Graphics Horse
Member
yeah there's a neogaffer working on it.Will Half-Life 2 support Vive and the controllers?
Well, I don't know about official built in support but the hlvr mod will.
yeah there's a neogaffer working on it.Will Half-Life 2 support Vive and the controllers?
yeah there's a neogaffer working on it
Don't worry, hl2vr will live again once the vive launches.
Does anyone know if the base stations are wireless? Can't find any power cables in the pictures so far.
They're not wireless.
https://twitter.com/vk2zay/status/588628359162265600
also, you can see a cable in the article in the first pic and the gif
and in the first pic on the blog I think it's sitting on a battery pack it just isn't plugged into the station
Valve engineer was at Maker Faire this weekend to talk about non-VR use for Lighthouse
and here's a blog post
Like many IR systems, the LEDs and lasers are actually modulated (Alan said, "on the order of MHz"). This is useful for a few reasons: (1) to distinguish the desired light signals from other IR interferers such as the sun; and (2) to permit multiple transmitters with different modulation frequencies.
Krejlooc iirc didn't say if it will support the Vive. Currently it supports the Rift, but with Oculus deprecating DX9 support it won't work eventually (edit1: actually it doesn't anymore).
edit2:
ah
Yeah, in the same way my PC is a sophisticated TI-83.So it's basically a sophisticated Wiimote.
So it's basically a sophisticated Wiimote.
no more CEO?
The IR LEDs provide the start of a timing sequence. A microcontroller (attached to the photodiode) starts a counter (with fine-grained time resolution) when it receives that initial sync signal, and then waits for the X and Y line lasers to illuminate the diode. Depending on the time elapsed, the microcontroller can directly map the time delay to X and Y angular measurements. Using multiple photodiodes and knowing the rigid body relationship between them, the microcontroller can calculate the entire 6-DoF pose of the receiver.
One thing to note: I simplified this discussion a little bit. Like many IR systems, the LEDs and lasers are actually modulated (Alan said, "on the order of MHz"). This is useful for a few reasons: (1) to distinguish the desired light signals from other IR interferers such as the sun; and (2) to permit multiple transmitters with different modulation frequencies. This is a pretty obvious enhancement, but it muddles the layperson description.
Wow, does this put the other VR methods to shame?
I think there's some genuine questions as to how you transition the 1:1 movement to a proper game like an FPS, where you'd traverse long distances. All of the demos I tried were in spaces where you had free movement but weren't exactly covering large distances.
Interesting interview, ashecitism. Does anyone know if the base stations can be placed on the floor, or if they need to be mounted high up in the room? I feel like that's rather important for the practicality and ease of use of the system.
Good question, haven't seen anyone ask Valve that. This is just me guessing, be maybe if you tilted it so it looked upwards, I think it could work.
so the opposite of this pic. Because the lower sensors could still pick up the lasers. I think.
Hardware and software, sensors, and beacons for the detection and measurement of physical objects and the representation of such objects in virtual reality environments; Devices used for the detection and measurement of physical objects and the representation of such objects in virtual reality environments; Electronic apparatus for the detection and measurement of physical objects and the representation of such objects in virtual reality environments