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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."

33 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 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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    6. 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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    7. 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.

    8. 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.

    9. 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.

    10. 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

    11. 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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    12. 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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    13. 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 :(

    14. 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.

    15. 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.

  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 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)...

      --
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  3. Ready Player One by mossy+the+mole · · Score: 3, Interesting
  4. Clever... by gmhowell · · Score: 5, Funny

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

    --
    Jesus was all right but his disciples were thick and ordinary. -John Lennon
  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. 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.

  7. 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

  8. 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.

  9. 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

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

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

    --
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    Hell Segmentation fault

  11. 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

  12. 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....

    --
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  13. 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.

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