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Omni: The "Oculus Rift" of 3D Treadmills

kickstarter.com

41–50 of 117 posts

Re: Omni: The "Oculus Rift" of 3D Treadmills

#41
post #40

Earlier quoted context omitted.

See ~3:30 in the video for strafing.

Note that in real life you almost never strafe. Just look at any footage ( or a movie ) of soldiers/police. No strafing. Games made us believe that we need it.

True, it's really the fact that aim/view and walking direction are tied together in a typical game that puts so much emphasis on strafing. Any 'Mech with torso twist is closer to what we'd see with this device.

Re: Omni: The "Oculus Rift" of 3D Treadmills

#42
post #33

I would love to hear a medical professional opinion on contusion probability with extensive use of this thing. Also they didn't show if it's comfortable to run backwards - a critical move in any first person game.

While running backwards is a popular tactic in FPS games, it's one that is obviously completely unrealistic. I think given that this is a virtual reality device, it's more likely to be used for more realistic games that wouldn't require backwards running.

Re: Omni: The "Oculus Rift" of 3D Treadmills

#43
post #33

I would love to hear a medical professional opinion on contusion probability with extensive use of this thing. Also they didn't show if it's comfortable to run backwards - a critical move in any first person game.

Given sufficiently low friction, there should actually be very little force exerted on the belt. Some sort of larger harness might be an option if it does become an issue.

Re: Omni: The "Oculus Rift" of 3D Treadmills

#44
post #9

Ugh. This will eventually destroy my knees or hips someday. It's bad enough that I go running an hour every other day. I just can't imagine doing that for 6 to 8 hours. Although, I think this will be awesome for out of shape people who love games. Might be the thing we need to goad these people into shape!

Actually no. Most of the problems associated with running come from the unforgiving impact of your foot on the ground (often a hard surface). Devices like this and other treadmills are much better if you have joint problems.

I could definitely envisage some heavily inflamed tendons and soft-tissue from the weird crouch/walking motion though.

Re: Omni: The "Oculus Rift" of 3D Treadmills

#45
post #38

This is a great solution to the problem, and I'm really excited about it. But there's one very important catch: The "special shoes" are not an option for people with unusual orthotics requirements (e.g. me), because they're not going to be able to make shoes suitable for everybody. They have to create soles that can be strapped on to our existing shoes.

Judging by their prototypes (and assuming it does catch on) that should be pretty easy for them or someone else to offer. They're already letting people build the support band themselves based on drawings, I don't see why they couldn't (or someone else) release drawings and a bill of materials for the soles, esp. if some of it could be printed.

A better alternative to printing would probably be to hand-cut (or CNC) the shape of the sole out of a thin sheet of whatever plastic is appropriate.

Re: Omni: The "Oculus Rift" of 3D Treadmills

#46
Watch the first couple of videos.. It's pretty clever and cool. Doesn't look like it'll be fat friendly. All that aside, let's pretend like we're responsible adults for a second. The video, especially the end of the first, sort've makes me think this might be the "line". People have talked about violence in video games, and realism, and for the most part I don't think there is any real issue today, it's all malarkey. Something like this, however, changes the game. It's suddenly a very different experience when you have the VR goggles on and the VR running board and you gun down civilians in CoD, or kill XYZ in random FPS.

tl;dr. Does the omni + oculus rift increase realism enough that violent games require extra caution?

Re: Omni: The "Oculus Rift" of 3D Treadmills

#47

This is a great solution to the problem, and I'm really excited about it. But there's one very important catch: The "special shoes" are not an option for people with unusual orthotics requirements (e.g. me), because they're not going to be able to make shoes suitable for everybody. They have to create soles that can be strapped on to our existing shoes.

As it's going to be used only in controlled circumstances, they don't really need to be actual shoes, something like a sandal would be enough, and those should have fewer fitting issues... and it could also accept standard inner-soles for a more comfy feel. A larger size without an inner-sole could indeed probably just be used over normal shoes.

Re: Omni: The "Oculus Rift" of 3D Treadmills

#48
post #33

I would love to hear a medical professional opinion on contusion probability with extensive use of this thing. Also they didn't show if it's comfortable to run backwards - a critical move in any first person game.

While running backwards is a popular tactic in FPS games, it's one that is obviously completely unrealistic. I think given that this is a virtual reality device, it's more likely to be used for more realistic games that wouldn't require backwards running.

If it's a fun and intuitive device, it seems likely it will be used for all sorts of games, even those that are completely unrealistic...

[My impression is that the running backward technique is profitable largely due to limitations on user control and enemy AI, and those are probably not going to go away any time soon (even if developers might really want to make a game that feels realistic, it's, well, hard :)...]

Re: Omni: The "Oculus Rift" of 3D Treadmills

#49
post #18

Earlier quoted context omitted.

Good luck with that. What makes the Occulus Rift important is how fast it translates real world movement to signals software can process to give a true VR feel. The accelerometers and magnetometers in phones are decent for their intended purpose, but their intended purpose is not VR. This is no Rift killer.

OK, I just busted your theory. Sorry. :) It has 16G The LSM330 has an user-selectable full scale acceleration range of ±2 g/±4 g/±6 g/±8 g/±16 g and angular rate range of ±250/±500/±2000 d. Samsung Galaxy S4 accelerometers/gyro Datasheet: http://www.st.com/web/en/catalog/sense_power/FM89/SC1448/PF2... Here's a FULL Teardown of the insides of the Samsung Galaxy S4. http://www.chipworks.com/blog/recentteardowns/2013/04…

Note that the attributes of the phone hardware sensors are important, but not sufficient—generic "use any phone, no root required!" solutions like you mentioned will have to send the data through a full stack of software layers that are very unlikely to be optimized for high-rate / low-latency uses like this one.

You might get lucky and have a phone so incredibly powerful that even non-optimal software stacks are fast/low-latency enough to work well, but I suspect it will be a long time before most people do...

Re: Omni: The "Oculus Rift" of 3D Treadmills

#50

Watch the first couple of videos.. It's pretty clever and cool. Doesn't look like it'll be fat friendly. All that aside, let's pretend like we're responsible adults for a second. The video, especially the end of the first, sort've makes me think this might be the "line". People have talked about violence in video games, and realism, and for the most part I don't think there is any real issue today, it's all malarkey.…

There's some dejavu for you. I remember this exact same discussion when "Wolfenstein 3d" hit the scene. That 3d killing of Nazis was sure to be "the line".

The secret jumped out at me when I read that drone pilots were getting real, bona-fide combat PTSD just from pushing the button while looking at those grainy monochrome heat images. People (almost all of them) know the difference between real and imaginary. "The Line" is in us, not on the screen.

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