Author Topic: What ever happened to VR?  (Read 2299 times)

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What ever happened to VR?
I was just thinking about all the cool things that we were supose to have by now. And what happened to Virtual Reality simulaters? The ones that you step inside and put the helmet and the gloves. Does any body know where those went?
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Offline Scuddie

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What ever happened to VR?
Obsolete technology, yet expensive as hell.  I think it's fairly obvious where those went.
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What ever happened to VR?
I gues so, thanks.
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Offline castor

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What ever happened to VR?
..or maybe just back on the drawing tables. Sort of belongs to the same category as fusion reactors..

 
What ever happened to VR?
the "wont work right but looks and sounds cool" one?
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Offline Bobboau

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What ever happened to VR?
no, the "works right but turns out to be totaly lame once implemented" one
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What ever happened to VR?
:wakka:
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Offline ZylonBane

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What ever happened to VR?
The problem with VR helms is that extended use screws with your ability to physically function in the real world. So yeah, consumer tech that runs a chance of getting someone killed tends not to be pushed so much.
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Offline achtung

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What ever happened to VR?
Quote
Originally posted by ZylonBane
The problem with VR helms is that extended use screws with your ability to physically function in the real world. So yeah, consumer tech that runs a chance of getting someone killed tends not to be pushed so much.


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Offline Styxx

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What ever happened to VR?
Research is still going on in force. I'm hoping to publish a paper myself next year, deadline is in november and we're almost done with it. Tons of cool new stuff going on if you look at prototype-stage technology, but still too expensive for proper marketability. Still, there's a company that's about to release to the market a decent HMD with orientation tracking for a good price (around 300 US, I think) targeted to gamers.
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Offline Flipside

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I remember there was talking of linking something like 1 simple processor for every 4 pixels on the headset or the like, the biggest problem with VR was 'real life lag', as in you could turn your head, but the helmet took a few moments to catch up with you. I seem to recall that using massively multipro tech would do a great deal to erase that. The downside, of course, would be in size and costs.

 

Offline Styxx

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That's mostly the LCDs refresh rate (or response time - mostly solved today, apparently) and lag on the return from the orientation/position sensors, which is minimal on good quality HMDs, even the relatively simple ones we have at our lab don't have much of a lag if you use a decent sampling rate.
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Offline StratComm

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Yeah, fundamentally VR (or at least the simplest form of VR which involves only one interleved or two physical screens normal to the user's field of vision) is really not that different from any 3d game or really any other 3d application.  The only real difference is that it uses two POVs, one for each eye.  I'd point out that motion tracking isn't even necessary for VR (though extremely useful) and that most of the systems that we learned what VR was had roughly the computing power of the old-school Atari.  The positional lag has always been due to the fidelity of the motion sensors and the functional limitations of the graphics processors at the time.  Sensor fidelity has improved considerably and is even better with high-end equipment, and graphics, well, we're on a game board.  The capabilities of graphics processing has obviously increased.  Of course there are more advanced VR setups (the CAVE system is pretty cool, though only practical for a limited subset of applications) but the concept is still the same.  I'm not sure massively multiprocessor is necessary at all, though I could see the advantage of, say, dual graphics processors, one for each eye, and in independant CPU to handle the actual mechanics and positional data.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Sandwich

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Speaking of seperate eyes, since I have a nice widescreen monitor, are there no custom drivers that can split the screen vertically in two, with each side displaying the same image from a slightly seperate angle? I could then play games cross-eyed, in full 3D! :p
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Sandwich is right, it would be awesome if we could play a VR version of FS2!

Styxx, StratComm you two seem to know more about VR than I do, is there some way that FS2 could hook up a VR version? Or some sort of 3D?  :nod: ;7
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Offline Bobboau

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no that would requier specal codeing and isn't something you could just pack into a driv..er... your jokeing... never mind.
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learn to use PCS
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Maybe for Ferrium? If not then Ferrium Next?

By the time another rebuild is required, we might have forgotton all about it....

OOh!! I've got it!!

I start a project for the future build of FS... something called... hmmm.... " FreeSpace 3Derek"!! I'll start on it now and be finished some time before the ice caps melt. :drevil:
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Quote
Originally posted by Bobboau
no that would requier specal codeing and isn't something you could just pack into a driv..er... your jokeing... never mind.


Well half jokeing, there hase got to be an easier way, like how they do it in movies?
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Offline StratComm

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Actually from my understanding of it, OGL in theory has some limited stereo support built in.  I don't know what's involved in getting it working in a given environment, and it plays hell with pretty much everything if framerates aren't consistant, but it may not be as hard to impliment as most people think.  :nervous:

Doesn't need anyone to waste time on it though as the need for constant 120+ FPS speeds sort of rules that out as far as a real game is concerned.  Unless you're running it on a supercomputer.

EDIT: And there's supposed to be a postfilter or something that gives you the red-blue glasses support.  It's been implimented with Freespace before and shown off here, though I've forgotten who did it.  Search for it and see if anything comes up.
« Last Edit: October 03, 2005, 04:46:37 am by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Nuke

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there are stereoscopic flat panel displays out there. it splits the colums of pixels up into 2 screens and vectors th light to one eye or the other. half the pixels for left and half the pixels for right. it does it all without glasses and the effect is toggleable, so it works as a 2d display as well. it also works wth most any dual output video card under both d3d and ogl. the problem is the idiots filed a patent, and now the technology wont be developed untill that patent expires in 20 years (infernal patent office, protects inventors, by screwing everyone else). i want a stereo system just to make wireframe modeling easyer. vr wold be cool on flight sims, give you better situational awareness and make the whole game more realistic.
« Last Edit: October 03, 2005, 05:11:14 pm by 766 »
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