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dawesdust_12
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I love when this happens.

People are unable to make their point using rational points, so they must choose to attack the individual. It's an absolute classic approach as when it occurs I know that they've just conceded then and there that they're wrong.

Every single one of your arguments have been littered with either condescending comments or hyperbolic insults in some fashion.

Any rational argument that you may or may not have has been destroyed with your decision to litter your responses with pretentious phrases like "No one with a brain" or "You're too how to say... simple of mind" or downright call me a child.

Then you provide the pièce de résistance of deciding to go on a mock tirade

Quote :he said it would cost $275 and he lied and I hate him and his scammy company and I won't buy any anyway all VR is crap and anyway I would only buy Vive but I don't even like Vive because it's all crap and I will just buy 2 monitors for $500 and that will beat any VR system and you can't prove otherwise not even your laughing buddies over at frontier... nah, nah, nah nah, nah.

It's laughable at how you decide to undermine any points you may have by choosing to litter them with such rancid condescension.
dawesdust_12
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Quote from grammatonfeather :
Quote from dawesdust_12 :
So you mean if I went and posted in the Xbox subreddit that PS4 was better, I wouldn't get flamed? That's an absolutely insane example. You step into a place where everyone has become infatuated about something and say something about something they dislike, of course that's the response. If you tell someone that his wife is a **** idiot, you're likely to get punched in the face as well. That's the most framed argument I've ever seen.

Point you're missing is that many of those Elite Dangerous players who use Oculus or Vive - upgraded from multi-monitor setups and Track-IR. The fact that they had multi-monitor setups or track-ir meant they were into simulation. Guess what... Simulation is the prime market for DK2, CV1 and Vive. PC based HMD VR appeals more to serious gamers/sim fans than casual gamers. That's partly due to it being an emerging technology at a higher price-point and because simulation fans generally want whatever it takes to increase realism. This is why the Fanatec racing wheel and pedals costs more than a CV1. That's why a serious racing sim setup will cost more than a CV1. You're complaining about a technology that most benefits serious sim fans!

So.. that guy who posted on Frontier forum VR section that triple monitor was the ultimate setup... Well those VR users already had multi-monitor setups. Just like TrackIR... it was the best technology available at the time. Things change. Technology moves on. Multi-monitor setups will remain an option for those who want them but unfortunately for you... Such setups will see a decline along with TrackIR over the coming years.

It's not that I'm missing the point, it's that there is no point. I couldn't care less about what some players in a VR forum said about VR. It's like going to a Republican National Convention and asking their opinions on abortion.

Simulation fans is already easily the smallest niche out of any market. White people who play untranslated Japanese dating games is a larger market pool than simulations.

So you're creating a niche product for an already small niche. To go out and say "yeah, we're gonna make it pretty cheap" was a completely disingenuous statement. Of course now Oculus has realized this, but they've already failed. They already created impossible expectations that they cannot meet. As a consumer, I was interested when they said they were aiming for $300 as a price point (and this was pre-Facebook money). But now they have Facebook money and they're unable to hit that price point? How is that even possible.

The concept that Oculus and Microsoft have that everyone will have a VR headset or a HMD is absolutely ridiculous, which is why they're both going to end up as expensive flops.
dawesdust_12
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So going from "We're targeting the $300 price point right now" to "I can’t tell you that it’s going to be $350" isn't changing anything?

Wow. I wish I could be as blind as you, because then I wouldn't even need a VR headset because I'd be legally 100% blind.
dawesdust_12
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The majority of games that I play don't support VR, therefore a 144hz display would enhance my gaming experience substantially more than a VR headset.

The target market for VR is small. It's been hyped a lot to make it seem like everyone and their dog will buy a VR headset, but they won't. The demand for such a device has been so overhyped, that even Oculus bought into that when remarking that they would be able to charge so little for it. It's only now that the reality of the situation has sunk in that they've had to change what they said.


Quote :Someone else over at Frontier forum posted a similar comedic statement like yours in the VR section. The response was unanimous: laughter.

