Oculus Rift Will Change Your Gaming World
tomshardware.com
tomshardware.com
The absolute creepiest thing I've experienced with this was put the goggles on and have the screens showing the view of a pair of cameras mounted on a telepresence robot in the same room. Then slowly pull the telepresence robot back so that I could see myself sitting there with the goggles on looking around in real time. It literally gave me the shivers.
But creepy out of body experience aside, the challenge then was control. Moving through space with a game controller with full view control can make you feel like you're a quadraplegic in the virtual world. Something that will really be awesome will be these goggles and a Leap Motion controller, so that you gesture around your world. You still don't get to walk (were are those 2D treadmills when you need them? [1]) but its more flexible than a thumbstick and a d-pad.
[1] http://spectrum.ieee.org/automaton/robotics/robotics-softwar...
If you're sceptical about Oculus Rift, here's an experiment for you. Download Doom and play it back-to-back with a modern FPS. What you'll probably notice most isn't the low resolution or the weird cardboard-cutout objects, but the absence of freelook. You'll find yourself jarring as you try to look up at ledges or peek down through windows, feeling peculiarly constrained, almost as if you're wearing a neck brace. The Rift is at least as big a difference.
HMDs with accurate head tracking are an absolute revelation, because they truly immerse you in the environment. You don't realise how much your natural vision relies upon your ability to take quick glances at odd angles - a look down at your feet to spot the last step, a peek over your shoulder before you merge into traffic and so on.
The latency would have to be very low though.
If you've been following what John Carmack has been doing with these types of things, that seems to be the conclusion he has come to.
Your solution is certainly simple and cheaper to implement, but isnt anywhere near as effective, immersive, or cool. Eye tracking is defiantly needed to take this to the next level.
I preordered an Oculus rift devkit, and the first thing I'll be doing (after spending hours ooh-ing and ah-ing in whatever 3D demo comes with it, hopefully) will be to hook it up with a kinect.
Option 1: Just an omnidirectional treadmill with kneepad and wrist sensors. This is cool but immersion breaks trying to interact with obstacles or walls.
Option 2: Build different arena like a laser tag arena or paintball arena or a tennis court with obstacles and different types of gun controllers littered around the arena, then have the Occulus overlay a virtual simulation of the arena and different weapons depots, and add kneepad sensors connected to the Occulus so it can simulate motion. This allows you to solve the immersion problem of simulating and experiencing obstacles/walls.
Bonus: Some sort of suit that can use ems to be able to simulate muscle resistance to add weight to virtual collisions. Like this: http://www.cct.lsu.edu/~fharhad/ganbatte/siggraph2007/CD1/co...
I wonder if we will start seeing more people in therapy for PTSD from gaming.
1: Infinite Jest
2: Videgame Addiction was rejected from the next DSM, but I believe that we will see a form of it added within our lifetimes.
3: This has been happening for almost ten years: http://news.bbc.co.uk/2/hi/technology/4137782.stm
Far more interesting was the bit about the rise and fall of video chat, where people became so self-conscious about their appearance they eventually altered or covered them up before returning to audio-only. Kottke brought this up in relation to Facetime[1].
http://kottke.org/10/06/david-foster-wallace-on-iphone-4s-fa...
But I don't think it's all bad. I think it will help with so many things we aren't even foreseeing yet.
Where IIRC a scientist creates a device that can record dreams and his wife becomes totally addicted to the experience and just can't stop playing and re-playing her dreams.
I think it's in Until the end of the world but cannot swear it ; )
Good movie anyway...
And then there's the movie which is a reflection on immersive videogame as the main plot: David Cronenberg's Existenz. Existenz is considered a flop by many, but an underrated movie by quite some people too.
Sometimes filmmakers don't understand large-scale real-world consequences of the plot choices they make.
The idea of a camera to let you see the actual world is pretty nifty. It even comes pre-built with philosophical questions (which is the actual world?).
On the other hand, I can't help but think that the camera could also be used to prevent people from smacking their head into real, physical objects.
