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Highly Discounted VR toy... what do you guys make of it?
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Howard_Casto:
I had surgery on my eye.  I'm no longer 20/20, and I have a decent astigmatism but I'm ok now in that dept.  It took well over a year for it to fully heal though.  The 3d effect is slightly diminished for me because of the distortion in that eye, but I can see it, especially with rigs where I can wear my glasses. 

Randy the results screen, if you can call it that, wasn't very informative.  All it told me was that 100% of the tests scored under 90 fps, which I could have told them myself.  I might just get one for the hell of it.... if we were talking a couple of hundred I would take pause, but I wouldn't feel bad about trying it once and throwing it in a drawer.  The only thing giving making me second guess it is I think this video card only supports 1440p.  Strangely enough I think it supports full 4k when spanned across multiple monitors.  AMD cards can be weird. 
ark_ader:
This 11 year old idea might be the solution to the head tracking problem.

RandyT:

--- Quote from: ark_ader on January 04, 2019, 06:09:52 pm ---This 11 year old idea might be the solution to the head tracking problem.



--- End quote ---

That's pretty much how the PSVR and Rift do it.  The challenge would be incorporating the IMU data and writing a driver so the whole thing puts out something meaningful to SteamVR.
BadMouth:

--- Quote from: RandyT on January 03, 2019, 07:52:21 pm ---
--- Quote from: BadMouth on January 03, 2019, 07:23:51 pm ---I looked at it this morning and passed.  Without motion tracking, it's just a pair of little monitors in a helmet.  Still worth $20, but uncertainty about whether the monitors could be used separately in other projects kept me from buying.

--- End quote ---

There has to be a gyro sensor or two in there as well.  It looks to me like it's basically a GearVR with a built in screen, SteamVR support and higher resolution than most cell phones can deliver.  I'm the most curious about the execution of the device (optics, etc.).  If nothing else, maybe I can use the face pads and/or head straps for modding one of my other units.

--- End quote ---
Ok.  I misunderstood and thought no tracking=no motion sensing at all.  I get it now.

Now I''m tempted to order one and try it with a VR racing setup.  As long as the sensors could register your head turning to look around, there isn't much need for other tracking.  Virtual hands will move with the steering wheel.  45 degree field of view isn't great for racing though.

I'm blind in one eye so don't need a stereoscopic setup.  Hopefully someday there will be a flexible lightweight screen that could wrap halfway around a helmet for a wide viewing angle.  Add tracking to that and I'd be set.
Howard_Casto:

--- Quote from: RandyT on January 05, 2019, 10:53:49 am ---
--- Quote from: ark_ader on January 04, 2019, 06:09:52 pm ---This 11 year old idea might be the solution to the head tracking problem.



--- End quote ---

That's pretty much how the PSVR and Rift do it.  The challenge would be incorporating the IMU data and writing a driver so the whole thing puts out something meaningful to SteamVR.

--- End quote ---

There are some drivers floating around already... mind you I think you have to pay a little for them, but they do exist.  It's just a question of how well it works. 
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