[HN Gopher] Tilt-5 Was Magical
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       Tilt-5 Was Magical
        
       Author : jpm_sd
       Score  : 131 points
       Date   : 2021-11-23 13:15 UTC (9 hours ago)
        
 (HTM) web link (kguttag.com)
 (TXT) w3m dump (kguttag.com)
        
       | ChuckMcM wrote:
       | Disclosure, I have done some consulting for Tilt-5.
       | 
       | I really don't think people appreciate the technology of a retro
       | reflective game surface and individual viewers. The concept that
       | everyone gets to look at the game board from their own
       | perspective is simultaneously "of course" and completely
       | unintuitive to folks who are thinking "computer game." I am not
       | sure why this is but so often the comment from people who see the
       | glasses for the first time is "Wow! I really didn't know what to
       | expect I guess, this is AMAZING!"
       | 
       | After it is out there, and people have them in their hands, I
       | expect WoC to wake up and say "Holy crap, we could do MtG
       | tournaments with this without renting a venue." And I give Jeri a
       | lot of credit for holding on to her vision of AR on game boards.
       | That got out of her control at CastAR but here I think it is
       | going to ship as envisioned and be marvelous.
        
         | treis wrote:
         | The problem with hidden state is interacting with hidden state.
         | Like if we're playing battleship the partition blocks you from
         | seeing where I place my ships. But with a filtered display you
         | can see where I move my hand and know there's a ship there. In
         | short, hidden state requires hidden interaction which means
         | some sort of controller.
         | 
         | At that point we might as well be playing video games on
         | separate screens.
         | 
         | I think what we want is better board games. Which means
         | cooperative play in a large world. Or maybe cool graphics. Or
         | maybe the convenience of not having to buy/store physical
         | games.
        
           | gumby wrote:
           | There is a controller. Unfortunately they haven't yet revived
           | the demo we did at CastAR where you reached out and
           | manipulated real physical objects in the game. I have a video
           | of that somewhere.
        
           | ChuckMcM wrote:
           | So excellent idea. Consider that the players are in different
           | rooms/places potentially thousands of miles apart. You look
           | down at a patch of ocean with your ships arrayed and floating
           | as if at anchor. Using the wand, you move over the game board
           | and a light grid it superimposed on the surface of the ocean.
           | As you reach a grid you suspect might have a ship or boat you
           | click the wand trigger. A projectile come in from off screen
           | and either you see a splash in the ocean or an explosion.
           | With some debris around it. You repeat with the grid square
           | next to it and another explosion and then a flaming patrol
           | boat visualizes and sinks before your eyes.
           | 
           | Meanwhile when your opponent moves, in your array of ships
           | you see the ocean splash as they take shots that don't hit
           | your ships, and when they do, your ship begins to burn and
           | flame. Eventually they get enough hits that the ship will
           | sink. At that point both you and you opponent get to watch it
           | sink.
           | 
           | You cannot see your opponent or their hands so that state is
           | always hidden.
        
             | treis wrote:
             | How is that better than playing on a tablet?
        
               | pavon wrote:
               | The same reasons that playing in VR is better than on a
               | monitor. But then one would question why this is better
               | than VR. If all the players are physically separate and
               | movement of physical pieces is limited (because all the
               | opponent pieces are now virtual) you lose much of the
               | benefit of AR.
               | 
               | This device is really best suited for people playing
               | together in person (with online play a nice alternative,
               | but not a primary target). As such I think a better
               | example of the sort of hidden state it would work well
               | with is Stratego. In that game the full board is visible
               | to everyone but the identity of the individual playing
               | pieces are not.
               | 
               | There are many other things you could do with hidden
               | state, like show the stats of all your pieces floating
               | above them, but not those of the opponents. Or show
               | terrain of the board where your pieces have visited to
               | you, but not to your opponents (who have to guess by your
               | motions). It doesn't need to be completely hidden -
               | partial knowledge or fog-of-war can make for interesting
               | game dynamics as well.
        
             | jacobolus wrote:
             | If closely mimicking physical Battleship (or similar games
             | that hide state by physical occlusion) is important, you
             | could add a 2-retroreflective-sided board vertically in the
             | middle to block each player's view of the other's hands.
             | 
             | But a software game has many other possible mechanics that
             | don't work with a physical plastic board and pegs, so more
             | likely people will just modify the game so that seeing
             | someone's hand motions doesn't reveal hidden state.
        