So you mean if I went and posted in the Xbox subreddit that PS4 was better, I wouldn't get flamed? That's an absolutely insane example. You step into a place where everyone has become infatuated about something and say something about something they dislike, of course that's the response. If you tell someone that his wife is a **** idiot, you're likely to get punched in the face as well. That's the most framed argument I've ever seen.
dawesdust_12
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http://www.gamespot.com/articles/oculus-vr-wants-headset-to-be-free-eventually/1100-6411471/

They were targeting the $300 price point as their originally stated goal.

Now it's "at least $300", which means it'll be closer to $500.

For $500 USD (which is nearly $700 CAD) I could buy 2 144hz displays, which would enhance the majority of games I play far far more than VR ever could. Or even a 4k display, which would also produce a notable enhancement in graphical quality of the games I play, along with my day to day usability of an OS.


It's really simple. They missed the mark completely by making it too expensive. Below or around $300 is within the realm of making it an impulsive purchase without justifying to my wife as to why I want it. $700 is just out of reach of any consumer, as the applications for VR are nowhere near diverse enough for most consumers to actually spend that much.
dawesdust_12
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It's really simple.

LFS is a 3 person team. Only 1 of which is responsible for game engine development. Scawen has worked hard to make the improvements recently to support DX9 better, along with reworking the shader system as well. It's an impossible task for him to implement a triple engine mode (as to support Linux/OS X/BSD, you'd need OpenGL as well).

Many of us do have modern GPUs that can run even new games at a level required for VR. Even my GTX970 gets nearly 500 FPS playing LFS (which is still CPU bound, not GPU bound).

LFS is a well aged project at this point. I've played or otherwise been around the LFS community for half of my life. Scawen also is pretty unique in terms of his attitude towards customers, in that most of his decisions are nearly always driven around what is best for the existing user base. The existing user base consists of a lot of users from countries where acquiring a DX12 compatible GPU is impossible.

Heck, Scawen appeared to weigh quite heavily when deciding to move to DX9, because of the increase in GPU requirements, but the level of detail added to Westhill required the ability to optimize the graphics engine.

Yes this approach may inhibit adapting to the latest and greatest graphical technologies, but it's a lot more respectable on Scawen's behalf to have built a game that will perform well on nearly any computer, versus falling prey to the problem that most modern developers fall into, where they add reflections of reflections of bloomed reflections, which makes even top end GPUs stutter down to 10 FPS, which also makes them impossible to use for VR.

There's still plenty of room for LFS to grow inside its current DX9 driven engine, both physically along with graphically. Hell, LFS is still a single threaded application! Even multi-threading will open up possibilities to improve graphics without blocking physics calculations.
dawesdust_12
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Quote from grammatonfeather :
It's actually scary how much misinformation and lies you can find on the net about VR.

To start with... I've had 2 versions of TrackIR so I know exactly what it is and how well it works. It was great in its day but it's no match for VR in any way shape or form. Oculus DK2 allows me almost 360 head rotation. I can turn my head full deflection and swivel around on my seat so I'm looking ALMOST directly behind me. I would say it's about 160 degrees. If I go 180 degrees it loses tracking. Oculus CV1 has full 360 tracking since it also has tracking LEDs behind it.

"A scumbag company"?? Really? Without Palmer you wouldn't even be spouting nonsense about VR because your only option would be sony HMZ or Vuzix. Palmer has kept his promises and his release targets and achieved a lot in a short time.

"plus Oculus is a scumbag company, placing artificial software restrictions on newer versions of their SDK, which excludes a large portion of their developer community who still operate with a DX9 toolkit (like LFS now does). " << Excuse me? Artificial restrictions? DX9? Has anyone told you we're on DX12 now? DX11 has been a thing for many years. So you want to hold back VR because of an obsolete API? One that doesn't support Direct Mode. The reason Oculus doesn't support DX9 is because it doesn't support Direct mode. Extended mode is hated and detested so there are few people with reasons to bitch about it. In fact the reverse is true.. Many people can be seen getting on the backs at developers on steam who fail to upgrade their games and sims to the latest Oculus runtime.

