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Omnidirectional Treadmill: The Ultimate FPS Input Device?

MojoKid writes "The concept of gaming accessories may have just been taken to a whole new level. A company called Virtuix is developing the Omni, which is essentially a multidirectional treadmill that its creators call 'a natural motion interface for virtual reality applications.' The company posted a video showing someone playing Team Fortress 2 and using the Omni along with the Oculus Rift virtual reality headset. You can see in the video how much running and movement this fellow performs. With something like the Omni in your living room, you'd likely get into pretty good shape in no time. Instead of Doritos and Mountain Dew, folks might have to start slamming back Power Bars and Gatorade for all night gaming sessions."

72 of 292 comments (clear)

  1. Dream on. by slackware+3.6 · · Score: 5, Insightful

    The whole point of gaming is to sit on your ass and avoid the elements drink caffeine till you shake and eat a dehydrated cow. If I wanted exercise and shooting I'd go play paintball.

    1. Re:Dream on. by jatoo · · Score: 5, Insightful

      I would be far more inclined to have a game on this than to organise paint ball.

      Paint ball involves pre-planning, showering, dressing, leaving the house and worst of all, IRL friends.

      This I can pick up any time.

      Plus, looks like a lot more fun than going to the gym.

    2. Re:Dream on. by Rosco+P.+Coltrane · · Score: 4, Insightful

      Paintball is expensive. Personally, if I want exercise, I go for a bike ride. But if I wanted exercise *AND* shooting (and also the feeling of killing people rather than spraying brightly-colored dyes on their clothes), I'd absolutely LOVE one of these treadmills.

      --
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    3. Re:Dream on. by Anonymous Coward · · Score: 4, Funny

      Pretty sure this would have to involve showering as well. Also, I, at least, prefer IRL friends to screaming 12 year olds.

    4. Re:Dream on. by Apothem · · Score: 4, Insightful

      You forgot to mention the part where you have to deal with getting shot and/or getting hurt while running for cover in the middle of a match. If I couldn't play paintball, this would make for a decent second possibly.

    5. Re:Dream on. by Mobius+Evalon · · Score: 2

      I'm with you on this. There is very little overlap for what is called the "hardcore" market and what is called the "casual" market . The former isn't going to transform into the latter and play Black Ops 2 with an omnidirectional treadmill, and not to mention this will significantly reduce the amount of time per person being invested into these games because you're simply going to be worn the hell out after a match or two. This is not what the developers want.

      From a practical angle, I don't want to run around like this before or after a shift at work, I want to veg out on the sofa in my boxer shorts and move, at most, my arm from the elbow down to reach into the bag of Doritos leaning against my thigh. I also didn't notice any strafing, jumping, or crouching going on, so yet again these gimmicky input devices prove that the keyboard+mouse/controller is still the superior input mechanism. You can see the red team running circles around this guy the entire time.

      --
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    6. Re:Dream on. by mwvdlee · · Score: 5, Funny

      If the guy hates showering, dressing and leaving the house, chances are he likes screaming 12 year olds.

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    7. Re:Dream on. by Anonymous Coward · · Score: 2

      Especially if it came with an octagon to go around it that has airbags on each side at 3 levels so wherever you get shot from that's where you're gettin' an airbag from motherfucker!

    8. Re:Dream on. by Opportunist · · Score: 2

      Well, it does not necessarily involve showering. But please inform me beforehand if you want to show off yours to me. :)

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    9. Re:Dream on. by hairyfeet · · Score: 4, Interesting

      I saw something similar on a future tech show and the problem you are gonna run into is the "puke factor".

      Basically there is an uncanny valley for environments just as there is for bots and when you get beyond a certain point your brain senses that something is "off" about a place and you'll start feeling pukey. The guy trying it on the future show was big into both 3D and FPSes but when they put him in this game, complete with plastic gun that let him aim and fire in game? Within 30 minutes he had to get off because he was getting sick at his stomach, there was enough little things wrong with the computer environment that even though it looked like the latest Call Of Duty realistic shooter it still gave him something akin to vertigo.

      So I have a feeling that unless you dumb down the graphics enough that your brain goes "Bah it is just a game" you are gonna have a lot of folks that did like the reviewer on that show and have to hang onto the walls until the queasy sick feeling goes away. The brain knows its fake when you are just sitting on your ass playing a game, when you integrate movement that is when you start throwing the brain a curveball.

