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  1. software need to gets: motion capture (for feet and leg movement data api and input capture software hardware needs to gets: prototype foot controller foot you need a kinesiologist programmer hypeman / hypewoman not the most comprehensive.... rework it at your next meeting
  2. why does motion sickness happen? well why does it? cause you aren't in control. 99.99% of people get motion sick when they arent in control. no one gets motion sick when they are in controll. go ask anyone... anyone you know.. "Hello can i ask you a question?" "has there ever been a time in your life when you were driving a car and got motion sick?" the answer will be no. so if you are in control of the vr, then there is no reason to get sick unless you arent in full control. why aren't we in full control of vr? 1) infancy stage: good controls to trick brain into thinking it is regular movement. ( need more hard ware and software to get it super smooth) 2) software so what hardware is missing? 1) good controlls to trick brain into thinking it is regular movement. 2)graphics processors ( faster frame rates , will come in future) obviously graphics hardware, but also a kick ass Hardware solution to be the defacto controler solution much like a STEERING WHEEL! what is the software missing? 1)good IO interface to stop nausea and vomiting what are good controls? 1)easy to grasp 2) dont make people puke how do we not make people puke? 1)utilize psychological set rules that trick the brain into not getting sick 2) put movement controler on foot.
  3. there has to be a consensus. whiten the vr community what are the hurdles? why don't more people play vr? 1) cost? no.. the cost will come down over time just like another tech 2) (the only hurdle) how to reduce vomiting and nausea! how to reduce vomiting and nausaia why it happens and how to stop it we allready know why.. its too fast with weird thumb controls. how do we stop it? A solution based on how the human physiology responds to movement. current top high end tech companies are using giant tread mills to simulate movement and succeeding at it ... the feet are the key. the feet drive us in real life we understand feet moving us back and forth and left and right. and they don't get nauseous! the key is isthe feet. a foot controller can simulate everything a full multipurpose treadmill can at a fraction of the price. the human brain will respond drastically different than with a thumb stick. thumbs dont move us around.... feet do. the movement controller has to be attached to the foot otherwise the body is always going to become motion sick.
  4. i appreciate the reply but it sounds really corporate. there are always hurdles. everything in you first paragraph is the small part. the second that this problem is addressed is when those companies jump on board. all that requires is the prototype. the second section is much more intensive. the actuall software and DXimputs (if i can even call them that) are the much harder section. having a hardware prototype to develop iOs and APIs for controller solutions are the real challange. but without a hardware solution there will be no areas to develop the software IO solutions. we will refer to my previous post about sony and dual imput controllers.. they were never done before... no one develped software for dual imput before that... they came out with it and it became the Defacto.. then companies programmed for it. not the other way around.
  5. i think this joystick can be brought to market for roughly around 3 million. cost to the consumer would be 75$ unpackaged. packaged it would be 25 bucks extra cost on VR packages all costs usd
  6. remember to take into account joystick dead zones. on a regular thumbs sticks the dead zone is in the middle before moving twords the out axis to get acceleration. the dead zones here will need to be twords the up of the controller ( +y ) axis so that the 3 buttons at the toe of the controller dont get wild nausea inducing movements
  7. jumping is a work in progress. and we need an actual controler to figure out the movents of it. most of it requires releasing forward motion while lifting but the motion sensor is a problem. its better to use an assigned hand controller button untill someone here puts all this into place.
  8. how to jump? assign it to a controller button easy or we can do something diffrent we can roll the controller from back to front IE heel to toe and lift up. now we jump.
  9. now if you have read this far you have been moving your foot around trying to get the grasp of it. and you would have noticed that it is harder to put pressure on the inside of your foot. we can fix that by putting the button for right closer to the top of the foot. so the buttons form a cross shape... just like a holy christian cross. with 3 buttons twords the toe of the controller and 1 at the heel for backwards movement. dont forget the spacial sensor
  10. baiscly the controller is just the bottom of a shoe with a bunch of joystick hardware attached to the bottom of it. every button or pressure zone is analogue for varying pressure sensitivity the back is rounded up like in the picture in the previous post so that you cannot press forward and back at the same time. the buttons never actually hit the ground as there is a nice thin, water resistant rubber coating on the bottom. similar to how old controllers used to have the rubber gaskets under the d pads but this time its on the outside.
  11. the contoller in question would look similar in style to the bottom of this shoe: external-content.duckduckgo.com.jfif
  12. so how do you account for the foot moving and you dont want the buttons to be pressed? there is a main pressure button on the top of the controller inbetween the foot and the controller. it is pressure sensitive. so when you lift your foot or reduce the wight it kills the button actions on the bottom of the controller. this way you dont have wild movements that cause nausea.
  13. sorry one more. we are gonna need a spacial sensor on the foot so that the game can always know where the foot is so that forward is always forward regardless of how you have been rotating or moving about. not an issue if you are on the couch but an issue when you are standing up there needs to be a calibration function as well because some people are duck foot people or pigion toed people, so forward needs to be adjusted relative. other than that all the info should be inplace
  14. another edit. moving backwards the head tracing functions need to be disabled or serverly slowed down. because as well all know you dont swing your head about when making a lot of backwards motion. so moving backwards is more linear. certain slowdowns of the head set tracking need to take place when strafing the foot left and right so that wild disorienting swings don't happen as well. i truly and whole hardheadedly think that this style of controlling vr can become the de facto go to... think about how we went from 1 to 2 thumsticks. it was unheard of untill 20 years ago when playstaion showed us how it was done. now do it again.. but with VR
  15. wasnt sure how to edit. join it with head tracking so if you have the foot in position 1. moving forward and you look left then the head leads you and moves you left. kinda like moving with wsad and a mouse or a dual joy stick movement. the reason this method will work is that the body already knows that the feet move you. and every one knows that the head leads you in the direction you want to move. there is a small learning curve but it wont cause as much motion sickness as long as the speed can be adjusted with a slider for different people
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