Seriously... ditch DX9 and put it where it belongs.

You haven't tried Half moon so your comparisons and bitching about Oculus in general just read like childish personal hate towards something you clearly have no knowledge of. I'm not anti Vive... I like Valve, like Gabe, I own a HTC M8 phone, I'm sure Vive will be amazing. All of the information thus far suggests Vive will be more expensive than Oculus. Oculus DK1 and DK2 were the most advanced and cheapest consumer VR systems ever. Vive isn't officially launched yet except to very few. If Vive is priced below CV1 that will be great but it seems unlikely.

It is an artificial limitation. DX9 is perfectly supported by OpenVR (which, amusingly will support Oculus as well), which is Valve's VR library. If a third party is able to build a better VR library than Oculus can for their own hardware, doesn't that indicate that there are decisions that Oculus are making that are not user driven, and instead business driven?

DX9 is still a perfectly good graphics API, especially for the things that games like LFS use. Lots of people spread misinformation, such as how you can only do tesselation or instanced geometry with DX10/11/12, but they're wrong. DX9 is capable of that. Sure there's some edge case graphical niceties that higher levels of DX can provide, but unless you're blind, I'm sure you have noticed LFS hasn't come close to exhausting what DX9 can do, never mind DX12. Furthermore, upgrading to higher levels of DX ostracizes users who run LFS through Wine on either Linux, OS X or even BSD.

And you're right, I haven't tried any VR demos in person because Vive isn't for sale yet, so there's no VR platforms worth purchasing.
dawesdust_12
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Quote from grammatonfeather :
Quote from dawesdust_12 :
Quote from grammatonfeather :
Quote from dawesdust_12 :I doubt that it'll be that expensive.

The biggest thing killed the Oculus Rift is that it's too expensive, and they abandoned their original stated goal of making it affordable.

What an absolute load of twaddle.

Before Palmer consumer VR was pretty much dead. Sony's idea of VR was to fit OLEDs to a 90's design and sell it for £1400 with the TMZ units. Totally unsuitable for games. Just about OK for movies. If you wanted to buy something cheaper you'd buy Vuzix with their tiny field of view and 90's display technology.

Palmer changed all that. DK1 was affordable. It was the most affordable and most advanced consumer VR ever created even though it was a developer kit. DK2 was even better at the same price point. Again the most advanced consumer VR ever. CV1 could be in the region of £350 to £400. Again it will be the most advanced consumer VR at the lowest price ever. As I said.. Before Palmer there was Sony HMZ at £1400.

I've been using Oculus DK2 on a daily basis for a few months and can best describe it as being what imax would like to be.

Palmer has kept his promises so far and has no reason to break them now. At £400 it will still be the cheapest most advanced consumer VR in history.

Well, we found the Oculus board member. New account, only post is this post.

Go back to your hole.

BTW: Oculus Rift is already not the most advanced consumer VR. The HTC/Valve Vive is already vastly superior.

I did say "lowest price" did I not? I know all about Vive and it certainly isn't "vastly superior". Resolution is slightly higher but not enough to make much difference. Tracking is full body but relies on mechanical motors prone to wear. Oculus has the greatest infrastructure. Vive will be a good product but not the cheapest consumer VR system.

Yes, you found an Oculus user on this forum and Live for speed is fecking amazing with it.

I suggest if you don't like people calling you out on bollocks then don't talk a load of crap.

How can you say that Rift will be "Lowest Price" when there's not been a price released for the HTC Vive? You're speaking purely on conjecture.

As for VR, I'm sure LFS is amazing with nearly any VR product, given Scawen has implemented it quite well, but the Rift is substantially less advanced than what the Vive can do.

