Matrix-Style Bullet Time for Realtime Online Games 59
gcnaddict writes "Creating a slowdown in time on one end of an online game while maintaining normal speed on another was once one of those impossibilities which should never have happened. However, Finnish researchers have successfully invented a way to replicate a bullet-time-esque scene on one end of a real time multiplayer game without affecting the play speed on the other end(s). Of course, there are some slight issues which may never be resolved, such as when a player may occasionally think they have shot an opponent in a game and is surprised when his target refuses to die..."
Head Hurts (Score:5, Funny)
Already been done... (Score:2, Interesting)
The game has had bullet-time for quite some time, and only effects players in your immediate area. This allows the rest of the game to go along unhampered by your slow-flying bullets.
Re:Already been done... (Score:2, Interesting)
Re:Already been done... (Score:1)
Oh, really? (Score:5, Funny)
Re:Oh, really? (Score:1)
LAG (Score:4, Interesting)
On a side note, I had wondered if a space-time distortion bubble could be created in a multiplayer game. Sort of a local bubble of temporarily slowed time, which as the effect wears off, hyper-accelerates to catch up to the rest of the game world. The difference from lag there would be that all player within the bubble would experience the same slow time, and a player entering ot exiting the bubble would pass through an area of distorted time as they transition from one timeframe to the other... not sure what sort of paradoxes would have to be sidestepped to make this work right. any astrophysacists want to step in and take it from here?
hmmm, I think I just described the Tokyo-Jupiter temporal distortion from Ra-Xaphan...
Re:LAG (Score:2)
a) Pointless
or:
b) Impossible
It is hard to visualise but human players both in AND outside the bubble would see slow motion avatars in the bubble and normal speed avatars outside. Just because your avatar is in slow mo does not mean the person behind the keyboard controlling it is!?
If you try to do it the other way, you will find it is impossible. The inside the bubble players think t
How it could be... (Score:3, Interesting)
There is a a core point where the temporal distortion occurs. The properties: The closer you go to this point, the slower you can move (animation/response-wise). Let's say a radius of 25 meters or so. People at the very centre of it would move at 1/10th speed. People 23 meters away from the centre would move 9/10th speed. People 26 meters away, and beyond, would move 10/10th speed.
People inside the distortion would see things the same was as people outside of the distortion.
T
Re:How it could be... (Score:2)
What you seem to be missing that if time slows down for 10 seconds, then what are the "attackers" doing for that 10 seconds outside the bubble??
Are they contiuing to fire? Are they prevented from doing so? etc.
You miss the fact that even though the slow-mo player is dodging slow-mo bullets, the attackers are not just waiting there for 10 seconds. (otherwise they are slow-mo'ed also)
Hence, as I stated, you fall into the two fudges to get around that and they bot
Re:How it could be... (Score:1)
The attackers outside the bubble continue attacking as they normally would. If the attackers want to attack someone inside the bubble, say.. they want to throw a stone at them, as soon as the stone enters the bubble, the stone will slow down. The attacks remain in normal speed as long as they're outside the bubble.
- shazow
Re:How it could be... (Score:2)
This is ADVANTAGEOUS for the attackers!?
They now can fill the bubble with 10x the bullets they normally would and the slow moving player will have to deal with them all.
This does not actually help the player in the bubble.
The player in the bubble will also not be able to fight back very effectively because they are slow and their bullets will be slow.
So slow mo in this scenario i
Re:How it could be... (Score:1)
Also, keep in mind that the projectiles would continue in one direction. Whether they fire 1 or 100 (which would take some time, at that), the player would only have to move slightly in order to avoid them.
Worst case: Make foreign objects slow down more than actual players.
I don't think it's pointless. It's like sayin that armor is pointless if they're just going to pump you with 100 bullets, you'd die anyways... It will have its effect
Re:How it could be... (Score:2)
The attack is still moving at normal speed and he can fire bullets in massive radius - certainly NOT all in a straight line.
Sure they slow down on entering the bubble, but since the person in the bubble is in slow mo he gets nailed anyway by lead/swarm fire.
I think you are visualising "the matrix" when in fact this is NOT what the reality of this concept would be.
The person in slow mo is going to be at a disadvantage because the attacker can lace the air with lead while he is still dodging the
Re:How it could be... (Score:2)
But yes, I don't think we'll get this argument resolved until it's put into practice.
Soo, off to the drawing boards.
