Quote:
Originally Posted by zapatista
...it could be implemented as an OPTION, where people select either "standard 6DoF" or something like "Wii enhanced 6DoF"...
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I don't know about optics per se, but I do know about programming 3d graphics (I've done this professionally). TrackIR is an input device, nothing else, and it is up to application (i.e. game) to do something meaningful with it. This "standard 6DOF" vs. "wii 6DOF" is really BS. There is only 6DOF (6DOF: six degrees of freedom, e.g. x, y, z, axis translations and rotations); what matter is how the motion inputs are interpreted. If the app use Z axis motion (into the screen) as nothing more than to zoom in/out down the line of site, that's not 6DOF: it's 5DOF with Z axis magnification, i.e. 5DOF with decreased/increased field of view (FOV) . I do believe FSX got it right: axis translations actually moves your point of view in 3D space while your FOV remains constant, such that objects very close to you grow in size and objects very far away will not change in size (trust me, I speak from experience here). What matters alot in 3D rendering and "motion immersion" is the initial FOV: smaller is better, up to certain point. If it's too big, smaller motions (relative to the modelled world scale) don't give you that feeling of motion. I'd bet that wii demo used about a 60 degree FOV, which IMO is borderline too small but give a very nice motion effect: 90 is more common.
I own a TIR and have experienced it with IL-2 and FSX. With FSX, you literally can lean over to get a better view out the side of the canopy and it's very realistic (just like that standium shot in that wii demo). I've tried the IL-2 6DOF AAA mod and abandoned it for it seems more a nuciance than an enhancement (it's probably 5DOF with zoom). BTW, IL-2 currently supports only 2DOF trackIR motion: pitch (y-axis rotation) and yaw (x-axis rotation) which is far from the immersion of true 6DOF. I'm pretty sure SOW BOB already has got 6DOF TIR motion right: this stuff is nothin' new.