| I've been working with full motion simulators for the past two years (I even rode that simulator last week at MPI) and I must say that this is plain wrong. This is actually a great fit for VR simulation (see below): > 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... |