2018-06-22, 04:26 PM
Cool News
While I was looking at trying to get a constant ground wobble out of the picture, I noticed the sensor "fusion" algorithm is the principal source of it, but decided to make it more aggressive instead, so that the wobble is currently increased! And I don't know if it helps at all, in terms of smoothing the picture out, but the reason this is good, is I've found that it actually does a good job of eliminating "drift" and that means that the game is playable without a camera set up...
I think that a camera can be a hassle anyway, and so it's a good option to not require one, and it certainly takes a weight off my shoulder to rush out and program a camera solution for the time being...
In the meantime I should probably try instead to figure out a virtual (in-game) camera technique for eliminating the wobble. I tried quantizing the sensor data, without meaningful success.
I know SOM doesn't have a wealth of great games to play (no kind of a library) but for what it's worth, a rush "build" of the demo is available with this "drift" fix. Basically you can play very aggressive and even if you notice drift, it will probably take a while to set in, and you will notice it long before it gets neck twisting bad, and the occasional PAUSE to recenter, will not be too much of a nuisance.
For what it's worth, I'm feeling a lot less sick in VR mode of late, and I think I'm predisposed to psychosomatic sickness because I've been working with the thing for so long under poor conditions like you probably don't find in finished products. The home-theater mode is pretty rock steady, but I think it drifts a lot more than this new demo (build) does. I don't know how much of that is because it probably outputs at 120hz or more, or if there is just that much room for improvement.
While I was looking at trying to get a constant ground wobble out of the picture, I noticed the sensor "fusion" algorithm is the principal source of it, but decided to make it more aggressive instead, so that the wobble is currently increased! And I don't know if it helps at all, in terms of smoothing the picture out, but the reason this is good, is I've found that it actually does a good job of eliminating "drift" and that means that the game is playable without a camera set up...
I think that a camera can be a hassle anyway, and so it's a good option to not require one, and it certainly takes a weight off my shoulder to rush out and program a camera solution for the time being...
In the meantime I should probably try instead to figure out a virtual (in-game) camera technique for eliminating the wobble. I tried quantizing the sensor data, without meaningful success.
I know SOM doesn't have a wealth of great games to play (no kind of a library) but for what it's worth, a rush "build" of the demo is available with this "drift" fix. Basically you can play very aggressive and even if you notice drift, it will probably take a while to set in, and you will notice it long before it gets neck twisting bad, and the occasional PAUSE to recenter, will not be too much of a nuisance.
For what it's worth, I'm feeling a lot less sick in VR mode of late, and I think I'm predisposed to psychosomatic sickness because I've been working with the thing for so long under poor conditions like you probably don't find in finished products. The home-theater mode is pretty rock steady, but I think it drifts a lot more than this new demo (build) does. I don't know how much of that is because it probably outputs at 120hz or more, or if there is just that much room for improvement.