Main > Lightguns
A new lightgun?
<< < (6/26) > >>
Titchgamer:

--- Quote from: Mike A on June 25, 2018, 04:17:51 am ---Did you ask him if he had his tickets to Tahiti booked yet?

--- End quote ---

Nope he never responded lol
RandyT:
Not trying to be the proverbial "wet blanket", but the concept is not really new.  I believe we have even heard this concept expressed a few times here, and some of the issues brought up were:

Distance required, especially for larger screens.  I.e. how well does it work when dealing with an incomplete trapezoid?

The need to frame the image, in order to provide markers.  Mame provides this ability, and some low complexity images may not need it. But the possible issues are that light will need to be controlled around the screen, some calibration will still be necessary to isolate the image from the background and tell the application about the game being played (resolution, aspect ratio, etc) and the frame could throw off the display for those looking for 1:1 display accuracy.  Some of this could be automated by linking into a database, or Mame itself, but given the number of possible display options, I'd be surprised if calibration wasn't an eventual necessity.

The other concern is that the demos seem to show a pretty strict 90 degree orientation of the gun.  The effects of turning the gun require some more complicated math, and if it's less than perfect, so will be your positioning.

Finally, the way this is done really isn't so different from using a "light bar" as a reference.  It does provide more markers, but the possible downside is, again, the need to see the entire screen (if it's incapable of handling partial references.)     

It's definitely an interesting proof-of-concept, but I still see a number of hurdles which need to be overcome.  The extent to which these will, or can be, is the risk in buying into the idea.

tony.silveira:
i asked hm three questions last night and received a response this morning.

1. how many players
2. how close to screen can you be
3. does it work on old crt screens?

Hi Tony

Thanks for your email.

1) 2 player games are possible as long as the emulator supports it, so Mame definately works.

2) This is all based on the optics in the final product so it's a bit up in the air at the moment. I think you would need to be a minimum of 1.5x the width of the tv back to have any chance of it working, 2x would probably be better for full performance.  If you see my main cover photo based in my living room that gives a good example.  It works perfectly from my sofa but also still works if I lean forward.  My living room is not that big across.

3) Good question, theoretically yes in some cases but untested.  It would definately work on the more modern flat screen CRT.  I think it might have some difficulties on a proper old style curved screen CRT although still might be able to tweak the software to get it working.

Can I ask where you saw my Kickstarter please?  I've refreshed my Kickstarter content last night so you might find that interesting.

Thanks

Andy

Titchgamer:

--- Quote from: RandyT on June 25, 2018, 10:38:24 am ---Not trying to be the proverbial "wet blanket", but the concept is not really new.  I believe we have even heard this concept expressed a few times here, and some of the issues brought up were:

Distance required, especially for larger screens.  I.e. how well does it work when dealing with an incomplete trapezoid?

The need to frame the image, in order to provide markers.  Mame provides this ability, and some low complexity images may not need it. But the possible issues are that light will need to be controlled around the screen, some calibration will still be necessary to isolate the image from the background and tell the application about the game being played (resolution, aspect ratio, etc) and the frame could throw off the display for those looking for 1:1 display accuracy.  Some of this could be automated by linking into a database, or Mame itself, but given the number of possible display options, i'd be surprised if calibration wasn't an eventual necessity.

The other concern is that the demos seem to show a pretty strict 90 degree orientation of the gun.  The effects of turning the gun require some more complicated math, and if it's less than perfect, so will be your positioning.

Finally, the way this is done really isn't so different from using a "light bar" as a reference.  It does provide more markers, but the possible downside is, again, the need to see the entire screen (if it's incapable of handling partial references.)     

It's definitely an interesting proof-of-concept, but I still see a number of hurdles which need to be overcome.  The extent to which these will, or can be, is the risk in buying into the idea.

--- End quote ---

He addressed the sitting position thing in his "how it works video" (Ile link it here now ime on a laptop)

<iframe width="560" height="315" src="https://www.youtube.com/embed/grcGpr_8W9Y" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe>

But yeah its nothing new in theory, I said years ago that something like this could be done with a camera but would need someone with the brains to make it work and it looks like the guy has.
Also a interesting 3D concept.

I think anything that can make light guns relevant again is a good thing, hopefully bring them back without the need for VR.

pbj:
Randy didn't think it up first, so it's crap.  Never change, arcade vendors.

 :applaud:
Navigation
Message Index
Next page
Previous page

Go to full version