budwheizzah
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Not too long ago I posted a description thread for my "twin" (big sis and little sis) cruise rockets detailing how they operate.
This weekend, weather permitting, (fingers, arms, next and bones crossed!!) I will be trying out something quite interesting, myself serving as a guinea pig in my own experiment.
The larger of the two cruise rockets, Condore X11E, is already flight proven for FPV controls. From liftoff to parachute deployment, I am basically piloting it using a first person view video feed.
At my very first time using FPV, joystick & rudder I noticed it's about five times better than line of sight RC - at least for me - feet on rudders and hands on a stick is way more intuitive than the video-game-like RC controllers. I kinda suck flying with my thumbs.
First a shot of the old ground control setup (will be almost the same, just add me with an Oculus Rift on my face), then the bird, a shot of the cockpit during testing, where I used my webcam as video input, just to test and demonstrate and finally one where I was trying out the cockpit with an FPV recording played back on the VR screen.
Now, from above pic, I want more immersion, and I want to AVOID the downsides that come with a screen on the field: glare and reflections, requiring this huge shroud over the laptop to prevent such things.
Given I have an Oculus Rift dev kit and I'm a programmer, I figured I'd expand my skills beyond web & c++, venturing into 3D environment development using Unity3D.
I've seen other Oculus demos for FPV, but most are terrible: Why? Because "slapping the video onto the display" is not the way to adapt content for the Oculus Rift. If the content you present the player/user is not coordinating with head movement, said user will vomit after 10 minutes of use, not to mention fall into a long VR sickness stint that can last hours. The best VR demos I've seen so far are one where your movement fully interacts and fully coordinates with the VR 3D environment.
My FPV, given the fast motion of a rocket, would need to offer two things: Since the FPV image is not stereoscopic 3D, which is a must, must, must in the Rift, again to prevent motion sickness, I needed a 3D environment within which a large screen would exist. On this screen, the FPV video would be projected. Think of it as a single person movie theater. Now I would also add elements within the VR environment to provide the user a separation between themselves and the FPV feed. This separating environment would then be fully coordinated with head movement just like any properly developed VR app.
The result is so far extremely encouraging. Watch the video below. At first I open with a quick explanation of the app, show a very incomplete use scenario, and by the halfway mark, I show the candy: The VR cockpit plays back some recorded FPV video from the very cruise rocket I intend to fly with this. The result is a comfortable viewing environment that will inherently eliminate all reflections and glare issues, provide maximum distraction free immersion and allow me full authority over the aircraft.
Not seeing the controls themselves will not be an issue since I have rehearsed this scenario in actual flying games (War Thunder) and driving simulators (iRacing) and have been surprised by how I simply always have my hands in the right place and press the correct buttons without seeing said controllers.
[video=youtube;LOkYWC8Ks2I]https://www.youtube.com/watch?v=LOkYWC8Ks2I[/video]
The only catch? And I am indeed rehearsing this. I need to look directly at the rocket at liftoff. I keep her straight well that way. I'll hold the rift away from my face, extending the head strap to see the rocket directly at ignition, and as soon as I pass 1s after burnout, I'll slap the Rift on and get to business. All this will be recorded, so I should be able to report the performance here. One thing I know is the laptop's GPU is being stretched to its very upper limits by this. VR requires a card capable of rolling out 120 monoscopic frames per second at 720p ... the very minimum (resulting in 60fps stereoscopic). Any less, and your user gradually feels sick.
Down the line, this is SCREAMING for a 180 degree stereoscopic camera. Then I can allow the VR pilot to "VR-look-left-and-right" and the stereo 3D would go a long way into immersing the pilot ten times more.
If the video comes back with me leaning over a puke bucket, time to re-think the cockpit or get a better GPU. I'm able to spend 4 hours straight in iRacing - I'm not too worried, but who knows.
This weekend, weather permitting, (fingers, arms, next and bones crossed!!) I will be trying out something quite interesting, myself serving as a guinea pig in my own experiment.
The larger of the two cruise rockets, Condore X11E, is already flight proven for FPV controls. From liftoff to parachute deployment, I am basically piloting it using a first person view video feed.
At my very first time using FPV, joystick & rudder I noticed it's about five times better than line of sight RC - at least for me - feet on rudders and hands on a stick is way more intuitive than the video-game-like RC controllers. I kinda suck flying with my thumbs.
First a shot of the old ground control setup (will be almost the same, just add me with an Oculus Rift on my face), then the bird, a shot of the cockpit during testing, where I used my webcam as video input, just to test and demonstrate and finally one where I was trying out the cockpit with an FPV recording played back on the VR screen.
Now, from above pic, I want more immersion, and I want to AVOID the downsides that come with a screen on the field: glare and reflections, requiring this huge shroud over the laptop to prevent such things.
Given I have an Oculus Rift dev kit and I'm a programmer, I figured I'd expand my skills beyond web & c++, venturing into 3D environment development using Unity3D.
I've seen other Oculus demos for FPV, but most are terrible: Why? Because "slapping the video onto the display" is not the way to adapt content for the Oculus Rift. If the content you present the player/user is not coordinating with head movement, said user will vomit after 10 minutes of use, not to mention fall into a long VR sickness stint that can last hours. The best VR demos I've seen so far are one where your movement fully interacts and fully coordinates with the VR 3D environment.
My FPV, given the fast motion of a rocket, would need to offer two things: Since the FPV image is not stereoscopic 3D, which is a must, must, must in the Rift, again to prevent motion sickness, I needed a 3D environment within which a large screen would exist. On this screen, the FPV video would be projected. Think of it as a single person movie theater. Now I would also add elements within the VR environment to provide the user a separation between themselves and the FPV feed. This separating environment would then be fully coordinated with head movement just like any properly developed VR app.
The result is so far extremely encouraging. Watch the video below. At first I open with a quick explanation of the app, show a very incomplete use scenario, and by the halfway mark, I show the candy: The VR cockpit plays back some recorded FPV video from the very cruise rocket I intend to fly with this. The result is a comfortable viewing environment that will inherently eliminate all reflections and glare issues, provide maximum distraction free immersion and allow me full authority over the aircraft.
Not seeing the controls themselves will not be an issue since I have rehearsed this scenario in actual flying games (War Thunder) and driving simulators (iRacing) and have been surprised by how I simply always have my hands in the right place and press the correct buttons without seeing said controllers.
[video=youtube;LOkYWC8Ks2I]https://www.youtube.com/watch?v=LOkYWC8Ks2I[/video]
The only catch? And I am indeed rehearsing this. I need to look directly at the rocket at liftoff. I keep her straight well that way. I'll hold the rift away from my face, extending the head strap to see the rocket directly at ignition, and as soon as I pass 1s after burnout, I'll slap the Rift on and get to business. All this will be recorded, so I should be able to report the performance here. One thing I know is the laptop's GPU is being stretched to its very upper limits by this. VR requires a card capable of rolling out 120 monoscopic frames per second at 720p ... the very minimum (resulting in 60fps stereoscopic). Any less, and your user gradually feels sick.
Down the line, this is SCREAMING for a 180 degree stereoscopic camera. Then I can allow the VR pilot to "VR-look-left-and-right" and the stereo 3D would go a long way into immersing the pilot ten times more.
If the video comes back with me leaning over a puke bucket, time to re-think the cockpit or get a better GPU. I'm able to spend 4 hours straight in iRacing - I'm not too worried, but who knows.
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