Do people really live their lives thinking, "What if somebody sees me?" How sad. =/
The main problem, as I said in the wheelchair topic, is lateral rotation.
Marks said that snap-rotation doesn't induce nausea. For example, if you make it so Circle instantly rotates you 90º to the right and X flips you a full 180º, no sickness occurs. That left me speculating with no way to experiment to verify my hypothesis. lol
Any chance you can bang out a quick demo controlled with a DS4 that snap-rotates the user to whichever bearing they nudge on the right analog? So you can nudge right to turn 90º or nudge down to "turn around," but also turn to a 42º bearing, or 112º, or whatever. Walking speed can be controlled with R2. Bonus points if you can implement 3D audio to test/demonstrate the user's ability to snap-turn to look for the source of the sound.
I won't be able to try it myself, but I'd be very interested in hearing impressions from anyone who could, if you can oblige us. Doesn't need to be anything fancy, of course; it's just a UI test. TIA <3
The cameras track an IR array located in the orb of the move (and the surrounding visor of the Morpheus). Any camera can do this, it's not something special.
Err,
visible light, not IR, and it's tracking the sphere on the wands rather than the LEDs themselves (which are hidden by the sphere)… But yeah, while in theory you can use any camera for tracking, Sony do mandate the PS Camera for Morpheus, mainly because it's a known spec, but also because it's a much nicer camera than most you'll find, like the PS Eye, for example.
Sony might want to mandate the use of the stereo camera for VR, though. Just another depth-cue to error correct against.
Oh, nice catch. In fact, Sony recently implemented stereoscopy to improve z-accuracy.
FWIW, Rigby said the CMOS sensors in the Camera are pretty pricey, and speculated they used a proprietary shape on the standard USB connection to discourage buying them as cheap, high-quality webcams because Sony are likely selling them near cost, if not below. /shrug
Spacial distancing is a function of interpupillary distance. The morpheus demo units have an IPD that is pretty narrow according to those who measured. Those who reported the hands being "further away than they should be" have a wider IPD than the morpeheus accommodates for. Having a good IPD detecting and correction solution is very important for VR going forward, the current oculus rift calibration method is unacceptable for the mass public. There is rumor that CB has a camera internal that measures IPD on start up, and most assume Morpheus will have a manual IPD slider when released.
Sony have a patent for IPD auto-adjustment using a camera on the inside of the mask coupled with the motion tracking. I take it this isn't currently implemented in Morpheus? Do you have any idea what the lens-like thing that's been spotted on the inside of the mask is for? Any particular reason you think Sony won't leverage the patented tech in the final version?
How is Oculus' solution rumored to work?