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Omni: The "Oculus Rift" of 3D Treadmills

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101–110 of 117 posts

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

#101

Earlier quoted context omitted.

They mention Kinect integration - that should be able to detect crouching movements.

But would the belt allow you to crouch? It's designed to keep you from falling, so I assume it's there pretty tight.

Maybe a ducking motion?

This isn't intended to be the Holodeck - but it's a step in the right direction.

For that matter, how would you represent a jump?

That said, I'd use the hell out of it for a game like Skyrim, or other open world environments. And it can be so much more than that, .e.g. ocean/space environments for instance.

The gameplay is secondary - there are a lot of motions that can't be expressed well using this device (although with the kinect, you can unlock a lot of arm motions - good for sword play, I'd wager) - but it's superb for walking in fantasy environments.

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

#102
post #74

I'm really looking forward to the next generation of consumer gaming VR once all the kinks have been worked out. With any luck, the problems and shortcomings of the Oculus Rift and the Omni will be solved within a couple years, and we'll be able to buy a fully usable VR rig for something like $1500 (glasses, treadmill, handheld controller). And we'll have games designed specifically for it.

Hmm, unless I'm missing something it looks like the full cost will be around $900 ($300 for Oculus Rift and $600 for Omni). I definitely agree things will get better naturally after a few years, but if this thing works solidly I will probably bite the bullet and drop the money. I need a damn way to exercise, and this would be FUN.

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

#103

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.

From the looks of it, their setup won't be able to accommodate people who are overweight -- not everyone will be able to fit inside that ring. But I suppose that isn't their target audience anyway...

They say the belt is adjustable. Given enough leeway one might be able to use this unless one's downright obese, in which case it is probably not that good of an idea to put oneself through such paces.

Screw the flashy shooters, I would love to hike across Skyrim, although horse riding will definitely feel uncanny.

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

#104
post #19

The "aha" moment for me, as an outsider to this industry, is using a special shoe to reduce friction and increase lateral stability versus only focusing on developing a 3D treadmill itself.

I completely agree, I was very excited until I saw the special shoes requirements. While I can see how it works, I don't really understand why they couldn't use a regular treadmill belt with some piezoelectric sensor to detect lateral movements.

price is an important factor as well. try finding a treadmill that supports lateral movement for $300 USD.

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

#106
post #90

Omni + Oculus + kinect + horror game = shit a brick. I for one can't wait.

The problem for me is that I will probably have a dog by the time all these come out.

If the dog were to brush across the back of my leg while I played some terrifying HL2 mod or other it would be kicked clean across the room.

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

#107
post #88
post #75

Earlier quoted context omitted.

Isn't that how most people have exercised for years?

"...to exercise" Yes, people have played games instead of going to the gym, but I wouldn't call that "exercising". I guess you could put Wii/Kinect in this category, but even those are pretty static compared to this. You're actually running on this.

You're actually running on the football field or lacrosse pitch; actually swimming on the water polo field. You're actually throwing a Frisbee around with your friends.

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

#108
post #76

Earlier quoted context omitted.

Also lots of people only play single player games.

So imagine you're playing half life or something and then you realize that you have to go way back over half the level because you've forgotten something. Are you going to walk? Or imagine you get to a difficult part of the level and you realize that this would be so much easier with a keyboard and mouse. How many times will you retry before you give up and go and sit at your desk?

> So imagine you're playing half life or something and then you realize that you have to go way back over half the level because you've forgotten something.

For long and boring walks you do the same as in any MMO. Hit some kind of lockbutton or something.

> Or imagine you get to a difficult part of the level and you realize that this would be so much easier with a keyboard and mouse. How many times will you retry before you give up and go and sit at your desk?

Well the same argument can be made for playing a game at the lowest difficutly mode. If I like a game and enjoy playing I want to beat the game on the highest possible difficulty. Of course you die often but it is also fun. Nothing is more boring then a shooter where you are never challanged.

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

#109

Earlier quoted context omitted.

But would the belt allow you to crouch? It's designed to keep you from falling, so I assume it's there pretty tight.

Maybe a ducking motion? This isn't intended to be the Holodeck - but it's a step in the right direction. For that matter, how would you represent a jump? That said, I'd use the hell out of it for a game like Skyrim, or other open world environments. And it can be so much more than that, .e.g. ocean/space environments for instance. The gameplay is secondary - there are a lot of motions that can't be expressed well usi…

> For that matter, how would you represent a jump?

You just jump, I think there are videos showing that. I cant jump like the hero in the game but you can do a little hop.

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

#110
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.

>Note that in real life you almost never strafe.

That's fine and good. But in games, I strafe all the damn time. If you're playing some kind of FPS game and you aren't strafing you're going to get your ass beat thoroughly.

I also strafe all the time in games that have spiral staircases. Much faster that way.

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