Path: utzoo!utgpu!news-server.csri.toronto.edu!bonnie.concordia.ca!uunet!samsung!uakari.primate.wisc.edu!dali.cs.montana.edu!milton!jcs@crash.cts.com From: jcs@crash.cts.com (John Schultz) Newsgroups: sci.virtual-worlds Subject: Re: VR on Small Machines? Message-ID: <6794@crash.cts.com> Date: 8 Jan 91 20:01:38 GMT References: <13838@milton.u.washington.edu> <13862@milton.u.washington.edu> Sender: hlab@milton.u.washington.edu Organization: Crash TimeSharing, El Cajon, CA Lines: 37 Approved: cyberoid@milton.u.washington.edu In <13862@milton.u.washington.edu> madsax@milton.u.washington.edu (Mark A. DeLou ra) writes: >> Is it feasible to run a small VR setup off of a computer such as the >>Amiga? I wouldn't see why not, but maybe I'm not well informed on the >I guess that would depend on your definition of VR. Certainly it is >feasible to get a pair of Haitex X-SPECS, and attempt to create a >pseudo-VR which has only the stereoscopic view; and it might even be >possible, with the left-over cycles, to get some sort of stereo sound >going, but the refresh rate is going to be something awful. And you >won't have the best part, which is the human-computer interaction of >being able to physically move around, and the computer updating your views >based on the new position/orientation information obtained from the >gloves and/or suit. It just takes too much processing power to do the >rendering of the images you will see. >I suppose, given a fully blown out Amiga system, you might be able to >get something to work, with refresh rates of ~10fps and limited 15-30 frames/sec is possible. >polygons. But writing the software to interact with will be an >incredible pain. Especially considering the Amiga's programming >environment. (IMHO.) I've written software with an analog joystick for input, as well as head tracking (using Fake Space Lab's BOOM viewer). A glove is simply more data. I'll probably be showing my system at SPSE in San Jose, Feb 24-Mar 1, for those interested in seeing a real, low-cost VR system. John