binarymushroom Posted December 11, 2019 Author Posted December 11, 2019 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
binarymushroom Posted December 11, 2019 Author Posted December 11, 2019 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
HackPerception Posted December 11, 2019 Posted December 11, 2019 @binarymushroom At a high level, the problem with any hardware based solution is that it introduces both hardware and software based dependencies and that it needs to work with a decent portion of the global population in terms of ergonomics, weight limit, sizing, ect (usually targeting the 95th percentile). To launch any hardware based solution is a huge effort that requires hundreds of developer teams to update their software for compatibility and in many cases, program in support for their app or completely change their UX. While I think you're idea is pretty solid and way more feasible than most other external locomotion solutions I've seen - I personally think that the VR industry as a whole is still struggling with basic IO and IO fragmentation is going to be a key topic in 2020-2023. It's going to simply take time for the VR industry to figure out hands and as other hardware companies comes online, they'll have a different schema for hands requiring developer buy in. Hands are by no means a solved problem still - locomotion is probably a more medium to long term thing due to the complexity.
binarymushroom Posted December 11, 2019 Author Posted December 11, 2019 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.
binarymushroom Posted December 11, 2019 Author Posted December 11, 2019 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.
binarymushroom Posted December 11, 2019 Author Posted December 11, 2019 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.
binarymushroom Posted December 11, 2019 Author Posted December 11, 2019 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
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