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I know about vorpx.
Now explain the 3D Vision comparison that YOU made.
Have you used vorpX?
Probably not.
If I leaned in towards my 3rd person character with your 3D Vision suggestion you offered. Would it actually lean in, and let me get up and walk around my character if I felt like it, does 3d Vision still offer Roomscale on that 3rd person perspective?
So you are conceding that 6DOF is input.
And NVIDIA 3D Vision is display output?
You are starting to realise how stupid you are looking?
When you say 2DOF what do you mean?
Please explain the axis you are limiting to.. I'm struggling to understand what you are talking about, because games have been 4DOF since 3D gaming began.
You cant be talking about using a VR headset with Sega Megadrive 2D games..
Please explain how you are getting to 2DOF?
https://www.youtube.com/watch?v=GBfSqE2HTX4&t=1344s
Watch that.
Notice how when he turns his head the Camera is Panning while it rotates? Because the camera wasn't detached to work in roomscale.
Now compare that to something like Astrobot, where looking around your 3rd person character means the camera only rotates, instead of panning. Or the simple fact that in Astro bot, if you lean in towards your character, you actually LEAN IN to the character like you exist in that space.,
Does vorpx or 3D vision offer that detached rotation only roomscale perspective, does it let that guy LEAN in to see the Hitman up close?
Granted Astrobot is probably not the best comparsion because it has alot of static Level cameras where the camera is just postioned somewhere on the map instead of attached to the character while it moves. But it has plenty of section where the camera is attached to the character, and moves with the character, but still offers that roomscale LEANING effect that your vorpx and 3D Vision can't provide.
Stop going off topic because you are being proven wrong.
Explain what you mean by 2DOF..
In a normal computer game using a joy pad you can:
1) look up/down
2) look left/right
3) walk forward/backwards
4) strafe left/right
The additional 2 freedoms with the input sensors from a VR headset are:
5) bend over at the waist forwards/backwards
6) tilt your head left/right
Notice I noted each of the 6, as the 6 degrees of freedom..
Now Please explain from the above inputs what you meant by 2 degrees of Freedom..
Congrats you do understand 6dof.
Now explain how you turned 3D Vision into something that handles 6dof.
Watch that vorpx video. And you tell me that he's playing hitman 3 with proper 6dof tracking of the HMD?
If you say yes, you haven't got a clue wtf you're talking about.
Hint: There's been a handful of succesful hack attempts at 3rd person VR, most of them involved a person called Luke Ross. Vorpx, since its the only real alternative I'm going to recognize from this point forward, doesn't do it.
Once you start to realise how stupid, you sound, and you start understanding you don't have a clue what you are talking about.
If you can't grasp the basics that 6DOF sensors are an input device and NVIDIA 3D vision is a display technology.
How can I explain it to you?
Explain how to play this in my HMD with 3D Vision. That's all.
Get past the 2dof vs 6dof.
Just show me someone using 3D Vision at this point.
No you didn't, explain it again using the points that I set out above. What do you mean by 2 Degrees of Freedom..
Thought not, because your a "know it all".. and answering the question will make you realise that you are completely wrong..
Here's the difference between a real 3rd person VR game and a VorpX/3D Vision hack.
In flat 3rd person. Rotation is not just rotation. The camera is Orbiting the character.
So...
VorpX/3D Vision hacked 3D
When you turn your head... IE. Rotation
rotation = Rotation + Orbit
Vorpx and 3D vision are not seperating those from each other properly.
What I want.
Rotation = Rotation
Orbit is handled by the controller only.
If you had watched the video I posted. You wouldunderstand why your suggestion or attempt to compare seated 3rd person VR to any of those makes you ignorant.
That's just a singular galringly obvious difference that you want to ignore so you can keep on this dumb path of trying to figure out what 2dof means
It means pitch and rotation. I mean really? You need it spelled out?
2 thumbsticks
1 thumbstick, if I press forward, makes the character move forward.
1 thumbstick, if I press forward, better be doing nothing at all. Well in a 3rd person VR game this point is debatable. For the queezy it should be locked, for vets, let them have at it.
Do you understand that part. ?
So, how do you LEAN in to the character if 3D vision is not actually capable of interfacing with an HMD to take advantage of that? Your saying to press forward on my right thumbstick to do that.... Show me how to do that in either vorpx or N3DV.
How do you tell 3D Vision to seperate Rotation and Orbit?
Just tell me you at least realize there is a clear difference between pressing forward on a thumbstick to move forward in the game with your character, and leaning forward with an HMD to Lean into the space.
Maybe I should do fuzzy math for you.
The way you think about it, VR is supposed to be 12 Dof not just 6.
And when you lean, the image doesn't just sit there acting like you have a picture strapped to your face, it actually tracks your face moving futher and closer to the avatar you are controlling.
The best you get from vorpx, is mimmicking a giant 80" 3D TV right in front of your face. Where leaning it is equivalent to leaning into your TV, rather than your head existing within the space.
6dof from the controller. And another 6dof from the HMD
The 6dof from the controller is for the character.
The 6dof from the HMD is for the camera control.
And when your Head aiming, it Doesn't ORBIT. it just rotates.
You didn't answer the question, your not going to answer the question honestly, because you know you are wrong.
If you just say I'm wrong, then start to listen to people who know what they are talking about, you might learn something..
The reason you are not understanding, and I'm not continuing on to answer the questions you are asking, is because you said and I quote:
Nvidia 3D Vision = 2DOF
If you can not grasp that a display technology doesnt control a game, how can you understand more in-depth of what I'm trying to explain to you..
I know what you think in your head, that a headset is one unit so NVIDIA 3D vision must control the game the same as a VR headset, but you are wrong.. you need to understand that a headset has a 6DOF sensor (Joypad) built into it and a left right eye display (Monitor).
You can't grasp these basic principals, so no point trying to explain it to you until you understand the difference between an Input device and an Output device.
And you won't Google it either, you just keep rambling on about what you think is happening..
Please research this topic, because you don't have a clue what your talking about..
And this is also from you.
^ this is where you're making the claim that NV3D can control the game.
You made the comparison that it is the same.
You literally think 6dof of the HMD is somehow combined with the 6dof of moving the 3rd person avatar on screen when in reality if done properly, the controller only ever jumps in to help with 1 Degree. Rotation.
So that in the future, if they ever do pull their heads out, fix these controllers, provide a flat2vr controller design that is familiar to flat gamer standards.
At that point, I would just say, call a help line. The ridicule you feel can be overcome, it's not the end of the world.