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woah

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Everything posted by woah

  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.
  15. I think the main trouble with this is that if you're actually trying to take advantage of VR input you can't really map the interactions to flat/desktop input devices in a way that isn't clunky. VR games seem to be trending toward highly dynamic physics based interaction methods where you need input closer to the expressiveness/fidelity that your actual hands provide. Instead of the typical approach of defining a small set of preset actions bound to keys/buttons and animations to go along with them, the player's body (as inferred from at least the hands and head) and the environment itself a
  16. EDIT: Trailer is up Interview with the team: --- original post belo Rumors say March 2020 release. I'm both excited and terrified. It's really difficult to make a good VR game. On one hand the Kerry Davis VR game development presentation shows they're trying to tackle the nuances of VR interaction that really bring virtual worlds to life. But on the other hand Valve has been very cautious about inducing sim sickness in the past. The limitations imposed on the player to prevent sim sickness are in conflict with pl
  17. woah

    DR VR

    Regarding VR editors (e.g. Dark Radiant VR), right now VR is pretty awful for any sort of productivity applications. Lacking pixel density and the inability to interact with your immediate real world environment are the obvious things but the main thing is actually the lack of variable focus, which makes desktop usage, UI interaction, and reading text a really uncomfortable experience. Lens anomalies (distortion, chromatic aberration, glare, god rays) are also really apparent when interacting with flat UIs in current gen VR. You'll still want to use mouse and keyboard as well--motion contro
  18. https://twitter.com/KevinMackArt/status/1101234908402409473
  19. I'm aware of that research but I just think this is going to take a long time. I think we will be really lucky if we get variable focus by the time second generation headsets come around ~2024. My stance on things is that we'll be fortunate if the high end enthusiast market sustains itself until that time--I think variable focus will breach a certain threshold of comfort and immersion that will make the technology desireable as a pure substitute for monitors in traditional gamepad/M&K gaming (still with snap rotation) and some desktop applications. I'm also really hoping that anti-simsi
  20. It was a good interview, he's a lot better at talking to less technical people now. Interesting perspective on why he's interested in VR. You can tell that he gets shit for not transitioning to a purely managerial position but I respect that he's adamant about sticking to his passions. Little disappointed that he left Joe with the impression that you can't really do smooth locomotion in VR. I get that Carmack is basically only concerned about bringing VR to "the masses", but more intense gamers (e.g. the type that would play Quake competitively) will build up to it. In my experience i
  21. I didn't mean to say that Thief was indie but rather that its patient form of gameplay may not have been financially successful even in its time. I personally had a lot of trouble finding anyone that could tolerate it. But it was posed as a question because I'm genuinely not sure. LGS shut down due to financial issues but the Thief 2 wiki indicates the game sold 220k copies by Nov 2000 and this was considered ""commercial acclaim." There are of course plenty of indie titles that are taking a generic route but it doesn't change the fact that this is where developers are trying new thing
  22. Indie games are where it's at. That's where I find stuff that is technically and mechanically interesting, sometimes story-wise as well. With respect to larger developers, I stopped being bitter about this when I realized there's no good reason to expect them to produce anything different anyway. That would ultimately mean expecting the cultural norms of the masses to change ... and good luck with that. Did Thief 2 even break even in its day? Also can't expect indie developers to produce content at the scale of modern developers either. I'm personally more invigorated by gaming than
  23. The major thing that is a counterpoint to this is Valve's VR ambitions. HLVR is quite clearly in development and they're pushing enthusiast VR hardware further than anyone else in the consumer space with the Index. The company's philosophy on this is that you establish something that proves to be compelling in the high end before addressing the major cost reduction matters for the wider markets. This is while other corps involved with VR are getting impatient and engaging in a "race to the bottom" under the assumption that VR's major roadblocks are in price and friction. Which is an approa
  24. For what it's worth I can't remember the last time I purchased a piece of hardware new. If you're in the US (just not sure about other countries), eBay is a great place to find good deals and there are people with too much money that just dump their hardware for cheap from time to time. I don't bother with auctions unless the item isn't in high demand--people get emotional about it and bid the item up higher than the market price. Also, if you buy Gigabyte, MSI, or EVGA you can often take advantage of transferable warranties. If you don't break the conditions of the "eBay Money Back Guaran
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