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8 Comments
sortedsays...Needs way higher fps. But interesting none the less.
Kruposays...They must've cheaped out on the graphics cards.
videosiftbannedmesays...As interesting as this is, I don't see a real practical application. As demonstrated, they are playing with a remote (a la the Wii) which doesn't allow for very "twitchy" movement (req'd by Quake imho). Also, I can see if you were playing with mouse/keyboard as a regular player and having your entire FOV taken up. That would be cool; however, it wouldn't need to go a full 360. In other words, if I'm getting shot with a rocket from behind, I'm sure not going to swivel around in my chair to see who's shooting me. I'd pivot with the mouse. Therefore, no need for the screen to go completely around me. Also, where the heck to I bind my "rune drop" and +hook on the Wiimote?
Regardless, I'm not trying to knock down the clip; very cool find. I just don't see the practical use for it.
Thylansays...I wonder how eye track targeting combined with the set player max movement speeds and the twitch of the trigger to fire would play like.
Kruposays...So it's agreed - a system like this needs some kind of hydraulic chair that spins you around based on where you look... although I think it'd still be good to peek behind your back.
antsays...I want to see Crysis on it!
That's Quake 3 Arena BTW.
Quboidsays...FPS isn't the sort of game I'd see it as being ideal for. I'd love something like this for Flight Simulator, just build a cockpit in the middle and you're good to go. It wouldn't need to be much either, once you have the monitor set up working, it would cost less than a grand to get an acceptable cockpit - which has got to be chicken feed compared to the cost of this! (The cost of a system to run FSX at that resolution is terrifying enough!)
I think this is really best for games that separate view angle from main body angle (by Body angle, I mean what the player controls, be it a human body or an aircraft, tank, mech-warrior or whatever). Quake does not, were you look, your whole body faces, but in FSX, the pilot's head can be turned separately from the plane's direction so the cockpit can be stationary inside the monitor loop and to look out the left cockpit window, you look to your left and see the in-game cockpit trimmings and view outside. There are quite a few games which have this separation of view angle and movement angle, all realistic flight sims, detailed racing games, Armoured Assault is a shooter but it has this separation and it would be ideal. I guess it's useful in the same games as TrackIR is, although unlike TrackIR, this probably wouldn't suck. By keeping the body controls as they are (joystick or yoke for FSX) and virtually removing all head movement controls, you'll have a much more immersive game. In flight sims you can always get disoriented when screwing with the view angle controls, with this you have the small factor of your neck being twisted to keep your brain under control.
Awesome stuff, bad choice of software to show it off. Give me Flight Simulator X on this for a reasonable price and I'll bite. It wouldn't even need to be 360 degrees, about 240 would be enough as behind, you only see the back of the cockpit or the passenger area.
9812says...See:
http://www.videosift.com/video/Omni-directional-treadmill-lets-you-walk-in-any-direction
This seems like a no-brainer to me. btw- In Quake you are able to walk in a different direction than you are looking.
Of course the tredmill needs to be larger and more responsive...
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