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    10. Re:Dream on. by Anonymous Coward · · Score: 4, Informative

      It has nothing to do with the uncanny valley. The uncanny value is a non-proven theory about how we perceive humanoids.
      What we are talking about here is regular motion sickness. We use a lot of senses to keep track of ourself with regards to the environment. When does thing no longer add up there is a risk of "feeling pukey".
      Dumbing down the graphics is not going to help at all, your eyes will still tell you that you move forward when your sense of balance says that you are not. (And jumping will give conflicting inputs. Focal depth will not correlate with distance and so on.)
      Some people even get this kind of sickness from 3D-movies.
      Dizziness the first couple of times you use it is expected but it should wear off after a couple of times when your brain gets used to it. Otherwise basic motion sickness pills might help.

    11. Re:Dream on. by slim · · Score: 3, Interesting

      Getting shot and the possibility of getting hurt are on the plus side. That's what makes things not-boring.

      This is one of the things I find puzzling about people who enjoy sport and exercise. The active pursuit of pain and discomfort. Paintball: you're likely to get a bruising, painful projectile whack you. Many team sports: an obligation to spend hours in the cold and wet. Cyclists actively prefer hilly routes. And so on.

      Don't get me wrong, I exercise because it's not pleasant finding that going upstairs or running for a bus almost kills you. But enjoying the discomfort? I'll never get it.

    12. Re:Dream on. by kiddygrinder · · Score: 2

      with paintball it's the raising of the stakes people enjoy, much like playing poker with (non casino) chips vs real money.

      --
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    13. Re:Dream on. by kiddygrinder · · Score: 2

      it's not about a superior input mechanism, it's about a more realistic one. playing on one of these things will cripple you compared to a mouse + keyboard or even a controller, but that's not the point. i enjoy a good keyboard/mouse shooter but i'd love to give this + oculus a go at some point, hopefully they put them in some kind of arcade type setting so i don't have to dedicate 2 metres of my game room to expensive future landfill.

      --
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    14. Re:Dream on. by Kilo+Kilo · · Score: 3, Interesting

      Paintball also involves paying more for one day's entertainment than the average cost of a video game, which can be played over and over.

      We all have our hobbies, but once my friends and I all realized how much money we were spending, it wasn't so fun anymore. Also, this activity lets assholes actually shoot at you. There was nothing worse than going to a big game (one of the 24hr scenario ones) and realizing you're surrounded by assholes and your own team has no interests in completing the objectives, they just want to go throw paint around then get back to drinking in the parking lot.

    15. Re:Dream on. by aevan · · Score: 4, Interesting

      Think there is some zennish phrase or such about measuring a man by his enemies or such.
      Pick up a baby out of his crib, typical day. Pick up a baby out of a a burning airplane, hero. It isn't so much the action, but what was overcome to do the action. Stength of will, perseverance, mind over body, face of adversity etc etc etc. From there they glean satisfaction, glory, a sense of accomplishment: I beat that.

      That or they are all just loopy masochists. Either or :P

    16. Re:Dream on. by bleh-of-the-huns · · Score: 2

      I have this problem.. I discovered it on a trip to Universal Studios in Orlando. The regular coasters are fine, but the 3d type sit in a box that moves slowly in front of various monster projector screens made me absolutely want to puke my guts out. Even taking motion sickness meds did not really help.

      The worst offender is the Harry potter ride, which puts you on a flying broom, the video project fast moving motion, including a nose dive sequence where you appear to fly straight down for a few hundred feet, while the entire time your body is stationary but just pointing downwards in chair you are riding...

      That shit fucks with your brain.. maybe I am too old for the new style of rides at the parks these days (late 30's).. Think I will stick to regular coasters and shit.

      --
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    17. Re:Dream on. by cynyr · · Score: 4, Interesting

      I've seen one 3D movie (The hobbit in HFR), and I had to actively work to keep motion sickness and headaches at bay. I like looking at all the detail in the background, and that simply was not do-able in 3D. Also the scene where the fall down the mine-shaft i basically shut my eyes during since I couldn't keep up with the changing focal point.

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    18. Re:Dream on. by kannibal_klown · · Score: 2

      I'm not a huge fan of paintball, though admittedly the last time I played was when I still wore glasses. Which would then fog up along with the goggles making visibility practically impossible. I've had eye surgery since then so that fixes THAT issue, but now I have bad knees so squatting-and-hiding for long periods would no longer be pleasant.

