By using this site, you agree to our Privacy Policy and our Terms of Use. Close
habam said:

potato_hamster said: 

I'm understanding it just fine, thanks. I also understand VR technology, and how the headset actually works and why phrases like "true 3D depth" are complete nonsense and can be achieved just as easily on a curved screen when the viewer is always at a fixed point, like say in the cockpit of a simulator.

 

no you havnt understand it. Try VR for yourself, its nothing like 3D on a screen.

I've tried VR plenty. I've also spent some time working on the development and installation multi-million dollar simulators on full motion bases with a 300+ degree screen. Have you?

It's was very similar to this one actually.

https://www.simrad.com/www/01/nokbg0238.nsf/NewsPrintKM?ReadForm&cat=EEC90CB56B0EAF58C12575A6002FB01D

Please go ahead then and tell me what a $200 PSVR can do that a $3 million full motion base ship simulator can't. It's been a while since I've done the calculations myself, but by all means, lay the geometry down hard and thick. And please, no videos or other sources. You made the claim that I don't understand it. So you prove that you actually do. How is depth calculated in a VR headset, how is it calculated in a full motion simulator with a 300+ degree screen, what are the differences, and what are the pros and cons of each approach?