Virtual Reality With Unreal Tournament 165
thegrommit writes: "It seems someone has been hacking the UT OpenGL driver to produce a relatively cheap VR environment. " It's really just another Cave thing, but it's still something to lust after. Imagine using a treadmill instead of pushing the up arrow. If only I was attached to my general pear-like shape.
Get in shape! (Score:5, Funny)
Re:Get in shape! (Score:5, Funny)
Re:Get in shape! (Score:5, Funny)
Good one - very funny. I mean, where would she put canteloupes with those enormous breasts?
:)
Re:Get in shape! (Score:3, Funny)
Good one - very funny. I mean, where would she put canteloupes with those enormous breasts?
I've never played Tomb Raider, but I'm not so sure I'd be all that thrilled about seeing cantaloupes with breasts...
(:
Re:Get in shape! (Score:2)
Re:Get in shape! (Score:5, Funny)
Nevermind, I'm not even going to say it.
Re:Get in shape! (Score:4, Funny)
Pear Shape (Score:1, Redundant)
VR Hardware (Score:1)
I for one would like to get this kind of equipment, both for gaming and for experimenting with OpenGL modelling etc..
Re:VR Hardware (Score:1)
Re:VR Hardware (Score:1)
not resolution, lag (Score:1)
Re:Not lag - support, then resolution. (Score:2)
Better yet, try and read anything on the screen at that resolution.
They're still cool toys, but I haven't used them nearly as much as I thought I would.
Waste of Time (Score:5, Funny)
Re:Waste of Time (Score:2)
real FPShooter simulation (Score:5, Interesting)
I am curious about extending 'laser tag' like games to include splash damage capabilities, wide beam fire
I'd imagine your walls, floors, etc would have to be set up to instruct your base computer when and where they were hit, and then distribute damage if players are within a blast radius set for the 'weapon' being used by the shooter
I know it sounds like laser tag deluxe, but I'm thinking deluxe deluxe deluxe
Re:real FPShooter simulation (Score:1)
Re:real FPShooter simulation (Score:3, Interesting)
Anyway, my point (I did have a point when I started this post, I think) is that since most modern casualties are caused by "splash" damage from arty and whatnot, the Army's training program has probably worked out some of what you're after. The rest of it might come from some of the "smart" infantry weapons they've been working on, since they incorporate some VR and heads-up tech. I don't think any of that stuff is production grade yet. At any rate, it will be used to really kill people a long time before you and I can use it to play games.
Re:real FPShooter simulation (Score:1)
Sure was. They didn't have B-52's carpet-bombing the training camp before each exercise.
Re:real FPShooter simulation (Score:1)
I can't say for sure, but I don't think the Army uses much VR for real training (as opposed to showing neat-o stuff to congressmen). Most soldiers and generals alike would rather see that money spent on weaponry (or salary).
When I was in the Navy, most of our training involved imagination, silly props (wave a blanket around for smoke, etc.), and referees. It was plenty real enough to teach the proper procedures.
Re:real FPShooter simulation (Score:2)
Re:real FPShooter simulation (Score:2)
Re:real FPShooter simulation (Score:2)
Re:real FPShooter simulation (Score:2)
Re:real FPShooter simulation (Score:2)
Re:real FPShooter simulation (Score:4, Interesting)
They would come in with pen-lights, electric tape to cover the sensors, and the best team (their name now escapes me, it was a long time ago... oh wait, Team Wild) even came in with speaker magnets to reset their guns(which went dead after you got shot, until you hit aforementioned reset booth) and a hacked electric key to restart the timed battery packs.
Having it be a sole-proprietorship was great for him too, it gave him the ability to do whatever he wanted. It was all black-lit with flourescent tape around the edges of the 'shields' and ramps, with white lite projected as the 'laser.' By the time we closed the place down we had nerf footballs hacked into flash grenades and huge burst cannons on the ramps for each team. He had some really good ideas, and testing/implementing them was always fun. That was 1987 or so, but what the hell, the impetus to shoot people hasn't left me, count me in...
Re:real FPShooter simulation (Score:2)
Re:real FPShooter simulation (Score:2)
Wouldn't that be when you just go buy a few real guns and head into the woods with your buddies?
Anyone wanna work with me on just laying what this would require, technically, by catalog surfing or whathaveyou?
For sure. All those hundreds of Laser Tag / Photon centers that went bankrupt, must have gone under because they didn't spend enough money to make 'em "utter extreme"! This is sure to be a success!
