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- Newsgroups: alt.cyberpunk.tech
- Path: sparky!uunet!utcsri!psych.toronto.edu!dstampe
- From: dstampe@psych.toronto.edu (Dave Stampe)
- Subject: Re: Widespread Amiga-VR Implementation.
- Message-ID: <1992Nov20.144757.5398@psych.toronto.edu>
- Organization: Department of Psychology, University of Toronto
- References: <Marcus_Brodeur.03b0@dream.uucp> <watpod72.722199872@cunews>
- Date: Fri, 20 Nov 1992 14:47:57 GMT
- Lines: 47
-
- watpod72@olaf.carleton.ca (George Bragg) writes:
-
- >>"Pteradactyl" VR game that has already appeared in certain select locations
- >>in California and overseas (notably Japan) has at its core a couple of
- >>interlinked Amiga 3000's crunching the real-time virtual reality graphics.
- >
- >>Definitely something to take account of, considering the Amiga's
- >>well-earned reputation as a fantastic graphics/sound machine. The newer
- >
- >For the last time, the VR Dactyl game is NOT using the Amiga graphics
- >chips. They have their own, customized chips becasue even the vaunted
- >Amiga's chips were way too slow at the time the thing was built (a
- >year ago). I'm sure the Amiga is very good at graphics, but it
- >wasn't good enough in this case.--
-
- Just to throw things even _more_ in doubt:
-
- I had a chance to test the Virtuality system in St. Louis a week ago. Now
- I've built my own VR system, using REND386, a single 486/50 PC, VGA
- cards, a HMD mode from mini B&W TVs, a Nintendo Powerglove and a joystick.
- My head tracker uses a video camera and card I developed a year ago.
-
- Now... this system performed _better_ than the Virtuality system in many
- ways. The field of view in the Virtuality HMD is pitiful. My system uses
- cheap Fresnel lenses and has a 170 degress FOV. What really bothered me,
- though, is the slowness and long latency (head or joystick movement to
- change in the scene). I've run for hours in my system with nary a problem
- (except for a sore neck from the heavy HMD) but the Virtuality system
- definitely upset my balance for several minutes afterwards. I'm not
- really sure about the drawing rate (after all, they don't give out the
- frame rate or how many polygons are in their data base) but I suspect
- my system has an edge there too.
-
- Conclusions? 1) The Virtuality system is accessible, but it's performance
- is pretty poor (but it _was_ state of the art 8 months ago). 2) Cost is
- not always important: the Virtuality system is over $80,000 (I think), but
- my system cost about $600 (and thousand of hours of work, but who's counting?)
- 3) The technology is evolving rapidly, and it's not a lab or big business
- thing exclusively.
-
-
- --------------------------------------------------------------------------
- | My life is Hardware, | Dave Stampe |
- | my destiny is Software, | dstampe@psych.toronto.edu |
- | my CPU is Wetware... | dstampe@sunee.uwaterloo.ca |
- | Am I a techno-psychologist, or just an engineer dabbling in psychology?|
- ---------------------------------------------------------------------------
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