The Trinity Magnum is an accurate and intuitive motion controller for virtual reality applications. Read more
This project's funding goal was not reached on August 20, 2014.
About this project
The Trinity Magnum is a precision motion controller designed specifically for virtual reality experiences. Finally unlocking the field of view from the player's hands, the Magnum gives you independent freedom to look and aim with a natural dual-grip form factor that makes you feel like you're truly interacting with the object in the game world.
The Magnum can be gripped with either one hand ("mono grip") or two hands ("dual grip") depending on the application. With two hands, one can use the Magnum to shoot enemies in a FPS, hold a hose as a fire fighter, pilot a spaceship or do precise decorations on a cake. Or, players can hold the Magnum with one hand, and it becomes a medieval sword, a tennis racket or a magic wand. The Magnum provides a versatile motion control interface that's comfortable and affordable. Start building tomorrow's VR interaction today with low latency and high accuracy ergonomic motion control.
The Trinity Magnum Developer Kit will ship with both our Trinity SDK as well as the Trinity Magnum itself (no camera included).
Low Latency, 1:1 Tracking. Complete inertial orientation tracking combined with optical positional tracking (optional).
Intuitive Dual and Mono Grip Form Factor for Comfort and Versatility. Includes rumble feedback and focus-group driven ergonomics via Cinder Solutions. Use the Magnum one-handed (Mono Grip) or two-handed (Dual Grip) or for gameplay versatility and diverse application development.
1 Trigger, 2 Analog Joysticks, and 4 Tactile Buttons. VR is all about button minimization in favor of natural user interaction. The Magnum features easily accessible inputs for improved muscle memory designed with VR in mind.
Affordable and Accessible. Consumer and developer kits are expected to cost 1/3 of the price our competitors. Set-up and calibration for the Magnum is minimal.
Inertial Sensors. 9-axis IMU on-board the Magnum operates at 95Hz with under 2° filtered orientation tracking that's free of drift.
Optical Tracking. Computer vision-based positional tracking at up to 75fps* with sub 3mm accuracy. (optional)
More on Positional Tracking:
The Trinity Magnum Developer Kit will support positional tracking for the DK2/CV1 Oculus Camera (expected), PSEye and Microsoft Kinect for Windows, as well as most webcams for laptops and desktops. As newer webcams introduce higher framerates and greater resolutions, tracking accuracy and tracking area improve over time. We've chosen to pursue a scalable and open tracking technology that grows with the camera hardware ecosystem so that developers are only limited by the current hardware available and are future-proofed as technologies mature over time.
Note on webcams: Webcams will yield varying degrees of performance and latency depending on frame rate and light sensitivity and must be supported by OpenCV. We are developing a rolling list of recommended cameras with tabled benchmarks to help aid in the development process.
OpenCV recommended cameras - Even if the camera (embedded laptop cam or standalone) is not on the list, it is likely that it is supported in some capacity, although performance tends to vary depending on the limitations of the hardware. Attributes that affect performance include the following: resolution, field of view, framerate, image distortion, and brightness/contrast/exposure calibration. For the developer kit we recommend that developers use the PS3 Eye as it's both low cost and high framerate.
*Benchmarked with PSEeye
As lovers of virtual reality, we asked ourselves, "What’s the best way to play our favorite games in a virtual world?" The answer was creating the Magnum, doing away with buttons we can’t see when we’re wearing VR headsets and enabling intuitive motion controls—and doing so at an affordable price.
But that's just the start: We need developers to help us create a rich world of game content and applications for virtual reality by retrofitting their previous titles, adding support for popular mods, and creating new experiences. The possibilities for game content in VR are endless, and we want to empower developers with simple integration tools so they can hit the ground running.
Backer support allows us to ship the Magnum Developer Kit (composed of the Magnum and the SDK) long before the consumer version hits shelves. The majority of the funding will go towards covering our design and manufacturing costs.
Our Manufacturing partner, Cinder Solutions has fulfilled the development of our second generation prototypes and has refined the following:
PCB/Electrical Design. Our electrical schematic/layout has been optimized by Cinder for performance and reliability to ensure the highest quality product.
Ergonomic/Mechanical Design. The Magnum features an ergonomic form factor that has been refined through numerous focus groups and user testing sessions hosted by Cinder. In addition to a responsive and high quality trigger, the Magnum includes 4 tactile buttons and 2 compact joysticks for added control.
