3 ms·
I think you're right. Latency is very disorientating. Here's how I would do it: The craft has two wide angle cameras. The Oculus viewer is at the center of a
by fsckin 13y ago
I think you're right. Latency is very disorientating.
Here's how I would do it:
The craft has two wide angle cameras. The Oculus viewer is at the center of a sphere in 3D space. Project the video feed onto the inside of the sphere, and keep the position of the feed anchored to where the camera is currently positioned in relation to the craft.
Moving your head moves the frustum immediately, and the camera position lags behind, so if you moved too quickly (say, turned 180 degrees) the frustum moves right away, but the video only comes into view after the cameras are repositioned. There could be numbered checkerboard or other pattern shown wherever the video feed is not projected, so spatial disorientation is minimized.
That way you get the cockpit feel and immediate movement in the Oculus, but avoid the uneasiness that latency would give with a more simplistic approach.
Another option would be to use 360 degree cameras to fill up the entire sphere, and then use the binocular cameras to provide high detail.
- anigbrowl 13y agoInteresting approaches - don't have an OR or a high-powered drone, but that's intriguing enough to do a duct tape test at home with existing gear. Thanks for the ideas.
- angersock 13y agoSo, kind of like ghetto dual-paraboloid mapping?
- fsckin 13y agoYes, exactly.
- mwilcox 13y agoThis is basically what I was hinting at, but you described it a lot more clearly than I did. Basically using a virtual 3D environment in which the player can 'be' and view the video feed through a virtual 'window'.