#virtual-reality
1 messages · Page 28 of 1
except you don't
there mght be a character in the middle of the screen
but the player could be looking at a butterfly in the bottom left
or their health bar in the top right
you just don't know
no, he looks with his eyes
the mouse just orientates the camera
i.e the viewport
he could be looking at any part of the screen
at anything in the viewport
if I am looking at the button, then press action key, who gives a damn where physical person is looking at - button pressing cinematic kicks in
this stuff is important :/
if player is next to a corner and presses "lean" button - who gives where person is looking at - leaning animation will kick in
yeah, I give up, you clearly don't want to understand what I'm trying to put forwards
I do, when you talk about VR
otherwise it's not applicable to conventional non-VR games
it really fucking is
it forms the basis of a lot of principles of human-computer interaction
it's why user interfaces (good ones) work and why bad ones do not
why some games have good HUDs, others not, and why some gameplay mechanics work and some don't
Funnily enough, this little conversation is directly applicable to my work, and has caused me to find an issue and fix it!
haha
"you have no way of knowing what a player's body is doing, so don't design things assuming you can" << how is this applicable to conventional FPS game ?
Well, maybe not fix it yet, but I will in the morning!
the point is, is that trying to assume whether a player is leaning or not, is the same as trying to assume you know what a player is looking at on a flat screen
the information is not there, so you don't try to design an application as if it is
As far as leaning goes... here's what you can know - the player height (if calibrated).
The HMD pitch.
player height isn't calibrated in the Vive 😉
From that, you can infer quite reasonably a few things.
VR: only position is tracked in 3D space, no way of knowing whether player is leaning or walking
it's actually better that way, to be fair
Not by default. But the functionality can certainly be added.
non-VR: if player pressed "lean" button - player is leaning; if player uses "WASD" player is walking; if player uses lean button and WASD, player walks while leaning.
see the difference ?
Not 100% accurate, but 95% there!
but you still couldn't necessarily infer anything from it - what's the different between leaning fowards, or crouching a little, and just looking down ;)?
HMD's height and orientation is the same
The difference would be...
by design, there might be only "lean left" and "lean right". you as a designer create possibilities for player. In VR, you can't.
that they'd fall off the ledge before they could crouch and look down! 😛
I've already given up on you motorsep; you're arguing with yourself :p
that's because you are wrong
Hahaha. Yeah. We're dealing with imperfect systems here.
and as far as the HMD is concerned, the motion is more or less the same
you just can't tell what the player is doing
But my philosophy runs contrary to yours - approximate intention where uncertainty exists.
I'm not wrong, you're just arguing about somehting completely different and refusing to understand, which is why I've given up
and I 100% agree about VR
Rather than eschewing intention without certainty.
Basically... sure, people can 'game' your system, but if they don't, and they act normally in most instances, it'll work most of the time!
And for the times it doesn't, provide some graceful failure/affordance to let them know what's going on.
the problem is you're making assumptions - in the example, nobody is gaming the system, they're just doing two different completely rational things that the tracking system can't tell the difference between
shrug my whole movement system is built off assumptions!
And it works pretty damn well 😛
has it been exposed to people who've never used VR?
people do weird things, that can be hard to account for
so invisible ledge to hold player is what I'll do (if they ever finish their positional tracking for Gear Vr and release UE4 plugin)
learnt that quite quickly doing user testing back in the pre-launch Kinect days
Not yet! I've kinda shown most people around me VR...
hehe, I suspect you may be in for some surprises, depending on what assumptions you've made
some people will behave in ways that seem completely irrational
with Kinect it wasn't so bad, because you teach people the gestures required to play the game
but VR kind of encourages more natura movement in a lot of respects
I'm not too worried in that regard. The only thing I really require from users is pretty intuitive.
And good clear initial instructions go a long way towards reducing confusion.
But... there is probably a couple minutes worth of learning curve. A bit steeper than teleportation.
But not hugely so!
well, best of luck - remember, the best laid plans come to nought the moment they encounter the enemy xD
Cheers! I'll certainly consider the things you've said.
But that doesn't mean the solution is necessarily to eschew this approach!
