Sorry about taking so long to get the next part up. There is just so much I want to say that I've decided to divide it up piece by piece. This post will be dedicated to talking about the technology utilized for Superman VR, the pros and cons, and the way I see this technology changing moving forward. I'm going to try to make everything here understandable to anyone reading, tech savvy or not, and be as objective as possible in talking about the experience. There will be more pictures in future posts, this one will be a wall of text because it needs to be.
So, let's talk VR. Six Flags has entered a partnership with Samsung in order to bring VR to many coasters throughout their parks, Superman being the latest and greatest. There are challenges that this latest ride poses technologically, which I will go over in a moment, and some benefits as well; such as forces which are unparalleled by any other coaster currently utilizing VR, making the experience all the more intense. The VR headset the ride uses is the Samsung Gear, with Galaxy S6 Edges attached. What this means is there is a headset and phone working side by side, the headset feeding the phone precise rotational and movement readings, and providing the lenses for the phone to render and display the image through to the rider. There are several upsides to this method, including a completely wireless headset that can be separated from the phone, which is good for heavy use because when something breaks the entire unit does not need to be replaced. There are other benefits too; they are much easier to clean than other VR sets which is a requirement since each set must be cleaned after each ride.
The biggest downside I experienced with the gear was the inability to wear glasses underneath the headset. If you are nearsighted like me then you can expect a blurry ride. I wish they had more room for adjustment like the Vive, which comfortably fits over most kinds of eyewear. Another issue which may not appear on other coasters was the refresh rate, which is not advertised on the S6 Edge, but I would estimate it to be around 60hz (60 frames per second). I came to this estimate based on the advertised latency of the Gear, which is slightly less than 20ms (the time it takes from the motion input to the video output); which means 50hz is the absolute minimum which it could be, and 60hz is the standard and therefore most likely. The problem with this is Superman travels at 77 mph, meaning at its peak speed the rider will have traveled nearly 2 feet in-between frames. This results in a noticeable motion blur (The display is AMOLED, which produces an apparent blur between frames), and I think for a clear image at least 90hz if not 120hz will be a necessity. The third downside is rendering quality; which while good for a smartphone; cannot compete with a desktop GPU. The way the setup currently works is a large tracking system from the middle of the train relays the train???s position on the ride to the headsets; which take in the rider???s viewing angle to render and display the scene. The way I see this working in a few years??? time is the headsets relay data to the main computer(s) on the train (the box is big to house several full-sized systems), which then render and send video back to the headsets. A custom wired solution is feasible if the headsets were to plug into the cars. The final downside is the Gear does not feature actual positional tracking, which means a rider can???t lean to the side and look down on the way up the hill. This would add to the immersion immensely and could be easily implemented with trackers mounted on the rider???s car, which is stationary relative to them. Oh and one last thing, the animators didn???t take into account that trains could stack behind the station, meaning Superman just sits there holding your VR monorail train staring into your soul with cold, dead eyes for around 2 minutes at the end. It???s really creepy.
Enough of downsides though, this technology has nearly unlimited potential and I was pleasantly surprised with the overall experience. As someone who has ridden Superman dozens of times, and has the layout memorized; I was astounded to realize that within the context of VR, I had no memory or idea for was coming next. The surprises that only wooden coasters had given me in the past were constant throughout the ride, bringing me to the odd conclusion that the real future for the authentic wood coaster experience might just lie in this technology. I know that sounds like a crazy statement, but it???s honestly hard to quantify what I mean so all I can say is go ride it yourself, and see if you agree. The resolution was really good compared to other headsets (1,280 x 1440 per eye), with a high pixel-density in the center of vision. It was also very comfortable to wear for the duration of the ride, even under high-forces. The only comfort issue at all was the neck strap kept flying up and hitting me in the face, but you can always just tuck it in your shirt.
I guess in the end I found the ride confusing in the best way possible. I went in thinking the experience would be entirely different than it was, and came out unable to really put into words what I had just ridden. The feeling of riding a world-class coaster with the visual feedback of there being absolutely no track, regardless of what the scene displays is something I now want to try more of, and want desperately to know the limits to which it can be pushed. I think my ideal scenario would be a biplane in a WWI dogfight on a ride like Cheetah Hunt, or more interestingly a ride specifically designed to emulate the experience it displays. I know my list of negatives was long, but the whole so much outweighs the sum of the parts in this case that I cannot recommend this ride highly enough. Stop what you are doing RIGHT NOW and go ride it. I???m serious. Do it.
More parts to come, I will also do my best to answer any questions you may have.
Boulder Dash was the only good roller coaster.
"or if you're when the hydraulic fluid was dumped out of the motor is goes 200ft up the tower and is like "LOL nope"" - CKMWM 2016