The FAQ on the Virtuix website [http://www.virtuix.com/frequently-asked-questions/] states that strafing will be possible with the Omni. Assuming that Virtuix isn't lying, then the support for strafing most likely means that the Omni can also support backwards movement as well.Yuuki said:So let me get this straight.
1) You can't jump - demonstrator didn't even try to
2) You can't run backwards - demonstrator didn't attempt this either
3) You can't strafe sideways, something as complex as circle-strafing is definitely out of the question
4) There is just no way this is as responsive as a keyboard/gamepad
5) Most likely costs more than people's kidneys
I get this was just a demonstration, but can someone PLEASE explain to me why people are wetting their pants over such an incredibly primitive control scheme which doesn't let you do shit?
As long as its slightly different.William Dickbringer said:yes but that one was just a demo of the treadmill in this one it combines the 3 things that pushing more immersion (the rift the treadmill mill and the gun someone else was working on)baconsarnie said:Haven't we already seen this setup? With skyrim or something?
Reported here on the escapist, the focus may have been on a different element but i'm sure i've already seen it.
CORRECTION: looking back on the video he use the gun on a crysis warhead video He had a gun controller retrating (maybe they wanted to show it combined with the rift I dunno)
O.T. I really want one so bad
I couldn't agree with you more. Maybe I should clone myself, just so they can agree with you. I can't think of a better way to bring arcades back. And just think! You could combine arcades and gyms!ScruffyMcBalls said:Arcades. For the love of god people, ARCADES! This has no place in a domestic setting, it should be used in motherfunster, asswhoopin', badass as they get ARCADES!
Thats an eay one... Video Game High School.synobal said:Yes but what is going to happen to high school cliques when gamers become the jocks? With their superior hand eye coordination, and amazing stamina and reaction times?josemlopes said:Now its going to be easy to identify gamers
That is only true if you define "gaming" as a strictly limited list of current gameplay genres that demand the kind of "efficiency" that you are requesting here.Yuuki said:Don't get me wrong, VR has some incredible uses - 3D design and CAD artists are fully justified to wet themselves over this because this is the ultimate tool in giving you an idea of the true "scale/depth" of objects and environments, far better than a flat screen could. If you want a new house built you can use VR to take a virtual tour through the rooms, etc.
But gaming? Hahahaha, no. Remember folks, smaller movements = more efficient controls = BETTER.
I think you may be right...baconsarnie said:Haven't we already seen this setup? With skyrim or something?
Reported here on the escapist, the focus may have been on a different element but i'm sure i've already seen it.
We tend to call those soldiers. (= This does look like it'll be more fun than basic training was, though.synobal said:Yes but what is going to happen to high school cliques when gamers become the jocks? With their superior hand eye coordination, and amazing stamina and reaction times?josemlopes said:Now its going to be easy to identify gamers
And even more importantly, how are you going to crouch? Because crouch-jumping is an important aspect of getting around certain maps. Not to mention your sticky or rocket jump will go much higher/further if you crouch jump when blasting your own feet rather than plain jumping.Yuuki said:So let me get this straight.
1) You can't jump - demonstrator didn't even try to
2) You can't run backwards - demonstrator didn't attempt this either
3) You can't strafe sideways, something as complex as circle-strafing is definitely out of the question
4) There is just no way this is as responsive as a keyboard/gamepad
5) Most likely costs more than people's kidneys
It's a step in the right technological direction. Sure it's not practical until it's almost perfect but it's progress. If we can do this today, who knows what we can do in the future? Unlike motion controls, this set-up isn't restricted to the gaming industry so I doubt it's going to be left in a primitive state similar to this. However little this progress may seem to be and however silly it may seem to be, I'm glad it's being done.Yuuki said:So let me get this straight.
1) You can't jump - demonstrator didn't even try to
2) You can't run backwards - demonstrator didn't attempt this either
3) You can't strafe sideways, something as complex as circle-strafing is definitely out of the question
4) There is just no way this is as responsive as a keyboard/gamepad
5) Most likely costs more than people's kidneys
I get this was just a demonstration, but can someone PLEASE explain to me why people are wetting their pants over such an incredibly primitive control scheme which doesn't let you do shit? TF2 was possibly the worst example to use considering how much movement matters in that game.
