From: usdgog@vtserf.cc.vt.edu (Greg Granger)
Subject: Re: More on MUDs (Was Re: VR Worlds better than Reality)
Date: 5 Aug 91 18:42:47 GMT
Organization: Virginia Tech, Blacksburg, VA



Continuing the thread (pardon if I rehash anything, I haven't been
following this long).

I have played LP-MUDs and often thought how impressive these would be
as a VR game.  I believe the long term future of VR is gaming, likely
it will start (has started) in the scientific visualization community 
then slowly (at prices come down) move into the gaming market,
(basically I don't think business will pick up on it (with perhaps the
exception of VR-conferencing) ...?, it would be a nice alternative to
commuting, but ...)  ... Oh well, back on track, mudding on a VR system
would be a blast, but would require tremendous resources, very likely a
lot of local power with a minimum of communications overhead ('minimum'
measured in tera-bits/sec :-), very distributed.  This would demand a
high degree of hardware/software/network compatibility (unlike what is
available today).  Further, I believe there would be several physical
and psychological factors (in any VR game/simulation), such as lack of
exercise, forgetting to eat (really!), addiction, psychosis, etc...
Certainly makes the future look interesting ;-)   ... Of course it could
also be a boon to health, if systems could/would be designed to involve
the whole body and there was enough physical (tactile, visual, sound)
feedback to remind people "it's only a game" (people seem to forget this
in the text version <grin>).  Imagine, all the long time MUD players
would end up looking like Arnie, instead of Barnie <grin>.

Greg


What kind of processing power/net bandwidth would be required for a VR
game in 3D space with stereo sound for say 50 players on-line?