- shazow
Re:How it could be... (Score:2)
Viewers inside the bubble would see everything slow - themselves and everything else as well (including things outside the bubble). From this standpoint, everything transitioning into and out of the bubble would remain at constant speed.
The only time you'd have an
Re:How it could be... (Score:2)
The original article is talking about very small bullet time segments fudged through server lag, the idea suggested by the poster is 10 second segments without any time delays.
If viewers inside the bubble see things outside the bubble as slow motion then this is ridiculous. Things outside the bubble are still happening at normal speed. So the guy inside is desparately t
Re:How it could be... (Score:1)
In my ex
Re:How it could be... (Score:2)
Re:LAG (Score:1)
Re:LAG (Score:1)
Possibility is a decentralized lag bubble. Ie, every person communicates with every other player, but through some mechanism (be it natural or artificial) the rate of packets reaching each player is effected. If there is, for example, 30 updates/second, then a lag bubble for one user would mean that those outside the bubble would simply be still sending the 30 updates/second, but the actual update rate is only
Player just wont die (Score:3, Interesting)
Also, the article mentions that lag commonly varies from 10-60ms (i.e. optimistic estimates) and does not mention whether that effects how much bullet time you can have. I would say it is sensible to suggest that less bullet time is available for 10ms people than for 60ms people.
If this is so, then how well does the system perform when the lag is varying wildly as it is want to do?? Does the play get a fixed lowest estimate for bullet time, or does the player never know how much they will get??
Is this one of those system they test in a "lab" with a fake lag generator and so forth? Or did they do real world tests??
I really hate articles that don't mention the important bits....
Re:Player just wont die (Score:2, Insightful)
If you and I play online in this game, let's call it NeoFrag, and you have a latency of 120 ms and I'm the server with a nice fat zero ping then I have .12 of a second that I'm effectively 'ahead' of you, and I can take advantage of that time difference to appear different to you. I simulate enough lag to meet you at your latency, you see me meeting you, and instead of being ahead of you,
Re:Player just wont die (Score:2)
However, how crap would it be if the LPBs that everyone used to complain of in CS are now given yet another boost?? Seems that your
However, this has little to do with the technique described here which was apparently suppose to be mutual based on the "loose" time that the server introduces to make up for general latency.
What you are talking about it the lag that the individual has, rather than the "fudge time" that the server introduces to hide the
Found the paper (Score:5, Informative)
Realizing Bullet Time Effect in Multiplayer Games with Local Perception Filters [cs.ubc.ca] (PDF)
Re:Found the paper (Score:3, Interesting)
It is just a system for taking out the lag of a game. Something that most online games already do (especially fast games like Quake/UT). This makes it even more disconnected. Something which does not really work all that well in practice. It might be OK in a MMORPG type game since the pace is usually slow and boring anyway.
This is something that games like UT and Quake try to balance all the time. The "disconnected" (feels smooth but you often can't hi
The Matrix Online (Score:2)
Comment removed (Score:3, Insightful)
It'll work for flight sims (Score:2)
Still, you could introduce a cool-looking "bullet time" effect by playing with the "predictiv
Re: (Score:1)
Slow-time on one end? (Score:2, Funny)
Problem (Score:2)
Let's assume it is a Matrix game, and two players are replaying the helicopter landing pad fight scene, one on one. When player A shoots (normal game speed), player B goes into matrix mode to dodge. What animation does player A see of player B, considering player A has slowed their game play to theortetically choose a decision? Player A's computer has to predict what animation to play back (very quickl
Re:Problem (Score:2, Insightful)
That way, you enter bullet time by doing a bullet time move (step left, say) so the other person's computer knows what animation to show, and then just shows where on the map your player is.
Preventing the use of bullet time as a period to make up your mind would hopefully mean that the computer wouldn't have to make a choice in advance of the other p
Re:Problem (Score:2)
Anm
Bear with me (Score:1)
Would it be theoretically possible to cache the time (bad way of explaining it, but think of it like 'giving access to time to carry out commands which is stored within a timenudge to gain an advantage').
So you start a deathmatch for example, then say
Silly. (Score:1)
What you _want_ is to speed up one player's ability to move--reaction time and quickness of response. You can't do the former directly, and the latter is taken care of by mouse/joypad sensitivity. That's what bullet time represents: the activator moving so fast that his opponents literally can't track him with the eye.