Re:real FPShooter simulation (Score:1)
Re:real FPShooter simulation (Score:2)
Now, imagine UT's weapon spread used with equipment like that in your favourite lasertag hangout.
Why stop there? Think gameshows.
Re:real FPShooter simulation (Score:2, Informative)
I expect these babies to be a must-have when they're ready for the mass market in a few years; especially since the #1 "augmented reality" app is likely to be naked 3D babes "on" your real bed. :)
Anyone remeber... (Score:1)
Re:real FPShooter simulation (Score:2, Interesting)
but there are a couple of problems:
1. death. when you die in Qx - you return to a spawn spot, but if you get fragged in a meat-space-quake - you would still be standing in the same physical loc that you perished in. So you would have to have your visor turned off for 5 seconds or so so that you cant see the play field - and you would disappear from other peoples display so taht they knew that you were fragged - but this brings us to problem 2.
2. COLLISION DETECTION! you would have to wear a helmet and football pads to play this - as you get fragged and disappear off the playfield for a short time, somebody might run into you - and hard. The other thing is that all players would be used to the fact that you can run through other players - and may forget that in this version you cannot. Maybe when a char gets fragged the system would place a false wall around them - that all other players would see - and try to avoid running into?
3. terrain: sadly most geeks cant run for more than 10 feet at top speed - and let alone the jumping factor that was already mentioned.... so the levels might end up being rather bland. No falling into lava pits, hyper jumping between platforms suspended in nothing etc...
4. you would want some sort of feedback - so maybe paintballs would be the best method - so that you *knew* when you got hit... but you would have to wear a vest that was able to sense each hit and deduct the damage from your overall health. which relates to 5.
5. ammo - if you had to use paintball etc... then you would be required to physically reload the weapons. unless they were like 500 shots only - and when you ran out of ammo - you had to drop it off at an ammo station and pick up a new one - and there would be a gun-monkey behind the wall reloading the guns for everyone?
anyway - it would still be fun no matter what - but until we have direct synaptic interfaces, we will have to address the challenges of getting meat space fragging on par with what Q3 can offer. Or maybe we just have to drop the whole comparison altogether - and accept that they are two separate stimuli.
Like Ender's Game? (Score:3, Interesting)
Re:Like Ender's Game? (Score:1)
I mean... as long as we're being realistic. :-)
VR = R? (Score:5, Funny)
"a visor that projects a 3d world exactly the same as your physical arena".
If it's exactly the same as your physical arena, what are you gaining? And how do you know when it's broken?
Re:real FPShooter simulation (Score:4, Interesting)
Can't recall the link but do a search for "tetanizing laser". COOL! It shoots an electric bolt, of sorts, for hundreds of meters. Using twin UV laser beams to ionize an airpath between you and your target, a very high voltage (user-settable and with enough power behind it you could dial in anything from stun to kill) is sent down the ionized path.
It is, in principle, even able to shoot around corners with appropriate mirrors properly situated.
I want one.
Re:real FPShooter simulation (Score:1)
http://thesavingstop.com/cgi-bin/wm4/wm.cgi?pro
This is slick but... (Score:1)
Anyone know what happened to these things or if there were any good hacks of them?
Re:This is slick but... (Score:1)
Re:This is slick but... (Score:1)
Re:This is slick but... (Score:1)
I thank you for the suggestion and will have to go hit gameworks this weekend to check this out.
Re:This is slick but... (Score:2)
I played it at the GameWorks in Las Vegas a year ago. The moves you make don't really translate to moves on the screen except in a very generic way (high moves make the guy punch, low ones make him kick) to do special moves you need to kick and punch simultanously, which pretty much makes you look like a complete ass. The motion detection is extremely sketchy.
Re:This is slick but... (Score:1)
It was called Sega Activator. It was a plastic ring that you put together (about 4 foot or so in diameter) that shot infrared beams up out of it (would have been cool if you coulds see them - but then it wouldn't have been infrared huh?)
You connected it to your Sega Genesis just like a normal controller. It was made to be played with fighting games. You had a "beam break" and a "low beam break" that you could do in all 8 directions (N,S,E,W,NE,NW,SE,SW)
Each one did something a little bit different in the game.
Let me tell you - playing Mortal Kombat on this thing was quite the workout! To do special moves you had to do all kinds of crazy things - you would very quickly workup a sweat.
Unfortunately the thing stopped working after just a little while of having it (about 4 months or so) - so I no longer have it
It was a cool idea though and I would buy another one if someone marketed it.