As former game developers, we understand the importance of a simple interface for integration. Our game engine or low level APIs allow developers to easily obtain the position and orientation of the Magnum motion controller and map game actions to the Magnum's buttons, joysticks and library of pre-programmed gestures. Additional gesture mappings can be programmed by the developer.
In addition to game applications, developers can use the Magnum in both VR and non-VR or non-gaming scenarios using our lower level API.
Before the developer and consumer launches of the Magnum, we plan to support a wealth of content created both in-house and externally, including:
- Quail Hunt VR - Hunt for quails with single shot, burst, and fully automatic guns in this retro-style rebirth using classic light gun mechanics! WARNING: May cause excessive nostalgia.
- Level-based quail shooter
- 3 gun modes - Single shot, burst, automatic
- 3 difficulty levels
- Compatible with Oculus Rift
- Compatible with PC, Mac, Linux
- BOOT CAMP - Take the Magnum for a test and shoot exploding, crates, barrels, and pop-up targets.
Z0NE by PixelRouter
...and we've got more coming. Maybe even yours?
General Ergonomics and Button Layout. We're still refining our prototype design in order to make sure it's the most functional, visually appealing, comfortable and highest quality assembly for a diverse user base (hands of all sizes, lefties & righties, etc.).
Positional Tracking. To give developers the best possible tracking experience and utilize the best and most comprehensive camera options, we may change our tracking methodology before launch. However, the general way to interface with the Magnum through our API will not change, and none of those decisions will affect the claimed positional performance.
Prior to founding TrinityVR in January, Julian Volyn, Zach Lynn and Jeff Danis led RedCandy Games, a studio that developed cross-platform tools, technology and content for console and mobile devices. While at RedCandy Games, the founders led the development of Tic: Part 1, a Microsoft award-winning platform game for the Xbox 360. Based on the game’s success, RedCandy Games partnered with EA Chillingo, publishers of Angry Birds and Cut the Rope, for the release of Tin Man Can, a platform game for the iOS. Tin Man Can has had more than 350,000 downloads to date.
Joining the team in April, Rahat Ahmed has a background investing in technology and gaming at Prince Street Capital Management. This included traveling to parts of Asia to better understand the global tech supply chain. Most recently, he developed strategy for the long-term positioning of Delete Blood Cancer DKMS in the national and global bone marrow industry.
Wireless for the developer kit? Integration with third-party hardware? What are you interested in? If we reach our goal (and beyond), we'll continue to update the scope of our project based on the community’s feedback.
Risks and challenges
Every hardware start-up faces significant challenges along the road to commercialization. Our team is comprised of seasoned engineers and product developers who have gained valuable experience working at leading software and hardware companies. We have also developed several indie games. We're committed to delivering the development kit on time and meeting the highest quality expectations through our advisory relationships and partnerships in manufacturing/design through Cinder Solutions. With respect to each stage detailed in the project timeline, we'll be as transparent as possible to our backers as we progress.Learn about accountability on Kickstarter
We are very confident in our IP position. We've retained an attorney intimately familiar with the VR industry, and he is currently putting the finishing touches on our patent application. We expect to be on file with the USPTO shortly.
Will this be compatible with treadmills, like Virtuix Omni or Cyberith Virtualiser? Would I need multiple tracking cameras for full 360degree immersion?
Our core use case for the Magnum is sitting down and facing the camera anywhere from 4-10 feet away (depending on camera field of view and resolution) and pivoting 90 degrees to the right or left from the neutral position. To handle 360 motion coverage we have the ability to implement overhead tracking (where the camera is mounted directly above the user, looking down) using our light tracking methodology, however, it is not yet supported. In pairing with omnidirectional treadmills such as Omni or the Virtualizer in the future that will likely be our solution for 360 motion tracking.
The developer kit will be wired, however, the later released consumer version will be wireless via Bluetooth.
Will this be able to work while wearing a Control VR suit (so I have my fingers tracked as well as the gun)?
we expect that it would work with Control VR, even though we have not tried it for ourselves. It all depends on whether developers will choose to incorporate support for both the Trinity Magnum and Control VR in their experiences at the game engine level.
The cord will be at minimum 6 feet and no more than 15 feet for the developer kit. It's not finalized but it will likely be detachable as well so you can use your own cables as you see fit.
Games that do not integrate the SDK do not get the added benefit of positional or orientation motion tracking. However we do plan on adding an xbox controller and keyboard/mouse emulation layer so that motion and the analog and digital buttons can be mapped as generic control input for both VR and non VR applications.
- (30 days)