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Hands on: Zero Latency pits player vs. player in warehouse-scale VR

• https://newatlas.com

When we first set foot in Zero Latency's warehouse-scale virtual reality system three years ago, we were blown away by how immersive the experience was. On our second visit last year, we were impressed by how creative the team had gotten with how it used both the physical and virtual spaces. Now New Atlas has gone hands-on with the latest development, which marks a logical next step for the tech – pitting players against one another.

Room-scale VR systems like the HTC Vive and Oculus Rift can be great at mentally transporting players to new worlds, but the illusion is kind of broken as soon as you take three steps to your left. Zero Latency breaks down that barrier by giving you free rein to roam through a 200-sq m (2,153-sq ft) space.

In our previous two visits, the games have always been cooperative, with up to eight players teaming up to mow down zombies or rogue robots – or just wandering around a gravity-defying maze. But for as long as there's been video games, there's been competition, and that's what the Zero Latency team has tried to tap into with the latest offering, named Sol Raiders.


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