Errorist76 said:
potato_hamster said:
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?
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potato_hamster said:
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?
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The difference is a VR headset displays two differently calculated display angles, just like your eyes would perceive it in real life. A curved screen only displays one single picture around you. Totally different thing and impression.
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Yeah, it has two screens to account for your stereoscopic vision, and the headset uses the general distance of your eyes to determine the the image it should be displaying for each eye. This is super important when the screen in an inch from your face because it looks incredibly unrealistic otherwise.
HOWEVER, when you're using, say, a curved 300+ degree screen that's a few feet away, then you don't need to account for people's stereoscopic vision since you're not feeding an image to each individual eye, you let people's eyes do it for them. This does not mean you cannot convey depth on the screen accurately! You know the location of the viewer, you know the location of the screen, it's just simple geometry to determine the appropriate depth of everything and exactly how it would look if the screen were a window to the real world.