Right, 10DOF is with altitude. I'm building a drone controller out of piece
parts as a demonstration.

Yes, there are certainly ways to achieve low latency convolution, but all
at the expense of CPU, which is already at a premium when running on phones.

I first heard the 20ms figure from some folks working in the VR biz.
Admittedly, they are more camera and content producers and not headset
makers, so perhaps this is just a dream goal of theirs. It does make some
sense to me as that's 50Hz, or the same as some TV refresh rates. Being one
frame off there can certainly be noticeable, especially with speech vs
moving lips.

It does seem quite reasonable to me that an audio only app would not be as
critical. And, of course, the video and audio frame rates don't really
match anyway, or we'd be getting 882 or 960 sample blocks instead of 128 or
512.

I got a GearVR recently and it does work better than Google Cardboard. Much
of this is just comfort, I think, but I understand that it has its own
gyros, mostly because they are faster. 'Heresay' is that the Oculus Rift
samples at least 1000Hz. I have actually written an audio rate rotate that
could handle this, but it does seem like overkill. At normal head turning
rates, I find interpolating the rotation within each block to be enough.

Any modern gyro and processor will run fast enough. My little 8-bit
controllers run their complete flight control loop in under 2ms. The limit
on update rate, and latency for that matter, will be the wireless link.
Wifi will be fastest but highest power. Bluetooth lower power but lower
bandwidth and still wireless. Wired would not only be very fast but could
provide power.

If you are thinking wireless headphones, remember the latency that that
introduces. I find my everyday bluetooth headset, built for music, is
useless for VR because of latency. And if you headphones are going to be
wired, then running that extra USB might not be too bad.

David McGriffy


On Mon, Feb 1, 2016 at 12:49 PM, Bo-Erik Sandholm <bosses...@gmail.com>
wrote:

> Apperently there exists a head tracking specialized version of the bno055
> called bno070 - but I cannot find a place to buy this.
> you can get up to 250 samples / second from that version.
>
> Matthias did not complain about the update rate with the DIY headtracker
> http://www.rcgroups.com/forums/showthread.php?t=1677559
>
>
> http://electronicspurchasingstrategies.com/2014/03/06/hillcrest-bosch-sensortec-collaborate-sensor-hub-solution/
>
> http://docsfiles.com/pdf_bno070.html
>
>
> http://ae-bst.resource.bosch.com/media/_tech/media/product_flyer/Mobile-Hillcrest-Labs-Sensor-Hub-Product-Brief-BNO0701.pdf
>
>
> https://www.eiseverywhere.com/file_uploads/5c881a2f6eaaa90ed3f3d30fb20852db_Newsflash_BNO077.pdf
>
>
> maybe it is better to not think about that and try and use what I have ?
>
> It is easy to find videos about using the bno055 in different projects but
> i do not want videos... have not found links to the software used...
>
>
>
> Better luck when google github bno055 :-)
>
>
> https://www.reddit.com/r/virtualreality/comments/3faq11/why_we_need_to_move_to_ambisonic_sound_in_the/
>
> http://vriscoming.com/daydream-vr/
>
> Bo-Erik
>
> 2016-02-01 18:56 GMT+01:00 Marc Lavallee <m...@hacklava.net>:
>
> > On Mon, 01 Feb 2016 17:46:47 +0000
> > Stefan Schreiber <st...@mail.telepac.pt> wrote:
> > > What is a 10 DOF motion sensor??? (Didn't you mean 9DOF?)
> >
> > It's 9DOF + barometric pressure, so 9DOF is enough. For more info:
> >
> http://playground.arduino.cc/Main/WhatIsDegreesOfFreedom6DOF9DOF10DOF11DOF
> >
> > --
> > Marc
> > _______________________________________________
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