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Cat Merc
Negative-Feedback. Negative-Feedback
19
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Posted - 2016.02.18 17:50:00 -
[1] - Quote
Talos Vagheitan wrote:VR will only ever be an optional gimmick, just like the MOVE or 3D gaming.
People will try it out, say "hey this is neat", and after an hour once they realize it's nauseating and causes headaches, the goggles will come off.
Except it isn't. Far too many smart people poured billions and billions into VR to make it as perfect as possible.
The consumer versions, in contrast to the dev kits, don't cause headaches and aren't nauseating, they're quite comfortable to wear for hours on end. In fact people who are normally easy sea sick can sit in VR demos without issues. I remember statistics in an event, out of 600 people doing demos in that event, not one got sick.
Your predictions are based on false assumptions, and aren't taking into account the industry's movements as a whole. Industry leaders are excited for VR, anyone who tried it turns into a believer, it's going to be a massive thing. The question is not if, it's when.
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Cat Merc
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Posted - 2016.02.18 17:52:00 -
[2] - Quote
DUST will not be a VR game.
CCP might be high on VR right now, but they wouldn't push VR where it doesn't fit.
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Cat Merc
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19
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Posted - 2016.02.18 17:58:00 -
[3] - Quote
LOOKMOM NOHANDS wrote:Cat Merc wrote:DUST will not be a VR game.
CCP might be high on VR right now, but they wouldn't push VR where it doesn't fit. Because that would be a bad decision and CCP has never made one of those. I don't trust CCP. I trust Rattati and Rouge.
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Cat Merc
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19
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Posted - 2016.02.18 17:59:00 -
[4] - Quote
LOOKMOM NOHANDS wrote:Cat Merc wrote:Talos Vagheitan wrote:VR will only ever be an optional gimmick, just like the MOVE or 3D gaming.
People will try it out, say "hey this is neat", and after an hour once they realize it's nauseating and causes headaches, the goggles will come off.
Except it isn't. Far too many smart people poured billions and billions into VR to make it as perfect as possible. The consumer versions, in contrast to the dev kits, don't cause headaches and aren't nauseating, they're quite comfortable to wear for hours on end. In fact people who are normally easy sea sick can sit in VR demos without issues. I remember statistics in an event, out of 600 people doing demos in that event, not one got sick. Your predictions are based on false assumptions, and aren't taking into account the industry's movements as a whole. VR will do absolutely amazing things in medical applications, education, engineering, and quite a few other fields but in terms of gaming it will always be a niche product. The average consumer of today is looking for quick and easy along with being able to maintain their ADD tendencies which VR completely contradicts. Quite honestly, you sound like someone who never tried it. While I didn't myself, the things I heard from close friends who did, friends I know aren't easily impressed, tell me it will be absolutely amazing for gaming.
Immersion to a completely new level.
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Cat Merc
Negative-Feedback. Negative-Feedback
19
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Posted - 2016.02.18 18:40:00 -
[5] - Quote
LOOKMOM NOHANDS wrote: I have used a few different Cardboards with different phones, the Gear VR, and an OR dev kit 2.
As humans we have been trained to be ADD at this point. Most people can not manage to accomplish anything unless they are talking, texting, checking facebook, and whatever else they are doing. People are not going to shell out a ton of money for an experience that is contrary to their nature.
That is exactly why OR did not even attempt to get their price point any lower. From inception VR is being setup as a high margin low volume industry and is going to remain that way. Your friends who you mention will obviously be part of that niche and there is a small possibility that I will be to but that does not mean that millions of people are going to rush out to buy it.
Also augmented reality is likely going to put a quick block on VR stuff at the consumer level thanks to the fact that instead of contradicting the nature that people have developed it supports it.
So, you tried all inferior experiences. Gear VR is the closest thing to a consumer version Rift, and even then it's light years apart.
You're also assuming it will always take tons of money to get a VR experience. Right now the minimum to have a good experience IS expensive, only 7 million PC's in the world meet minimum spec, and the Oculus Rift itself is 600$. However, by the end of 2016 the price will already plummet down thanks to new GPU's, and by 2017 CPU's too.
The headsets themselves will become cheaper simply because the panels and optics won't be as cutting edge.
Give it time.
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Cat Merc
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19
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Posted - 2016.02.18 19:04:00 -
[6] - Quote
Talos Vagheitan wrote:Cat Merc wrote:
Far too many smart people poured billions and billions into VR to make it as perfect as possible.
Naive to think pouring money into something can make it "as perfect as possible". lol I see you've never heard of the F-35. Governments are easy to trick out of their money :)
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Cat Merc
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19
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Posted - 2016.02.18 19:06:00 -
[7] - Quote
xxwhitedevilxx M wrote:Mobius Wyvern wrote:Not at all.
VR is still impossible in First-Person Shooters.
It's impossible for all the major engines. It's not impossible, and actually totally doable if the engines architecture were different. Think about it: voxels already can give you an unimaginable level of detail without faking anything (because, as you know, much of the shiny, wonderful, super realistic graphic is actually "faked" in traditional polygon-based engines thanks to normal maps, POM, depth etc) in real time. This technique paired with procedural generation can possibly (and probably will) give us great near photorealistic VR experiences without the computational costs of a traditional polygon based engine- Need to be said, anyway, the whole thing is still experimental, there are a few guys on the internet that claims they already managed to reduce the memory needed for a single voxel to render to "less than 1 bit", which is great news if it is actually true. The first real game that will use one of these kind of mixed voxels + massive procedural generation will be No Man's Sky. But voxels can be much more high-res than that ;) https://www.youtube.com/watch?v=lXm5JWys55o The problem isn't photorealism, the problem is movement.