Derek
Re:This is slick but... (Score:1)
Sketchy VR (Score:5, Interesting)
The mouse/keyboard is really not a good setup for such an immersive environment. Real VR can map the movement of the head to look around and control movement etc with some other mechanism (usually either a handheld device or foot controls). CaveUT doesn't have real time head tracking. To get a real VR experience out of UT would be cool but it would not be cheap and that would defeat the whole purpose of this project (keep in mind it is developed to be an interesting alternative to real virtual reality gaming). The VR games out there now are pretty lame and I admit it would be very cool if they got games like UT and Quake III working very well in VR.
None the less, the OpenGL code is made for MS Windows only. However it would not be difficult for it to be recompiled for Linux and there is still no version of the driver for the Mac.
Re:Sketchy VR (Score:1)
Re:Sketchy VR (Score:1)
Umm... Not necessarily. VR doesn't have to be helmet-based; it can also project the scene around you so that head tracking isn't needed. Unless you mean to say that the holodeck isn't VR...
(I do agree with you, though, about mouse/keyboard and VR being a bad mix. It seems that a lot more progress has been made on VR output devices than on VR input methods.)
Re:Sketchy VR (Score:1)
Re:Sketchy VR (Score:2, Informative)
I'm sorry that I can't post the link - we are all getting ready for SuperComputing '01, and I don't want to /. his machine. If someone else posts the link, please be considerate - we are on a very tight schedule and I don't know the capacity of the machine serving the page.
There is no treadmill (currently) hooked up, but since you are head tracked, dodging, stepping out behind corners, etc works. To get into some spaces you actually have to duck down. Jumping is a bit of a chore though. Really. :)
Wrong Map? (Score:1)
Is it me or does that look like CTF-Lava to you?
Re:Wrong Map? (Score:2, Informative)
i-Glasses!!! (Score:3, Informative)
Re:i-Glasses!!! (Score:1)
player: "he's behind me!" *crack*
scientist: "grr..there goes another one...maybe we should make the range of rotation of the head a bit less relistic..."
Re:i-Glasses!!! (Score:2)
You mean like these [mindflux.com.au]?
Re:i-Glasses!!! (Score:2, Funny)
Woo. support for Quake II - 'TBA'
I'm running right out to get a pair.
Re:i-Glasses!!! (Score:2)
Descent (Score:3, Interesting)
It was always fun letting friends use the system though, because anyone who wears the glasses while playing a game inevitably ends up looking like Stevie Wonder, turning their heads around at wildly exaggerated angles, trying to control the game.
I used to have to stop and reorient myself every so often or I'd end up with my head between my legs staring at the ground, or straining to try and turn my head around backwards, just to go straight ahead.
this is why Open Source rules (Score:2, Informative)
this is why Open Source is so cool. this doesn't hurt sales of Unreal Tournament in any way, and hackers can still build cool things with it. incidentally, they have open-sourced CaveUT [pitt.edu].
way to go, guys!
Retrofitting workout equiptment for VR.... (Score:2, Interesting)
Re:Retrofitting workout equiptment for VR.... (Score:1)
I remember seeing an old guy (maybe 75 years old) trying to walk around on the treadmill. I swear that he was going to have a heart attack.
I'm always amazed that given all the VR demos we did, I never saw anyone lose their lunch. People would get dizzy, but no one actually blew chunks.
dave
Re:Retrofitting workout equiptment for VR.... (Score:1)
Bicycle Quake! (Score:2)
Re:Retrofitting workout equiptment for VR.... (Score:2)
For a while, the gym I go to had NetPulse, which provided web browsing (with extra ads) on exercise machines. The machines were popular, but NetPulse went bankrupt.
Cool, but not enough. (Score:2, Insightful)
I know, I can already hear a whole bunch of Neuromancer groans, but some goggles and a treadmill really doesn't cut it.
Full on, full imersion reality will happen sooner or later. Anyone researching holodeck tech?
Re:Cool, but not enough. (Score:1)
I sick and tired of playing finger twister on the keyboard (which isnt a Kanji one btw
We have the hardware to do it TODAY.
Bring on the immersive games.
