Stepping inside Zero Latency's free-roam, warehouse-scale VR (2024)

Stepping inside Zero Latency's free-roam, warehouse-scale VR (2)

Stepping inside Zero Latency's free-roam, warehouse-scale VR

Stepping inside Zero Latency's free-roam, warehouse-scale VR (3)

Zero Latency is a free-roam virtual reality system, which tracksplayer movementsaround a warehouse and translates it into motion in a digital world

Nick Lavars/Gizmag

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Stepping inside Zero Latency's free-roam, warehouse-scale VR (4)

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Up to six players work as a team to move through a building infested with zombies

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Stepping inside Zero Latency's free-roam, warehouse-scale VR (5)

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Players can see each other in the gameas digital avatars, which helps coordinate movement and prevent real-world collisions

Nick Lavars/Gizmag

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Zero Latency staff monitor the players' experience

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Theheadset is an Oculus Rift DK2, with a custom attachment that holds two Playstation Move orbs that allow for head tracking

Nick Lavars/Gizmag

Stepping inside Zero Latency's free-roam, warehouse-scale VR (8)

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The backpack contains the computer, which powers the whole experience for each user

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Thegun's movements are tracked very accuratelyusingPlaystation Move orbs

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Zero Latency is looking to expand from its base of operations in Melbourne, Australia, with a game set to open soonin Sega's Joypolis amusem*nt park in Tokyo

Nick Lavars/Gizmag

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The whole rig looks cumbersome, but it's surprisingly comfortable and melts away as soon as you enter the virtual world

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The warehouse spaceis repurposed several times, as the levels loadto different virtualenvironments

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The gun has multiple modes – shotgun and assault rifle – and pickups can be found in the game to turn it into a minigun,AK-47 or rocket launcher

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When players approach the walls of the warehouse, they see a warning in the virtual world

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Thegamespace is 375 square meters (4,036 square feet), making it one of the biggest motion capture zones in the world

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The whole experience lasts about 45 minutes

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Zero Latency boasts that only one player in hundredshas ever felt motion sickness

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The platform works well with different types of games and programs, and Zero Latency is looking to expand the portfolio with third-party content

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Aiming is surprisingly intuitive

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With so much space available, players are able to spread out tocover more ground

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Zero Latency is a free-roam virtual reality system, which tracksplayer movementsaround a warehouse and translates it into motion in a digital world

Nick Lavars/Gizmag

Stepping inside Zero Latency's free-roam, warehouse-scale VR (22)

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Therifle hasbuttons to reload andswitch between firingmodes, apump action to fire grenades or reloadthe shotgun, and a virtualreadout thatshows your ammo

Zero Latency

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Watch out for human raiders in the office area

Zero Latency

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When all players enter theglowing circles, the level progresses

Zero Latency

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The first section is a shooting range, allowing players to get used to moving in the virtual space in a safe environment, free of enemies

Zero Latency

Guns? Check. Zombies? Of course. Pickups, level progression, scores, six-player co-op? All accounted for. Zero Latency ticks all the boxes, but this VR game goes far beyond anything you've ever tried: when one of my teammates comes face-to-face with the undead, he freaks out and leaps backwards – straight into me. I physically feel the force of the collision and stumble, slightly stunned, forgetting that there was an actual human behind that virtual character, in a way I've never experienced before.

With the virtual reality scene exploding all around us, I've excitedly dived into hands-on sessions with all the main headsets, and had a blast across the board. Even so, Zero Latency stands out as the most engrossing, transcendent, disorienting-but-in-a-good-way VR experience I've ever had. That's thanks to the concept of "free-roam virtual reality," which takes the HTC Vive's characteristic room-scale VR and cranks it up to fill a warehouse.

"Virtual reality is such a new medium and is very immersive in its own right," Zero Latency's CEO, Tim Ruse, tells Gizmag. "But when you start playing with an Oculus (Rift) and you can't move at all, or you start playing with a Vive and you can take two steps in any direction before you run out of tracking, you rapidly realize that VR has more to offer than just sitting in a chair watching p*rnography or playing a space shooter."

Stepping inside Zero Latency's free-roam, warehouse-scale VR (26)

Nick Lavars/Gizmag

The goal of Zero Latency, he explains, was to explore that potential. After running a successful crowdfunding campaign, the game officially opened in August last year in a warehouse in the northern suburbs of Melbourne, Australia. The reaction has been overwhelmingly positive, culminating in the announcement earlier this month of a partnership with Sega to bring free-roam VR to Joypolis, the video game giant's indoor amusem*nt park/arcade in Tokyo.