Moving without you actually doing so physically cause a disconnect in your inner ear that causes motion sickness. Until we figure out ways around that, or stimulate the inner ear in some next gen designs, we can't make traditional FPS, only shooting gallery type FPS.
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Cat Merc
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19
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Posted - 2016.02.18 19:07:00 -
[8] - Quote
Summa Militum wrote:Cat Merc wrote:Talos Vagheitan wrote:VR will only ever be an optional gimmick, just like the MOVE or 3D gaming.
People will try it out, say "hey this is neat", and after an hour once they realize it's nauseating and causes headaches, the goggles will come off.
Except it isn't. Far too many smart people poured billions and billions into VR to make it as perfect as possible. The consumer versions, in contrast to the dev kits, don't cause headaches and aren't nauseating, they're quite comfortable to wear for hours on end. In fact people who are normally easy sea sick can sit in VR demos without issues. I remember statistics in an event, out of 600 people doing demos in that event, not one got sick. Your predictions are based on false assumptions, and aren't taking into account the industry's movements as a whole. Industry leaders are excited for VR, anyone who tried it turns into a believer, it's going to be a massive thing. The question is not if, it's when. The potential of someone developing nausea from using a VR system is going to be dependent on what they are doing within the virtual reality world. A person will react much differently walking around in and exploring a virtual forest compared to running around on a battlefield getting shot at. Also, you don't look at demo events to determine potential health issues associated with the product being demonstrated. A person is supposed to sit down and participate in a specific virtual reality experience for an extended period of time (I would separate it into 2,4,6,and 8 hour time frames). Then you are supposed to study the effects on the individual participating in the virtual reality world as well as the effects on that individual when they immediately transition from the virtual reality world to the real world. You then rinse and repeat using various features and experiences a person would encounter participating in a virtual reality world. The various features and experiences one will encounter will increase over time as the results from the analysis are studied and used to refine virtual reality. I wouldn't expect any FPS virtual reality game anytime soon that would actually meet consumer expectations. That's exactly what all the VR companies do. Again, they've got it figured out.
You can ask the EVE Valkyrie QA testers how many hours they spend in VR without feeling motion sickness.
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Cat Merc
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19
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Posted - 2016.02.18 19:08:00 -
[9] - Quote
XxBlazikenxX wrote:You know Dust 514 is compatible with VR right? How?
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Cat Merc
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19
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Posted - 2016.02.18 19:12:00 -
[10] - Quote
XxBlazikenxX wrote:Cat Merc wrote:XxBlazikenxX wrote:You know Dust 514 is compatible with VR right? How? There is a youtube video, and also a thread on it, made several weeks ago showing someone using a VR headset to play Dust 514. That doesn't mean it's a good experience.
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Cat Merc
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19
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Posted - 2016.02.18 20:37:00 -
[11] - Quote
xxwhitedevilxx M wrote:Cat Merc wrote:xxwhitedevilxx M wrote:Mobius Wyvern wrote:Not at all.
VR is still impossible in First-Person Shooters.
It's impossible for all the major engines. It's not impossible, and actually totally doable if the engines architecture were different. Think about it: voxels already can give you an unimaginable level of detail without faking anything (because, as you know, much of the shiny, wonderful, super realistic graphic is actually "faked" in traditional polygon-based engines thanks to normal maps, POM, depth etc) in real time. This technique paired with procedural generation can possibly (and probably will) give us great near photorealistic VR experiences without the computational costs of a traditional polygon based engine- Need to be said, anyway, the whole thing is still experimental, there are a few guys on the internet that claims they already managed to reduce the memory needed for a single voxel to render to "less than 1 bit", which is great news if it is actually true. The first real game that will use one of these kind of mixed voxels + massive procedural generation will be No Man's Sky. But voxels can be much more high-res than that ;) https://www.youtube.com/watch?v=lXm5JWys55o The problem isn't photorealism, the problem is movement. Moving without you actually doing so physically cause a disconnect in your inner ear that causes motion sickness. Until we figure out ways around that, or stimulate the inner ear in some next gen designs, we can't make traditional FPS, only shooting gallery type FPS. Oh, I must have misunderstood the whole thing then. Anyway, there's also the problem that VR takes up really a lot more resources to achieve the same graphics level. Which wouldn't be a problem at all in voxel-based engines with nowadays mid-range computers (even ps4/xboxone) https://www.youtube.com/watch?v=rek6ygqwy-k^ closeups of the huge detail voxels can reach, the guy claims he's doing so on a XMG P722 notebook assembled in 2012. Voxels aren't anything new, they've been around for a long while. There are limitations with voxel engines, like animations, that need to be figured out before we use them for actual games, and not just fancy tech demos.
As for the VR rendering requirements, they're not THAT extreme. Next gen of graphics cards will put the minimum spec for a good VR experience at the 200$ mark for a graphics card, compared to 300$ today. There are also more novel ideas, like foveated rendering: http://www.roadtovr.com/hands-on-smi-proves-that-foveated-rendering-is-here-and-it-really-works/
That's already working today, and is likely to be implemented in the next iteration of the Oculus Rift and HTC Vive.
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Cat Merc
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19
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Posted - 2016.02.18 21:37:00 -
[12] - Quote
XxBlazikenxX wrote:Cat Merc wrote:XxBlazikenxX wrote:Cat Merc wrote:XxBlazikenxX wrote:You know Dust 514 is compatible with VR right? How? There is a youtube video, and also a thread on it, made several weeks ago showing someone using a VR headset to play Dust 514. That doesn't mean it's a good experience. But it does mean that it is possible. Everything is possible, the question is if it will make you vomit after 10 minutes.
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