the "circle" these linkages are connected to increases.

Finally, one step above DIY is a company called DOFReality.  They have been around for a while and probably offer the cheapest out-of-the-box solution and one that's compatible with SimRacingStudio.  Maybe not the beefiest or most capable of rigs, but certainly the cheapest and easiest.  And if you want to spend some money for the best they offer, they have a 6DOF unit for under 6k (without seat).  They also have a number of much cheaper options.  But you do have to do some assembly on any of them when it arrives.

If you haven't already seen it, here is my post showing the actuators I designed and built, along with the "finished" rig. 
fallacy:

--- Quote ---If you haven't already seen it, here is my post showing the actuators I designed and built, along with the "finished" rig.
--- End quote ---

Cool Build! I have no idea how any of this stuff works, working with motor type sh*it is above my pay grade.  I like how in one of your posts you mention the YAW2 about 2.5 years ago when it was all over the internet.


--- Quote ---*edit*  I now see that there were at least 3 different styles of SEGA motion rigs (not counting the 360).  The Afterburner cockpit was large and had only 2DOF, but the GalaxyForce II design seems to be pretty much exactly the same type of unit as the 3DOF YAW2, but with limited Z-Rotation.  The one I remember was Space Harrier, which is without Z-rotation.  That one also seems to use a different motion platform, more akin to the center mounted pivot design.  But I could be wrong.
--- End quote ---
fallacy:
Good video going over all the new emerging tec on getting AR headsets into glasses form and the different kinds of inputs they are trying to create with them. At 1330 he starts talking about Neural interface bands, I was not even aware of this one but the tec sounds nuts.

About 10 more years VR/AR will become mainstream! Mark my word we'll be wearing these things in the park. You will also be able to access your content as easily as you can access your content on your phone today.

RandyT:

--- Quote from: fallacy on March 05, 2024, 08:27:51 pm ---Good video going over all the new emerging tec on getting AR headsets into glasses form and the different kinds of inputs they are trying to create with them. At 1330 he starts talking about Neural interface bands, I was not even aware of this one but the tec sounds nuts.

--- End quote ---

My view is that barring any new technology within the short term, AR/VR spectacles will be short lived.  People literally get surgery to avoid having to wear glasses.  :)

Once the technology is so small that in can be put into glasses, it will also be able to be put into some very light and comfortable headgear.  I suspect at some point, there will either be an implant which is wirelessly tethered to this headgear, or the implant will be unnecessary, using something like external frequency resonance to alter/transmit brainwaves in a way which is tailored to an individual, using AI.

Given the failure of "Google Glasses", I also have to wonder about social implications.  Many people will avoid having in-person interactions with others, simply because they know that they could be surreptitiously recorded by the individuals wearing the glasses.  Of course, this concern won't be that different for implant technologies, considering that those individuals will literally be agents, perhaps unknowingly, for whoever manufactured their technology.  If you think data harvesting is bad now, "you ain't seen nothing yet" :)
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