(And no more Terridactyle Nightmare on the migi's
Re:Cool, but not enough. (Score:1)
http://www.panoramtech.com/
Imagine this as a laptop version
*Unfold unfold unfold, twist, open, unfold, FRAG!*
Re:Cool, but not enough. (Score:1)
Panoram Product Overview [cdw.com]
Re:Cool, but not enough. (Score:2)
No thanks to that sort of wiring. I would rather see LARGE warehouses partitioned off appropriately, with multiple floors and neutral covers on a lot of moveable and unmoveable objects and barriers. These would serve only for basic tactile effect tools. Players would wear googles through which they see projected into real space, and appropriate to the current layout of a given warehouse, a virtual scene and "augmented" other players and even computer-generated players.
After a while, the interior would be remodeled and the game world modified to fit properly with the new layout and go on from there. Multiple HUGE rooms, multiple floors, real objects visually altered via the goggles, fully virtual objects and creatures that fit into the real/virtual world. You get full movement and a decent virtual world to play in.
Re:Cool, but not enough. (Score:2)
I would think that in the scheme I mentioned, you would have to forgoe the unreality of Quake, vis a vis, physics and physical capability, and accept actual physics and real personal physical capabilities.
What you lose in the long jumps and long falls, etc, you gain by almost really being there in the flesh.
I simply see this as virtually enhanced reality rather than classic VR. Using what is really there to build on to create the illusion of a place/world, subject to your actual physical capabilities.
Good, cool fun plus exercise/physical activity. What more could you want?
Re:Cool, but not enough. (Score:2)
that's a closer step to immersion... actual pain in sync with the virtual pain.
Windows only on CAVE-like systems (Score:1)
bbh
VR experience (Score:2, Interesting)
This cave system would be a cool improvement, since it would probably be much less dizzying than wearing goggles. Running and jumping might be fun as well, but your range and of movement in real life would be much restricted compared to the things that can be done with a gamepad. I'd like to see it though.
Re:VR experience (Score:2)
Like they know what they are doing (Score:1, Redundant)
If they can't get that right, do you really want them writing your Unreal drivers?
Damn...I need a cave
These are made for just the coolness factor. (Score:1)
Nice project though.
Not so! (Score:1)
Re:Cave Quake with i-glasses!? (Score:2)
Can I use Cave Quake 3 with my i-glasses!? I haven't found anything new to play on them in years.
Errm slight problem with this as a UT environment (Score:2, Funny)
Gotta hurt
How about making it into a Hampster ball that u can run or walk in with the image superimposed on the walls of the ball.
Fun without the fear of running into walls
Re:Errm slight problem with this as a UT environme (Score:3, Interesting)
That would be about the best option, though expensive. Full movement in all directions...but momentum would be a problem without expensive correction. You start moving (in your hamster ball) in one direction and then suddenly stop...but the ball's momentum carries on and you end up face-planted on the floor.
More expense: use computer control and drive motors to work with you. You stop suddenly and the controller actively brakes the ball to match your movement.
The ball would have to be reasonably large, I would think, to reduce what would otherwise be REALLY substantial spherical error and distortion.
Re:Errm slight problem with this as a UT environme (Score:1)
Woohaaaa, it ends up bouncing down the stairs (maybe a spiral one
Yup. He has been playing UT again
UT New Zealand style (http://www.newzealandnz.co.nz/activities/zorbing
:)
Re:Errm slight problem with this as a UT environme (Score:1)
http://www.zorb.com/video_main.htm
Quite cool
Wooaaaahhh Wooaaaahhh Wooaaaahhh FRAG!
Re:Errm slight problem with this as a UT environme (Score:2, Informative)
I'd argue for a smaller ball, to keep the mass down (as well as making it easier to find a place to put one). The spherical error and distortion could be corrected for fairly easily in the control software, provided that it has a way to track the location of your head, such as with a head-mounted transmitter or a sonar system.
Re:Errm slight problem with this as a UT environme (Score:1)
What about a platform beneath the user consisting of a grid of very closely spaced rolling spheres (like trackballs) set into sockets? Most of the spheres would be for simple support, some could be used to vibrate or brake, and some would track the motion and speed of the user's feet. A combination of wheels and spheres could also be used.
Simulating walls would still be difficult as you wouldn't really want your users slamming into your projection screens.
If you're not using projection screens, but instead using goggles, you could put the user in a harness tethered at multiple points. If the user slammed into a wall in the virtual world, all balls on the platform could lock and not move in the direction of the wall, the user would get traction and physically move forward until stopped by the harness.
