But limited to rotational trackingHaven't tried it yet but apparently TrinusPSVR allows you to use the PSVR with SteamVR on PC.
But limited to rotational trackingHaven't tried it yet but apparently TrinusPSVR allows you to use the PSVR with SteamVR on PC.
https://www.engadget.com/2016/12/26/virtual-reality-content-startup-jaunt-lands-on-playstation-vr/The app includes videos like the award-winning animation Invasion, CBS' JPL Mars 2020, Shaq Goes to Cuba, Zombie Purge and the Pure McCartney Experience from the former Beatle.
But limited to rotational tracking
It describes EMG reading from a sensor positioned near the temple area. The idea is that it can give a direction of movement, and an amplitude of movement from the muscle electrical signal from the eye before the movement happens. The camera can then correct the exact position at a lower sampling rate from a camera or optical sensors.
Yes, this is solved by the sensor fusion. They can have a small array of sensors (some contactless capacitive thingies) and learn with successive correlation between predictive and measured data. It can be done between frames since the correct data (camera) is there every 60Hz. That's a nice set of prediction/measurement pairs per second. It doesn't need exact clean signal from each muscle, just enough entropy in the dataset, even if there's a lot of crosstalk and the data isn't human readable. Some fuzzy logic can correlate whatever it needs.As someone who has worked and is working with surface EMG (assuming they won't stick needles through people's skulls to play VR games), I'd say this is one of those patents that companies file in the hopes that some time in the future the base technology gets a huge breakthrough.
Even if they implement tens or hundreds of eletrode pairs to prevent myoeletric cross-talk, the sheer difference in biometrics between people (muscle distances) or even the same person at different situations (body temperature, sweat, humidity, etc.) makes sEMG pretty much useless for anything other than reading larger muscles or muscle groups.
Thanks to daily global statistics provided by Capcom via its RE:7 website, it looks as if VR support is proving to be quite a hit. Stats provided for today are currently showing 9.52% (some 81,000 in all) of Resident Evil 7 players who agreed to share data with Capcom’s website, are bravely navigating the title inside PlayStation VR
Yes that is correct, though I think the 10% is from the total of people playing RE, thus its prolly ~20% of PS4 owners for that game are using PSVRSomewhat skewed data though. Chances are the population is self-selecting because a larger proportion of PSVR owners are going to want RE7 as one of the few AAA VR titles available. Total PSVR adoption is likely well shy of 10% of PS4s. Well, of course it is. 10% of PS4's would be 5 million PSVRs sold in 3 months - we'd have heard about that!
Somewhat skewed data though. Chances are the population is self-selecting because a larger proportion of PSVR owners are going to want RE7 as one of the few AAA VR titles available. Total PSVR adoption is likely well shy of 10% of PS4s. Well, of course it is. 10% of PS4's would be 5 million PSVRs sold in 3 months - we'd have heard about that!
LG 2016 high end models still supports passive 3DAren't 3D movies dead though? No TV manufacturers are making 3D TVs any more.
3d TVs are rubbish, as unlike 3d cinema, it's essentially like looking at a movie in a fish tank. .