      So with paintball you have the fog-issue, running through the woods (depending on the course / company / etc), worrying about ticks (here in NJ), the pellets can hurt when you get hit, etc. Sure, some people love. But I can't fault anyone for not liking it due to the reasons I listed (and there are probably others).

      As for your showing statement... there's showering and then there's SHOWERING. After a jog or whatever taking a shower is no big deal. But after being covered in mud, grass, possibly ticks, etc... that shower is going to be a longer thing. If for no other reason than checking yourself for ticks. But that's more of a regional thing.

    19. Re:Dream on. by slim · · Score: 2

      I'm glad you said "some people" because I'm pretty certain the endorphin/adrenaline thing is highly variable depending on the individual. I've done a fair amount of running (it seems to be the cheapest form of exercise, with the least travel/preparation/cleanup overhead) and never knowingly experienced an endorphin rush.

      Thanking someone for battering you seems utterly alien; one step away from self-harm. And although you get an endorphin rush from the initial impact, generally a painful bruise outlasts it.

      Sorry, I know millions of people enjoy this stuff. I just feel left out, and tend to over-analyse in a futile effort to crack it. Bottom line is, we all have different physiology and psychology.

    20. Re:Dream on. by GameboyRMH · · Score: 5, Funny

      I always say paintball is like playing an FPS where your character sucks and the force feedback is turned up too high, but the graphics and controls are AMAZING!

      --
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    21. Re:Dream on. by tibit · · Score: 2

      Way to miss the point. "Dumbing down" the graphics is irrelevant. You could be staring at virtual walls covered with checkerboard texture -- stuff that could be rendered in real time decades ago. The problem is that what you see must match what your own inertial/balance system is otherwise measuring (stuff drom your inner ear and proprioception). Doing that part accurately is hard -- this has nothing to do with quality of the graphics, but with quality of the inertial sensors mounted on the head display, and the latency of the rendering chain. If the game has no 6DOF inertial feedback from the head mounted display, it'll always make you feel pukey, there's no way around it that I know of.

      --
      A successful API design takes a mixture of software design and pedagogy.
    22. Re:Dream on. by hairyfeet · · Score: 2

      I wish I could remember the damned name of the show so I could look up the video online, because the reason i said "uncanny valley" is because that is what the programmer called it as he said with the test subjects if they "dumb down" the graphics to Quake 3 levels the testers didn't feel pukey, even with rocket jumping and fast running, but when they cranked it up to a more modern level THAT is when the testers started getting all pukey.

      So maybe there is a minimum quality level that has to be hit before the motion sickness kicks in, maybe its like the programmer said that when you get to a certain level of realism the fact that your senses aren't getting what you would normally get in that situation, such as wind and the heat of the sun, throws the brain enough of a curveball to make you get sick, fuck if I know. all i know is the guy was kicking ass when it was on the big projector and not getting pukey but the same level of the same game with the glasses and treadmill had him green around the gills in under a half an hour.

      Oh and as an interesting little side effect he noted that those with any kind of heart problem or anxiety problems should REALLY not use one, as he said he can play a shooter with shit jumping out all day long and not be phased but with this thing he was getting full "fight or flight" like he really was in combat. 30 minutes in the thing had him completely worn out.

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    23. Re:Dream on. by Anonymous Coward · · Score: 2, Interesting

      Pick up a baby out of his crib, typical day. Pick up a baby out of a a burning airplane, hero.

      Just run into a burning airplane and out again: No hero, despite suffering the exact same pain and danger by doing it.
      Pick up a baby and carry it into a burning airplane: Villain, but still suffering the same pain and danger.

      Picking a baby out of a burning airplane doesn't make you a hero because it hurts, or because it is dangerous. It makes you a hero because you saved the baby that way.

      I don't see how playing Paintball helps anyone.

    24. Re:Dream on. by Yakasha · · Score: 4, Funny

      If the guy hates showering, dressing and leaving the house, chances are he likes screaming 12 year olds.

      I like screaming 12 year olds.