Stick a few distance sensors and overlay portions of the camera when an object is too close? It would interrupt the game, sure, but less so than you headbutting your monitor or a wall. Just a thought.
That said, it would be an interesting experience to try wearing a VR headset for a long period with a couple of cameras giving a very wide view. I'm curious how well we'd be able to adapt to having 360° vision.
The last time I played with a set of VR goggles was a few years back, and the technology was certainly not up to this pace. That said, the head tracking was pretty good, particularly for the FPS we were playing.
The problem wasn't in the head tracking... it was that the head tracking was pointless. Since you couldn't realistically look around more than ~120 degrees, you still needed a way to turn around and move. The result is that while the head mounted VR goggles were neat, they were just a trick.
After 30 minutes of play, I found that my head had lolled down to rest on my chest (in part due to the weight of the headset), and I wasn't using the goggles for anything more than I would use a monitor for.
Given that, despite the advances in technology, you'll still have a practical limit on how much your head can turn (and thus still requiring a mouse/joystick for real movement), I have a hard time seeing the niche these will successfully fill.
Metroid Prime 3 on the Wii (and possibly other games) used a similar control system based on the wiimote pointer. It had an adjustment period when you first picked it up, but worked very well. Whether the same holds true with head tracking, I can't say.
It's a decent control idea, but I can't imagine being able to use it, personally.
If you really cant see the potential of VR finally being technically possible then I feel bad for you son :(
Someday, we'll be able to walk in a "hamster" ball and interact with haptic gloves, and I'm looking forward to that. A head mounted display, however, is not that.
For example , virtual tourism. Take a safari by streaming a 4K video via a mounted camera on a pivot on top of a truck.
Of course latency induced motion sickness could be a serious issue there but you may be able to get around this by streaming feeds from multiple cameras.
How often to we even browse our photos of old events, let alone 4D camera orb footage? Hey who knows, maybe that's how we'll be spending our twilight years.
There's also potential for stress, depression therapy, etc.
A stationary, secondary observer (like a Kinect) would be several orders of magnitude more reliable. All that's left is for someone to make a game that actually utilizes that idea.
EDIT: Nope, I was not making this up... it was Sega VR causing strabismus.
http://www.audioholics.com/news/editorials/warning-3d-video-...
I never thought I'd suggest watching anime on Hacker News, but this topic proved to be the exception.
http://www.intuitivesurgical.com/products/davinci_surgical_s...
My only complaint in their demo (and something they knew they had to figure out) was separating aiming from looking. In almost every FPS game, where you look = where you aim. With the Oculus rift, this now doesn't make 100% sense. You should be able to look around but still control your aim separately (just like how you do it now with a mouse or control stick).
A lot of people I talk to think the Oculus Rift isn't high enough resolution to be successful. I can see that complaint because on paper it does look low resolution compared to what we're used to now on traditional monitors. But in practice, the low resolution of the Oculus Rift did not bother me one bit. More pixels would have been nice but not necessary at all.
Bring on the Oculus Rift! I can't wait to see this thing come out and see what games people make for it.
1. Decoupled aiming with a Razer hydra or something is the first thing pretty much everyone who pre-ordered a Rift devkit plans to implement.
2. While the resolution is low, it is still an early prototype. Top of the feature list for the commercial version is; higher resolution screen.
For real 3D movies we need something like Lytro (https://www.lytro.com/), but for movie recording.
Do you think that will help?
Bit of a chicken and egg problem; I hope they can pull it off. The 8000 units sold on Kickstarter suggest there's enough demand to make it work.
The Kickstarter response is indicative that this product has huge potential. I don't think these are still the days when a few big gaming houses controlled the fate of a locked up console.
These days there are so many developers and companies on the Internet know how to reach out to them.
It does make a huge difference in immersion, especially for things like flight or driving sims.
My big concern with the Occulus is that the screens are relatively low resolution; I'm sure that will change over time, but the first generation hardware's screens are a bit lower resolution than I'd like, personally.
Oculus is releasing a dev kit, and they have stated that the initial retail version will have higher-resolution screens.