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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."

22 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 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

    9. 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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    10. 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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    11. 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 :(

  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 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
    2. 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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  3. 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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  4. 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.

  5. 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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  6. 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.

  7. 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

  8. 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

  9. 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