      But I have to leave the house to get them :(

    25. Re:Dream on. by Areyoukiddingme · · Score: 3, Insightful

      playing on one of these things will cripple you compared to a mouse + keyboard or even a controller

      And it can't happen soon enough. Specifically for us network engineers, getting rid of Superman will solve a LOT of problems. An avatar that can run at 70MPH forever, stop in an instant, and turn 180 degrees in a millisecond causes all KINDS of grief while trying to deal with 70ms of internet ping time. When the motion of avatars are tied to physical bodies, with real physical limitations, and the mouse+keyboard and controller crowd are then forced down to real world behavior, a whole lot of internet latency can be concealed.

    26. Re:Dream on. by heathen_01 · · Score: 3, Interesting

      So with paintball you have the fog-issue, running through the woods (depending on the course / company / etc), worrying about ticks (here in NJ), the pellets can hurt when you get hit, etc. Sure, some people love. But I can't fault anyone for not liking it due to the reasons I listed (and there are probably others).

      The costs too. Buy a game once and play it hundreds of times vs going to the paintball place and buy supplies and rent space every time. It's even more expensive if you have to rent equipment.

      They're trying to fix this problem with DRM.

    27. Re:Dream on. by hierophanta · · Score: 2

      im dont even know what you are even arguing anymore & i dont think you do either.

    28. Re:Dream on. by skovnymfe · · Score: 2

      Good thing the world is circle shaped then. Imagine if it was an inside-out circle. Everywhere you'd go would be uphill.

  2. FYI by Anonymous Coward · · Score: 5, Insightful

    Mountain Dew and Doritos are not substantially different, health-wise, from Gatorade and PowerBars.

    1. Re:FYI by ldobehardcore · · Score: 3, Informative

      Just the rough Numbers:

      • Mountain Dew (pepsico) has, per 20oz: 290 kcal, 100mg sodium, 77g sugar, and negligible vitamins and minerals
      • Gatorade Orange (also pepsico) has, per 20oz: 130 kcal, 270mg sodium (electrolytes it's what plants crave!), 34g sugar, 75mg potassium (biologically and chemically very similar to sodium), and negligible vitamins and minerals.
      • Doritos (Frito/Lay) has, per 1 oz: 140 kcal (70 from fat), 8g fat (1g saturated fat), 210mg sodium, 16g carbs (1g from fiber, 0g from sugar), 2g protein, and trace Vitamin A, B, and Thiamin
      • PowerBar Performance Energy Chocolate (Nestle) has, per bar: 240 kcal (30 from fat), 3g fat (1g saturated fat), 200mg sodium, 45g carbs (3g from fiber, 25g from sugar), 8g protein, 70%dv Vitamin C, 25%dv Calcium Iron and B6, 15%dv Thiamin, 10%dv Riboflavin.

      Gatorade and Mountain Dew only differ in sugar concentration. The difference in salt is relatively unimportant. There's a significant difference between powerbars and Doritos. #1 Doritos are much cheaper, #2 powerbars have nutritive value, while Doritoes are edible product and not really food.

      If you ate as much by weight in power bars as people typically do in doritoes, you will be both overfed, and have a pretty bad time on the toilet.

      --
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    2. Re:FYI by B1oodAnge1 · · Score: 5, Insightful

      The difference in salt is relatively unimportant.

      The difference in salt is of primary importance since the purpose of Gatorade is to provide those salts that are lost during the natural process of perspiration.
      You're also ignoring the caffeine present in the Mountain Dew and not in the Gatorade.

      Gatorade is far from the healthiest choice of beverages to be swilling down in large amounts, however it is substantially different nutritionally than Mountain Dew, and your comparison is lacking in my opinion.

      --
      RUGBYRUGBYRUGBY
    3. Re:FYI by Opportunist · · Score: 5, Funny

      As long as they contain the four major food groups (fat, sugar, salt, caffeine) I'm happy.

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    4. Re:FYI by MaskedSlacker · · Score: 2

      The difference in salt is of primary importance since the purpose of Gatorade is to provide those salts that are lost during the natural process of perspiration.

      They may market it that way, but it's not really true. Your body has more than enough salt stored in it to maintain levels over any reasonable period of physical exertion (100 mile races not withstanding) so long as you don't get dehydrated (unless you're on some kind of unusual ultra-low sodium diet when the Gatorade is a major portion of your total salt intake for a long period of time).

    5. Re:FYI by Kilo+Kilo · · Score: 2

      You should be drinking Brawndo if you really care about your performance. It's got electrolytes.

    6. Re:FYI by bleh-of-the-huns · · Score: 3, Interesting

      Gatorade is not really a good option for an active person. It is sickly sweet, and sometimes makes you even more thirsty. As a cyclist who does 100 mile rides, I tend to prefer things like NUUN, which are tablets you mix with water, have only a slight taste to them.