Tweaking, refining can yield useful results too.
my missus will when she plays some horror games.
Just tested my ledge leaning system.
You can crouch an gain some extra 'lean' distance.
But you want to be cautious, because falling when you're not expecting it is kinda scary!
so how do you do your leaning/movement system ?
I draw a sphere at user's feet, under the HMD.
if the sphere isn't colliding, assume it's in the air and drop the player.
If they lean, their height will dip
so increase the size of the sphere.
up to a certain threshold
So basically the lean distance varies from 25 to 50 cm
Which isn't huge... and will cause you to quickly fall off the edge if you keep moving forwards.
But on the other hand, is enough to allow you to lean forwards a little without you falling off immediately!
how do you deal with going off sync @hard light was talking about ?
Uh... I don't find that to be a problem?
I mean... I don't know how it'd 'go off sync' given that it's tracking the HMD
and you are the HMD. and all the functions are based off HMD positioning...
he doesn't have synch problems because he isn't making assumptions and moving the player
like it'll never cause the player to be 1 meter away from where they actually are?
Also I'm building on top of an open VR plugin that has solved a lot of those 'sync' issues.
Such as matching the player location with the actor collider.
so there is no scenario in the game where they can move more than 50 cm and not fall ?
50cm away from ledge with nothing beneath, yes.
Unless I place an invisible collider under their feet
and make them walk across it like Indiana Jones and The Last Crusade
Oculus Keynote starts soon
in abou t20 minutes
Just a reminder
live stream started
but still has about 12 minutes
@clever sky so really you don't do lean/walk thing. It's always walk, right ?
I'm not sure what you mean lean/walk?
I mean you only change location of the actor in the horizontal plane, not messing with camera in relation to actor itself
So the way it works with roomscale VR is that the actor is located in the center of the room.
And the camera moves around relative to that.
The actor can move around the world - just the local 0,0,0 is the center of the room.
what I was thinking is to move only camera if HMD moves slightly, and move whole character actor if HMD moves a lot. Since there is no way of knowing whether real person leaned or moved, we can't really mess with camera/actor because it will go off sync with real world.
so... the camera moves in relation to the actor. But I don't move the HMD around.
That's verboten!
Or rather I don't move the camera around directly, only indirectly through the actor.
But. You can turn off actor collision and create a new collision capsule where the camera is.
So that the collider moves with the player.
And can thus 'detect' if the player is walking into walls, off cliffs/ledges, etc.
And how you choose to deal with the mismatch between actor motion and user motion...
is a matter of how well you understand the causes of motion sickness.
Anyway, I'm out. Peeaceee
first psvr now oculus?
wtf?! Wireless Rift!!!
found a yt link https://www.youtube.com/watch?v=41wCozkD4l0
to the stream
i didnt wanna be on facebook 😉
wireless headset is pretty big if use/charge cycle is good
...it's already just 5% of revenue to epic...they sell it like its facebook being cool
True.
I was thinking like... ooh, I don't have to pay SteamVR cut.
But no, I still have to pay oculus their 30% cut!
greedy much ?
you have to pay Steam 30%
Isn't it? I thought it was the same as Steam
Steam takes 30%, so does Apple.
probably
so, 35% (Epic + Oculus) is a very good deal
it makes sense, i dont know other easy channels for shoppers
publisher will take 60 - 80%
ya but publisher can force your thing on millions
nope
good or not
they sure have a better chance with their PR power, but it's still not guaranteed
so whether it make millions and you get only 20% or makes less and you get 65% (and keep your IP / freedom )
if i had a mediocre product I'd happily give 80% because its versus no sales
don't make mediocre products
myt philosophy is make something great and the pr does itself
i wanna do cool stuff that doesnt exist
it used to be that way
i'm not up to date
nowadays you can make a diamond and it will get lost due to market saturation
VR is a good market right now
and you have to be lean to make money
so going with publisher will get you nothing (also not sure there are any publishers on VR right now)
it's getting manageable for 1 person to make something too with all the tools maturing
i'm gonna do a vive entry to epic mega jam if its allowed
Hmmm... Liking the stuff that Oculus is building...
