Electronics > Beginners
Looking for Small Hi Res LCD used in Oculus && || VR et al
paulca:
--- Quote from: I wanted a rude username on January 09, 2020, 11:17:46 pm ---
--- Quote from: paulca on January 09, 2020, 08:14:23 am ---I caught the 1 wire which is bad
--- End quote ---
The way I heard it, the reason they don't go for that wire is it makes them seem chicken. The balls on those pilots ...
--- End quote ---
No, it's because there are 4 wires. The ideal point to aim is the exact mid point of the wires. If you land the hook in that exact centre point, you catch the next wire which is the 3rd wire.
Snagging the 1 wire is considered the worst wire, it highlights you were low/sinking/slow and this has the highest risk of striking the back of the ship which makes an awful mess.
The hardest thing I find, when "close in", is trusting the ball. Because the hook is nearly 50 feet behind you and due to your AoA around 12-15* it's a good 10 foot below you, you are actually aiming at the last third/quarter of the deck. There is a "velocity vector" or "flight path marker" on the HUD and it ends up well down towards the end of the deck when the hook hits and rear wheel hit in the middle of the wires. I almost always sink a little and get the 2 wire or 1 wire.
That an the fact the ship is moving and the deck is angled. For this there is a little cheat. You aim at the "crotch" of the ship. The point the bow extends from the end of the landing area, so aiming slightly right of the centre line, (as you can see if my video), when you get close in, you fly straight and the ship kind of sails under your and you land on the centre line.
It's actually really hard to do even in a sim, no chance of dying, no G-forces, but still a challenge. I have been flying sims for over 30 years and it took me a week of evenings to make a plausibly successful landing, including all the Case I recovery overhead break etc. Normally you extend a mile or more beyond the ship, before the flight breaks one at a time, 15 seconds apart. The "Break over the deck" like I did in the video is the "fancy pants" version as it gives you zero time on the downwind to sort yourself out.
I got the idea from the first landing here:
Mechatrommer:
checking PC requirement for Oculus products, they only support Win10 (no Win7) so this is putting me off for a while. then i saw HTC Vive can support Win7, maybe another alternative, same oled resolution and angle of view. and after watching some youtubes, it seems operation with HTC Vive is much more convenient. with Oculus has compatibility issues with USB (power) controller, bug in motion tracking etc.
paulca:
The trouble with Vive is nobody supports it natively. For example Steam offer, "Normal", "Oculus" and "Steam VR", which means you have to use Steam VR and have two layers of interfacing. Still, Steam VR isn't "that bad". Outside of Steam I have no idea what anything supports.
Isn't the Vive really expensive? When I was buying the Oculus which was £399 then, Vive was like £750!
Also, Windows 10 versus Windows 7 is like night and day. Literally Windows 10 actually works and is at least 4 times faster than windows 7. If you are worried about privacy, just firewall the microsoft and aws IPs it uses for telemetry.
On Oculus bugs, the only one I have ever experienced is it not coming back out of sleep. It has a LDR sensor to detect when you are wearing the headset. When you take it off it switches off it's display. Occasionally when I go to put it back on, I get a black screen. It's easily fixed by restarting the Oculus software, but... that unfortunately exits your game. That said this happens rarely, but it can be annoying. An easy fix would be to stick something over the sensor so it doesn't sleep while you are gaming.
Oh and not really fair, but if you connect the Oculus headset HDMI, but do not connect it's USB, my PC won't even POST.
On the plus side the head tracking is amazingly resilient. I accidently knocked one of my sensors behind the monitor and wondered why occasionally at certain angles the oculus would rock back and forward. When I spotted the sensor was ocluded behind the monitor I moved it. There was no chance it was in the same location, but the oculus just recalibrated seemlessly and all I had to do was recentre the view in game. It's far, far more resilient than say "Track IR" which has to be recentred and messed around with constantly.
wraper:
--- Quote from: paulca on January 10, 2020, 06:00:37 pm ---The trouble with Vive is nobody supports it natively.
--- End quote ---
Vive is Steam VR native developed by HTC and valve.
--- Quote ---Isn't the Vive really expensive?
--- End quote ---
Performance is better as well. Current cheapest model of Vive is not that much more expensive.
--- Quote ---When I was buying the Oculus which was £399 then, Vive was like £750!
--- End quote ---
And performance was way better.
paulca:
I guess it really depends on what you are doing with it. For example I don't use a "play space" all my games sit down games. The controllers stay in the box, never use them. I tend never to play the "Store" games like Beat Sabre as I find them old and low quality graphics compared to VR supporting AAA game. They are fun for the first day for that first "Wow!" factor, but once you sit in an F18 at 30,000 feet looking at the Nevada dessert under fluffy clouds below you, the VR Store games pale.
I don't see many reviews suggesting the Vive performs better. The specs are nearly identical, so I'm curious what you mean.
One thing to be careful of in the VR Space is it's (arguably) over bias on FPS and tracking delay. Early on it was found that quite a few people felt "sea sick" if the framerate dropped or was inconsistent or there was any kind of lag in the display. The VR community because obsessed with this however and depending on yourself and how you feel, it's often not an issue. Sure a freeze up where the game pauses for a second is jarring and excessive lag makes you feel drunk, 40FPS is tolerable.
One consequence of this and I'm not sure that Vive has this issue, the Oculus implements what they call ASW, Asynchronous Spacial Warp (or whatever). So if you are not getting 90FPS it will interpolate frames. I find this exceedingly annoying as it morphs frames together with a kind of sawtooth pattern that absolutely destroys definitions of panels, gauges and causes horrible artefacts in things like chain link fences or detailed textured objects. Thankfully you can turn it off, but it always defaults back to on. If you are one of the "sea sick" people you might prefer this, but other than when the tracking reversed itself and Alien Isolation, I never feel sick in VR and I've spent 2 hours straight in one go and about 12 hours in one day in VR.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version