Zero Latency creates a free-roaming wireless multiplayer VR experience
The Oculus Rift headset may be making waves around the tech sphere and zeroing in on a takeover of home entertainment, but to really experience immersion, the Melbourne-based startup aims to prove you need to add full-body motion tracking and a big space that players can move around in. The game is locked at a smooth 60 frames per second, with no noticeable latency (delay between your real-world action and its in-game representation). The version I tried earlier this month lacks full-body tracking, rendering you instead as a floating head with a similarly floating gun, due to processing limitations (accurate motion capture technology capable of running fast enough for the needs of Inversion VR remains prohibitively expensive).
Zero Latencys Inversion VR system includes a custom-built backpack which untethers the Oculus Rift headset and headphones from the main PC, while an array of cameras locate and track your body and a plastic gun as you walk, run, crouch, jump, scream, shoot, and hide from zombies in an actual 50 sq m (540 sq ft) space thats mapped to the in-game environment or rather many in-game environments, as they can switch the virtual scene on the fly.
This system looks pretty incredible. I can’t wait to get my hands on it.