Good way of differentiating themselves from Steam
Because right now Oculus Home is total shit 😛
as long as Epic don't drag their feet and integrate all that new stuff timely
Hopefully Valve counters with a similar 'avatar passport' system
Kinda poop if I can only use that stuff for Oculus.
is that a mii?
yeh
Comeon Valve, do this too!
looks like they lowered min specs too
Yeah, because ASW basically allows the game to run at 45fps natively.
Then interpolate up to 90fps. Kinda like how Sony is doing it
60 to 120
wow, $500 Rift-ready PCs o.O
Did palmer show up at the start?
I wonder if he'll be turning up after his kerfuffle 😛
What... why do you need 3 sensors for roomscale? D:
for better coverage ? (since it's a difference tech)
Arktika looks cool
Lone Echo looks bad ass too
that's it, I want Rift 😃
Haha... Gotta admit, that Oculus money buying some pretty decent exclusives.
it seems to be a better platform in general
how ?
Well for starters, you have a friends list right?
You can't do anything with them other than see them online!
Whether or not you use it isn't really the point. Point is the functionality is lacking.
Also SteamVR has more customization to it, which is nice.
Point is... I don't expect either company to stand still with their platforms.
Which is great for VR in the end really. Oculus showing some sweet stuff in this conference.
Expecting a strong counter from Valve!
I wonder what Oculus Launch Pad is
Robo Recall is an action-packed virtual reality first-person shooter with gratifying gameplay and an in-depth scoring system. Explore immersive environments as you take on a variety of rogue robots, unlock an expanding arsenal of weapons and access all-new challenges.
There you go. Gear VR stuff.
also, seems to be oculus touch exclusive
kinda odd call when Sweeney seems to be pretty vocal about locking down into platforms
Tencent owns almost half of Epic
theres an oculus vr stream on
so I am guessing XBS controller support is all Gear VR gets :/
I'll try, but somehow I doubt I'll get any
judging by who gets Epic's fund money gotta be out there, active in the Jams and stuff
so I am sure Oculus isn't gonna just give money to some random indie dev
but it's good to know there are millions of devices out there
Kinda liking that sing space.
Anyway. I'm whacked. Tired as shit because I watched OC3 instead of going to sleep when I said I would.
ciao
cya
oculus missed a trick
they should make gearvr/rift games sellable anywhere, but if its not on their store it adds a splash advertising oculus
lol
did you miss the part where if you sell UE4 based games on Oculus, Oculus will pay royalties to Epic ?
Providing they let your game on the store
yeah
better get on Oculus Store than on Steam from PR perspective
really disappointed with Gear VR not getting anything 😦
I guess for VR visibility the Oculus store has the edge there for now. However the Store misses one key component which is those without VR who have had no reason to download Oculus Store. There are more of them on steam than own Rifts so enticing them to buy the hardware can be the deciding factor eventually.
people load steam when windows starts up tho. They would have to go out of their way for that page 😃
why would you even bother checking what they sell if you have no VR ?
I don't have Rift/Vive, so I don't bother checking Steam or O-Store
and when I use Gear VR, I browse there
no it's not
Steam is polluted
nothing any longer in my face
sooculus will pay epic their 5% from the 30% they take?
eeh, no
you'd pay 30% to Oculus, 5% to Epic
with that deal you would only pay 30% to Oculus
or I guess 25% to Oculus and 5% to Epic
either way, same crap
you get more profit either way
yes, so you pay oculus 30% and they pay epic their 5%
still leaves the main problem, if they don't like your game youre screwed on distribution
all that's left is that 3rd party vr store no-ones ever heard of
nope
but im reading the news
wireless all in one oculus
touch in december (wich is fucking GREAT for me)
the 5% thing
im not kidding, my game can be a launch title
perfectly
that would give me 2months to dev the game
wich is possible
after all, i got 2 maps done at the highest quality, and other 3 are meh, but they are going to be improved
so its basically making all maps work, and extra NPC enemies
also, holy shiet async POSITional timewarp
i smell Carmack magic
wireless coming, or wireless within 5 years?
seems more of an "all in one" oculus
with integrated processing on it
and inside out camera tracking
more carmackmagic
this time confirmed
where you see that?