The current method is to slow down everyone
So...? (Score:1)
This is how I envision this version of bullet time: Player 1 is aiming his assault rifle at Player 2. Player 2, with
The characteristics of bullet time (Score:1)
Re:The characteristics of bullet time (Score:2)
Not sure whether the parent meant this sarcastically nor not, but to clarify: it SHOULD be sarcastic!
Clients are not to be trusted in online situations, ever, no matter what the program. In web apps, you can't believe that the input has not been mangled by a malicious user, and in online games you can't trust that the cl
Re:The characteristics of bullet time (Score:1)
Re:The characteristics of bullet time (Score:2)
Have you read the source to Quake, Quake 2 or Unreal Tournament? All of the above do exactly what I'm talking about, because their developers aren't morons.
The server has to know when somebody's firing a bullet, it's not any harder for the server to do the hit detection than it is for the client; why on earth would you let the client tell you whether it's been hit or not?
The last online game I played that didn't do things this way was Neverwinter Nights. Not the Atari produced on
Re:The characteristics of bullet time (Score:1)
All the games you mentioned were released five years ago, ya tard. Try using current technology to prove your assumptions.
As for your NWN experiences from back in the bad old days before
Re:The characteristics of bullet time (Score:2)
The reason I mentioned Quake, Quake 2 and UT specifically is because the source code is available for them and you could see for yourself.
But no, it's much easier to flame somebody with no prior knowledge of the subject.
Also, if you think PunkBuster has ANYTHING to do with developers using client-side hit detection you are completely off your rocker.
> As for your NWN experien
Bullet time (Score:2, Interesting)
When Neo dodged bullets during the roof battle scene, although time radically slowed down from his perspective, from Trinity's point of view he was moving as quickly as the Agent had. This was intended to underline the subjectivity theme...that while manipulation of the Matrix's
anyone else see the parallel (Score:2)
Opponent wont die (Score:2, Funny)
Well, this is normal. This happens in Counter Strike all the time. You think you just emptied the magazine of your AK-47 to other player's back but after a second you get shot yourself. Then you check the damages you made to him from console only to see that every bullet got lost in bit-heaven
RE: (Score:1)
Since this thread (Score:3, Interesting)
has become "this is my idea of how bullet-time should work," this is my idea of how bullet-time should work:
Player's are either moving "normally" or "quickly" at all times.
The bullet-time restriction must be very strict : a difficult to get power-up, or a fairly short total time per level/game (a la 60 seconds per race of extra 50 hp to pass in some open-wheel racing tours)
All players actually move at the same rate (in m/s, or whatever).
Any player moving quickly cannot be hit by any aimed/directed attack such as a bullet or knife (this is why bullet-time needs to be very limited). Area/detonation damage still applies.
Any player moving normally sees a blurred representation of quickly moving players that is delayed from where the quick player actually is. Basically, you can react to where he was a second ago, but because he's "moving faster" than you, you have to lead him. Instead of the computer having to worry about prediction models, you get to! Fun!
When a player transitions from normal to quick, the player's blurred representation increasingly separates from his actual position until it reaches the maximum delay of 1 second (or whatever seems to work best).
When a player transitions from quick to normal, the player pops instantly from the blurred/delayed position to the actual position. This makes the choice of when you return to normal time as important as the choice of when you start bullet-time. It also allows the "I've run up to you and gotten past your defences and now I'm going to blow your head off" moment.
Note that neither transition - in fact no part of bullet-time at all - will necessarily appear different to the player transitioning. All bullet-time does as far as the quickly moving player is concerned is make you dodge all the stuff that's about to kill you (and you don't have to try).
The main disadvantage is, it doesn't have the "wow, cool, everything's moving slow" effect. Oh, well . . ..
Re:Since this thread (Score:1)
Wasteful? (Score:2)
Instead of adding bullet time to these sorts of games, I'd rather see them just take a game with cool moves that's played at a normal pace, such as Gunz Online [gunzonline.com], and add a Replay Mode similar to Gran Turismo's. The actual game is played at normal speed, but when you play the replay, you have a beautifully choreographed video of your exploits that's full of swords sparking, water flying around, and tr
He had an insighful comment in there (Score:1)
I have a better solution.. (Score:2)
and I'm patenting it too so pffffft.
bullet what? (Score:1, Informative)
Something that is invented in bullet time is that the character that "created" the bullet time event is basically just cranking up the frame rate. But since our human brains have a maximum frame rate the play back or viewing of the high frame rate has to be slowed down for us. This is why bullet time
Wow... (Score:1)
My take ... (Score:1)