Inputs from the head and wand trackers are detected and used to calculate a new head and hand position and orientation. If Dynasty is running, the simulation at that site gets updated vehicle positions. Finally, the rendering procedure is called to render the updated scene from the headtracked viewpoint. The simulation runs at a target frame rate of 15 times per second in the CAVE and up to 48 fps on the Responsive Workbench, achieving a high degree of realism. Any site can begin first, and as long as there is more than one site participating, a shared environment is possible.
Any site can join or leave the shared VE at any time.
A new site that joins is immediately synchronized with the other participating sites. Each site maintains its own viewpoint and a virtual pointer. The communication with other sites in the shared VE is built using IP multicasting protocol. The simulations use the same multicast address and port number. Communication with remote sites is integrated into the VR rendering process.