I only caught last 30-40 mins
good thing that i have good english
(im spanish)
reading more newss..
whoa, VR optimizations means gtx960 as minimum?
$499 Rift-ready PCs
does that mean my gtx780 is now considered enough for VR?
now steamVr is so bad compared to oculus, so behind
yes
ah
no
you need that 9xx architecture
bah, screw them
well, its now confirmed all oculus games do run far better than the same game on SteamVr api
ive been saying it for a while, that oculus software is miles ahead of steamvr software
now its even more
my 780 is a lot faster than a 960
we are talking about hardware optimization here
so it might, but probably not
it doesnt run vr already?
it should, i think
but seriously, async positional timewarp
while vive has no timewarp at all
no idea, only vr I have is cardboard
wants Rift + new PC
Iribe says "spacewarp" allows games to run at an internal 45 frames per second, while still providing a smooth 90 frames per second to the headset.
from arstechnica
so you can now target 45fps and it will still play smooth now?
yes
in vive you also could
with reprojection
but its shit
this one is like a WAY beefed up vrseion of this
does rift still work right if you use cable extenders?
nah he said they want to cut the wires but still use the power of the pc
obvious solution there is wifi for talking to pc, and lifi to send picture to HMD
"We're working on a standalone #VR experience." Tune in to the #OC3 keynotes, now LIVE: https://t.co/coMFPh8Bms
It says there "We're working on a standalone #VR experience."
usually "standalone" stands for just one unit, nothing else is required
but even if it's wireless, it's still amazing
that's mobile
standalone would be pc powering all the grunt work, but not attached
standalone....with a pc in a backpack..."what? you can stand"
is that epic deal rift only, or gearvr as well
oculus store, should be both
hopefully it's both
but I don't think sales for Gear VR apps are great
so I don't even think an average game hits limits where 5% needs to be paid
When is Carmack keynote?
I didn't know there was one, I thought it was ll done
Oh its tomorrow at 1:30pm PT
Standalone should have always been the direction imho
Then you can call VR a platform
^
Can't wait for the standalone experience tech to trickle down to my home theater so I can get rid of all these stupid HDMIs
Good article.
I knew all about the acceleration thing!
just one more reason why you're the better version of me
neat!
one day I'll quit my jerb and make a game
and it will be the happiest time of my life
until then
I tried
how did it go?
that seems like a nice career
but I JUST WANNA MAKE MY GAME
I was banking on an undersaturated vr market for the first year or two
but there are a lot of decent games out there
42 pages of steam vr games
maybe half a page of good ones
go for quality, word of a good VR game gets around fast
yeah
it is!
I would love to just evangelise VR and make good experiences and new tech and get paid for it somehow
with no specific goal, just "go make cool shit that benefits everyone"
that's so realistic!
see that little remote that comes with the rift, is it visible and usable inside the vr as a sword etc?
I think it's only a button
not a motion controller
perhaps you were thinking of a razer hydra
someone on reddit just gave me a great idea on how to use the kinect skeleton properly
hide it, set up another skeleton and use the vive and the kinect as IK targets
rather than post-fixing everything like I am now
then I can do constraints and delta limits and stuff and it'll look flawless
woo
I need to go home and try it
accelleration is perceptable in the human motion sensory system
Yeah, that's right. And velocity isn't!
It's actually why our vestibular system is both a secondary source of balance and orientation
and why techniques like redirection work!
velocity doesn't do anything
Because it's imprecise!
we're moving at 10.4 bajillion units per second
you cannot tell
accelleration is change
turning is accelleration
Yes. It's a 'force detector'
And forces only apply to change the velocity... or acceleration as we call it.
Dammit.
The best thing that Oculus showed last night was space warp
need that shit for all VR D:
Dammit Carmack! Why couldn't you have been a VR agnostic god?? 😛
lol
space warp doesn't solve all problems
but then again, neither does titan xp sli
😄
45fps as the new target frame rate is an amazing thing
yeah I'd like that
Totally running Unreal editor VR preview through Oculus once I get those touch controllers.
just presume valve will eventually implement the same thing
bit sad that they haven't on an otherwise good track record
Hope so antidamage. Need parity between the big players.
carmack has always been brand agnostic in the past
it's annoying that he's just hanging out at oculus these days
but maybe valve are to blame there
Why's that?
which part?
