Virtual Reality

Sac Arrow

Touchdown! Greaser!
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Snorting his way across the USA
So I spent most of the evening helping #1 son set up his Vivo VR setup. Sensors in the quadrants of the room. Connections, calibrations...

Holy goatmama. It was incredible. I was standing in a room in the Alps, looking at mountains and places I couldn't possibly walk to, because, I physically, couldn't walk to them. But I could check out the stuff in the room, and,

Technology is going to kill us. Stephan Hawking pretty much said it. I think he's right.

Tell me I'm wrong.
 
Yup. It's not there yet, but there's nothing stopping it, it's only a matter of time. I have a decent (i7-7700+GTX1080) PC with Oculus, and a PSVR. I had a Vive and returned it thinking the Oculus was better. They're all about the same. PSVR is by far the cheapest and easiest. The immersiveness makes you not care so much for the details. Simulators that require the small details such as reading small text are going to need a lot more resolution, and computational power.

YouTube VR is pretty wild too. You can ride in all kinds of aircraft, in a lot of ways it's better than games.

My favorite is Farpoint with the Aimpoint rifle.
 
One screen video games are bad enough for me, I get lost in them. Truly immersive stuff like that is going to kill me, I would never leave the fake world.
 
Ok, this is intriguing. Always wanted to try. What is best/easiest/cheapest to start with?

I am actually thinking of it for my mom - from a flying standpoint she would love it.
 
https://www.vive.com/us/vive-winter-sale-2017/

$599 for the Vive / Audio Strap / $50 Steam Code / 2 Wands

From what I can gather:

Oculus Rift: Cheaper product, lower resolution, better controllers, less accurate
Vive: Expensive product, higher resolution, worse controllers, more accurate

I am thinking about grabbing a Vive but it's a lot of money. So many awesome games and things you can do.
 
I just said in my post that I've used them all and PSVR is by far the least expensive. You mention Vive is $600, that is only if you have a $1200+ PC to plug it into.

They're all 1080 resolution lol. The 'screen door' effect (gaps between pixels) is the biggest complaining point, and again PSVR has the least of it.

People that complain about controllers didn't RTFM. Same with head tracking. They all have great tracking, it comes down to cost and exclusive titles.
 
Once again, the Pr0n industry is leading the VR technology race just as they did with the Beta vs. VHS, and advanced web based technologies. :cool:

pornVR.jpg
 
So I spent most of the evening helping #1 son set up his Vivo VR setup. Sensors in the quadrants of the room. Connections, calibrations...

Holy goatmama. It was incredible. I was standing in a room in the Alps, looking at mountains and places I couldn't possibly walk to, because, I physically, couldn't walk to them. But I could check out the stuff in the room, and,

Technology is going to kill us. Stephan Hawking pretty much said it. I think he's right.

Tell me I'm wrong.

So is the room empty except for the quadrant sensors so you can't walk into stuff while immersed with the goggles? I am just trying to understand how this works if one is not stationary.
 
Just saw a YT in which amusement park riders (ie wild modern roller coaster type rides) were using VR goggles while the machine flung them around the park; I bet that's crazy.
 
So is the room empty except for the quadrant sensors so you can't walk into stuff while immersed with the goggles? I am just trying to understand how this works if one is not stationary.
Yea - you mark out the boundaries of the empty space and they show up in the game so you know to stop. An exception to the empty space would be something where you walk out on a narrow plank mounted 50 stories in the air - the game needs to know the location of your actual plank. It's quite uncomfortable to actually step on it...
 
So is the room empty except for the quadrant sensors so you can't walk into stuff while immersed with the goggles? I am just trying to understand how this works if one is not stationary.

Basically you have a set space in a room that you allocate for game use. Moving around ks accomplished by pointing and pressing a button or making running movements with your arms (depends on the game). There is also a trampoline thing out there somewhere that I have seen someone walk on actively.

Also:
 
So is the room empty except for the quadrant sensors so you can't walk into stuff while immersed with the goggles? I am just trying to understand how this works if one is not stationary.

I read about a Russian VR gamer that broke a glass table, but himself so badly that he bled out. All because he was immersed in the VR world, and the brain adapts and accepts that world very quickly and forgets about the limitation of the real world. I found that article:

http://www.ebaumsworld.com/articles...laying-star-wars-in-virtual-reality/85541683/

Because of stories like this, I absolutely will not allow my son to play VR games. He’s already glued to the computer like no other... and I don’t want to have to combat living in a virtual world as well.
 

I may be a curmudgeon, but that video and VR game just rubs me all wrong. That teaches absolutely no respect for a firearm, and the basic rule of the muzzle always pointed in a safe direction, let alone flinging (virtual) live rounds around?
 
It's the next progression of video games. Some people get easily addicted to video games, and certainly this will get more of those people addicted to them. But people like me have no real use for video games and would rather experience the real thing. Ultimately there are still plenty of those folks out there.

One of the few things I think my mom did right was place some significant boundaries on video games when I was a kid. I didn't have any until a friend gave me his Nintendo (when he upgraded to an SNES) around 3rd grade, and then I was only allowed 30 minutes a day. In high school I bought a PlayStation and played that more, but I suppose never got fully into it. I also don't have an addictive personality.
 
