metareferential
Member
So...if you "step out" of the car does it keep tracking you?
So...if you "step out" of the car does it keep tracking you?
Cheers! Looking forward to thoughts/feedback.
Hi, thanks for the response!
To be sure, CAOTS has you using the direction controller in your hand - RIPMotion demos it with the controller in the belt. CAOTS is the system in the paper I wrote, RIPMotion is the implementation that occurred independently of my paper.
With that been said - your hand is occupied while you're moving around in CAOTS, that's true. The flipside is, it's completely free when you drop into room scale, and can easily switch back and forth between room scale and caots. Also, it's not completely occupied - you just have to hold your hand roughly in the direction you want to move. Also, you have freedom to move your arm around if the touch disc/analog stick (which adds onto the controller direction) implementation is used.
I envision that in a scenario where the player is running around with a sword and shield as an example, that they'll still be able to freely run around with both things while using CAOTS... and generally, you'll drop out of CAOTS to swing your weapons around as it tends to require real foot work (although you can still swing one arm around while running around with CAOTS).
The number of scenarios where you'll be actually moving around while still using both hands dextrously (i.e. for more than just holding onto things) is very few as far as I can tell. I mean, even in real life that's a rarity. Probably the only one is firing a two handed weapon... and in reality, running and gunning is inaccurate... and it'll be inaccurate with CAOTS too!
Are you playing with a high car count? What's your CPU?
4790K + 980Ti here and I can play with medium/high settings no problem, but I don't usually play with over 20 opponents so maybe it's that.
I've been trying to find "combined axis mode" in the profiler for the last 20 minutes.., I don't get it, where is it..?
Would it not be better to get direction from the touch pad? Aiming with the whole controller fucks with the ability to use one hand for aiming a gun.
You can use the touchpad in a few ways.
Without motion input, touchpad input is relative to the fixed bounds of the room. i.e. pressing up on the touchpad will always set your movement direction to the north, pressing down will always set it south.
Problem with this suggestion is... we don't orient ourselves in absolute terms (actually there's a rare tribe of humans that have this capability, but most people do not - especially not in doors with a HMD on).
Otherwise we can use the directional vector of the HMD, and modify that with the directional input of the analog stick/touch pad. This isn't that bad a solution tbh - it still incorporates the intentionality that the user indicates. It does have a critical flaw in that when you turn your head to look at something while intending to continue walking in your intended direction of movement... you'll actually move in the direction that you're looking - causing a moment of vection as your visual motion expectation adjusts. To put it more simply, it feels better to be able to look around freely while you walk around.
The last option, suggested in the paper is to use the directional vector of the controller, and modify it with the touchpad input.
It does have the weakness of occupying your arm to some degree - but when weighing up the pros and cons of various solutions, it's probably the most robust and useful one for us - as it allows you to look around freely, rather than driving movement primarily via your head and secondarily through the touch pad.
If pointing simultaneously with two hands with accuracy is an essential feature though, then the HMD as primary directionality might work. Personally, I have a hard enough time trying to shoot with two hands standing still - it'd be difficult to imagine trying to do so with any accuracy while also running around with CAOTS or a variation of it.
I've got several stuck pixels in my headset. Not noticeable in games really but as time goes on, I'm getting more annoyed by them. Think I'll RMA it this weekend (UK). Hopefully the pain of waiting will be alleviated by Doom/Overwatch.
Play it on a daily basis atm, so I really don't want to RMA it! but maaaaaaaan stuck pixels on a VR headset, as hard as they are to find...
Reading Reddit horror stories of people on to their third headsets with stuck pixels in each replacement.
To answer your question you only take the headsets pitch and roll into consideration. Ignore the yaw (head turn). Use a deadzone to keep small deviations from effecting direction.
You could also use "Distance from a starting point" to decide direction that is rotation independent. Every time you press the grip button it will reset the headset start position. Go from there.