'Maybe valve are to blame'
just wondering and not immediately assuming carmack decided to exclude a platform from his efforts
he never leant particularly towards nvidia or AMD in the past
Well... to be fair, he hasn't worked at one of the major hardware vendors in the past either 😛
yeah
Carmack and Oculus are intimately tied together. Even before he went over to them.
I'd say the VR revolution was really kickstarted by him!
we're one of the companies that carmack likes to drop little "go do this" hints to
Although Palmer luckey gets the 'founder' credit
All Palmer did was stick some lens onto a cell phone screen.
😉
Carmack was agnostic? When? His engines always ran on Nvidia better than on AMD.
Plus he admitted that making them GPL was a bad thing.
because nvidia did what he wanted
I'd like to paid 700 mil for putting lens on a cell phone screen and into a box 😛
he would do these detailed posts describing the pros and cons of each generation and how they'd diverged from what he thought they should do. AMD was always the worst offender.
Because Carmack did the rest... wrote the lens warp functionality, integrated the motion trackers
I guess Oculus provides him with what he wants and he now sees a value in walled garden platform 😉
Yeah. Unfortunately Valve and Oculus are no friends.
either that or maybe they think it's just a temporary solution to a problem that will go away, although I can't see how that'd be the case
Frame rate will always be an issue.
Valve lost a lot of scientist to Oculus and I bet money is only part of the issue
well they are, valve gave oculus a good hard look at how to build a headset 😉
So tech that can provide high quality interpolation will always be applicable.
yeah, I agree
what about zenimax? trying to sue carmack and oculus
has that been sorted out yet?
Nope!
well, those guys want the money 😛
wankers
Zenimax has super beef with Oculus too
zenimax think palmer stole valve's technology from zenimax to use on oculus
while I love new Doom, Wolf and Dishonored, I hope they get nowhere with that lawsuit
I mean... from their perspective, the work that John did in the 2012 quakecon presentation (the event that kicked off this whole thing) was theirs.
they'll probably happily settle now facebook is involved
But then they fucked up by not giving John room to scratch his VR itch.
yeah
If Zenimax had brains they would have given Carmack what he wanted
well just before vr carmack became obsessed with mobile gaming
he was effectively saying that he was never going to develop another desktop game or engine
but they are so hardheaded :/
Haha... John on mobile only... A great loss for the world only the geeky would care about 😛
they'd be some fine mobile tech demos just waiting for a game to be made around them
no one likes AAA dev cycles 😉
so mobile was naturally a breath of fresh air
haha yes
Never experienced it myself. But I've never heard anything good about that shit!
I like to think fallout shelter came from some of his efforts
he had public plans all the way up to id tech 7
I like new idTech 6
no voxels though
meh
Yeah... was going to say.
tech 6 was meant to be partially voxelised and tech 7 fully voxelised
The voxel stuff looked intriguing.
it runs on my old PC!
I think everyone realised that voxels are not the best solution to the problem
lean and mean engine, and beautiful too.. I wish UE4 was that performant
The best solution is some sort of hybridized system that takes the best of both worlds.
not everything-as-voxels anyway
yeah, and that's always the answer
the best solution takes what it needs
😛 easier said than done though. hahaha
now we have voxellised lighting and GI
which aren't in the stock engine and are slow
Also voxellized deformation and destruction
voxellised GI is coming and it's relatively quick. runs on PS4.
in 4.14 ?
vxgi is totally in unreal in some branches
not sure when
has anybody used it with vr?
that's only in Nvidia branch afaik
Ooh. Anyone got capsule shadows working in VR?
that's fine fuck AMD
Capsule shadow the everything.
oh good idea
I need to try that too
my bunny casts weird minecraft block looking shadows
@silk lodge I don't think real-time GI is fast enough for VR
@mighty carbon challenge accepted!
any real-time GI for that matter
does it run on alternate gpus?
