Table of contents
The main specialization of Anti Latency is optical-inertial positional tracking systems.
With the help of special technologies, it is possible to track an unlimited number of objects on an area of up to 10,000 sq.m. with millimeter precision.
The main product of the company is Anti Latency tracker.
Anti Latency tracker is a technology for tracking players in the virtual space based on their real data.
Benefits of Anti Latency tracker
The tracker has a number of advantages:
- Scalability. In order to increase the tracking area, you do not need to use additional cameras, it is enough to use special sensors (infrared markers).
- Native multiplayer mode. The system has no limits on the number of tracked targets.
- Relatively low budget. The tracking area is scaled with cheap IR markers instead of expensive external cameras.
- The ability to use different headsets in the VR system, thanks to different connectors.
- The presence of a wireless module that helps to embed real objects in a virtual environment. For example, you can track controllers (weapons, etc.).
Instructions for working with the system
Before you get started, you need to know the features of the program.
In order for the tracker to work correctly and there are no errors at the testing and calibration stages, it is necessary to control the correct use of tracking sensors:
- All trackers must be attached to carriers (wristbands or anklets) in the same axis. For example, all sensors transmit information to the program about changes along the Z axis, when moving up / down, along the X axis - forward / backward, and so on.
- It is necessary to correlate the position of the sensors on the body with the data of the game model. For this, custom placement is used, which can be found in the program settings. The axes of rotation of the sensor must match the axes of rotation of the character. 90/180 degree offset is allowed.
If the offset is larger, there are two ways for the system to work correctly:
- A special construction is created: code is written in which the tracker is a child element to the scene component (let's denote it as component 2). The parent of component 2 will be another scene component (let's call it component 1). We set the condition that component 2 will be responsible for changing the player's position, and component 1 - for his turns. Schematically, it will look like this:
Root |----Component1 |----Component2 |----Tracker component
Using this scheme, the position of the sensors on the player model is adjusted to the position of the real sensors. The value of the internal coordinates of the tracker is calculated through the tracker component, after which the data is entered into custom placement.
- Three components are connected to the sensor, thanks to which a gizmo (visual display of axes) is formed. This is necessary so that when you start the game scene, you can see in which direction you need to do the shift. You cannot change the offset in real time, so you will need to check the results in the system and make changes to custom placement.
- The location of the sensors is encoded as a string and must be specified in the program. The line with the code can be copied to other computers connected to the Anti Latency system.
- When working with multiplayer, network easing must be used. This is necessary in order to make the character's movements look smoother.
Accessories compatible with the system
The tracker is compatible with various types of gaming equipment.
For example, the Zeus 3000 gaming rifle can be used with the program. This is a rifle with recoil simulation technology and tactile sensations. When working with this gaming equipment, you need to pay attention to the following features:
- Check that the rifle is from a certain batch and has the correct pinout, otherwise there is a risk of burning the equipment.
- The rifle is connected via the c-type usb connector with a certain side, otherwise the pins will not work.
- The connector may come loose from the USB socket, causing the rifle to not function properly.
Another example is the Haptics vest. It is worn on the participant and provides tactile feedback.
When working with the program, the developer should keep in mind the features of the program:
- Anti-Latency is a stationary system, so remote work is possible only through special access systems (Ami, TeamViewer, etc.).
- There is no detailed documentation on working with the system, so you will have to solve emerging issues yourself, relying on your own experience and the experience of other developers.
- The developer needs to explain in detail to the testers how to put on the motion sensors. If each employee wears them differently, the calibration phase will be difficult.
- Despite the fact that the code string for the location of the sensors is easily copied to other computers, the system may not always work on them for inexplicable reasons.
- If something does not work, check with the staff, perhaps new batches of equipment arrived, which caused the old equipment to fail.