       | kingcharles wrote:
       | Magic! That was the same feeling I had when I saw my first
       | autostereoscopic display in about 1997 playing some DOOM-like
       | game. I ACTUALLY LOOKED BEHIND THE DISPLAY LIKE I WAS A CAVEMAN
       | TRYING TO FIGURE OUT HOW THE LITTLE PEOPLE GOT INSIDE THE BOX.
       | O_O
        
       | invisible wrote:
       | So excited to have backed this myself. It's been...a long time
       | coming. Not just from this kickstarter, but a past kickstarter.
       | 
       | The craziest part is that this is what it can do _before many
       | people even have it in their hands_. The potential for this tech
       | (outside of gaming even) is pretty far-reaching.
       | 
       | So glad that Jeri was able to get this thing to fruition this go-
       | around amid the pandemic and all of the logistic problems that
       | has created for creating new tech.
        
       | nraynaud wrote:
       | As an anecdote, the CEO of tilt five wrote the guidance software
       | for the Astra rocket that went sideways when an engine quit upon
       | takeoff.
        
         | wumpus wrote:
         | That's how I remember the story, too, but I ran into Jeri at a
         | conference a couple of weeks ago and she said she actually did
         | the telemetry system. Which is also amazing.
        
           | nraynaud wrote:
           | oops, sorry for the misinformation
        
         | sterlind wrote:
         | That was an amazing demo of Astra's guidance, in a positive
         | way. Scott Manley did a video on it. Once the engine quit, the
         | rest of the engines had to be vectored completely over to keep
         | the rocket pointed up. And it did! If guidance hadn't been so
         | adaptive, the rocket would have nosedived and blown up on the
         | launch pad.
        
         | [deleted]
        
       | ksec wrote:
       | Copied From michaelbuckbee [1]
       | 
       | Ellsworth is a personal hero of mine - incredibly smart, wildly
       | talented and has a real vision for this space.
       | 
       | All that being said, it's a nightmare of a space which is why I
       | don't think there's been a big funding event for Tilt5.
       | 
       | "Meta View" was an AR company that raised $75mil, had a star
       | studded list of VR/AR technology folks, only ever shipped a
       | couple thousand units and now is defunct.
       | 
       | Magic Leap raised $3.5 Billion and now has given up on shipping a
       | consumer device (Enterprise only).
       | 
       | Microsoft's Hololens exited consumer applications even earlier,
       | enterprise only.
       | 
       | Oculus Quest is the most successful consumer VR tech (about 5
       | million sold) but it's really unclear if they're anywhere close
       | to turning a profit and they've spent tons to try and jump start
       | game developers in VR.
       | 
       | Tilt5 would require from the ground up games to be made, large
       | volumes of orders/units to be profitable and even if all that
       | came together could still be kneecapped by chip shortages and
       | supply chain issues.
       | 
       | [1] https://news.ycombinator.com/item?id=29322696
        
       | k__ wrote:
       | I think, AR like this is the future of gaming.
       | 
       | VR is a cool idea, but it falls short on so many levels. It looks
       | cool to go into a space that isn't there, but you always have
       | issues with the mismatch of your surroundings and the VR world.
       | 
       | Playing Xing, and the recent Myst remake is awesome on desktop,
       | but very tiresome on VR. The haptics are obviously not there and
       | either you can't really walk where you need to go or you
       | "teleport" around which feels strange. Overall its tiring
       | mentally and physically.
        
         | taeric wrote:
         | This cracks me up. I don't think you are wrong, but I also
         | remember not liking the original myst, thinking it was mainly a
         | gimmick for cdrom drives.
         | 
         | So, not being wrong doesn't necessarily mean you are right.
         | There is a chance the vr world lights up. Hard to really say.
        
           | Causality1 wrote:
           | As someone whose VR headset has been collecting dust for a
           | year, I think the key is movement. Moving in VR just sucks.
           | Either you teleport around which is disorienting or you slide
           | with a stick which is nauseating. All my favorite VR
           | experiences didn't require me to move further than my play
           | area. If someone comes up with a cheap omnidirectional
           | treadmill or something just as good it'll blow the market
           | wide open. Until then, almost everything is more fun on a
           | normal screen than in VR.
        
