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When you're playing a video game you want to feel immersed. As much as possible, you want your

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character to feel like an extension of yourself. You want to see what they see, hear what they hear,

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feel what they feel. And when an enemy suddenly lunges out of nowhere, you want to let out just

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a little bit of pee. But isn't there a sense we're leaving out? Is it really enough that I can see

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here and feel Kratos? What if I could also smell Kratos? Taste him? Maybe not. That is exactly the

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kind of question that startup GameSend, makers of GameSend, is hoping to answer with a recently

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released GameSendSend system, which they claim automatically translates on-screen action into a

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number of scents. That number being six, and those scents being forest, gunfire, storm, explosion,

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racing cars, and a neutral pallet cleanser. They've also got a few upcoming scents like ocean,

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fresh-cut grass, sports arena, and blood. The perfect combination of smells to simulate Mario

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tennis. But is this the future of hyper-immersive video games, or just another flash in the pandemic?

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Well, let's look at the history of smellable media and see if past is prologue.

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A few theaters and cinemas experimented with adding scents to performances in the late 19th

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and early 20th century. It's hard to know exactly what audiences thought of this. Back then,

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they didn't have rotten tomatoes, so they just threw literal rotten tomatoes. In smaller venues,

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they might use a cloth soaked with scented oil and a fan to waft the desired smell across the

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audience. But in larger venues, they typically just pumped perfume in through the ventilation

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system or sprayed it down from the ceiling. Of course, this required a lot of perfume to pull

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off, and the smell tended to linger, sometimes for days afterward. That's a problem both because

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it's potentially expensive and because it means that it's hard to switch between scents without

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them winding up mixed and muddled, piling up on each other. Just imagine if you went to see

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Mamma Mia in the theater and it still smelled like the Fast and the Furious in there.

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Or you get home and your wife demands to know why you smell like Mulan Rouge. It was also easy for

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the film or play to have already moved on by the time the smell really hit you. It's also notable

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that these experiments were mostly done by venue owners rather than filmmakers, meaning that the

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audience, getting misted with perfume like a fancy vegetable, wasn't necessarily the experience

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intended by the creator of the content. One of the first filmmakers known to have considered

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including scents was Walt Disney as part of 1940's Fantasia, though this was dropped due to expense.

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Perhaps the most famous of these early experiments was Smelovision, originally called Centovision,

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which was demonstrated at the 1939 World Fair. Smelovision used a system of connected pipes,

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which all fed to individual theater seats, thereby allowing the amount and timing of the scent

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to be tightly controlled by the projectionist. Smelovision got a lot of excited press coverage,

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but the film industry, they just weren't interested, in part because it wasn't cheap for

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a theater to install, an estimated $25 to $30 per seat as of 1959, around $250 to $300 in real terms.

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The original Smelovision only wound up in one movie, 1960's Scent of Mystery, where the smells

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were designed to provide important hints about the film's plot. Unfortunately, the film was

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a massive stinker, making back only 15% of its budget. Also, while some of the smells were pretty

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accurate, others weren't, and still others were accurate, but too revolting to really be desirable.

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Modern day showings of Scent of Mystery typically use a system of scratch and sniff cards instead,

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which is far cheaper, but more of a distraction than an integrated part of the experience.

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You can also still experience something like Smelovision at select theaters that offer

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4DX experiences, which also involve haptic vibrations, wind, water, fog, and occasionally

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bubbles. Various researchers and entrepreneurs have played with the idea of a home version

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of Smelable Media, but outside of scratch and sniff concepts, it largely hasn't been economically

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viable enough to even go to market. There was that one VRSense system developer kit that was

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covered by our sister channel Linus Tech Tips, but it's difficult to tell how much progress

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they've made towards an actual consumer product in the time since we covered it.