      If I am in a crappy scenario where my only option is gatorade, I will water it down, 50/50 water/gatorade to cut down on the taste.

      Also, Unflavored Eduralytes taste like ass (I had to throw that in there.. even mixes with 50/50 water/gatorade mix.. you end up with Lemon Lime tasking ass)...

      --
      I came, I conquered, I coredumped
  3. Ready Player One by mossy+the+mole · · Score: 3, Interesting
    1. Re:Ready Player One by The+Barking+Dog · · Score: 2

      It's been a long time since I've seen it - came out in 1994, so I'm guessing about that long - but I'm pretty sure they used an omnidirectional treadmill in the movie Disclosure, not that most people remember the VR elements from the movie. Pretty sure Michael Crichton described them in the book, too.

  4. Clever... by gmhowell · · Score: 5, Funny

    You almost had me, but this looks like it could be dangerously close to exercise. Pass.

    --
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    1. Re:Clever... by c0lo · · Score: 2

      You almost had me, but this looks like it could be dangerously close to exercise. Pass.

      This is why I prefer RTS over FPS: no chance for someone to actually come with a Zerg Brood or Dwarf forges simulators.

      --
      Questions raise, answers kill. Raise questions to stay alive.
    2. Re:Clever... by Opportunist · · Score: 2

      Zerg Brood? Easy to simulate, get in on a winter sale at one of the outlet stores, it's a pretty apt emulation.

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  5. Star Trek Holodeck - one more item toward it by erpbridge · · Score: 3, Informative

    This, if any of you remember, is one of the key items of the Star Trek holodeck. The Technical manual showed users on an omnidirectional treadmill (probably using forcefields rather than an actual treadmill), which the holodeck routed to wherever there was space if there were more than one user and they were in different locations of the program.

  6. Twitch Shooters by masterofthumbs · · Score: 2

    Very cool but I would imagine this is much easier to use in games like Battlefield, ARMA, and Day Z where you aren't going to be doing too much close quarters fighting (TF2, Counter Strike, etc.). I can move my mouse faster than I can turn my head. Not to mention, the large maps on those games will definitely give you a nice workout.

  7. What about stairs and ramps? by MaxToTheMax · · Score: 4, Interesting

    Whenever I try to walk on a step that isn't there, or if I misjudge the slope of the ground, I stumble. So should the simulation become to engrossing and you get distracted, you'll end up on your face the first time you try to navigate some uneven virtual terrain and the floor is still level.

  8. Ready Player One by mtb_ogre · · Score: 2

    If you've read the book.... you'd know what I mean.

  9. they may have cracked it. by pbjones · · Score: 2

    anchored inplace while climbing a slippery slope, sounds like most gamers. I hope it works, but the price will doom it to niche markets.

    --
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  10. Now how to fool you inner accelerometer? by Vintermann · · Score: 4, Insightful

    Very cool, but your inner ear is going to break the illusion - just as your retinal muscles are going to remind you that it isn't quite depth you're seeing with that stereoscopic headset.

    Progress of technology - new ways of getting motion sickness!

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    1. Re:Now how to fool you inner accelerometer? by VortexCortex · · Score: 3, Funny

      Very cool, but your inner ear is going to break the illusion - just as your retinal muscles are going to remind you that it isn't quite depth you're seeing with that stereoscopic headset.

      Progress of technology - new ways of getting motion sickness!

      I have it on good authority that the humans won't get motion sickness if they're exposed only to the simulated environment starting at birth...

      /me scrolls down

    2. Re:Now how to fool you inner accelerometer? by am+2k · · Score: 2

      Very cool, but your inner ear is going to break the illusion

      Palmer (the guy behind Oculus Rift) hinted at working on a solution to this problem on the MTBS forums just before the Oculus Rift Kickstarter. Apparently you can fool these sensors with some magnetic fields. The concept is nowhere near commercialization yet, of course.

  11. Re:Slashdot is Dying by muphin · · Score: 2

    There was a report done on Science, that were have discovered so much that its hard to discover new things, same with IT and stuff... i think its reached entropy where there just isnt that much to report on.
    if you want more to report on, stop complaining and do something about it. its easy to complain, harder to do!

