{"id":213583,"date":"2017-03-06T01:31:13","date_gmt":"2017-03-06T06:31:13","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/zero-latency-2-0-new-levels-in-virtual-reality-gizmodo-australia.php"},"modified":"2017-03-06T01:31:13","modified_gmt":"2017-03-06T06:31:13","slug":"zero-latency-2-0-new-levels-in-virtual-reality-gizmodo-australia","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/zero-latency-2-0-new-levels-in-virtual-reality-gizmodo-australia.php","title":{"rendered":"Zero Latency 2.0: New Levels In Virtual Reality &#8211; Gizmodo Australia"},"content":{"rendered":"<p><p>    When I tried it     in mid-2015, I was blown away by Zero Latency's immersive    virtual reality  completely wireless, free roaming,    warehouse-sized VR, built in Melbourne.  <\/p>\n<p>    Almost two years on, the fundamentals are the same, but the    Zero Latency experience is more refined than it has    ever been. And that means new things are possible.  <\/p>\n<p>        My hands are sweaty. The gun I'm holding is heavy. I'm        stressed already. I feel like I've been running for hours.        \"Where are they?\" \"I don't know...\"      <\/p>\n<p>                Read more      <\/p>\n<p>    A lot has changed since I walked in the doors of Zero Latency's    warehouse space in North Melbourne a little more than     a year and a half ago. Where five or six PCs once sat in a    corner, with floorspace to spare  enough for a generous    boardroom table  trestle tables are lined up from wall to wall    with PCs and monitors, with staff behind them busily working.    Upstairs, an area that was previously storage has become    another hub of computers and programmers. There's not enough    room. There's not enough space.  <\/p>\n<p>    What has changed most behind the scenes is the office's    bustling activity  it's intense now, because Zero    Latency is no longer just a backyard operation. It's    international, with warehouse-sized free-roaming virtual    reality spaces in Tokyo, Madrid and Orlando. The Australian    operation is growing, and the team is growing with it too. A    new warehouse and office in Melbourne is in the works.  <\/p>\n<p>    That the company's first office is literally bursting at the    seams with coders and operations staff is an apt metaphor for    Zero Latency's meteoric rise  in barely a year  from a bold    idea to a proven formula.  <\/p>\n<p>    Zero Latency's first experience used the entirety of its    warehouse-sized free roaming area, but there was never a point    where players would have the opportunity to move from one side    to the other unimpeded in-game. If anything, the warehouse size    was too large for the level design of the VR missions    the company put together. In reality, a space half the size can    be every bit as effective  without players even noticing a    difference between the two.  <\/p>\n<p>    Since August 2015, Zero Latency has opened free-roam spaces in    Tokyo, Japan at the Joypolis    amusement park. In Madrid, Spain.    In Orlando, Florida as V-Play    Reality. The company that started in a Melbourne warehouse    has expanded to three new continents.  <\/p>\n<p>    New spaces that the company is expanding into internationally,    it's found, are generally around 200 square feet in size rather    than the nearly 400 of the North Melbourne warehouse. It's had    to adapt its games to suit those new requirements, but it's a    challenge the team has clearly risen to with its three new    titles.  <\/p>\n<p>    That's a significantly smaller play area, but it never feels    like you're confined to one location  both tricks of gameplay    and level design, like in-game elevators to re-orient players    in the opposite direction, and the complete escapism of virtual    reality, both contribute to a complete loss of the sense of    where you are in the outside world.  <\/p>\n<p>    The hardware that Zero Latency uses is more mature in 2017 than    it was two years ago. Because each player necessarily has to    have their own self-contained VR apparatus to build the game    world around them, a backpack with an Alienware gaming PC and    hot-swappable battery packs is the heart  but that heart has    become much smaller and more energy efficient. Zero Latency has    swapped out its deprecated Oculus Rifts  previously    development versions of the headset, now impossible to find     for Razer's OSVR HDK2,    and a matching Razer surround-sound headset.  <\/p>\n<p>    Zero Latency's in-house-developed gun has been overhauled, too.    It still uses the tried-and-tested PlayStation Move controller    to appear accurately and realistically in players' hands in the    in-game world, but the design has been redesigned to be more    comfortable to use for longer periods and easier to interact    with with the barrier of a VR headset in front of the wearer's    eyes. The 'Blackbird', as the team calls the new rifle, looks    more sci-fi than spec-ops, and it's better suited to the more    diverse games that the company has developed.  <\/p>\n<p>    Because the hardware is newer, it's more powerful despite being    smaller and lighter. The custom VR backpack  built for Zero    Latency by an Australian military supplier  has enough    graphical grunt to power games that look better and run more    smoothly than the first iteration of Zero Latency's    Outbreak. The gun's size and weight remains hefty, but    it's appropriate for how real the team wants it to    feel. The whole experience is more refined.  <\/p>\n<p>    Zero Latency is introducing three new games as part of its    first big overhaul. The first is Singularity, a sci-fi    corridor shooter that feels equal parts Aliens and    System Shock. In it, you and your team are tasked with    shutting down the rogue AI on the space station you find    yourselves on, surviving wave after wave of computer-controlled    robot attacks both from a distance and up close. It's the most    similar in level design to Zero Latency's first mission    experience, with tight corners and jump-out scares that make    for a constant battle.  <\/p>\n<p>    The now-classic zombie Survival mode returns, too, but    it's been overhauled massively since the undead mission that    Zero Latency launched with in 2015. Now, players spend 12    minutes surviving against hordes of zombies, building    barricades and dispatching enemies large and small before any    surviving team members are extracted at the end of the    countdown. It's intense, physical and sweaty work  it feels    like a much longer game in VR than it does in IRL minutes, and    the stress of being attacked up close by a horde of zombies is    real. This one is for the adrenaline junkies.  <\/p>\n<p>    But it's the third game mode that's the largest departure from    existing form for Zero Latency veterans, and also the most    interesting. Engineerium doesn't use weapons, so    players have their hands free. It's a physics puzzler, asking    teams to explore a floating stone maze. Despite having their    feet on terra firma, virtual reality means players    walk on ceilings and through spiraling gravity-defying courses.    It has soft lilting ambient music, too  a point of contention    in VR development  that lends a sense of escapism and wonder    to the already fantastical ancient Egypt meets Alice in    Wonderland environment that players wander around.  <\/p>\n<p>    Zero Latency's new Singularity and Survival missions are open    to the public as of today, and Engineerium will launch next    week. Tickets are the same $88 price per person as the    experience launched with in 2015, and that gets you anywhere    between 45 minutes and 60 minutes in-game. That might sound    like a short time, but when you're in VR, holding a rifle to    your shoulder and blasting away at androids or zombies, it's    more than enough.  <\/p>\n<p>            Please log in or register to gain access to this            feature.          <\/p>\n<p>          Logan comes out today, finishing Wolverine's story with a          film that has the potential to redefine what a superhero          movie can be. I went along to a screening with Gizmodo's          Amanda Yeo, and after chewing over our thoughts for a          couple of days we sat down for a conversation about it.          Here's what we think of Marvel's Logan.        <\/p>\n<p>          Supplies of Nintendo's latest console, the Switch, are          extremely limited at the moment and most people aren't          lucky to have one. But some who have managed to get their          gamer mitts on the coveted item are finding dead pixels          on the screen. Nintendo's solution? Just don't consider          it a defect.        <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the original here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.gizmodo.com.au\/2017\/03\/zero-latency-2-0-new-levels-in-virtual-reality\/\" title=\"Zero Latency 2.0: New Levels In Virtual Reality - Gizmodo Australia\">Zero Latency 2.0: New Levels In Virtual Reality - Gizmodo Australia<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> When I tried it in mid-2015, I was blown away by Zero Latency's immersive virtual reality completely wireless, free roaming, warehouse-sized VR, built in Melbourne. Almost two years on, the fundamentals are the same, but the Zero Latency experience is more refined than it has ever been.  <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/zero-latency-2-0-new-levels-in-virtual-reality-gizmodo-australia.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[431592],"tags":[],"class_list":["post-213583","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/213583"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=213583"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/213583\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=213583"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=213583"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=213583"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}