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aparsons671's avatar
aparsons671
Honored Guest
13 years ago

FPS Revolution Controller

Hi all. Just wanted to advise of a new product I hope to be ramping into beta-production soon, something I call the FPS Revolution. If anyone has seen the Delta Six controller, it is similar, although I found it after coming up with my idea.

While just getting my teeth wet with the Rift and Omni and wrapping my head around what will be a very definitive and awesome experience with these two matched up, I couldn't help but notice the controller being used was a Wii controller in the very odd shells produced for them that kind of resemble a gun, but the button placement is awkward and touchy. A thought popped into my head that often does when I see something that is less than ideal "I could do better than that" and had a 2-week vacation that came up right after coming up with the concept.

So what was it I came up with? I went to Wal-Mart and found an airsoft gun, cheap spring version nothing fancy. I opened it up to find out what parts inside made it tick. I went to Radio Shack and got an Arduino Uno and a few switches and wire and went to town. Two weeks later after using a Dremel to get rid of a lot of excess plastic that wasn't needed anymore, I had a functional prototype of an AR15/M4 rifle that used to shoot BBs and now shoots data to your PC.

It uses an accelerometer to "feel" the gun turning, a few switches and LEDs to feed input and output and a Bluetooth module to send the data in a simple serial data stream to the PC where a piece of software I wrote takes the data and a configuration that allows you to tailor the software to different titles (COD, BF3, BF4, etc) with different buttons/commands for actions. Pulling the trigger, for example, will left-click the mouse button, swaying the controller will turn in the horizontal direction, while pitching the rifle will turn in the vertical direction, emulating mouse movements. It also has a built-in sensitivity for fine tuning the physical/virtual movement ratio. I also incorporated a "dead-man" switch so that you can engage/disengage the mouse input so that if the virtual movement doesn't match up with the physical movement, you can disengage the movement tracking, move the physical rifle to match the virtual one and re-engage the acceleration tracking.

The biggest issue I've had so far is that the controller, while it works great with a fixed monitor, is kind of like having a mousemat that is too small while playing an FPS where you have to move the mouse to the side of the mat, then pick up the mouse, re-center it, and continue the movement. You basically have to move the controller until you are uncomfortably wrenching your shoulders/arms with the rifle pointed away from the fixed screen, then disengage mouse tracking, point at the screen again and re-engage mouse tracking. While quick and easy to do, it is unnatural and requires a bit of thinking about what you want.

The Delta Six controller overcame that by having the controls work with a fixed screen by leaning the controller left/right to turn. With the Rift and any other HMD, the FPS Revolution will work just like an actual firearm. Point, trigger to shoot, push in the magazine to reload, hit the button that is in the fire mode selector spot to change the fire mode. Also, to go from hip-fire to shouldering the weapon and looking down the sights, there is a button on the pistol grip about where your thumb rests that hitting it will bring up the sights. Depending on how you want it, the software can interact with the game so that you can use the "shoulder weapon" button as a toggle (click to bring up, click to drop to hip-fire) or hold it to bring up the sights, release to drop it. The controls can be set up to counteract the design of the game as well. Battlefield 3 has a toggle sight capability, but Battlefield 4 has gone to a non-toggle hold-to-shoulder method I dislike.

I am in the process of scanning the pieces of the controller into 3D CAD files for replicating, just completed setup of my 3D printer and am hoping by Jan 1 to have a release version prototype. I created an interface board for easy assembly of the controller and have sourced all the parts I will need for the project. I am excited about getting this to market, not for a revenue sake, but because this an exciting time in gaming and I hope to bring a piece of gaming history to a thriving market that needs something to fill the gaps. I hope to have a website up and running sometime, but due to hardware development, have halted site production (I want something I can use with my on-order Rift to fine-tune) and while fine-tuning the project, I can work on the website.

I am working hard on it and am consumed by it (I work on the software, concepts, next steps, research all on my lunch breaks and then back to being a cable guy, crawling through attics, climbing telephone poles with my ladder and digging lines into the ground that have gone bad), but due to a busy work schedule am limited to working on it 2 days a week (my "weekend") and whatever time I don't fall asleep as soon as I exit the shower.

So far, I've designed it with WASD controls built into a foregrip, but due to space available, had to rework the idea to where I'm now using a PSP analog joystick for WASD controls (slightly forward for walk, full forward for run) as well as a series of buttons with custom plastic pieces to press the switches for crouch/prone/jump controls. The fine-tuning I speak of will be assembling the version 2 prototype with the PSP stick and custom buttons. Once I have a rounded prototype, I work with a lot of gamers that are pushing me to finish so they can "beta" the product for me and let me know of any issues in design. One thing I like is the responsiveness of the accelerometer and my program seems to have little to no latency. When I get my Rift, I'll be able to really test the latency and hope to use Arma 3 to test the concept of a disconnected head from body where the Rift controls view and the FPS Revolution controls weapon/body aim.

I have a very loose time-table as development time is limited, but I'm hoping that as far as I've gotten since late September, I will have something functional by January-March. Depending on feedback from my trusted tester group, I might have something to offer mid to late next year. I can't wait to see videos of the FPS Revolution, Virtuix Omni, and the most important piece, the Oculus Rift showing people what getting into the game REALLY means nowadays.

If you've read this far, you're either very bored or really intrigued. I hope those intrigued will be able to take the next step with me soon. Lots of things will change such as the Arduino Uno will be a Micro, the distribution blocks will be replaced by custom-made jumpers (by me of course) all connected to a central board designed by me and produced by Fritzing. There will also be the options for different colored RIS/Foregrip, pistol grip and extendable stock. The main body will remain black, but the furniture will be customizable. Original colors will be Black, Olive Green, Tan, Earth (light brown), White and the optional non-military Navy Blue, Red, Magenta, Purple, Pink, Green and Lime. I'm also looking to try to remove the M4A1 integrated carry handle and put a flat-top rail in its place and put a removable carry handle instead (not that you can see the difference with a Rift on, but I thought it would be a cool idea if I could do it). Also, I plan on making a lefty and righty version where the buttons and switches will be flipped as a righty's thumb rests on the left side of the grip, a button under the palm is far less useful and other differences to allow a lefty to have the same experience as a righty.

Ok. Enough text, now for the pictures (ignore the hairy legs and blue shorts in the photos, forgot to crop them out - and yes, that is my coffee table that I was using on my vacation to make my prototype)..

Early prototype with insides exposed

Flickr Page with Note boxes explaining major pieces:
http://www.flickr.com/photos/77021352@N08/10970982204/in/set-72157637892141526

Early prototype other side showing switches and buttons

Flickr Page with Note boxes explaining major pieces:
http://www.flickr.com/photos/77021352@N08/10971122543/in/set-72157637892141526

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