    --
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  12. Re:This sounds good... by gigaherz · · Score: 2

    "falling down on the treadmill" -- you obviously didn't even bother to click the link to the article and watch the pictures.

  13. Not really a treadmill by Solandri · · Score: 5, Informative

    Just a slippery surface while wearing slippery shoes. The idea has been around since at least the 1990s.

    Real omnidirectional treadmills exist, first started as a DoD project. You can walk naturally on them, as demonstrated here and here.

    It's still debatable which method is superior or more practical.

    1. Re:Not really a treadmill by johnny+cashed · · Score: 2

      Nice links. They need an omnidirectional treadmill on a Stewart platform, then you can simulate grades. maybe accommodate jumping and rolling.

    2. Re:Not really a treadmill by ikaruga · · Score: 2

      One of the labs in the university I graduated from also specialized in omnitreadmills. I heard they even had model capable of 3D(upstairs/uphill and downstairs/downhill) movements, which they showed on SIGGRAPH a few years ago.

  14. Aiming with your head by RenHoek · · Score: 4, Informative

    The problem is that the guy is carrying a 'gun' but you're still aiming with your head (i.e. the Oculus).

    This has been done better before: http://www.youtube.com/watch?v=nQR49JGySTM

  15. Next generation parents by fph+il+quozientatore · · Score: 5, Funny

    "Timmy, stop slouching off and come play some video games! You need some exercise!"

    --
    My first program:

    Hell Segmentation fault

  16. Vomiting children by TapeCutter · · Score: 2

    The difference in salt is relatively unimportant.

    Unless you really are dehydrated, which is why Gatorade marketing is aimed at "re-hydrating" people who don't know when it's time to sit down and drink some tap water. Doctors were using similar "salt" drinks (in powdered form) to prevent/treat dehydration long before someone put it in a fancy bottle.

    For those who may not know. The first sign of dehydration is muscle aches (usually the legs), people who are running around expect muscle aches in the legs so may miss the warning signs. Sick kids are at a much higher risk of serious dehydration from prolonged bouts of vomiting, if your vomiting child complains about sore legs/arms, give them a "sports drink" with high potassium (or a banana), and take them to a real doctor immediately.

    Disclaimer: IANA real doctor, not even an internet doctor, just a run of the mill grandad who's dealt with his fair share of vomiting children.

    --
    And did you exchange a walk on part in the war for a lead role in a cage? - Pink Floyd.
    1. Re:Vomiting children by tibit · · Score: 2

      Eat a banana :)

      --
      A successful API design takes a mixture of software design and pedagogy.
  17. Missing the point of what a controller is by RogueyWon · · Score: 5, Interesting

    Perhaps one day we'll have Star Trek style holodecks. And that will be great. Until the point - roughly 10 minutes after the first trial - when people realise that if they're really bad at running around doing atheletic stuff in real life, they're also going to be really bad at it on a holodeck like that.

    I think controllers which try to make games more immersive by having them mimic real life activities are (with a few exceptions I'll touch on later) missing the point.

    That isn't to say that games shouldn't try to be immersive and that controllers don't have a role to play in immersion. However, given that in most games, the player is doing things he wouldn't be able to do in real life, simply trying to translate real-life controls into the game isn't going to work. In most genres, the best thing the controls can do is let the player forget that they are there at all. They need to be the most efficient means possible of translating the player's will into the behaviour of his on-screen avatar.

    Every time a player dies (or otherwise fails, depending on genre) in game due to control issues, the immersion is broken. I can think of some really awful examples here, going back decades. Remember Ultima VIII, as it was at launch? Those jumps across the moving platforms, where a mis-step meant death? Remember how you could see precisely what you needed to do to get across, but how the atrocious point and click control inputs made each and every jump an exercise in trial, error and sheer luck? And remember how much it broke the immersion every time you failed - reminded you that you weren't the Avatar exploring a strange land, but a player wrestling with a cumbersome interface and control system? That one was bad enough that they eventually patched it (turning it from "atrocious" to "just about tolerable").

    Or more recently, take the Super Mario Galaxy games. I enjoyed both of these immensely - until the point at which it became necessary to use the spin-jump to make certain jumps. See, "spin jump" was mapped to "waggle the Wii-mote". And "waggle" is not, on a Wii-mote, a precise input. There's actually a good bit of variation in just how much and how hard you need to waggle before the game will accept that, yes, you have waggled (and I can't believe I've just typed that sentence). So all of a sudden you have a precision platformer which is dependant upon a non-precision input. And even though it's only for one single input, each time you rack up an unnecessary death due to that input going wrong, the immersion is broken.

