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Finnish Researchers Working On Advanced Bullet Time


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#1 IMG News

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Posted 29 July 2005 - 09:18 AM

If you've ever wished you could use Neo style "bullet time" in Unreal Tournament or Halo, you'll be happy to know that some Finnish researchers are looking into implementing a workable version of the ubiquitous time distortion effect.

In the past, developers had two options for implementing bullet-time effects, and both have significant flaws: making the perception of all players slow down at the same time (a tecnique used by games like Perfect Dark), or making one player move very quickly. But researchers from the University of Turku are introducing a third, superior option: a local perception filter (LPF).

When it applies to online shooters like Unreal Tournament, the concept is simple: The LPF will allow one player to gain a strategic advantage over his foes by entering bullet time, but it won't interrupt the pacing of the game. This bullet time-endowed character will see events happen at a slower rate, but to his opponents, he'll still move at regular speed.
This new bullet time will make use of the ways programmers already adjust the speed of games to smooth out the effects of time delays.

In locally networked games, time delays can be as much as 10 milliseconds, while transatlantic games suffer a latency of around 60 milliseconds. However, the use of LPFs means players do not notice any time lag because events are ever so slightly slowed down until the game catches up with itself.

Using a test-bench game called MaxMaze Demonstrator, Smed and colleagues found that they could also artificially introduce delays of up to a few seconds, allowing one player to slow down their environment and gain a strategic advantage, while game-time appeared normal to their opponent.
Check out the Gamepro brief and the original New Scientist article at the links below.
Return to Full Article - InsideMacGames News


#2 Tesseract

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Posted 30 July 2005 - 02:43 AM

So essentially, they are trying to make lag hacks a normal part of the game?

#3 Santaduck

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Posted 30 July 2005 - 01:21 PM

Very interesting.  Even more, it's an article from the New Scientist, and not a pc gaming source.  Great job finding this article.

I wonder how it will affect 'leading the lag' witth instant-weapons such as snipers or instagib?  The most benefit will be from client-side "zero-ping" mods, if they are indeed compatible with an implementation of bullettime as described.

#4 jibclimmer

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Posted 31 July 2005 - 07:24 PM

Obviously, whatever game that implements this will be built around having this as a feature. Hopefully then, the game's design would take in to account that this could be very powerful. And I think that, more than just building an existing type of hack into a game, this kind of feature could prove to be tons of fun.

I think it looks pretty nifty!

#5 jibclimmer

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Posted 31 July 2005 - 07:25 PM

oh and notice that they got it off of Gamepro.

#6 the Battle Cat

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Posted 01 August 2005 - 08:53 AM

jibclimmer, on July 31st 2005, 05:24 PM, said:

Obviously, whatever game that implements this will be built around having this as a feature. Hopefully then, the game's design would take in to account that this could be very powerful. And I think that, more than just building an existing type of hack into a game, this kind of feature could prove to be tons of fun.

I think it looks pretty nifty!

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Perhaps it would make a good addition to the adrenalin-key-combo-powerups in UT.
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#7 Batcat

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Posted 01 August 2005 - 09:20 AM

IMG News, on July 29th 2005, 10:18 AM, said:

some Finnish researchers... MaxMaze Demonstrator...

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Interesting that Remedy, the Max Payne/Max Payne 2 developers, are also Finnish. Coincidence?

Sorry, no time to read the articles yet.