• verdi@feddit.org
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    6 hours ago

    TFW you’ve been playing IL Sturmowik II for past 20y with track IR and subsequently opentrack , and not even Oculus has achieved a similar low latency functional solution yet…

  • utopiah@lemmy.world
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    16 hours ago

    It’s always cool to see such projects, and I was discussing about the topic just yesterday.

    … but please, don’t spend $150 on that. This is limited has it has :

    • no controllers (and gamepads aren’t spatial),
    • no hand tracking (which would be spatial),
    • no 6DoF, so you can’t move your head or body around, just turn your head around
    • a very limited software stack, e.g. no OpenXR (AFAICT),
    • a cable to be plugged to a computer, i.e. it’s not standalone

    so it’s basically a more open but not standalone version of the Oculus Go. For context the Go is from 2018 and back then was $200 while being standalone. Note also that the Go is rootable, cf https://developers.meta.com/horizon/blog/unlocking-oculus-go/

    There are also other DIY VR HMDs, e.g. https://github.com/relativty/Relativty from 2020 which similar limitations. In fact this made so much buzz back then the founder managed to ride the hype and make (sadly) a VC funded startup. I say sadly because the initial project was all open VR and openness but once the money was locked-in… well I let you check.

    So… again this is VERY cool to build but please do not consider this anything but a way to learn. If you do want to play with VR with a limited budget consider instead an accountless (meaning no Meta involved) second hand Meta 2 then Alvr or WiVRn (cf https://lvra.gitlab.io/ for more).

    • rollin@piefed.social
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      22 hours ago

      It seems to only have an Arduino as processor, so presumably the former i.e. you need a PC to plug this into. It seems to have highly simplified tracking compared to something like a Quest - a single Inertial Measurement Unit. All enough for sim racing which is this guy’s jam, but I wonder how well the tracking stays calibrated.

      • Creat@discuss.tchncs.de
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        21 hours ago

        The critical thing with these is response time. If it’s even slightly too high (I think 20-30ms is easily too high), some/many people get very motion sick. Getting that time down as low as needed is also not trivial.

        With it only being 60 Hz on the controller itself, that’s basically impossible to hit. That’s 16.6 ms already. Then the processing, sending to the PC, and the PC reacting has a budget of just a few ms? Yea, not happening.

        I’m assuming he’s really not sensitive to this. As it’s open source now the people who are sensitive can improve it. That’s the beauty of open source after all.

        • BoxOfFeet@lemmy.world
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          51 minutes ago

          I bet I could use it. I can play the VirtualBoy in a moving car. If there’s any kind of way to tie it into MechWarrior, I want to build one.

        • RebekahWSD@lemmy.world
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          18 hours ago

          Normal video games can make me motion sick so I can only imagine how bad this might be! Maybe in the future it’ll get better!

    • boydster@sh.itjust.works
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      22 hours ago

      Looks like it has an inertial sensor to control the view, here’s there relevant bit from the article:

      The parts he purchased online include two displays that max out at 2880×1440p and 90 Hz refresh rate, two lenses, an IMU (Inertial Measurement Unit) sensor, and an Arduino microcontroller board. The other parts of the headset were 3D-printed.

      The headset features individually adjustable IPD, interchangeable faceplates, and head tracking. But it does have downsides — at full resolution, it only runs at 60 Hz. Also, it only has three degrees of freedom (3DoF), which means it tracks looking up and down, left and right, and tilting the head left and right. He explained he didn’t bother equipping it with 6DoF as 3DoF was enough for his sim racing.

  • BD89@lemmy.sdf.org
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    22 hours ago

    This is so damn cool I want to throw one together just to tinker with it.

    This has been the best year for VR as a whole.

  • Evil_Shrubbery@thelemmy.club
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    16 hours ago

    Huh, this is kinda prefect for me too, only the refresh rate might be an issue.

    I wonder if I could buy cheap no-name headset & fit in that arduino chippy.

  • Tarquinn2049@lemmy.world
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    18 hours ago

    Overall is that even a deal over a used headset? Even a fully featured non-stripped down one? Like given what features his headset does have, it’s comparable to some pretty old headsets… and it likely does even those bare minimum features more poorly than an older used headset would. Not to mention comfort.

    Like a 10 year old Rift CV1 has almost as much resolution at 90hz/fps instead of 60. And while it’s lenses would be relatively terrible now, they were pretty much the best option of their day, and likely still better than whatever this dude sourced. Not to mention their motion to photon was around 12 ms. The absolute best result this guy can hope for is 16.6ms, and that’s only if everything else in the pipeline is faster than the screens refresh rate… maybe it is… but I wouldn’t bet on it personally.

    I’m sure it was a fun project though.

    • utopiah@lemmy.world
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      16 hours ago

      No, it’s not a deal. It’s only about learning IMHO and that’s already be great.

      In fact it’s such a “bad” deal that I replied a bit in depth. My goal isn’t to bring the project down, heck I’m even envious about being able to do all that, but rather that people curious about VR don’t get confused. This is nearly a decade outdated and there are better open solutions, e.g. Lynx or even Meta Quest 2 without account IMHO.