Using an inventive mix of consumer and custom tech, the game tracks up to six players within a 375 sq m (4,036 sq ft) space. "It's one of the biggest motion capture volumes on the planet," Ruse boasts. "James Cameron did it bigger with Avatar, but that's a high bar." A virtual world is mapped over it, which you move through using the most intuitive of control methods: your own two legs.

"Something quite magical happens when you take people's eyes and ears, and completely envelop them in that sensory experience," Ruse continues. "The walking somehow maps what they're feeling, what they're seeing, much stronger than if you're just sitting in a chair with a headset on and a controller."

After about an hour of hands-on time, we couldn't agree more.

Stepping inside Zero Latency's free-roam, warehouse-scale VR (27)

Nick Lavars/Gizmag

The Zero Latency experience begins before you even enter the matrix. With all the equipment, the act of kitting up adds to the feeling that your squad is about to jump out of a plane into a warzone. First you slip on the custom-designed backpack, containing the PC that powers the whole experience.

"Wires suck, it's that simple," says Ruse. "And having cables attached to your head, to your PC, when you're trying to play, is not only uncomfortable, it's also dangerous in a living room setting."

Free-roam VR doesn't cut the cords that tether your at-home set to a computer or console, it just stashes them out of sight and out of tripping range. And it's effective: the pack felt like part of the costume, and within minutes I'd completely forgotten I was even wearing it.

Next is the headset, an Oculus Rift DK2 customized with a headband that holds a pair of glowing orbs straight off a Playstation Move wand. These are what allow the system to track users on such a large scale. A pair of Razer Kraken 7.1 Chroma headphones cap off the headwear.

And then there's the gun, a solid 2.5-kg (5.5-lb) prop rifle that absolutely feels like the real thing. This model, which the team affectionately calls the Blackbird, is the third iteration of what is essentially the game's controller. Two more PS Move orbs along the barrel track its motions with surprising precision.

Stepping inside Zero Latency's free-roam, warehouse-scale VR (28)

Zero Latency

I actually felt a little nervous as I was handed my gun. Being an awkward, gangly kinda guy, I trust my hands around a controller far more than my two left feet, so removing my sight from the equation while strapping a thousand-odd dollars worth of equipment to my body seemed like a recipe for disaster. Not to mention that I was sure I'd look like a noob holding the gun.

Then it hit me: all my teammates already had their headsets on. They were no longer in the warehouse, they were in a futuristic, virtual shooting range, and the only "me" they could see was the gruff army guy with my name floating above his head. And I didn't need to feel self-conscious about how the real me was holding the gun: my avatar had somehow decided that embedding the rifle in his chest was the best way to hold it.

Glancing around, I wasn't the only one who looked like a Cronenburg horror: Nick's head was on backwards, and Scott had his arms wrapped around his neck like a scarf. These movie monsters were laughing at each other, a sound that echoed creepily from both inside and outside the headphones at the same time.

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Zero Latency

But once our equipment was all set up, the tracking seemed to catch up, and our avatars began to look like actual people. Our task was simple: pass through a series of checkpoints, slaughtering zombies by the thousands along the way. Each set of checkpoints would load a new section of the level, redressing the warehouse floor as we moved back and forth across it.

In hindsight, the game itself felt somewhat dated in terms of complexity and visuals, an average-at-best zombie shooter if played on any other platform. But it works perfectly as a vehicle for the free-roam VR concept, keeping the core gameplay simple to allow the technology to really shine and ensure that gamers and non-gamers alike can pick it up with ease.

"You put someone who's, say, a decision-maker in their 60s, in the game, and they get comfortable very quickly, which is a great testament to how natural that feeling is," says Ruse. "They walk around a bit, and we've got a few tricks on how we integrate and ramp up the game intensity so they get comfortable before anything gnarly happens. It's very interesting to put people in it, and see people who are not gamers, not technology-focused, and within one or two minutes, they're walking around like soldiers."

It's not hard to see why. Like any VR experience, the first few minutes were spent gawping in awe at the environment around us, with the added excitement of being able to stroll around the room. It's hard to emphasize just how immersive that ability is. Treadmills like the Virtuix Omni try to capture that motion, but it just never quite feels natural.