The Rift isn't much more advanced than the classic TrackIR system with a IR webcam and some head mounted IR LEDs. Just with the addition of a head mounted display. You're still fairly restricted to a pretty stationary position for motion tracking. Just because the FOV of the camera is larger, doesn't mean it does more advanced tracking, it's still a pretty unimpressive implementation that is functional, but not "revolutionary". Given that the "official" Oculus input method is a Xbox One controller at this point, and they did show off handheld controls, but those are still limited in that you have to be facing the sensor/IR emitters, which prevents full 360° freedom of motion like the Vive can do.

As for the controls, they're definitely developer hardware given Valve has been talking about how they've been shipping IR blasters that would normally fail consumer QA, but for developers some manufacturing faults are permissible to get the hardware out there. Compare some of the early Steam Controller previews to the actual fully released product and you will see that Valve does iterate on things quite rapidly, even in their games.

At this point, the Rift might as well be dead TBH. It's at least 2x the originally stated "goal" price, and it's even more expensive than buying the DK2, which provides a reasonably usable experience. Plus Oculus is a scumbag company, placing artificial software restrictions on newer versions of their SDK, which excludes a large portion of their developer community who still operate with a DX9 toolkit (like LFS now does).

Valve is a much more customer and developer friendly company, who actually attempts to do the right thing for everyone, and when they do make mistakes, they've shown time and time again that they will rectify those mistakes.
dawesdust_12
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Quote from Amynue :
Quote from dawesdust_12 :BTW: Oculus Rift is already not the most advanced consumer VR. The HTC/Valve Vive is already vastly superior.

Can you please tell us what exactly HTC Vive is so superior at? Must have missed something.

It has the ability to do tracking in a entire 3d space like a room, along with offering tracking for peripherals as well.

It's not simple "head tracking VR" like the Rift is. Sure it can operate in such a mode, but it's so much more.

https://www.youtube.com/watch?v=0hNfrVXIgd0

This is just a simple demo of what the Vive VR can actually do for VR.
dawesdust_12
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Quote from grammatonfeather :
Quote from dawesdust_12 :I doubt that it'll be that expensive.

The biggest thing killed the Oculus Rift is that it's too expensive, and they abandoned their original stated goal of making it affordable.

What an absolute load of twaddle.

Before Palmer consumer VR was pretty much dead. Sony's idea of VR was to fit OLEDs to a 90's design and sell it for £1400 with the TMZ units. Totally unsuitable for games. Just about OK for movies. If you wanted to buy something cheaper you'd buy Vuzix with their tiny field of view and 90's display technology.

Palmer changed all that. DK1 was affordable. It was the most affordable and most advanced consumer VR ever created even though it was a developer kit. DK2 was even better at the same price point. Again the most advanced consumer VR ever. CV1 could be in the region of £350 to £400. Again it will be the most advanced consumer VR at the lowest price ever. As I said.. Before Palmer there was Sony HMZ at £1400.

I've been using Oculus DK2 on a daily basis for a few months and can best describe it as being what imax would like to be.

Palmer has kept his promises so far and has no reason to break them now. At £400 it will still be the cheapest most advanced consumer VR in history.

Well, we found the Oculus board member. New account, only post is this post.

Go back to your hole.

BTW: Oculus Rift is already not the most advanced consumer VR. The HTC/Valve Vive is already vastly superior.
dawesdust_12
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Quote from Scawen :This is how to start the Vive (I'm posting here just so I can link from reddit).

imgur.com Tongue
dawesdust_12
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Except using iRacing as a benchmark is a terrible idea, given it still is their NR2003 engine without any real additions.

Using Assetto Corsa as a benchmark of "nice" graphics is much more useful. iRacing looks like shit.
dawesdust_12
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Quote from cargame.nl :
Quote from nacim :Adding expensive options does not mean losing your player database if you keep the minimum settings low enough so people can just enjoy LFS on a low-end computer, but you'll have more potential buyer because there are a lot of people just ignoring LFS because it's not "modern looking".