I wonder if realtime GI is even perceptible in VR
as opposed to baked
stuff doesn't move around in VR a lot
Sure it would be. You can see shadows in shadows in GI
I think real-time GI for VR is a way off.. I don't think people are gonna cry about it just yet - VR can be very enjoyable with baked GI 😃
I'll hafta give it at ry
I have a game htat would benefit from explosion illumination
it's all about the jumpscare
fancy lighting does look nice though!
but let's be honest, it's mostly easier to bake
EVERYTHING
So. Who wants to make a full motion first person diablo/roguelike for VR?
Coz that's where I wanna get my stuff to! 😛
mememememem me ME
I want to use gestures and screaming to cast balls of flaming death at my enemies and maybe unsuspecting party members
Because that locomotion will form the basis of any experience I create.
Let's you move around VE space in a relatively presence enhancing manner.
As opposed to blink teleport.
Love you Vanishing Realms, but it feels so v1.0!
@clever sky me!
@clever sky but I also want um pvp e-sports!
and teleporting
10 different ways fo teleport
or more
and flying without acceleration
I'll tell you what...
teleportation feels more special when it's limited.
And has other movement systems to provide context!
Then it's actually like - ooh, I can teleport!
I like teleporting a ton
roguelikes are good because mages teleport a limited distance all the time
working on it in irl
haha
haha 😛
Those aren't people! They're just floaters in your eye!
most people keep really quiet about things they'd be ridiculed about -- like being able to sometimes teleport
What you said just made me think of a neat idea for a fictional universe.
Sometimes heroes!
their powers switch on randomly and they don't know when!
I don't think anyone sometimes teleports or they'd rule the world
or
maybe they already do
how would you solve poverty with teleporting?
kill the rich
then all the people would be poor
and batman is rich. that'd put you at odds with the batguy himself
could the batman kill a teleporter?
@dry fjord looking at the hands on the Vive/kinect rig...
makes me realize why those touch controllers will be cool!
They've got 'gesture' sensors
So the hands can look more natural when idle.
Yeah. Right now, the hand is just open when not grasping.
Looks huge and monkey like!
I'm actually interested in trying a setup where you only use one motion controller and the other is free to do gestures
since the kinect can sense an open/closed hand
I think that would be more natural for casting firey balls of teamkilling death like what I want to do
controller sword, other hand magic
Ah yeah.
summon a shield, etc
What kinda hand magic?
not that kind
oh I dunno
now I Want to make a shield frame for a vive controller
But I play in the nude! How will I sheathe my controllers?!
doesn't actually play in the nude
the kinect says you have an extra leg
Tell you what... I'm glad Oculus gave us kickstarters a free rift 😛
Difficult to justify buying one otherwise.
But damn they money hatted themselves some nice looking games.
Question:
What's an easy way to snap to verts in unreal editor
lol
figure out what grid it snaps with?
What's that mean? 😛
You mean position the modules onto the grid lines and just keep snap lock on?
That seems less efficient than snapping to vert D:
well, they should have been designed to snap to a grid
and in that case, it's better than vert snapping
but I don't think vert snapping is in unreal
you can do face snapping
No. It's there.
It just sucks.
What is it... hit P for pivot, then hold V with mouse over the vert to change pivot point
or something like that. Anyway its imprecise and you have to do it every single time.
there's surface snap
it pays attention to vertices
its designed to be used for snapping actors INSTEAD of the grid
it's the icon that looks nothing like surface snap
it's to the right of the world icon
additional vertex snap settings are available under some menus too I think
Hmmm
Well it snaps to surface
But doesn't quite let me lay like a road plate side by side easily
hmm
google the vertex snap settings
I dunno where they are
it's meant to be used with modular actors with matching vertices at the corners
Ah ha!
I kinda figured it out
You hold V
while moving
and the origin of the actor you've selected
will snap to a vertex in the world that you're pointing at.
Which is... less versatile then I need it to be D:
Ok yeah.
So middle mouse on the white pivot point lets you move the pivot around.
The fun part (not actually fun part) is that you'd think it'd be easy to middle mouse and hold V to snap the pivot to a vertex on the mesh.
Nope. It's only snapping to a few of verticies in the mesh (towards the middle). Wwwwhhhyyyyyyy
What I'd really like is for it to stick... and a button to return to default.
