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Matrix-Style Bullet Time for Realtime Online Games

gcnaddict writes "Creating a slowdown in time on one end of an online game while maintaining normal speed on another was once one of those impossibilities which should never have happened. However, Finnish researchers have successfully invented a way to replicate a bullet-time-esque scene on one end of a real time multiplayer game without affecting the play speed on the other end(s). Of course, there are some slight issues which may never be resolved, such as when a player may occasionally think they have shot an opponent in a game and is surprised when his target refuses to die..."

7 of 59 comments (clear)

  1. Already been done... by zachriggle · · Score: 2, Interesting

    http://www.specialistsmod.net/

    The game has had bullet-time for quite some time, and only effects players in your immediate area. This allows the rest of the game to go along unhampered by your slow-flying bullets.

    1. Re:Already been done... by thebagel · · Score: 2, Interesting

      Yes - The Specialists is AWESOME. That's all there is to it. But there isn't a port being done to Source, so my question for the more-knowledgable-than-I /. crowd is this - is there a *similar* game for HL: Source in development? Action Source, maybe?

  2. LAG by CyberVenom · · Score: 3, Interesting

    just what we need. European-designer-lag. I get enough matrix-style lag already, thatnk-you-very-much. (If this is more than just smooth lag, somebody please explain it to me because I'm obviously missing something important...)

    On a side note, I had wondered if a space-time distortion bubble could be created in a multiplayer game. Sort of a local bubble of temporarily slowed time, which as the effect wears off, hyper-accelerates to catch up to the rest of the game world. The difference from lag there would be that all player within the bubble would experience the same slow time, and a player entering ot exiting the bubble would pass through an area of distorted time as they transition from one timeframe to the other... not sure what sort of paradoxes would have to be sidestepped to make this work right. any astrophysacists want to step in and take it from here?

    hmmm, I think I just described the Tokyo-Jupiter temporal distortion from Ra-Xaphan...

  3. Player just wont die by MrBigInThePants · · Score: 2, Interesting

    One of the problems with hiding lag is that players cannot tell when lag has effected a kill.Without actually being able to demo it, I think this technique will just increase this confusion.

    Also, the article mentions that lag commonly varies from 10-60ms (i.e. optimistic estimates) and does not mention whether that effects how much bullet time you can have. I would say it is sensible to suggest that less bullet time is available for 10ms people than for 60ms people.

    If this is so, then how well does the system perform when the lag is varying wildly as it is want to do?? Does the play get a fixed lowest estimate for bullet time, or does the player never know how much they will get??

    Is this one of those system they test in a "lab" with a fake lag generator and so forth? Or did they do real world tests??

    I really hate articles that don't mention the important bits....

  4. Re:Found the paper by Cthefuture · · Score: 2, Interesting

    After reading the paper all I can say is "meh"...

    It is just a system for taking out the lag of a game. Something that most online games already do (especially fast games like Quake/UT). This makes it even more disconnected. Something which does not really work all that well in practice. It might be OK in a MMORPG type game since the pace is usually slow and boring anyway.

    This is something that games like UT and Quake try to balance all the time. The "disconnected" (feels smooth but you often can't hit anything; eg. Quake3) versus "sharp" (feels tight and accurate but if you get lag it can be jumpy; eg. Quake2).

    --
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  5. How it could be... by Shazow · · Score: 2, Interesting

    I think what he meant is this:

    There is a a core point where the temporal distortion occurs. The properties: The closer you go to this point, the slower you can move (animation/response-wise). Let's say a radius of 25 meters or so. People at the very centre of it would move at 1/10th speed. People 23 meters away from the centre would move 9/10th speed. People 26 meters away, and beyond, would move 10/10th speed.
    People inside the distortion would see things the same was as people outside of the distortion.

    The benefit of this distortion would be for someone who needs to perform an excessively complicated move (think: fighter game supercombo) and attempting it in slo-mo would be significantly easier.

    Also, perhaps dodging bullets would be beneficial as well. Say you're caught in the middle of an ambush, with fire from every direction, such a distortion would be useful in buying yourself a few more seconds, until your friendly camper sniper can take out the enemies (whose bullet would also slow once it enters the distortion).

    Now, in terms of the hyperspeed-up once the distortion expires -- this is purely for cinematic purposes. Let's say the distortion lasted 10 seconds. We can keep track as to how many [animation] frames each player performed in the distortion (to keep track of how fast you were going). If normal rate is 10 fps, then someone who experienced 1/10th speed would experience 10 frames. Once the distortion is over, let's say we want it to catch up in half the time. That would mean it would have to hyperspeed it up for 5 seconds, at a rate of 100fps.
    Someone who experienced 5/10th speed, would get their hyperspeed at 20 fps.

    This is, indeed, pointless. But it could provide a neat effect.

    Scenario: You're ambushed by 5 gun-toting wankers. You, magically, create a time distortion fields. Gun-toting wankers shoot at you, you dodge for 10 seconds while dealing out the occasional punch, kick and knife stab. 10 seconds are up, your gameplay speeds up x10, while gun-toting wankers try to aim at you at super-high movement speed, you escape -- roadrunner style. Meep meep!

    This could certainly introduce some interesting gameplay.

    - shazow

  6. Since this thread by wakejagr · · Score: 2, Interesting

    has become "this is my idea of how bullet-time should work," this is my idea of how bullet-time should work:

    Player's are either moving "normally" or "quickly" at all times.

    The bullet-time restriction must be very strict : a difficult to get power-up, or a fairly short total time per level/game (a la 60 seconds per race of extra 50 hp to pass in some open-wheel racing tours)

    All players actually move at the same rate (in m/s, or whatever).

    Any player moving quickly cannot be hit by any aimed/directed attack such as a bullet or knife (this is why bullet-time needs to be very limited). Area/detonation damage still applies.

    Any player moving normally sees a blurred representation of quickly moving players that is delayed from where the quick player actually is. Basically, you can react to where he was a second ago, but because he's "moving faster" than you, you have to lead him. Instead of the computer having to worry about prediction models, you get to! Fun!

    When a player transitions from normal to quick, the player's blurred representation increasingly separates from his actual position until it reaches the maximum delay of 1 second (or whatever seems to work best).

    When a player transitions from quick to normal, the player pops instantly from the blurred/delayed position to the actual position. This makes the choice of when you return to normal time as important as the choice of when you start bullet-time. It also allows the "I've run up to you and gotten past your defences and now I'm going to blow your head off" moment.

    Note that neither transition - in fact no part of bullet-time at all - will necessarily appear different to the player transitioning. All bullet-time does as far as the quickly moving player is concerned is make you dodge all the stuff that's about to kill you (and you don't have to try).

    The main disadvantage is, it doesn't have the "wow, cool, everything's moving slow" effect. Oh, well . . ..

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