Tilt-5 Was Magical
kguttag.com
kguttag.com
I really don’t think people appreciate the technology of a retro reflective game surface and individual viewers. The concept that everyone gets to look at the game board from their own perspective is simultaneously “of course” and completely unintuitive to folks who are thinking “computer game.” I am not sure why this is but so often the comment from people who see the glasses for the first time is “Wow! I really didn’t know what to expect I guess, this is AMAZING!”
After it is out there, and people have them in their hands, I expect WoC to wake up and say “Holy crap, we could do MtG tournaments with this without renting a venue.” And I give Jeri a lot of credit for holding on to her vision of AR on game boards. That got out of her control at CastAR but here I think it is going to ship as envisioned and be marvelous.
At that point we might as well be playing video games on separate screens.
I think what we want is better board games. Which means cooperative play in a large world. Or maybe cool graphics. Or maybe the convenience of not having to buy/store physical games.
Meanwhile when your opponent moves, in your array of ships you see the ocean splash as they take shots that don't hit your ships, and when they do, your ship begins to burn and flame. Eventually they get enough hits that the ship will sink. At that point both you and you opponent get to watch it sink.
You cannot see your opponent or their hands so that state is always hidden.
This device is really best suited for people playing together in person (with online play a nice alternative, but not a primary target). As such I think a better example of the sort of hidden state it would work well with is Stratego. In that game the full board is visible to everyone but the identity of the individual playing pieces are not.
There are many other things you could do with hidden state, like show the stats of all your pieces floating above them, but not those of the opponents. Or show terrain of the board where your pieces have visited to you, but not to your opponents (who have to guess by your motions). It doesn't need to be completely hidden - partial knowledge or fog-of-war can make for interesting game dynamics as well.
But a software game has many other possible mechanics that don’t work with a physical plastic board and pegs, so more likely people will just modify the game so that seeing someone’s hand motions doesn’t reveal hidden state.
VR is a cool idea, but it falls short on so many levels. It looks cool to go into a space that isn't there, but you always have issues with the mismatch of your surroundings and the VR world.
Playing Xing, and the recent Myst remake is awesome on desktop, but very tiresome on VR. The haptics are obviously not there and either you can't really walk where you need to go or you "teleport" around which feels strange. Overall its tiring mentally and physically.
I honestly don't really think it will become a household thing until they develop black-mirror-type contact lenses.
So, not being wrong doesn't necessarily mean you are right. There is a chance the vr world lights up. Hard to really say.
I think that for VR, the trick is to stick to experiences where your POV matches your meat-space position. Trying to shoehorn the conventions of flat-panel games into 3d VR either requires a lot of increasingly complex sim stuff or is just always gonna give you that mismatch between what you see and what you feel.
In that sense, I agree that AR is probably a lot more doable if you intend to be walking/running around.
The craziest part is that this is what it can do _before many people even have it in their hands_. The potential for this tech (outside of gaming even) is pretty far-reaching.
So glad that Jeri was able to get this thing to fruition this go-around amid the pandemic and all of the logistic problems that has created for creating new tech.
> It has a 110-degree field of view
With that big of a field of view, and that low of a resolution, I don't think you'd be happy with reading text. But I'm just guessing.
I mean, I don't typically read with the corner of my eye. The eye saccades are relatively central.
But, the comfort is around a dozen lines (or less) per screen...
The display could sure gain from extra lines (a resolution of 1280x960, instead of 1280x720, could be optimal to my estimation) without causing visual issues, but potential visual issues with the left and right extremes are already evident.
Doing a little math, that is only about 13 pixels per degree or 4.5 arcminute/pixel. Typical VR headsets are about 30 pixels/degree (2-arcminutes per pixel. For optical text reading like with a computer monitor, I consider 40 pixels/degree (1.5arcminutes/pixel) the bare minimum.
There is also some scintillation from the beaded screen. Not terrible, but enough that it would not be good for text. So even if the resolution was higher (which is possible with this technology), I'm still not sure it would be good as a computer monitor.
The case where it works best seems to be in "tabletop" applications, and it behaves best when the viewer is about 45 degrees to the surface. Business and military applications for things such as "sand tables" also fit this model.
I can think of two potential problems with VR reprojection that don't affect tilt-5 as much. Virtual tabletop rendered by most tilt-5 applications is closer to being flat surface which can be reprojected perfectly (ignoring pixel density). There is no rendered content to draw on the edges of screen when turning the head left or right, in case of tilt-5 unless your head is very close to the board nothing is rendered on the edges of FOV anyway since the board is in the middle of it. Might not be too much of problem since FOV edges need less details. Simply fading black or generating filler based on edge colors similar to TVs with ambilight might be good enough. There is also an option to render slightly wider FOV to give some buffer area if it means that hitting high framerate isn't as critical.
If you turn your head fast you'll see black at the edges where it's not caught up
Ellsworth is a personal hero of mine - incredibly smart, wildly talented and has a real vision for this space.
All that being said, it's a nightmare of a space which is why I don't think there's been a big funding event for Tilt5.
"Meta View" was an AR company that raised $75mil, had a star studded list of VR/AR technology folks, only ever shipped a couple thousand units and now is defunct.
Magic Leap raised $3.5 Billion and now has given up on shipping a consumer device (Enterprise only).
Microsoft's Hololens exited consumer applications even earlier, enterprise only.
Oculus Quest is the most successful consumer VR tech (about 5 million sold) but it's really unclear if they're anywhere close to turning a profit and they've spent tons to try and jump start game developers in VR.
Tilt5 would require from the ground up games to be made, large volumes of orders/units to be profitable and even if all that came together could still be kneecapped by chip shortages and supply chain issues.
The precision that's important is the projector. You project the top left 'pixel' to the top left of the board, it retro reflects back in your general direction from the top left of the board. Same for bottom right and all the other pixels.
I presume the better the retro-reflectivity the more efficient the system is (because less light is wasted going to places that aren't your eye), but it only needs to be 90 degree ish good enough for selectivity
My son bought a pack of red-blue 3d glasses and we were looking at anaglyphic images online and enjoying them even though the images weren't perfectly clean.
In 3-d movies (Toy Story 3d) there are places where an isolated really bright object shows through cross channels and there some double imaging but it doesn't break the 3d.
These work for most people
https://en.wikipedia.org/wiki/Magic_Eye
and the channels aren't separated at all, your brain are doing it all out of desperation for closure. (Blood in the Gutter!)
That being said, circular polarization off of a retro reflective screen is one of the two state of the art ways of doing step stereo 3d: if you saw Avatar in a modern theater, there's a good chance that was used, so crosstalk should be minimal and much better than with an anaglyph.
[edit]
I should also note that circular polarization is different from the linear polarization that was used e.g. in Disney attractions in the '90s (and thus still used in some of the older attractions). With linear polarization if you tilt your head 45 degrees to one side or the other you will get an even mix of the L/R channels in each eye. Circular polarization does not have that issue.
Though it seems to me with the projector originating from the same plane as the glasses, circular polarization would be redundant. I'm sure the engineers there know more than someone who dropped out of physics after flunking the optics lab though :)