Honestly... would probably have to write a construction script for that kinda thing.
Oh ok. You can change it permanently.
Right click on the shape and choose pivot - set as pivot offset.
Not exactly what I wanted though... still useful.
yeah it used to
I guess some users found that annoying
needs to be a HUD setting in the viewport
give it an icon of a fruit or an abstract concept like "feeling cold", something in line with the other icons
Haha
sounds like facebook didn't like how dank the memes were
Hahah
haha
My new cable arrived.
It's the old cable. D:
Hmmm... ASW applies to steam titles too if you force the setting in registry 😮
Not sure if it's Rift only or not.
ASW?
That's a fair call.
ASW is Rift only, Nvidia only
is there a technical reason for being NVidia only?
No. AMD is releasing ASW support too. They just haven't quite done it yet.
so this royalty free Oculus dealy, does that count for GearVR since its Oculus Store too?
No clue, but my guess is yes.
I mean, they're still pushing GearVR as a platform in terms of funding developers.
yeah thats what I was thinkin, its just my starting point atm, I figure theres abit more market there too atm
shame bout the Note 7 fiasco tho
But to be sure, it's not royalty free from Oculus.
It's oculus pays for your unreal licensing royalty.
The difference is about 25%
ahh so I still pay Oculus publishing fee?
i.e. Oculus store front like Steam VR charges 30%. Unreal engine charges 5%. Oculus will take 5% from their 30 to pay Unreal.
yup gotcha, nice little gotya on that one but still, its not that bad. Id prefer on Google cuz its free but I suppose you take what you can get
Yeah, I had a "wwoooo fuck" reaction when I first heard it during the live stream
google is filled full of shite atleast oculus does have that exclusivity atm
Then I realized... oh wait... ok.
Google's VR play store will fill up with shit as quickly as their mobile play store 😛
Im guessing that brings it in cheaper than the Vive though
Gonna be a tough market to crack into in a couple years.
Yeah... it's basically an incentive for VR devs to continue making stuff available on the Oculus storefront.
unreal VR devs
Dunno why they're snubbing Unity, but I don't particularly care too much about that right now 😛
knowing Apple they'll just release VR googles that look like glasses frames with no lenses to appeal to the hipsters
Haha. The new Apple 'Virtual-VirtualReality' Glasses.
look guys we removed the screen "woo innovation, throws wallet"
you have to believe it to see it 😛
Nah. I'm expecting some tight shit from Apple once they finally get to announcing their HMD.
Need them in the game to help push VR along.
well both Nvidia and Apple seem uninterested
Nvidia seem uinterested?
yeah they are in a position where they dont need a HMD
That's not true at all. Nvidia are very interested in VR.
And have invested significantly in VR stuff. They're just not in the business of making HMDs 😛
well this doesnt seem optimistic is all 😃
all very solid points tbh
Interesting stuff. But that kinda runs contrary to the stuff they've done already!
To be sure, VR as computing paradigm would work well with Nvidia
given that VR would drive GPU adoption even faster.
well if it sells their graphics cards its a small marketing cost really, Im not expecting em to enter the headset market but it would be awesome if they did
I want a gsync HMD
Nah... their home consumer devices are pretty middling stuff. e.g. Nvidia shield.
nvidia shield for ya face
Technically decent. But application and design is meh
They're better with the under the hood tech.
nvidia shield, nvidia sword, nvidia gauntlets, nvidia helm 😛
truth be told I wasnt expecting it to sound that bad before I hit enter
it's cool. I enjoy bawdry humor
I think if they keep going with tegra and stuff they should be able to really push the VR market but its probably just not cost effective for em
someones already forking out $1000 on graphics cards (atleast hear they are) its a hard sell to get em to buy maybe 2 and an expensive headset and controllers
Nah. $1000 graphics cards are the highest end stuff. People that buy that kind of stuff are exactly the kind that would also be interested in buying $1000 HMDs to give them the best experience.