             | soylentcola wrote:
             | I found seated "sims" or games like Elite were fine for me,
             | but anything that tried to replicate the FPS-style running
             | around was a no-go. I guess it's even better in those
             | arcade-style setups with moving seats to help replicate the
             | feeling of movement and position seen with the eyes, but
             | that's even more complicated than treadmills and such.
             | 
             | I think that for VR, the trick is to stick to experiences
             | where your POV matches your meat-space position. Trying to
             | shoehorn the conventions of flat-panel games into 3d VR
             | either requires a lot of increasingly complex sim stuff or
             | is just always gonna give you that mismatch between what
             | you see and what you feel.
             | 
             | In that sense, I agree that AR is probably a lot more
             | doable if you intend to be walking/running around.
        
         | danielvaughn wrote:
         | And the motion sickness, ugh. I'm not prone to motion sickness,
         | but for some reason the subtle delays really affect me. I don't
         | quite feel sick necessarily, but if I do VR for about 10
         | minutes, I feel just kinda _off_ for about 3-5 hours
         | afterwards. It 's not a good feeling.
         | 
         | I honestly don't really think it will become a household thing
         | until they develop black-mirror-type contact lenses.
        
           | roywiggins wrote:
           | I am _somewhat_ prone to it, and I got seasick for about 12
           | hours from 30 minutes of sedate VR once. Eventually I
           | realized what I needed to do was go outside and walk around
           | to reset things. I haven 't had anything that bad since-
           | spending a bit more time in VR helps a _lot_ - but it's not
           | like I can just hand someone a headset and tell them to try
           | it for more than a couple minutes without risking ruining
           | their day.
        
       | Karliss wrote:
       | Do any of current VR headsets do reprojection within headset
       | independently from the game framerate similar to what tilt-5
       | does? I would expect it to help a lot with minimizing any delays
       | and thus reducing motion sickness. Shouldn't it work even better
       | with VR since most objects are further away from eyes compared to
       | virtual tabletop thus smaller change in shape of them when doing
       | minor head movements?
       | 
       | I can think of two potential problems with VR reprojection that
       | don't affect tilt-5 as much. Virtual tabletop rendered by most
       | tilt-5 applications is closer to being flat surface which can be
       | reprojected perfectly (ignoring pixel density). There is no
       | rendered content to draw on the edges of screen when turning the
       | head left or right, in case of tilt-5 unless your head is very
       | close to the board nothing is rendered on the edges of FOV anyway
       | since the board is in the middle of it. Might not be too much of
       | problem since FOV edges need less details. Simply fading black or
       | generating filler based on edge colors similar to TVs with
       | ambilight might be good enough. There is also an option to render
       | slightly wider FOV to give some buffer area if it means that
       | hitting high framerate isn't as critical.
        
         | bencoder wrote:
         | Yes, all of the headsets do some form of reprojection if frames
         | are not generated fast enough, or to account for the latency
         | between generation and display.
         | 
         | If you turn your head fast you'll see black at the edges where
         | it's not caught up
        
       | Taywee wrote:
       | I would love to work something like this into my D&D sessions.
       | Looks amazing.
        
       | vanderZwan wrote:
       | Could we put the reflector on a wall, blow it up, and use it as a
       | window with virtual screens behind it to create a "multi-monitor"
       | set-up like others are trying out in VR right now? Or do the
       | tracking markers have a limitation in how big a rectangle they
       | can follow?
        
         | nraynaud wrote:
         | I wanted to do that for CAD modelling if the glasses can be
         | worn all day long. Look a the display for normal things, and
         | look at the reflective panel for 3D things. I guess game
         | developers could be interested too.
        
         | VikingCoder wrote:
         | > The resolution is a modest 1280 by 720p
         | 
         | > It has a 110-degree field of view
         | 
         | With that big of a field of view, and that low of a resolution,
         | I don't think you'd be happy with reading text. But I'm just
         | guessing.
        
           | mdp2021 wrote:
           | 1280x720 AR eyeset can be good to excellent for reading text
           | (I do it often).
           | 
           | But, the comfort is around a dozen lines (or less) per
           | screen...
        