The leads on the harness might also be attached in some kind of mounts that could be controlled, so that a waist-high obstacle could be simulated by disallowing forward motion to the feet, legs and hips, but allowing forward motion to the chest, arms, and head. The user might also be able to climb over the obstacle with some creative use of the vertical parts of the harness (physically lowering the user when his back foot leaves the ground at the same rate he is virtually traveling "up", so that he physically contacts the motion platform at the same time as he virtually contacts the top of the obstacle).
The harnesses might be somewhat similar to the flight harnesses used for the Rhinemadens in the Seattle Opera's production of Das Rheingold (pictures are unavailable right now, as the Seattle Opera has just redone their site -- they allowed full motion in all directions).
Hm. Even if the motion sensing part of it didn't work as expected, anything that involves a full body suspension harness and VR has got to draw at least a few fans.
We've got something sorta similar... (Score:3, Interesting)
Re:We've got something sorta similar... (Score:1)
This is cool... (Score:4, Interesting)
Which is very sad, considering today's "state-of-the-art"...
The site I run (see my URL) has a ton of links and info on homebrew VR - but I receive little comment on it. I would love to hear about someone homebrewing a CAVE of their own using a few 100 inch TV projectors, a set of SEGA stereo glasses (or similar), and a PowerGlove. I know it can be done - but nobody is tackling it. If I could ever find the time, I would tackle it myself - but I already have too many projects on back burners (which is why the site hasn't been updated in so long).
Hey,
For a long time, I have expected an "explosion" in homebrew VR - a lot of people "oohhh and ahhh" over it whenever demos like this are shown, but everyone seems to think it is impossible to play with anymore - that you have to have big $$$ to do anything - UNTRUE! REND386 and AVRIL were born out of this falacy, and used modest and cheap hardware of the time to do a whole heck of a bunch - PCVR (the magazine) was born, and for a while, it seemed like VR was the next "thing" - then the bottom seemed to fall out, the internet became "big" and VR has been nearly forgotten...
Sad...
Re:This is cool... (Score:1)
This wouldn't be an issue... (Score:2)
But FPS's are one thing - and even if it were done, it would be nice to see it done homebrew style, even if it didn't help, and perhaps hindered (due to the reasons you specify). I would just simply love to see a complete homebrew VR CAVE setup, or similar (heh, it would be fun to see a homebrew version of Dactyl Nightmare, using PCs, hacked powergloves, hacked stuntmasters, etc - man, what I would give to play that game again)...
Anyhow, that is how I see it - there are a lot of applications for VR, and not much has been explored in the homebrew arena...
Re:This wouldn't be an issue... (Score:2, Insightful)
Re:This is cool... (Score:2)
Fry's, and cheap LCD TV's (Score:2)
Today, such TV's can be had for well under $100.00 - I saw at Fry's one day a whole end-cap full being sold for $80.00 each - much more cost effective.
Now, personally, I don't really like Fry's - they screwed with me one too many times. But, to each his own - I mentioned them because a lot of
You are right about the geometry aspect of a CAVE - I wasn't trying to invalidate this individual's work or anything - I was just bemoaning the fact that people look at this, and think wow! I want that - but then never realize that it is possible to do something like it on the cheap - it is almost like the early 90's never happened (in regard to homebrew VR, REND386, and the like).
PowerGloves (Score:3, Informative)
The issue of tactile feedback is an appropriate issue, which is something I have considered. Using an object to represent what you are using or navigating with can be more "intuitive" and understandable. I suppose that is why there is a prevalance of "wand" type devices used in CAVES. One thing I have thought about playing with is this small "off-table" trackball, that you fit one finger through trigger style, and the other goes around the front - there is a trigger button, and two front buttons. The thumb controls the trackball - this would allow navigation as well as manipulation in a 3D environment. Coupled with a chorded keyboard, it could be a useful system.
does UT work with G400 (Score:1)
Flight Sim 98 (Score:1)
"Just another cave..." (Score:1)
hey guys, (Score:4, Funny)
Another idea... (Score:4, Funny)
Inexpensive Cave UT (Score:3, Funny)
Come on, man! What kind of UT fanatic has these kind of resources? I mean, a blank corner?
My low budget suggestion? Take your laptop to a real cave, play UT, and have your buddy throw a rock at your head every time you get fragged.
Re:VR 1990's? (Score:2)
My guess is that the VR fad of the '90s ran so far ahead of the technology, most people looked at the state of the art and said "if I can't have full-body immersion (a la "Lawnmower Man" or "Disclosure") with infinite resolution and zero lag for $50, forget it."
Another great technology bites the big one.