Apollo 11 interactive tour from the smithsonian with VR downloads, 3d print models
http://3d.si.edu/apollo11cm/
If you haven't seen it yet its pretty cool :thumbup:
http://3d.si.edu/apollo11cm/
If you haven't seen it yet its pretty cool :thumbup:
I'm strongly considering developing virtual reality (e.g. Vive, Rift, etc.) compatibility with Orbiter.
Is there anything in the works for this already, or is there interest to start such a project?
Is anyone really using such devices?
Reminds me a bit of "3D glasses" from a few years back.
Once you put on a VR headset, how do you see the mouse and keyboard?
Orbiter relies on those.
Don't take me wrong, playing a bit of devils advocate here :hmm:
Are those things D3D9 compatible ? Btw, what's the visible fov without moving a neck ?
Would it possible to use the Orbiter SDK to render the external view to a cubemapped texture, and to get and set the vessels location and rotation, and just do the cockpit in UE4, using the Orbiter-rendered external view as a skybox?
Why not reach out and touch the buttons?
Speaking of interface, here is something i've been toying with recently called Augmented Reality.
Headsets for such things are quite rare, but one should allow you to see the controls, while the image is overlaid to it.
I wonder if that gives anyone any fresh ideas.
AR test with spaceships and reference point - YouTube
Is anyone really using such devices?
Reminds me a bit of "3D glasses" from a few years back.
Once you put on a VR headset, how do you see the mouse and keyboard?
Orbiter relies on those.
Don't take me wrong, playing a bit of devils advocate here :hmm:
Holy crap, I just found this video on youtube which was published literally last Monday. He is using the TrackIR plugin for tracking, but using some software to get the position/rotation data from the Occulus itself instead of a TrackIR device. Then he uses SteamVR to show the image on the headset; and it even works in stereo??