This would be perfect with a separate chest sensor that can detect pitch and roll (or distance direction). Much better than pointing with a controller.
Actually, the distance on the x,y plane would be better than pitch and roll. With pitch and roll you wouldn't be able to look up and move forward.
Using distance you could.
Distance requires you to have a stationary sensor though. You have to get the headsets position relative to something else and that something else has to be tied to your torso's facing direction.
I've got several stuck pixels in my headset. Not noticeable in games really but as time goes on, I'm getting more annoyed by them. Think I'll RMA it this weekend (UK). Hopefully the pain of waiting will be alleviated by Doom/Overwatch.
Play it on a daily basis atm, so I really don't want to RMA it! but maaaaaaaan stuck pixels on a VR headset, as hard as they are to find...
Reading Reddit horror stories of people on to their third headsets with stuck pixels in each replacement.
That was great advice - 362.00 works, every later driver crashes. Thanks!
I have a number of green ones on my left eye's screen. I probably wont bother with RMA precisely because it's more of a headache than it's worth. They're only visible in certain dark greyscale environments (pure black seems to deactivate them strangely), and since they're only visible to one eye, the brain filters them out easily enough. I can find them when I'm looking for them, but for the most part they're invisible. Not worth RMA hell with no guarantee they wont be on the replacement(s). Obviously the screens have a high defect rate. The saving grace is the fact that they're less noticeable in VR compared to a traditional screen IMO.
I have two that are visible in my left eye. I only notice them in completely black loading screens. My guess is that most of the displays will have some dead or stuck pixels, it is just a matter of where they are in your view.
I wont bother with the RMA. The black loading screens aren't much of a bother to me.
I have a 2600k oced, and Im playing with no ai just myself.
If you guys enjoyed Budget Cuts, make sure you give Vertigo a try.
There's a free demo that has something that scared the crap out of me at the end of it, so I'm curious if it'll freak other people out.
It's not a jump-scare per se, just something that you see that made me really uncomfortable and I'm curious if it'll do the same to other people.
Its a little bare at the moment, it need more polishment.
If you guys enjoyed Budget Cuts, make sure you give Vertigo a try.
There's a free demo that has something that scared the crap out of me at the end of it, so I'm curious if it'll freak other people out.
It's not a jump-scare per se, just something that you see that made me really uncomfortable and I'm curious if it'll do the same to other people.
Lol.Are you talking about the turrets? I opened that room and went "Oh shit". I kind of crept forward since I wasn't sure if they were actually going to shoot at me and then when the closest one did, I tried to "run" towards the end of the room and got gunned down.
I think I mentioned it earlier, but I think Vertigo can end up really good if they can streamline the weapon/item switching process. That and decoupling teleportation from being one of three modes on one of the 4 items that your hand can be.
It's what comes in the room immediately after the turrets
I thought I remembered seeing someone else bring that up earlier, and yeah I totally agree.
Ah cool! I should really run through the demo again.
In the logitech profiler it's in on of the menu drop down menu Items. I think it's like Device Settings or something like that (not at the computer now to check). I think it's the option above the degree you can set the wheels ability to turn (which I'd recommend maxing out) default is at 200 degrees of rotation.
It didn't work for me in the end though. I just launched the game from the monitor and didn't touch the in VR menu.
If you guys enjoyed Budget Cuts, make sure you give Vertigo a try.
There's a free demo that has something that scared the crap out of me at the end of it, so I'm curious if it'll freak other people out.
It's not a jump-scare per se, just something that you see that made me really uncomfortable and I'm curious if it'll do the same to other people.
For some reason I hated that demo..and I love Budget Cuts.. Glitches and lack of polish may have something to do with it..
Whoa. Just tried Project CARs. I don't know if something changed with me, or the game itself, but when I had tried it with Revive, it made me feel quite uncomfortable - very weird feelings in my head - not sickness, just an odd feeling.
