You'd bump your head on the cockpit, duh!so what happens if you stand up ?
You'd bump your head on the cockpit, duh!so what happens if you stand up ?
(...) Stereo effect is probably limited to just the cockpit, the world is too far away. So is it more about head tracking or stereo you think? Or does 3rd person mode with plane in sight make a difference?
I had a cool idea for a gimmick mobile game: Render two views side by side, and because display is small you can pinch your eyes to align both views to get a stereo effect without any glasses or polarizing stuff.When it works well, stereo is not really an effect. It's not some extra "sauce", because "OK. here the distance is sufficiently low for stereoscopy to add " . Instead, there's some neural pathway activity thing going on.
Some toggle in your brain is turned off that screams "faaaaake" . Though there are other sources left screaming and still have "flaaaaaaaat" . These facts are quite well accepted in flight sim community, hence their choice of real cockpit instruments + collimated display when possible, with VR helmets as a shortcut.
I had a cool idea for a gimmick mobile game: Render two views side by side, and because display is small you can pinch your eyes to align both views to get a stereo effect without any glasses or polarizing stuff.
It worked. But it caused bad headache after a minute. Especially close up stuff was extreme discomfort to look at. Distant stuff would have been ok, but what's the point for stereo if it only works well in case it's effect reduces to almost nothing.
Now i guess the main reason for headache was the need to pinch eyes, which is exhausting. But i've heard VR devs have a similar problem, and try to avoid too much focus on close views.
Anyway, when i tried some google cardboard VR i really liked the experience. No headache, but quite some sickness on high velocity movement, while rotation and headtracking felt just fine even with a phone.
Some games tried to solve this with displaying a static reference grid on screen edges, which does not move relative to the player, but still rotates with the world. That's a promising idea i guess, maybe some kind of HUD would be enough to give the brain some reference.
... really like this repurposing angle of VR, I think it's much preferable compared to how VR is now considered "solved" and it's a playground of 800 pound gorilla megacorps.
Does anyone have any REAL information?Na, cheap as chips
Quick question since I don't follow VR very much; has the GPU/hardware insanity affected the already expensive-as-hell VR gear?