"Think of the possibilities!" is what people say, conveniently forgetting about how fucking terrible motion controls were (Wii/Kinect/Move) and how quickly the game industry moved on from those.
Don't get me wrong, VR has some incredible uses - 3D design and CAD artists are fully justified to wet themselves over this because this is the ultimate tool in giving you an idea of the true "scale/depth" of objects and environments, far better than a flat screen could. If you want a new house built you can use VR to take a virtual tour through the rooms, etc.
But gaming? Hahahaha, no. Remember folks, smaller movements = more efficient controls = BETTER.
Thank you. After reading so many responses of "oohh man, I'd LOVE to have one of those", I was getting a little disheartened. Your post was a sane voice at last.Yuuki said:So let me get this straight.
1) You can't jump - demonstrator didn't even try to
2) You can't run backwards - demonstrator didn't attempt this either
3) You can't strafe sideways, something as complex as circle-strafing is definitely out of the question
4) There is just no way this is as responsive as a keyboard/gamepad
5) Most likely costs more than people's kidneys
I get this was just a demonstration, but can someone PLEASE explain to me why people are wetting their pants over such an incredibly primitive control scheme which doesn't let you do shit? TF2 was possibly the worst example to use considering how much movement matters in that game.
"Think of the possibilities!" is what people say, conveniently forgetting about how fucking terrible motion controls were (Wii/Kinect/Move) and how quickly the game industry moved on from those.
Don't get me wrong, VR has some incredible uses - 3D design and CAD artists are fully justified to wet themselves over this because this is the ultimate tool in giving you an idea of the true "scale/depth" of objects and environments, far better than a flat screen could. If you want a new house built you can use VR to take a virtual tour through the rooms, etc.
But gaming? Hahahaha, no. Remember folks, smaller movements = more efficient controls = BETTER.
So far I've had a several responses saying that the tool is only a very early step in VR and that's why it's so restrictive, that things will only improve.DiamanteGeeza said:Thank you. After reading so many responses of "oohh man, I'd LOVE to have one of those", I was getting a little disheartened. Your post was a sane voice at last.
VR in gaming = gimmick.
Treadmil thing + VR game = gimmick on a gimmick.
VR makes your gaming experience worse, and now there's a worse and more restrictive way to navigate in the world too. Awesome!
The difference with Guitar Hero and Rock Band is that the peripheral actually made playing the game better. Trying to play any type of fast gameplay on the treadmill will be terrible and, as you point out, exhausting too. Until consoles get their input data directly form your brain, it's hard to imagine a more efficient way of navigating in a gaming world than a joypad.Yuuki said:So far I've had a several responses saying that the tool is only a very early step in VR and that's why it's so restrictive, that things will only improve.DiamanteGeeza said:Thank you. After reading so many responses of "oohh man, I'd LOVE to have one of those", I was getting a little disheartened. Your post was a sane voice at last.
VR in gaming = gimmick.
Treadmil thing + VR game = gimmick on a gimmick.
VR makes your gaming experience worse, and now there's a worse and more restrictive way to navigate in the world too. Awesome!
But my point is that even if you had absolutely perfect 1:1 motion with this thing, even if you could jump/strafe/etc and have perfect accuracy with the gun (or whatever) controller, ultimately it will still not be looked at as a convenient/practical way to play games. Especially for heavier gamers who game on a regular basis for anywhere from 2-4 hours, such a scheme would be an absolute pain for even a VERY healthy/fit gamer to use for more than 30-60 minutes.
Convenience and practicality was probably the last thing on the developers' minds when they were making this thing. Actually throw affordability on that list as well.
On a positive note, I could see the VR Treadmill being a fairly big success in gaming arcades where you will find all the other "gimmicky" (but fun for short periods) games like Dance Dance Revolution...
Superbike racing...
Point-at-screen shooters (Time Crisis anyone?)...
If you think about it, the VR Treadmill and Rift Omni fall into the same category as all the above "control" methods. And people DO own point-at-screen shooters and DDR pads at home, don't get me wrong. Guitar Hero and Rock Band are more examples of "pretend simulations" that work amazingly well.
But they worked because they are AFFORDABLE and CONVENIENT, and I will rip my arms off if the VR Treadmill costs anything less than $500.