Just played it with the new update and no odd feelings whatsoever (at least none that wouldn't make me feel a bit odd in a real car, anyway). It's a comfortable experience, could see myself playing it for hours with my G29. Really excited to give that some proper time (only tried it with my XB1 controller just as a quick test).
I turned up some of the graphics settings and it looks quite good. Overall, very happy with that. I'm not sure what changed, whether Revive wasn't as good as it seemed or I just got used to it, or SMS made some changes to make it in general more comfortable, but either way - I'm really happy.
Project Cars with a 1080ti will be quite something next year.Whoa. Just tried Project CARs. I don't know if something changed with me, or the game itself, but when I had tried it with Revive, it made me feel quite uncomfortable - very weird feelings in my head - not sickness, just an odd feeling.
Just played it with the new update and no odd feelings whatsoever (at least none that wouldn't make me feel a bit odd in a real car, anyway). It's a comfortable experience, could see myself playing it for hours with my G29. Really excited to give that some proper time (only tried it with my XB1 controller just as a quick test).
I turned up some of the graphics settings and it looks quite good. Overall, very happy with that. I'm not sure what changed, whether Revive wasn't as good as it seemed or I just got used to it, or SMS made some changes to make it in general more comfortable, but either way - I'm really happy.
So...if you "step out" of the car does it keep tracking you?
Excited to get mine today. Now how am I going to set up these sensors?
Drill them walls bro.
Drill them walls bro.
Does Revive do anything to accommodate for the differences between the Rift and Vive's field of view and optical distortion? If not, I could see that causing a vague sense that something's off.Whoa. Just tried Project CARs. I don't know if something changed with me, or the game itself, but when I had tried it with Revive, it made me feel quite uncomfortable - very weird feelings in my head - not sickness, just an odd feeling.
Just played it with the new update and no odd feelings whatsoever (at least none that wouldn't make me feel a bit odd in a real car, anyway). It's a comfortable experience, could see myself playing it for hours with my G29. Really excited to give that some proper time (only tried it with my XB1 controller just as a quick test).
I turned up some of the graphics settings and it looks quite good. Overall, very happy with that. I'm not sure what changed, whether Revive wasn't as good as it seemed or I just got used to it, or SMS made some changes to make it in general more comfortable, but either way - I'm really happy.
Also, roomscale Minecraft works even better than I expected I can see myself sinking some hours into Minecraft for the first time in years.
Thanks. But I didn't find it. However, I did what you did, and it's kind of like a temporary fix I guess. Anyway, the PCars Vive mode with a wheel is not intuitive at all, especially navigating the menus kinda sucks, and I really need a button for resetting positional tracking inside the cockpit. But it's way better than nothing.
Do you know how to jump? I couldn't figure it out.
For anyone who might still be considering using adhesives, they're a no-no because the lighthouses vibrate and will eventually loosen themselves and fall.Yup, lol. We were going to do 3M sticky stuff, that was the plan since we put the Vive order in. We got the Vive, looked at the 3M, looked at those beautiful lighthouses, looked at each other and she said, "Get the drill".
I just jumped irl. It worked.
Do you know how to jump? I couldn't figure it out.
Project Cars seems almost unplayable with a Titan Black. (I have 2 but sli doesn't work) I turn all of the settings down but then it looks like I'm playing Daytona USA on the Sega Saturn. And the framerate is still iffy! These 1080's need to hurry up and drop!
Random person on reddit says "squeeze the grips"
Seriously? I don't mind a bit of physical activity in Audioshield or Budget Cuts, but I draw the line at jumping like an idiot whenever I need to nerdpole out of a hole.
There must be a button or something.
Project Cars seems almost unplayable with a Titan Black. (I have 2 but sli doesn't work) I turn all of the settings down but then it looks like I'm playing Daytona USA on the Sega Saturn. And the framerate is still iffy! These 1080's need to hurry up and drop!