Scale was RE: AC2 was RE: [MUD-Dev] Total Annilation ofDowntime
sean at ffwd.cx
Thu Jan 2 08:15:19 New Zealand Daylight Time 2003
John Buehler wrote:
> Nope. My experiments with VR were back in the early 90s. We made
> some simple modifications to a flight simulator and flew a
> helicopter, which really wants the situational awareness that the
> VR gear can provide. The modifications were primarily to accept
> the inputs of the head-orientation sensors to drive the camera
> I wouldn't be at all surprised to hear that somebody somewhere in
> the game companies has fooled around with this stuff. In truth,
> I'd be disappointed if nobody had.
> One last comment. The VR gear had better be light enough to
> handle the speed at which the player needs to look around. The
> gear we were using was HEAVY. There was a pair of screens on the
> front of the head and a small sandbag on the back the head as a
> counterbalance. That's not gonna work for Quake.
I demoed an arcade-quality VR flight sim back in tge early/mid 90s.
You sat in a molded cockpit and wore a heavy VR helmet. The
resolution was not that great (though the fairly large distance
between pixels bothered me more) but the real problem was that head
tracking was slow. I left the experience feeling very disappointed,
but I imagine technology has been much improved since then.
I'd like to see someone address the interface problem in gaming.
The lack of peripheral vision in conventional first-person games is
a major problem IMO. Using three monitors would certainly help, but
that seems like a high cost for such a benifit.
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