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woah

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woah last won the day on July 18 2010

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  1. The interactions in this game almost seem like they were designed for VR but limited by the M&K interface. I hope someone makes a VR mod.
  2. If you've got a VR headset and like electronic music, check out The Wave and, at times, VRChat. Various art exhibitions are being held in VR this year, e.g. through The Museum Of Other Realities https://store.steampowered.com/app/613900/Museum_of_Other_Realities/ https://twitter.com/museumor For future sporting events and such, Google has figured out how to stream lightfield videos over a 300Mbps connection. Essentially lightfield video gives you a volume (e.g. 70cm^3) in which you can move around your head and the image is rendered correctly from every position and orientation (e.g
  3. Good talk on how to solve VR's last major visual issue
  4. the psychology of US investors in the current market
  5. I'll be happy to get on just 100 Mbps fiber optic in the next few weeks. This will be up from an average of 50kB/s through verizon wireless with a data cap. Been trying to get them to install this for 4 years.
  6. I doubt we'll see very many games at this fidelity for a while but it's nonetheless quite exciting. Especially for developers, assuming it's really that easy. Also, no cut up to $1 million is really cool for a fully open source top of the line game engine. However what I found comical was how we're being shown these incredible graphics but in terms of interactions we're still stuck at "Press X To Interact"
  7. My review: The game is quite amazing in terms of production quality, atmosphere, immersion and the mechanics that they have implemented. It's hard to convey without actually experiencing it but I've never felt so "in" a virtual world before--I've played plenty of VR games but none of them have done anything close to this. The best way I can describe it is "dense". The graphics are often near photorealistic and nearly everything is intricately detailed. The audio is like nothing I've experienced before--almost every sound is accurately mapped spatially and feels so "correct". The envi
  8. That's certainly not what I am personally seeing among the VR users I've interacted with and it's not what I'm reading from those familiar with the actual usage numbers. E.g. Palmer himself (the vr poster boy) wrote an article on this very issue where he points to large scale real world market testing that demonstrates very poor retention outside of the hardcore users (of course you're not going to hear this first hand from Valve, Facebook, Sony, etc etc directly because that would not instill confidence in the medium they've invested so heavily in). The Steam Hardware survey shows that afte
  9. Not too long ago an all-in-one VR console (processing, battery, headset, and controllers) could be had for $400, Facebook's Oculus Quest (which can also connect to a PC). On the PC end, the Samsung Odyssey was going for $250 to $300 a few months ago. There are lower end WMR headsets that go for $150. Right now all prices are inflated due to Corona virus related supply issues. The problem I see is that even if they literally gave the best VR systems on the market away for free very few people would use them much past the honeymoon phase for the reasons I noted above, i.e. "free isn't ch
  10. So it's been about 4 years since VR's consumer launch and with Valve finally showing 4 HL:Alyx gameplay videos today (one, two, three, and four), I figured it would be a good time to share my current thoughts about the state of VR. I like VR quite a bit myself (it's largely the only thing I play) but I also think it's an immature technology. The hardware, software, and mechanics are very early. Just anecdotally, the userbase appears to be separated into two groups: a core group of enthusiasts that are pretty regular, and a larger more casual and high turnover (low retention) group whose
  11. Thanks, you saved me some of my time. That sounds horrible.
  12. Just updated the topic with both videos. Trailer Short interview with Geoff Keighley My early (and almost certainly premature) impressions based on just the trailer: The production values are quite insane for a VR game and the basic interactions look solid and rewarding. However, as I detailed in the original post, I'm thinking the kinds of interactions one can perform will be quite limited by their concerns about sim sickness. I didn't see anything in the video that involved smooth locomotion or that used VR interaction in a novel way like Boneworks. The crowbar was also str
  13. Oh yeah, jumping straight into something like a Rally game would be a disaster for most people. Smooth rotation like that is even harder to tolerate than smooth translational movement (forward, back, left, right), though sometimes the frame of reference provided by cockpits does help. In the past I couldn't play that kind of game but at this point I'm accustomed to racing around tight tracks at 1000+ km/h in BallisticNG without any issues. It takes some dedication to build up to that though. Generally you want to start with something that uses pure translational smooth locomotion like
  14. It's definitely being designed with the Index controllers in mind but it will work fine with the Vive, Rift, Rift S, Cosmos, WMR, etc etc as well, which you can get for between $200 and $400. As long as it's compatible with SteamVR it should work. Hell, Facebook dropped support for the old Oculus development kit but even that still works through SteamVR. I think Valve's major ambition with making the Index was to push the technology forward.
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