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But if Smelovision, the concept, not the 20th century product, has never ever worked on a broad

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scale, why does anyone think it could work now? How are modern video games a better choice for

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Smelable Media than mid-century cinema? Let's take that basic smelly idea and apply it to video

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games. Can products like Gamecent actually overcome the pitfalls we've discussed? Can Smelovision

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perhaps gain a toehold NVIDIA games where it's been unsuccessful in television? The baseline bar

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that a modern Smelable Media needs to surpass is technical confidence and ease of use. First,

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it needs to provide the player with a clear, recognizable scent in sync with the action on

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the screen. This is pretty easily accomplished through a small module placed on your desk or

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nearby tripod. You could also probably use a mask of some kind to pump the scent directly into your

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face holes, but that's probably where we begin to see a clear trade-off in terms of comfort,

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which might negate the immersion benefit. It's very likely that, similar to early VR,

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smelly video games will only see limited consumer uptake and consequently limited developer support,

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which can be a self-reinforcing cycle. Gamecent, though, proposes getting around the need to have

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individual developers add smell support by using advanced AI to simply process what's

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happening in the game and generate appropriate scents accordingly. Finally, AI to the rescue.

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Due to the tendency for scents to linger, because there are literally molecules hanging in the air

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and going up your nose, video game scents would probably work best as a subtle,

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ambient background smell like grass when you're standing in a virtual meadow.

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There might even be some value in playing a VR racing game and actually being able to smell

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fresh asphalt with a hint of burnt rubber so long as it's relatively subtle. In a tight

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narrative experience, like a good film like we talked about before, it's all cut relatively

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fast with scenes typically lasting at most a few minutes and jumping quickly between

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times and locations. NVIDIA games, however, you're usually following the action in real time,

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allowing for a gradual transition between smells that feels more natural.

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Another issue to overcome is simply the range of smells available in current video game systems,

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which includes both Gamecent and predecessor Asylia. Unlike with color, there isn't a small set of

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primary smells that can be combined to create every other smell. It doesn't work like that.

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You're going to need more than six cents to capture the range of most gaming experiences.

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Plus, while our scent imitating abilities have definitely gotten more sophisticated since the

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1960s, there's still a lot of stuff we don't know how to fake well. Smellable media done well

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also requires easy customizability because while many players probably don't want to smell blood

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or gasoline, others would probably appreciate the viscerality of these arguably unpleasant smells.

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Still, it's pretty hard to imagine a large constituency of Resident Evil players who want

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to smell rotten flesh and sewage when they're fighting a zombie in an alleyway. Turn that crap down.

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But probably the biggest hurdle is simply economic viability. It's worth mentioning that

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several large VR experiences at places like theme parks have had olfactory effects as far

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back as the 1990s. It's just that those effects haven't been able to make the same jump to viable

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at-home use as VR headsets. Now, we all know that many gamers are very willing to spend a lot of

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dosh on fancy niche peripherals, but those peripherals still typically have to provide decent value

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for the money. Likewise, scent cartridges will need to be relatively long-lasting and relatively

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cheap to replace, or once this thing loses its novelty, it's just going to be a stinky paper

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weed. It's also hard to see the ability to smell a game being a better immersion game than the addition

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of a VR helmet, so it's very likely to lag far behind VR in adoption even after if it starts to

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gain traction. Still, there's an argument to be made that smell-o-vision, for all that it's been a

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punchline for the last 80 years, was just a good idea before its time. Even the latest iteration,

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Game Sense, is limited in that it's a third party trying its best to procedurally match sense to a

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scene made by other creators, just like those theater owners we mentioned before. In an ideal

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world, there would be a standard toolbox of sense that creators could work with to craft

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a scented experience that matches their creative vision for the content, regardless of which

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smelly box does the stinking. Though, if YouTube supported it, I'd probably turn off autoplay.

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So thanks for watching guys, if you liked this video, hit like, hit subscribe and hit up our other video where we discuss pneumatic tubes, the history of those,

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and why we don't really use them that widely, but they're cool.
