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Bubblevision!


Bubblevision!

Postby SonicSilicon » May 11, 2001 @ 11:14am

Check this out!<br><br>To think Dan East said that the curving of walls in earlier versions of PocketQuake was a bug, not a feature.~ (Yes, I'm kidding.) Seriously, having true 170 degree Field of View would be a wonderful feature, but from what I've read this implementation is such a hack that it might yield only one frame per second on an iPAQ (that's just a guestimate, but not an unrealistic one.)
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Re: Bubblevision!

Postby Paul » May 11, 2001 @ 11:29am

This is weird, I found this site just this morning! <br><br>I'm gonna try this out tonight, looks amazing.
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Re: Bubblevision!

Postby chuck » May 11, 2001 @ 12:02pm

That's the weirdest looking modification i've ever seen. Hrrmmm.. i think thats cheating though.. gives new meaning to Eyes in the Back of your Head. :)
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Re: Bubblevision!

Postby Moose or Chuck » May 11, 2001 @ 8:03pm

Well if you found that Quake "mod" you've probably seen TexQuake too. That thing kicks ass. Not that it would be playable or anything.
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Re: Bubblevision!

Postby Dan East » May 11, 2001 @ 11:20pm

You can achieve a similar, if not more distorted, effect by increasing the fov (Field Of View) variable.<br><br>Dan East
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Re: Bubblevision!

Postby Paul » May 12, 2001 @ 7:48am

Thats why he made PanQuake, its less distorted
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Re: Bubblevision!

Postby SonicSilicon » May 12, 2001 @ 12:20pm

...that and it allows for a FoV greater than 170 degrees. Personally I found that around the 200 to 240 degree range gives a "natural" view (about as much as you could see in real life, perhaps a little bit more than that.) 150 degrees seems to fill the screen just right.<br><br>About it being a cheat, yeah it could be used as such. Running it at 360-400 degrees with the recently released "transparency cheat" and you would have visual omniscence. *shudder* At least anyone who wants to do that would have a plocky framerate.<br><br>Speaking of plocky framerates, I think fish-eye would work reasonably fast if the geometry was altered, not the rendering surface, but doing so would add a lot more polygons... hmm, no I wonder which would work better.
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Re: Bubblevision!

Postby Warren » May 12, 2001 @ 2:53pm

It's easier to have a really wide screen for 360 degree view, instead of making it all waving and weird.
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Re: Bubblevision!

Postby Moose or Chuck » May 12, 2001 @ 2:54pm

just bust out panoramic monitors, you'd only need like 10-12 14'' monitors wrapped around you desk and an awsome video driver.
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Re: Bubblevision!

Postby SonicSilicon » May 12, 2001 @ 10:56pm

Nah, Chuck, just four screens, like this:<br><br>One each left, right, front, and bellow (projected from above.) If someone could just make a consumer version (i.e. didn't cost a million U.S. dollars) they'd have a stranglehold on the Virtual Reality market. Of course, they'd also need software.
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Re: Bubblevision!

Postby Paul » May 13, 2001 @ 6:53am

I'd prefer to use that big ball thing for vr, cant remember the name at the moment
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Re: Bubblevision!

Postby Moose or Chuck » May 13, 2001 @ 9:39am

mine would look better :P
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Re: Bubblevision!

Postby SonicSilicon » May 13, 2001 @ 11:18am

Your version may look better depending on the point of view, user or stander-by.<br><br>I also saw the bubble concept, which is only that. The C.A.V.E. already exists, in multiple units at that. The major problemwith the spherical (bubble) is that you only have the air inside to breath. I think they are on the right track with the "trackball" method for controling movement.
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Re: Bubblevision!

Postby Moose or Chuck » May 13, 2001 @ 11:19am

youve now confused me, yes they have air to breathe, its kind of important to breath?!
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Re: Bubblevision!

Postby Paul » May 13, 2001 @ 11:40am

the treadmill effect is the same used in holodecks so it seems better than the CAVE, to me. I think they got around that problem but i cant find the site i saw it on now...
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