           | vanderZwan wrote:
           | That only applies to projection cone + pixels on the glasses.
           | It's not how it necessarily translates to "effective"
           | resolution on the wall when moving your head.
           | 
           | I mean, I don't typically read with the corner of my eye. The
           | eye saccades are relatively central.
        
         | kguttag wrote:
         | As others have said, that is probably not the best use of
         | Tilt-5's technology. No matter how you move your head, it is
         | still 1280x768 pixels spread over 110 degrees.
         | 
         | Doing a little math, that is only about 13 pixels per degree or
         | 4.5 arcminute/pixel. Typical VR headsets are about 30
         | pixels/degree (2-arcminutes per pixel. For optical text reading
         | like with a computer monitor, I consider 40 pixels/degree
         | (1.5arcminutes/pixel) the bare minimum.
         | 
         | There is also some scintillation from the beaded screen. Not
         | terrible, but enough that it would not be good for text. So
         | even if the resolution was higher (which is possible with this
         | technology), I'm still not sure it would be good as a computer
         | monitor.
         | 
         | The case where it works best seems to be in "tabletop"
         | applications, and it behaves best when the viewer is about 45
         | degrees to the surface. Business and military applications for
         | things such as "sand tables" also fit this model.
        
       | Fnoord wrote:
       | This would be a cool way to play a virtual version of M:tG or
       | Hearthstone. Or Netrunner or Slay the Spire. Or Warhammer
       | (Quest). Etc etc. Especially during a pandemic. But one can also
       | already play RPGs where you have to use your imagination instead.
       | Then _you_ are the VR /AR.
        
       | sparsely wrote:
       | I didn't realise how precise the reflections from retro-
       | reflective materials were. I'd always just thought they were for
       | high vis gear, cool to see such a creative use for them here!
        
         | rkangel wrote:
         | It's taken me a moment to think things through, but they only
         | need to be precise enough to get back to the relevant user and
         | not the one 90 degrees round the table.
         | 
         | The precision that's important is the projector. You project
         | the top left 'pixel' to the top left of the board, it retro
         | reflects back in your general direction _from the top left of
         | the board_. Same for bottom right and all the other pixels.
         | 
         | I presume the better the retro-reflectivity the more efficient
         | the system is (because less light is wasted going to places
         | that aren't your eye), but it only needs to be 90 degree ish
         | good enough for selectivity
        
           | ajayyy wrote:
           | There is a different image per eye, so much more precise than
           | that
        
             | rkangel wrote:
             | If you read the article, the retro-reflectivity is not used
             | to separate left and right eye images. Two different
             | projections with different polarisations are done, and then
             | filtered into the correct eyes. See the section "Left and
             | Right Eye Stereo Polarization" under "A little of the
             | physics".
        
             | PaulHoule wrote:
             | You don't need perfect separation to get a good stereo
             | effect.
             | 
             | My son bought a pack of red-blue 3d glasses and we were
             | looking at anaglyphic images online and enjoying them even
             | though the images weren't perfectly clean.
             | 
             | In 3-d movies (Toy Story 3d) there are places where an
             | isolated really bright object shows through cross channels
             | and there some double imaging but it doesn't break the 3d.
             | 
             | These work for most people
             | 
             | https://en.wikipedia.org/wiki/Magic_Eye
             | 
             | and the channels aren't separated at all, your brain are
             | doing it all out of desperation for closure. (Blood in the
             | Gutter!)
        
               | aidenn0 wrote:
               | Crosstalk can cause nausea and headaches in some people,
               | just like VAC and motion lag.
               | 
               | That being said, circular polarization off of a retro
               | reflective screen is one of the two state of the art ways
               | of doing step stereo 3d: if you saw Avatar in a modern
               | theater, there's a good chance that was used, so
               | crosstalk should be minimal and much better than with an
               | anaglyph.
               | 
               | [edit]
               | 
               | I should also note that circular polarization is
               | different from the linear polarization that was used e.g.
               | in Disney attractions in the '90s (and thus still used in
               | some of the older attractions). With linear polarization
               | if you tilt your head 45 degrees to one side or the other
               | you will get an even mix of the L/R channels in each eye.
               | Circular polarization does not have that issue.
               | 
               | Though it seems to me with the projector originating from
               | the same plane as the glasses, circular polarization
               | would be redundant. I'm sure the engineers there know
               | more than someone who dropped out of physics after
               | flunking the optics lab though :)
        
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