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by jameshart
3926 days ago
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This seems like a poor fit for VR motion simulation - actual movement through space is generally unnecessary, you just need to gimbal the platform to simulate accelerations. Actual linear acceleration is of limited value in simulation because you can't maintain that acceleration indefinitely - you run out of room and have to apply an opposite acceleration, which can conflict with the simulation needs. On the other hand this looks more useful for something like movie making, to throw actors around in front of a greenscreen. |
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> Actual linear acceleration is of limited value in simulation because...
Linear acceleration is immensely useful for sudden accelerations. Image a sudden linear acceleration (e.g. a racing car accelerating). You cannot recreate this acceleration by suddenly rotating. The angular accelerations would ruin the experience. Rather, you make a linear movement, and THEN you rotate the simulator (if you need to sustain the acceleration).
> you run out of room and have to apply an opposite acceleration, which can conflict with the simulation needs.
wrong again. If you move the simulator at slow speed, you can actually come back to the optimal position and the subject does not notice it (washout filter [1])
[1] https://en.wikipedia.org/wiki/Motion_simulator#Implementatio...