3 ms·
One thing that bothered me about "Clang" from the start is that I was never really convinced that a Kinect-like system couldn't do it better. Per Clang's FAQ,
by beloch 12y ago
One thing that bothered me about "Clang" from the start is that I was never really convinced that a Kinect-like system couldn't do it better. Per Clang's FAQ, their position was that the Kinect had too much latency. The first generation Kinect had a latency of 90 ms and the second generation had a latency of 60 ms. A bad, but not atypical display has a lag of 3-4 frames, so the newer Kinect roughly doubles the lag (or more) of a typical gaming system. Not so good! However, for how long will that remain the case?
Arguably, a better approach would be to work on a low-latency form of Kinect. First, this would provide richer input that includes the players body position in addition to his blade, which could make hit detection more realistic. Second, a Kinect system with lower lag would have more general utility than just playing sword games. e.g. Unarmed combat would be an option too. Additionally, authoring sword combat software for Kinect-like systems would allow you to release something imperfect on existing hardware. It's great to shoot for the stars, but picking off some low-hanging fruit first can help you get there!
Clang controllers used a few methods to give users feedback about hits. Obviously, there was no way to make the controller stop in mid air as though you'd hit a concrete pillar with your sword. However, it could use rumble packs in concert with audio cues to simulate glancing contact with an opponents sword or light cuts to his body. There's no reason a Kinect-compatible stick couldn't include the same sort of feedback.
So what's the next realistic step for advancing the state of video game swordplay? If Clang is open-sourced, it might not be an unrealistic task for somebody to hack up an imperfect Kinect version for people to try out. If Clang "wasn't fun" with it's own controller, it's unlikely a Kinect version that's laggier and lacks haptic feedback will be fun either, but at least it will give people a chance to try it out.
Personally, I think VR displays are the key missing ingredient for swordplay games. Seeing your stick in front of you and a sword mirroring its position on the screen is one thing, but seeing just the video game sword as though it were in your own hands is quite another! VR systems are going to have to work out low lag displays and body position data anyways but, once they do, it will pay well to be positioned to take advantage!
- acgourley 12y agoI agree this could be done with a vision system, but I think you're underestimating the challenge of it. You're proposing they build an experimental < 50ms vision based tracker which would need a high FPS camera and a special coupled processor with novel algorithms and PC drivers which were tuned to rapidly ingest that processed signal. Interfacing with a 6-axis sensor over bluetooth seems way more sane for a project of their scale. I disagree with your second point. The slight fuzziness of kinect and the additional 50ms-80ms of lag is absolutely enough to ruin the game and thus it's not a good test of the other mechanics. To see why, watch this short and enlightening video on why most motion games are not fun: http://www.penny-arcade.com/patv/episode/kinect-disconnect http://www.penny-arcade.com/patv/episode/kinect-disconnect If anything, they should have prototyped it with PS3 Move or Wii+