So, that leads me to the conclusion that perhaps there might be some future resurgence of the arcade. Except they'll have VR headsets and omnidirectional treadmills instead of Pacman.
Wait, maybe there will be Pacman, but you'll be running.
So, that leads me to the conclusion that perhaps there might be some future resurgence of the arcade. Except they'll have VR headsets and omnidirectional treadmills instead of Pacman.
Wait, maybe there will be Pacman, but you'll be running.
Unfortunately, this kiboshes treadmills and things like the Virtuix Omni. At least until we manage to fool the vestibular system as well as we can the eyes.
If we can trick the neurons on site, then might as well trick it right before it plugs in at the brain...in which case, we probably will have optics covered as well. Thence we can get rid of the headset altogether.
http://en.wikipedia.org/wiki/Galvanic_vestibular_stimulation
With sensor lights picking up the foot movements. I bet the engineering challenge of giving sensory feedback to the foot is easier than making the treadmills work.
I fully expect we'll see a massive re-exploration of all of it in the next 30 years, especially as VR becomes a $100 billion market across consumer/enterprise/govt. Eventually a few optimal approaches for the home will come out of that market process, similar to gaming today: you might have a basic controller, you might buy a driving wheel, you might install an entire flight simulator environment, all depending on how far you want to go to boost your experience.
Omni treadmill shoes used over a large 12ftx12ft are or so could work. But too heavy.
I say this, after going through the original Crescent Bay demo at Oculus Connect, where being able to walk around even within a 4x4 foot cube of space it was amazing having real world movement match your characters.
Maybe I'm overestimating the amount of physical effort people are willing to take for video games, but there's some precedent with Dance Dance Revolution for example.
Also, walls.
as palmer luckey has said a guy playing COD is not actually capable of doing all the stuff a real marine does, so then the question is how far do you take it?? like if i'm playing an nba game it seems fairly plausible that my 1 foot vertical could become a 3 foot vertical, or that my poor mechanics shooting a basketball where in real life i only sink the 3 pointer 10% of the time, when i'm playing as stephen curry the game interprets as 50% of the time..
i think one of the problems is that what makes video games so compelling and addictive is that they are an order of magnitude easier to get really good at then real life... e.g. sword fighting in a game versus sword fighting in real life.. if games become too realistic in their mechanics e.g. i actually have to master good footwork and how to swing a sword properly the game because too difficult
yeah force feedback would be really cool but it's unclear how you manufacture those, it's like 4d cinema,, hasn't really caught on right... developers seem to talk a lot about trying to avoid breaking immersion, and maybe that mean no 'force feedback' is better than bad force feedback. but i don't know. makes me think that it might be an all or nothing problem.