HARPLab / DReyeVR

VR driving 🚙 + eye tracking 👀 simulator based on CARLA for driving interaction research
https://arxiv.org/abs/2201.01931
MIT License
139 stars 37 forks source link

use display instead of headset #79

Closed psimoens closed 1 year ago

psimoens commented 1 year ago

Dear,

How easy is it to configure your framework to use a traditional display instead of a headset? I know that your framework has been built with VR in mind, but using a traditional display in a first sprint would speed up our research.

Sorry if this information is available somewhere. I only found another issue asking the question to use 3 monitors.

GustavoSilvera commented 1 year ago

Hi @psimoens,

DReyeVR by default has two visual options: VR mode and "flat-screen" mode. In both modes a window pops up in the traditional display to render the scene (or "spectator screen" if in VR mode), but in VR mode you also get rendering in the VR headset. This is to say the VR headset (and rendering) is optional if the flat window is satisfactory for your needs.

If you run the executable itself it defaults to "flat-screen" mode and you have to manually enable VR mode with a -vr command line parameter (see Note 2 at the bottom of the page here).

This would enable all the same features in DReyeVR except those requiring the VR headset. Currently our eye tracking solution is implemented using the headset's (Vive Pro Eye) own internal eye tracker, so you would be missing out on the eye tracking if using "flat screen" mode. But all other features would work fine.

We currently have also implemented WASD and mouse drag user input in case you don't want to use the Logi wheel.