In the beginning, my brain understood that I was blind to the environment my physical body was moving around in, and it was telling me to be super careful when I moved. But soon, I learnt to trust the design of the game and the space in the warehouse: obviously there's nothing on the floor, and the smooth concrete surface is perfectly even.

As your sense of presence in the real world fades, you'll find yourself walking around virtual walls and desks like they were really there, because as far as your instincts are concerned, they are. Technically, there's nothing stopping you walking through those obstacles, but your brain won't like it, and doing so kinda kills the immersion.

And besides, there's a chance that the in-game wall is mapped to a physical wall, and trying to phase through it will lead to your inclusion in a viral VR fail video. But it's not hard to avoid that fate, since the boundaries of the game space are clearly flagged in the form of red flashing barriers that pop up long before you give spectators a laugh. These warnings do break the immersion slightly, but it's a necessary safety feature.

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Zero Latency

A couple of minor niggles pulled us out of the experience. On occasion, when loading into a new section the guns would calibrate at the wrong angle, so your virtual rifle would point about 45 degrees to either side of where you aimed the physical one. Other tracking issues raised their heads too, and the game suffered the odd moment of repetition, but none of that really detracted from the experience.

No, what I'll remember is the genuine thrill of being forced to cross a thin makeshift bridge between two buildings, single file. I'll remember looking down at the ground, far below me, feeling the wind on my face as the team turned on actual fans in the far-off world of the warehouse. I wanted to walk over that edge, just to see what happened – would my character float or fall? – but I literally chickened out. That's a huge compliment to the reality of the technology.

And with the blank slate of the warehouse, the game itself can be swapped out and updated regularly. The game we played has been running since August, give or take a few patches, but Ruse says the goal is to eventually offer several different games a year, and develop the technology as a platform for third-party content.

"We have an SDK that we use internally, so we're looking at opening that up soon to start bringing other people in," he explains. "We're actively looking for partners that can help us to develop content, with a view to be like an app store where they can put their content, and if someone chooses to play it, then they get a piece of the action. It can be games, it could be educational, it's only really limited by your imagination."

To that end, the company recently announced plans to move to OSVR, a more open-source VR platform than, as Ruse describes it, the walled garden that Oculus has become.

Already, the system is being used to build virtual open houses for real estate, and training simulations for the army and firefighters. But it's the idea of playing a team deathmatch shooter, or a Portal-esque puzzler, or a survival horror game in free-roam VR, that makes me a little giddy.

The experience soon to be available in Sega's Tokyo amusem*nt park shares a lot of DNA with the Melbourne game, but will be tweaked to suit local tastes. The early version we played felt much more arcadey, complete with points popping up over every hit and kill, and the ability to check your score by glancing down at your feet. Instead of progressing through linear levels, the scenario plants you in one location and tasks you with defending it from an encroaching zombie horde, using elevators, catwalks, exploding barrels and a barricade-repairing gun.

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Nick Lavars/Gizmag

The deal with Sega is just the beginning for Zero Latency, with the company going all in on the idea that free-roam VR is a modern take on the arcade, a "destination experience," filling a social need that regular VR can't provide.

"Much like the birth of cinema, you can't get it at home," Ruse says. "People come and have this amazing, quite intimate experience with their friends, in this multimillion-dollar technology-laden warehouse."

Ruse was a bit coy about the company's plans after the expansion to Japan, but don't expect that to be the end of it.

"We've got a fantastic product and it's a world leader, it's ready to roll out," Ruse says. "So the next step is to put flagship sites in different markets around the world, focusing heavily on Europe and North America. And obviously Japan, Southeast Asia, and China, your major markets. And then from there, it's really global domination," he laughs.

With our mission a success, the five of us remove our headsets and return to the real world. As we hand back our gear, I have a weird urge to touch the table, just to check that it's really there.

Zero Latency is currently running sessions Wednesday to Sunday, for AU$88 (US$65) a head.

You can check out a preview of the experience headed to Japan in the video below.

Product Page: Zero Latency

Survival Trailer

Stepping inside Zero Latency's free-roam, warehouse-scale VR (2024)

FAQs

How old do you have to be to go to zero latency? ›

People with vision in one eye are able to play. Players must be 13 years and over to play. Players under the influence of alcohol or drugs will not be allowed to play. You will not receive a refund or credit.