I also don't have an addictive personality.
Nope!
10047178.gif
You just tend to go flying a lot, want to collect farm tractors, OTR tractors, diesel trucks, do a lot of thinking about thinking about's.... :frog:
 
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Nope!
10047178.gif
You just tend to go flying a lot, want to collect farm tractors, OTR tractors, diesel trucks, do a lot of thinking about thinking about's.... :frog:

I don't end up keeping any of them for long. If anything, that makes me more ADD. ;)
 
I don't end up keeping any of them for long. If anything, that makes me more ADD. ;)
At least you're keeping some of the really good things you've collected over the years... namely the wife and kiddos ;)
 
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It's the next progression of video games. Some people get easily addicted to video games, and certainly this will get more of those people addicted to them. But people like me have no real use for video games and would rather experience the real thing. Ultimately there are still plenty of those folks out there.

One of the few things I think my mom did right was place some significant boundaries on video games when I was a kid. I didn't have any until a friend gave me his Nintendo (when he upgraded to an SNES) around 3rd grade, and then I was only allowed 30 minutes a day. In high school I bought a PlayStation and played that more, but I suppose never got fully into it. I also don't have an addictive personality.

Similar story here. We got an original Nintendo back in the late 80's, but only had about 5-6 games and probably didn't play an hour per day even with no limit enforced. I have never owned another game system other than a computer, which I still didn't play much of anything on except MSFS. My college dorm roommate had a PS2 which we played a good bit of GT4 and GTA. However, I never had much interest after that. I definitely don't have a personality conducive to real addictions, I'm more of an addiction prospector, lol.
 
Similar story here. We got an original Nintendo back in the late 80's, but only had about 5-6 games and probably didn't play an hour per day even with no limit enforced. I have never owned another game system other than a computer, which I still didn't play much of anything on except MSFS. My college dorm roommate had a PS2 which we played a good bit of GT4 and GTA. However, I never had much interest after that. I definitely don't have a personality conducive to real addictions, I'm more of an addiction prospector, lol.

"Addiction prospector" - I like that. That's probably more accurate for me than @AggieMike88 's description.

I doubt I would've played the video games that much even without a limit. By high school (and beyond) I didn't have a limit enforced and I didn't play it much at all. We also don't have cable or satellite, just a DVD player hooked up to the TV and our movies that we watch. In college my friends would play Halo and other things on XBox. I helped to set up a 72" screen (used an old projector I got for free, mounted it to the ceiling, made a screen on the wall) but I was so bad at it that it wasn't any fun to play - I'd just get killed immediately.

Playing Warcraft II and Unreal Tournament with friends (over our 14.4/28.8/56k modems!) was fun. I think that was... 5th grade or so through high school.

Some people can get sucked into virtual reality. Me, I'll take the real thing.

Now if you'll excuse me, I think I have to start planning another 1,000 nm crossing of water in a 40 year old piston twin.
 
I may be a curmudgeon, but that video and VR game just rubs me all wrong. That teaches absolutely no respect for a firearm, and the basic rule of the muzzle always pointed in a safe direction, let alone flinging (virtual) live rounds around?

I can see that point of view. After playing normally and safely in real life and the game for a while, I am sure I would be trying to do crazy things like that though. It is more of messing with the system and controls to see if I could do it than actually intentionally aiming a gun everywhere, at least to me. To each their own!

I read about a Russian VR gamer that broke a glass table, but himself so badly that he bled out. All because he was immersed in the VR world, and the brain adapts and accepts that world very quickly and forgets about the limitation of the real world. I found that article:

http://www.ebaumsworld.com/articles...laying-star-wars-in-virtual-reality/85541683/

Because of stories like this, I absolutely will not allow my son to play VR games. He’s already glued to the computer like no other... and I don’t want to have to combat living in a virtual world as well.

Also I believe that the Vive has a chaperone system to let you know where you are in relation to your VR area in real life as well as a camera on the headset to see what is really around you. I think you could mitigate the risk pretty well.
 
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This one is fun (mentioned the plank above) Video has players "live" overlaid on the game background - no "acting" it feels way too real to step out...
 
I see two very important uses for virtual reality: the severely disabled and the very old. With VR they can explore landscapes and experience things that they can't in real life.
 
I see two very important uses for virtual reality: the severely disabled and the very old. With VR they can explore landscapes and experience things that they can't in real life.

One could also argue those who can’t afford to (or can’t for other reasons) do something/go somewhere. Which is really the point of any video game or the like.

Like any technology, it’s got positives and negatives.
 
I've got one of these. The bike is a VR game controller. I haven't found it "addictive", but it's sure a lot more fun than any other indoor exercise routine I've experienced. If you have a good net connection you can do VR tank battles or auto races against other players physically elsewhere. And there's no danger of tripping over something in the room.

https://www.virzoom.com/
 
It was pretty amazing crouching inside the Mercury capsule. You had no need to duck and squeeze, but you did anyway.
 
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