    Or sometimes a game uses a "normal" input device, but because the game adapts itself to that device badly, it still ends up feeling broken. Resident Evil 6 is a case in point here. I've played this on the 360 and the PC and found the 360 version effectively unplayable, due to control issues. I don't normally object to playing shooters on a console controller (though I'd prefer mouse and keyboard), but the shooters in question need to make concessions to the fact that they're being played on a device less suited to precise aim. Actually, many console shooters these days do that well; snap-to aim, relatively generous hitboxes and slow-moving enemies may not always make for the most exciting game mechanics, but they do take a lot of the pain out of playing a shooter on a console controller. Resident Evil 6 makes no such concessions; in a game where only headshots do appreciable damage to enemies, aiming at these tiny, fast bobbing targets on a console controller is nigh impossible and the abiding impression I took away from my 360 version was that my in-game character actually had worse accuracy with a gun than I myself would in real life (which is saying something). After that, playing with mouse and keyboard on the PC was a complete revelation - while the game itself still has flaws, it was an order of magnitude better than the console version. By contrast, the recent Tomb Raider reboot makes such good concessions to aiming on a controller that I played it on PC using a 360 control

    1. Re:Missing the point of what a controller is by jimshatt · · Score: 2
      Just some minor points:

      the player is doing things he wouldn't be able to do in real life

      Unable, or impossible. You see, while I might be able to shoot people in real life, I choose not to. A game like paintball solves this by making sure you can't actually hurt someone (provided bla bla). A computer simulation does the same.

      Some of the solutions that you mention that work for FPSs on consoles would also work for realistic controls like this. If you're bad at something in real life (because you can't jump high enough, for example), then the game can solve this by having you jump a lot higher. Can't aim properly? Snap-to aim! You'd probably have to design your games specifically for this type of input device, so that you don't have to run for hours on end, but can reach everything by walking and teleports and segways and superman-like flight. Realistic input doesn't necessarily mean realistic games.

      It needs to be precise

      If anything, real life is really precise. The precisest!

    2. Re:Missing the point of what a controller is by Anonymous Coward · · Score: 2, Insightful

      However, given that in most games, the player is doing things he wouldn't be able to do in real life, simply trying to translate real-life controls into the game isn't going to work.

      I see that as a plus. I'm sick of FPS multiplayer games where the other players are hopping around like damn rabbits and doing headshots in mid jump. Crap like that is why I no longer play most online multiplayer games.

  18. Power Bars and Gatorade by Racerdude · · Score: 2

    If they eat "Power Bars and Gatorade" while gaming on the treadmill they're still going to be fat... Try water and the occasional banana... or, you know. REAL food

  19. Re:1994 Disclosure by slim · · Score: 2

    There were units very much like this in arcades in the 90s.

    But the headsets were big and heady. The graphics were blocky and laggy. So the craze died back for a while, until the technology caught up.

    Oculus Rift seems to have the graphics more or less cracked. This input device is at least a step in the right direction.

    In the 90s we'd pay £5 for a few minutes playing something like this. I'd pay £20 today for half an hour playing TF2 in this thing.

  20. Re:Slashdot is Dying by BasilBrush · · Score: 2

    It's not the quantity that bothers me. It's the quality. Everyone's talking programmer cliches (unfit, no real life friends) and no one's asking how the 2 dimensional treadmill works.

    So, anyone knows how it works?

  21. Agreed, lean and strafe are missing by twisteddk · · Score: 3, Insightful

    As are kneeling, crawling, zooming, jumping. backpedaling, activating stuff (opening doors etc.) and other functions. I would also venture a guess that rotation gets done a lot quicker on the PC than on a treadmill as I didn't notice the kid moving much more than 40-60 degrees in any direction in a hurry. I'm guessing because the system is slow or inaccurate in response to this type of movement.
    And I'm sure I can "easily" win using these techniques, when fighting someone who hasn't got those options.

