There's a few spelling and grammar errors in the pitch.
You say the goggles will have stereoscopic vision, so that means that you are going to have 2 cameras in the car? If so, how will you deal with parallax issues and users differing IPD?
It's well known in the VR industry that latency is a big reason for motion sickness - how do you intend to overcome latency between the car accelerometers and the seat, the cameras and the goggles, the head trackers and the camera gimble?
How do you intend to calibrate the movement of the seat rig against the movement of the head tracker?
The physics of an RC car are so completely different to a full size car - for a start the motion of travel is very small (Suspension travel on an RC road car is what...10mm? Vs probably 200-300mm on a full size car) - how do you intend to translate those movements so that the rig doesn't just shake the driver to pieces?
Sorry to be harsh - It's a cool concept - I've often thought about putting a FPV rig in an RC car - I just think the addition of 6DOF feedback to the driver might be a bit much for most and there are some huge complexities to overcome. All the best.
There's a few spelling and grammar errors in the pitch. Thx
You say the goggles will have stereoscopic vision, so that means that you are going to have 2 cameras in the car? If so, how will you deal with parallax issues and users differing IPD? The MVP will not be 3D I need to note that in the pitch. Should the problems in the following question you asked be overcome we will have up to 66mm adjustment in the rift.
It's well known in the VR industry that latency is a big reason for motion sickness - how do you intend to overcome latency between the car accelerometers and the seat, the cameras and the goggles, the head trackers and the camera gimble? Kiwi Ingenuity? I agree this will be a major factor in the project and using different methods of communication and hardware we hope to keep the latency as marginal as possible. Speeds are getting better all the time and products like http://www.zeiss.com/cinemizer-oled/en_de/home.html show little to no lag. There will be a lot of mix and matching but that is why the electronic dev cost is so high (39999)
How do you intend to calibrate the movement of the seat rig against the movement of the head tracker? When a driver starts they will be asked to look straight with the car in a neutral position and push a calibration button. Motion table and the head tracking will managed independently to avoid hunting situations.
The physics of an RC car are so completely different to a full size car - for a start the motion of travel is very small (Suspension travel on an RC road car is what...10mm? Vs probably 200-300mm on a full size car) - how do you intend to translate those movements so that the rig doesn't just shake the driver to pieces? LOL Absolutely! This will be managed by the "personality" board. Like motion rides the motion itself is exaggerated to give the sense of kinematic movement. If we were to just directly translate the movement of the car to the seat it would be a pretty bland experience. By far I think this will be the most complicated part of the project.
Sorry to be harsh - It's a cool concept - I've often thought about putting a FPV rig in an RC car - I just think the addition of 6DOF feedback to the driver might be a bit much for most and there are some huge complexities to overcome. All the best. Thx
Cool concept. But I disagree with the RC car part of it.
I guess you're looking at some kind of fairground ride scenario, where people pay a few bucks to drive the sim. But I foresee all kinds of issues when the RC car does actually crash... everything stops while the operator goes out and puts it back on its wheels again.
A 6-DOF seat hooked up to an existing driving (or flying, or rollercoaster, or whatever) simulator would be a much larger market. And I think significantly easier to achieve.
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