VR will replace the screens, but physical props are still the way to go for VR, and will be for I'd wager the better part of a decade at least. Nobody has even cracked the problem of providing high fidelity haptic and tactile feedback in a lab environment, let alone in a way that would be sold to end users at costs-less-than-a-good-car prices (even a limited setup like the Cybergrasp Haptic Workstation is "if you have to ask you can't afford it"). We'll see Simpits being modelled for VR use (placing virtual controls in the same place as physical ones) long before we can stimulate the same effect as holding a wheel, pushing a pedal or flipping a switch.It's what I love most about racing games, the level of immersion you get to have is very high on a PC and with the right equipment like above video is what makes it even more engaging. The farthest I've come is building a base for my pedals from a Logitech Driving Force Pro, which isn't pro at all. Basically a simulator setup like this requires about 300-500€ in input devices, about double for screens, even more for GPUs and then you still need a frame and chair which all is useless for anything else but racing sims. That's why I'm hoping VR headsets will fix most of these one-trick-pony costs.
I've seen one or two DIY versions of the concept, and it's a really great idea for simulating G-loads without needing to tilt an entire rig.They don't sell it anymore but I find this to be an interesting alternative to motion platforms: http://www.virtualr.net/simxperience-gs-4-g-seat-now-available
Rather than a moving platform, which can only give you a brief feeling of acceleration before it runs out of travel, this has pivoting plates under the seat that move back and forth. So if you stomp on the gas pedal in the game the plates on the back would move forward and push against your back, giving that "pressed into your seat" feeling.
It's a much simpler setup so it's cheaper than a full motion platform. I'm not sure why they quit developing it since it seems perfect for VR.
The response time of the platform is going to be well below the sample rate of the IMU, so you can't use desired endpoint as the offset. Even with shaft encoders on all the actuators, structure flex and linkage slop is going to have the platform's actual position be pretty significantly (head-tracking demands sub-mm accuracy) different from it's desired position. If you try and minimise mechanical error, you end up with a monstrosity made of cast concrete with multi-kW motors and industrial anti-backlash ballscrews.But the system itself wouldn't need an IMU. It already knows what angles it's going to tilt to to simulate the acceleration vector you should be experiencing. So neither speed nor acurracy of those samples are an issue.
The response time of the platform is going to be well below the sample rate of the IMU, so you can't use desired endpoint as the offset. Even with shaft encoders on all the actuators, structure flex and linkage slop is going to have the platform's actual position be pretty significantly (head-tracking demands sub-mm accuracy) different from it's desired position. If you try and minimise mechanical error, you end up with a monstrosity made of cast concrete with multi-kW motors and industrial anti-backlash ballscrews.
To get that high a quality reading from a linear or shaft encoder, and have that reading not be affected by the mechanics of the platform itself
Sure, direct endpoint measurement would work with a sufficient sample rate. But then you're just back to optically tracking the platform in the first place, and you may as well use the same tracking system the HMD is using.That's why I would've attached some of those wires to parts of the structure that could flex (especially the back of the chair) in order to compensate.
What about lasers then? They can measure distance, aren't mechanical at all and have a pretty high response time from what I know. Might be lower than the sample rate of the IMU though.