How does the room scale mode of virtual reality VR work answer? ›

How does the "room - scale" mode of Virtual Reality ( VR ) work? The user's avatar is automatically re - sized to the same scale as the other users in the virtual environment. The user walks around a physical space and their movements are mirrored in the virtual environment.

How do you scale VR training? ›

How to Address the Obstacles to Scaling Virtual Reality Training
  1. Invest in an extended reality system (XRS) ...
  2. Reduce short-term costs by using Cardboard VR Headsets. ...
  3. Start with a VR training pilot. ...
  4. Reduce long-term costs by planning your content strategically.

What is the latency of VR? ›

Impact of Latency on VR Experience

2: Immersive Disruption: Delays between head movements and visual updates can break the immersion, making the experience less realistic and engaging.

What is the height limit for Zero Latency? ›

Find your nearest venue

Don't forget that the minimum age is 13 (recommended age) and that the child's height must be over 1.30m. Note that you should arrive on site 15 minutes before the start of the session.

What age is latency age? ›

The term “latency” refers to a specific potential found in children age six to twelve in the area of personality adjustment. Specifically, this is the ability to achieve a state of calm, educability, and pliability, using an age-appropriate organization of defenses.

How much space do you need for room-scale VR? ›

Roomscale is a boundary setting that lets you move around inside your play area, you'll need a safe and unobstructed space measuring at least 6.5 feet by 6.5 feet (2 meters by 2 meters).

How many rooms are in the room VR? ›

It includes three main levels, five if you include the office (Tutorial) and the temple (Finale). These main the include the Museum, Church, and a witches hut of sorts.

How does the room-scale model of VR work? ›

Using 360 degree tracking equipment such as infrared sensors, the VR system monitors the user's movement in all directions, and translates this into the virtual world in real-time. This allows the player to perform tasks, such as walking across a room and picking up a key from a table, using natural movements.

Does NASA use VR for training? ›

The NASA JSC Virtual Reality Lab (VRL) is an Extravehicular Activity (EVA) and Robotics Operation training facility. The VRL uses the NASA Trick simulation environment, Dynamic Onboard Ubiquitous Graphics (DOUG) and custom robotic hardware to provide high fidelity training systems for integrated simulations.

How does VR simulate weight? ›

The simulation of the weight of a virtual object is mainly divided into two types: one is to simulate the gravity of the object in static state, and the other is to simulate the inertia of the object in motion. The simulation of the object's inertia, includes the change of gravity and the center of gravity.

How do you solve VR? ›

The voltage drop of across a resistor (VR) can be calculated by multiplying the resistor by the total voltage (VT) and dividing the result by the total resistance (RT).

What is zero latency VR? ›

To put it simply, coming to Zero Latency is like being inside a video game, an experience unlike anything else you've ever seen. At Zero Latency, our out-of-this-world experiences allow you to awaken what's within. Take on terrifying zombies. Lead the charge against the robot uprising.

How will VR be in 10 years? ›

However, 10 years from now, everyone could have a playpen where they use VR and also physically move around – run, crouch, jump, etc. without any risk to their health. This would be huge for the gaming and fitness industry, which will jump at the chance to provide a much more engaging experience to their clients.

How long VR is OK? ›

It is recommended to limit time spent in VR to 10-15 minutes at a time. VR can disrupt sleep, so it is best to avoid playing 1-2 hours before bedtime.

What is the age rating for Zero Latency? ›

Zero Latency is a licensed venue, all persons aged under 18 must be accompanied by a responsible adult. Children may NOT be left unattended. Players must be 10 years and over to play, selected games may have a higher recommended age. Children must be 130cm or taller in order to play.

Is it possible to have 0 MS latency? ›

In a nutshell, in real life, a 0 ping is nearly impossible. But you can get a ping that is close to 0 by making some efforts.

What do you wear to Zero Latency? ›

We recommend you wear light, comfortable clothes and appropriate footwear (ie. no high heels allowed on the Zero Latency arena).

What is the age limit for Zero Latency in Singapore? ›

WHAT AGE CAN PLAY? Players must be 13 years and over to play any experience. Outbreak and FarCryVR This experience is rated Advisory 16 (Unsuitable for Persons Under 16) by the Infocomm Media Development Authority (IMDA) in Singapore. Players under 16 years old are not allowed to play.

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