In October I upgraded from my trusty Oculus/Meta Quest 1 to a Quest 3. Whilst the VR support of the Quest3 is only a marginal improvement (on the already very good) Quest1, the big step forward with the Quest3 is its Mixed Reality (MR) capability. By Mixed Reality we mean the ability to overlay virtual objects and information onto the physical world - but in such a way that the virtual objects are aware of, and respond to, the physical world layout. So for instance if you threw virtual dice onto a physical table they would bounce and roll across the table, and then probably fall off the table edge and onto the floor!
Mixed Reality
The Quest uses a process called video pass-through. Existing Mixed Reality headsets such as the Microsoft Hololens and Magic Leap deliver Mixed Reality through projecting digital information onto a visor which the users looks through to see the physical world with the virtual overlay. By contrast, with the Quest the user is looking at a stereoscopic video screen which uses camera on the front of the headset to show the physical world, and then then displays the digital information on thew same screen. The Hololens and Magic Leap suffered from two big problems - they had a very narrow field of view and they either needed a relatively dark room or had to darken the physical world view in order to get enough contrast to see the digital information. The Quest3 solves both of these, the FOV is the same as in VR, so about 120 degrees, and it actually prefers more brightly lit rooms.
So what does it look like. This photo at the top of the page is the introductory game in Quest3 where a spaceship falls through a hole in your room's ceiling, lands on the table below it, and then starts spewing little furry aliens which start bouncing around the room and which you need to shoot - and each time you miss and hit your rooms (physical) walls the (virtual) walls begin to disappear and reveal an alien landscape behind!
Mixed Reality Wargaming
But what about wargaming? If you've played Tabletop Simulator you'll know that that already delivers a 3D wargames table - complete with models, terrain, cards and dice - but you only "see" your opponents as icons - there is a limited sense of being in the same room as them. With MR, you should be able to have that same virtual tabletop experience, but you can put the table top on your own (empty) physical table in your gaming room, and your opponents can be a mix of people physically in the same room as you (but wearing their own MR headsets) and people in remote locations coming in via the Internet (and wearing their own MR headsets and seeing the virtual table set up on their physical tables).
The nice things about MR wargaming, just as with Tabletop Simulator, is that you don't have to code any rules, you just need the various 3D assets - models, terrain, dice, cards etc - and then let players manipulate them just as they would in the physical world, and consulting physical rules (or digital copies) as and when needed.
My initial experimentations in this area are all about proving the concept, so I'm not trying to bring in a full game, just proving that the technology can do what is needed. There are likely to be 4 stages:
- Proving it for solo play - i.e. only I am playing - but I get a fully configurable virtual wargames table (ideal for urban wargaming experiments)
- Proving it for remote play - I'm at home and my opponent is in their home
- Proving it for local play - I'm at home and my opponent is in the same room as me
- Proving it for hybrid play - ideally with 3 locations and 4-6 people spread between them (if I can find enough Quest3 owning wargamers!)
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