Show HN: Drivr – VR with real vehicles [video] (youtube.com)
This project combines VR with a real vehicle that you are controlling (or is controlling itself, in some scenarios). One advantage this has over traditional VR motion experiences is that your senses all agree with each other, thus greatly reducing the likelihood of motion sickness.
The go-kart seen in this video is drive-by-wire and steer-by-wire, so the system will not let the player exit the defined safe area. If a player goes off course, the vehicle will take control, and return them to the start. The autonomous capabilities also allow for games where the player can focus on other objectives other than driving, such as target shooting.
No infrastructure is required other than the vehicle and an open place to drive (which honestly has been the most challenging part lately).
If you're interested in this project, I'd love to connect!
33 comments
[ 4.2 ms ] story [ 301 ms ] threadGreat project, keep it up.
this is very creative the pros from this vs a 6DOF simulator is :
- REAL terrain feedback
- REAL winds blowing in your face
- REAL feeling of being outside.
- Imagine a real life mirio cart
All we need is a AR version of this and we can gamify traffic irl (for example yielding earns you bonus points, shoulder checking increases your rep points)
For anyone who doesn't have a gokart and a runway and love cars I just got into the real sim racing with force feedback wheel + 8spd + clutch + ebrake and it is *so* much more realistic than I ever expected. I never understood how racing sims were so popular because I had only ever played them with a controller and I didn't know force feedback was anywhere near what it's actually like on a good wheel. My wheel can violently rip out of my hands in a crash and at only 8nm power which is nowhere near the top end wheels. About a $1k investment.
It is a completely different ballgame using a direct drive FFB setup like a Fanatec, etc. Driving a 1000whp Supra on Shuto Highway in Tokyo is so cool.
https://youtu.be/Nd5OI_iEPz0?t=372
That video is rad! I had a wheel/pedals/6spd setup in college, and that made driving games so much fun.
If I had a go kart and runway I would be out there myself, though, not driving it from my office!
And also, being a motorcyclist has really raised my awareness about road awareness. Even if the system works perfectly, making sure that the whole ridable surface is safe and free of hazards feels like a big lift in a real world setting. If there was a nail or pothole or oil spill in a normal go kart, the rider has the potential to notice it and ride around. With a headset on, they're really trusting the operator to do good maintenance on the playfield.
A go kart has 4 points of contact, a low center of gravity, and a limited top speed. Those are all good factors to limit catastrophic crashes. But also, imagining a rink run by high school kids where nobody can actually see where they're going gives me some pause, even if this looks super cool and I want to do it.
In regards to multiple vehicles, you're absolutely right. At the current state, this is limited to one player per driving area. But the fact that the vehicle is software controlled, will allow multiple vehicles to eventually drive on the same track.
I don’t know if I could enjoy doing something like that in full VR. It would freak me out too much.
Have you tried the analogue of "redirected walking"? I.e. the cart goes a partial circle but the user sees a full circle in VR?
I've been impressed with techniques like redirected walking. People are so clever! For this application, I think it would present some challenges when trying to add a second player, in terms of ensuring they don't collide in real life. However I can scale the players perceived speed with a simple multiplier, e.g., have them move 2 meters in the game for every 1 meter they move in real life.
Gran Turismo and Mario Kart were my favourite examples of fun and engaging virtual driving experiences. A long time ago, I had the wheel, pedals and vibrating seat for GT3 and even that created another level of immersion.
Aside from an open place to drive (it's a drive but there is good vacant expanses close to res land), what other challenges are you facing? And, what's the vision?
Finding an open place to drive could be less challenging if the go-kart had a better turning radius, so I could make the driving area a bit narrower. In that case, there would lots of parking lots where this would work, at least for the purpose of showing someone who wanted to try it. I've taken the current prototype as far as it should go. The architecture is really only suited for single player experiences. I wanted get to a point where I had convinced myself that the concept was feasible and fun, and I've done that. The ultimate goal of this project is to build a product that can function as an autonomous vehicle development platform. To get to there, I'll need to work with people who have built large multiplayer games and autonomous systems. So I'm done with the engineering for now until I've got a small team.
https://www.youtube.com/watch?v=pFCl1egmhRw
https://www.youtube.com/watch?v=CbDXrD7v7a4
"The Void" VR [1] had the best walk-around VR system back in 2018, with some elaborate Star Wars experiences, but it looks like the company is dormant now. The user had to wear a backpack to carry all the compute hardware and batteries. At least in a vehicle mounted system you don't have to lug all the gear around yourself.
[1] https://www.thevoid.com/
Really clueless why