Virtual Controller

The goal is to provide users with the ability to play 3D games already on the market, with an immersive interface on head mounted displays.

This idea was already in process of development by Virtusphere, Inc. On the Internet you can find many developments of enthusiasts, allowing players accustomed to playing on consoles to use familiar gamepads for playing the games on PCs. These controllers with the developed software replace standard control on the PC: mouse and keyboard signals for players familiar with the game controllers. This approach can be made versatile. This virtual controller could potentially ┬ábe played by anything on anything. It will especially be possible to use orientation sensors and head mounted displays to play with the immersive interface being inside a game environment. Virtual controllers could take the data from the sensors and replace the ┬ámouse signals to turn the avatar’s field of view in 3D games the PC. The same controller can potentially be compiled for video game consoles by licensed developers for console applications.

Our goal – To develop the first version of the virtual controller that allows to take data from the orientation sensors of HMD to the control existing in 3D games on the PC. This data via calibrated coefficients will replace the keyboard and mouse signals used for game control. We are planning to open source codes of the software to allow the interested community to continue the development. For ordinary users a virtual controller will soon be available for download and testing on their favorite games.

If the console manufacturers and publishers attended universal inner interface, there would be no need for a virtual controller and would have won customers and the game market as a whole. But proprietary interface allows manufacturers to make additional profits from monopoly sales of the devices with a proprietary interface. Consoles on the market are serious competition and it is unlikely manufacturers will negotiate with each other about the technical standards. Rather, it can happen and will happen on the part of content publishers and developers. Not sure what some of the big players will attend to the discussion of these standards. Likely some developers embed universal interfaces that allow to play games with regular gamepads, but also via orientation sensors. As a result, hopefully they will see positive market feedback in the form of significant additional sales. In fact, a strong movement has already begun on playing games on smart phones and tablets, which carry a variety of sensors, and the most important one for gaming orientation sensor. And given the fact that the major publishers are actively involved in the fight for this growing market games on tablets and computers, they cannot get past this problem. They began to support some games orientation sensors based on gyroscopes. And they will continue to be forced to be (interested) to enable this support by default for games on PC and consoles. They do almost no cost, and they will benefit from compatibility with the emerging mass market type of virtual helmets as Oculus or 360specs, cross-platform use of devices such as Kinect and similar devices, the new type of devices such as Leapmotion.

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