Let them ignore... Those players are mostly young and without having much dedication to something which has a great gameplay/functionality. Those people have a low attention span and shift a lot in their desires (essentially describing puberty here). High quality looks are not thát important. If you want a comparison, the big simrace leader Iracing is also still on DX9. Moving up to more advanced graphical technics is only worth it if you can put a dedicated graphics programmer on it. So much which deserves improvement, graphics are not that important, it's nice when some easy made improvements can be created though. Make up on a woman, it looks a bit better but it's still the same woman.

Yeah, how dare those useless ignorant kids want improvements. I like my games in 256 colours and anyone who thinks they should be improved is missing the point and the things that should be focused on.


Ignoring a potential player base, relying on your current player base is a way to guarantee stagnation. Your current player base will move on, so you need to attract new players or your game will die.

This is what happened to the state of LFS' multiplayer. The game was too stagnant and multiplayer numbers dwindled to the point where all that's left are a few low quality licenced servers and some demo servers.
dawesdust_12
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I doubt that it'll be that expensive.

The biggest thing killed the Oculus Rift is that it's too expensive, and they abandoned their original stated goal of making it affordable.
dawesdust_12
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Well going to normal maps and such, I would see those being made up of multiple images. 1 PNG for diffuse alpha for glossiness. Then a 2nd one where you use each channel for normal/etc maps. The 2nd file could then me a lower resolution possibly without losing much detail.
dawesdust_12
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Quote from molocco :isn´t it a bit ridiculos that one of the single most creative sim programmer in the world, with a well and proven track record, doesn´t get easy access to a simple developer forum on a platform that gave him a vr development kit in the first place?
why on earth is that forum access not bundeled with the dev hardware, as this is what it was meant for?
this is like if albert einstein liked to join a physics club and they told him, "na, first you´ll have to prove that you are really serious about quantum physics... and pay 5$"

go go go scavier - someday they will call YOU. Thumbs up

peace, mo

Well, there's actually a pretty good reason as to why that forum requires someone to be onboarded.

Everyone that has access to post in that forum also has the ability to add their games/demos to the SteamVR application on Steam. For you to be able to release anything on Steam, you must be onboarded for tax payment reasons. Being onboarded also means that Scawen can actually create a Steam app if he desired to release something on Steam.

The $5 thing is to attempt to prevent the increasing number of scam bots who mass-add users and send them phishing links to get their account/inventory. As well, it prevents scammers from registering mass accounts to attempt other social engineering.

Again, it seems silly at first, but both have very good reasons.
dawesdust_12
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Quote from Scawen :In case anyone wants to know why we can't complete the Steam onboarding process, you can click this link!
https://partner.steamgames.com/documentation/payment_info

I don't mind considering the use of Steam for sales at some point in the future but we would need to first restructure as a limited company instead of a partnership. Clearly this is not something worth doing just to allow access to a developer forum. Big grin

It might be worth selling vouchers on Steam. iRacing has shown that you can do it through that mechanism. They could be input as CD-Keys or DLC that then can be added to an LFS.net account.

I'm not sure about the payment structure on Steam (in terms of revenue split), but it could be worthwhile, and open up another avenue for users to pay (as most countries do have Steam Wallet cards that you can purchase, which would allow those without debit/credit cards to purchase LFS).

It's an interesting idea. Many people have suggested it in the past, but it's never seemed to have gotten your attention. The sales are also interesting to get in on, as some developers have shown increased revenue during sales, but it might not be worthwhile for LFS.
dawesdust_12
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Scawen, another potential option for support/bug reporting is the Github page.

https://github.com/ValveSoftware/openvr/issues

That's another (seemingly) active forum for issue reporting, and they're pretty good at responding/fixing in their other repos.

Might be a decent stop gap solution given you don't have true forum access.
dawesdust_12
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Quote from Racer X NZ :
Quote from dawesdust_12 :Well, just remember, people out there might still have single core CPUs without hyperthreading.
Big grin



And please remind me about the min specs for Occ Rift etc that we all believe is the future ??