    While it may just be a matter of integrating these functions into the controller (possibly in the gun), these are lacking, and often used functions. I also see some limitations in that it would probably be difficult to integrate this into tank/airplane/helo movement, for vehicles, and chutes, ropes, ladders and ziplines in other games. But for a customized game this would be nice. Unfortunately I have seen too many controllers that only support a few games die because they lack the option to be used in other games. Light guns, VR goggles, the 360 orb, the gaming glove and a few others spring to mind (Yes, I have spent far too much cash on gaming, I know)

    I'd love to back the development though, and will definitely sign up for the kickstarter when it goes public. I'd also love to buy one of these eventually.... But I doubt my GF would let me keep it....

    --
    --- To err is human... Am I more human than most ?
  22. Camping by swisscheeseo · · Score: 2

    Camping during a FPS should become much more popular.

  23. Re:why need an input device by moeinvt · · Score: 2

    "if devices like kinect can measure leg [movement]... why need treadmill for input?"

    So you don't run forward 4 feet and crash into the screen?

  24. This is a triumph? by teflonpaladin · · Score: 2

    At least, until you try to play Portal while using it.

    Talk about mixed vestibular cues!

  25. We've had truly immersive FPSes. by bmo · · Score: 2

    Paintball and laser tag for the non-lethal.

    An omni-directional treadmill with a good VR headset with decent resolution is probably more expensive than the equipment for either paintball or laser tag, both of which have the best resolution and "simulation of reality" of all.

    War is the ultimate FPS. But that's the most expensive version of all.

    --
    BMO

    1. Re:We've had truly immersive FPSes. by VorpalRodent · · Score: 3, Insightful

      War is the ultimate FPS. But that's the most expensive version of all.

      Resetting at the end of a match is also significantly more difficult.

      --
      Take it to the limit, everybody to the limit, come on, everybody fhqwhgads.
  26. Re:FYI - Comparisons... by bmo · · Score: 2

    A comparison follows. Power Bar vs a Banana.

    240 kcal (30 from fat) --- A banana has 200. 6.2 calories from fat.
    3g fat (1g saturated fat) --- A banana has 1gram of total fat, Negligible saturated fat.
    200mg sodium --- A banana has 2mg
    45g carbs (3g from fiber, 25g from sugar) --- A banana has 51, 28 from sugars, 6 from fiber, 12 from starch
    8g protein --- A banana has 2.5g
    70%dv Vitamin C --- A banana has 33
    25%dv Calcium Iron and B6 --- A banana has 1% Calcium, 3%Iron, and 41% B6
    15%dv Thiamin --- A banana has 5%
    10%dv Riboflavin. --- A banana has 10%

    A banana is lower cal, lower sodium, nearly equivalent amount of sugars, twice the fiber, a third the fat (and no bad fat), much more B6, same amount of Riboflavin, and a bunch of extras that are good for you, like a quarter of your daily Potassium requirements. While it doesn't have the same amount of Vitamin C, Calcium, and Iron, you can get that from the rest of your diet.

    And the banana is cheaper, by a lot.

    Moar banana stats:

    Amounts Per Selected Serving%DV
    Calories200 (837 kJ)10%
    From Carbohydrate186 (779 kJ)
    From Fat6.2 (26.0 kJ)
    From Protein8.2 (34.3 kJ)

    Carbohydrates
    Amounts Per Selected Serving%DV
    Total Carbohydrate 51.4g 17%
    Dietary Fiber 5.9g23%
    Starch 12.1g
    Sugars 27.5g

    Vitamins
    Amounts Per Selected Serving%DV
    Vitamin A 144IU 3%
    Vitamin C 19.6mg 33%
    Vitamin D~ ~
    Vitamin E (Alpha Tocopherol) 0.2mg 1%
    Vitamin K 1.1 mcg 1%
    Thiamin 0.1mg 5%
    Riboflavin 0.2mg 10%
    Niacin 1.5mg 7%
    Vitamin B 60.8mg 41%
    Folate 45.0mcg 11%
    Vitamin B 120.0mcg 0%
    Pantothenic Acid 0.8mg 8%
    Choline 22.0mg
    Betaine 0.2mg

    Minerals
    Amounts Per Selected Serving%DV
    Calcium 11.3mg 1%
    Iron 0.6mg 3%
    Magnesium 60.8mg 15%
    Phosphorus 49.5mg 5%
    Potassium 806mg 23%
    Sodium 2.3mg 0%
    Zinc 0.3mg 2%
    Copper 0.2mg 9%
    Manganese 0.6mg 30%
    Selenium 2.3mcg 3%

    --
    BMO

    P.S. A banana and a large black coffee is what gets me through cardio.