Pcgamer on Vive specs....

— NVIDIA GTX 970 / AMD 290 equivalent or greater
— Intel i5-4590 equivalent or greater
— 8GB+ RAM
— Compatible HDMI 1.3 video output
— 2x USB 3.0 ports
— Windows 7 SP1 or newer

"Why doesn't my Celeron 2.4 running intel graphics and XP with 1 Gig of ram work anymore ??????????"

I guess it's a good thing then that VR headsets aren't mandatory.
dawesdust_12
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Well, just remember, people out there might still have single core CPUs without hyperthreading.

Big grin
dawesdust_12
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There's still a lot that DX9 could do.
dawesdust_12
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Quote from Scawen :There's something about needing to spend $5 but it's not at all clear. E.g. that gives you access to various things but it does not state that it would allow you to post on that forum. I suppose I could put $5 on my steam wallet to see if it allows me to post. I do feel reluctant though, handing over money when it's not clear what you get. Yeah it's only $5 but it annoys me that the description isn't clear, and also that one guy at Steam didn't reply when I asked him how to get access to that forum.
https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663

The reason why there's the distinction between a community-restricted account and an unrestricted account is to try to curb the number of trade scammers. You may not know, but CS:GO and DOTA have in-game items that are very valuable to those who play those games, and where there's money to be made.. there's people trying to con those people out of their money.

The $5 is enough "proof" that you're probably not going to be a scammer (as your account will be trade banned if you do attempt to scam people). And, if you do scam/money launder (which has happened) to the extent that legal action must be taken, there's some payment information that could at least begin an investigation to press charges.

If there's any game/software/video that you find interesting that's on the Steam Marketplace, you can always purchase that and it will count as "unlocking" your account.

FWIW: I can post in the public SteamVR forum, but I cannot post in the private one. It may be worth emailing [EDIT: Gabe Newell] explaining your situation for the private one. From quickly reading, it looks like all the developers in that group have access to the Steam application for SteamVR, so they want people who are actually signed up to SteamWorks (their distribution/integration backend) for access as they have the ability to publish their demos if desired.
Last edited by Scawen, . Reason : removed unprotected email address
dawesdust_12
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Why does it only rain when I leave my umbrella at home?
dawesdust_12
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Quote from Scawen :I sent an update to Eric today and this evening I was able to test the Vive.

It's not really too hard to set up. The instructions are pretty clear and it's just a bunch of wires to plug in. I used a tripod to mount a base station in a location where it can see the floor and my seated position. In my office room there isn't really space for room scale VR so for me it is fine to use only one base station. Lucky that because the first one I tried seems to be faulty. The base stations are very "pre-production" and there is quite a bit of noise / vibration from the base station (mounted on a tripod on the left desk - maybe the desk is amplifying it). A continual hum that is much noisier than my PC, for example. I guess these will be miniaturised for the production version.

For some reason I had to stop and restart the hardware and software several times to make it work, and eventually it started to work. I can run a VR demo where you can just walk around a bit, or in my case take a step in either direction. Smile

The screen resolution seems good in the demo. I can still see the pixels as in the Rift but my first impression is this has higher resolution than the Rift DK2. However it is not really comparable until I can see the same thing in each headset (e.g. LFS). One other thing is better in the Vive - you can turn right around and the tracking stays for much longer. Presumably this is even better when you have two base stations. I have no idea how to access any other Vive software. I'm not too bothered about that, as LFS is my main concern. I plan to have a better look at the OpenVR SDK tomorrow.

You can actually do 360 tracking with both base stations.

I think the final retail solution will allow you to attach as many base stations as you want to increase the resolution of the tracking.
dawesdust_12
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Quote from MrSam :Who cares of the New Zealand government and review the policy that has no place here in this topic.
You should close your big mouth once in a while...

How can he spread irrelevant conspiracy dribble if he closes his mouth?
FGED GREDG RDFGDR GSFDG