Unless you mean you're from a place where low to mid end stuff is marked up really badly
like brazil or something.
if they can bundle it for an upsell itd work, especially if you can try to displace those expensive monitors abit
people fork out $2000+ easy for a 144hz monitor of decent size
Yeah... I think by the time we hit 4k VR displays, they'll start becoming useful monitor replacements.
Like text will be quite legible at that size.
they might be willing to get a cheaper monitor and VR instead of just the expensive monitor
Depending on how comfortable it is to wear the HMD
If they're still as big as they are now, they're going to be used for VR only experiences.
I just think in terms of fidelity no one is gonna beat Nvidia, you might get a good combo like Samsung/Nvidia but they'll be at that top spot for awhile. I mean Scorpio is being hyped but I really dont see AMD coming from no where since their gear runs hot and chews watts
But if they're like... a pair of snow goggles in weight... I think more people would be happy to wear that for a bit.
top spot for what? GPUs?
They don't make monitors you know?
GPUs and displays, gsync tech is nvidias
yeah, but that's a chip that monitor makers buy from Nvidia.
AMD dont make displays either 😃
Yes, that's correct!
if Nvidia make something proprietary I think they can 1 up AMD but they got the whole MS relationship
no one really talks fidelity anymore only FPS
VR it makes a hell of a difference though when your face is right next to the display
oh well Im just gonna sit back with my wireless GearVR and watch the wires unravel 😛
Well, we've basically hit a wall with resolution.
That wall been human perception.
The sort of distances we sit at and use displays and devices from...
you can't actually get them to look much sharper then they already are! So you have to make the screens larger.
Which comes with a host of its own problems. Like me on my 21:9 3440x1440 screen.
With a bunch of content that's unsupported!
But VR... is a good way to drive forward the continue thirst for resolution.
thats what res I run at but I only game on 1 screen, you must have ultrawide
Thinking about it... I think Nvidia means not that VR will only be ready in 20 years... but that there'll be 20 years more advancement with VR.
one thing about VR that kinda gets my back up is none of the interfaces work with it, you have to go into this special VR mode, its like why cant I use my normal android phone in VR space or somethin
i.e. we can still get sharper screens for VR, still higher frame rates, etc.
More fidelity, prettier pictures, before we start hitting a plateau in how effective visuals will make VR look.
yeah 20yrs is when it'll reach the same point of the GPU probably
I thought that Google Daydream will let you use android apps in VR?
like a web browser in a big window?
Daydream should be a step in the right direction I hope, I can use the web in Oculus store
but its not the same thing as native OS support
I mean you can do that with Rift and Vive now through 3rd party software
Big Screen and VR Desktop thingy
believe it or not Steam OS is best positioned for a VR OS 😛
It's a really basic VR OS.
I think... in the future, what you'd really want is something halfway between a VR OS and the metaverse.
Like people make 'apps', and they just work in VR space. Like a calculator app... that's just a calculator on your virtual desktop.
I just find it odd they cant display the OS as like a render target on a billboard similar to what UE is doing with the VR editor
A music player... that's just like a radio deck in your virtual space.
Photoshop? A bunch of tools and equipment that lets you do photoshop stuff.
lol trip over the palette and spill photoshop all over your other apps
Haha. Maybe with less real world inconvenience. And more VR magic.
ideally the tools would become a layer over the top as different ways to interact
But you know what I mean? instead of going into a bunch of different environments
similar to those old windows toys thing with the minigun
get upset at your painting in photoshop, no worries, pull out the minigun and blast it to bits
then take out some of the desktop icons too
But then if we want to go into a seperate virtual space, we can - like running a game or full window 3D appliafction
Haha.
I just think its kinda silly to be constrained so much inside applications, I get thats how windows used to work but in VR why do we need windows 😮
We don't!
That's why I'm saying, instead of application windows, photoshop is just tools that exist in your virtual environment
along with your 'calculator app', 'music app', etc.
see with screens we are on the outside looking in but VR youre in there so you got the right idea it needs to become a space you can use
you can still have abstractions though, searching for a file? pull out a filing cabinet and tell it to find something for ya 😛
But to evolve computing to that kind of paradigm would take a huge amount of work.
Nah man. You just yell at cortana (who looks like Halo cortana, skinnable of course)
Get my **** files cortana!
and then she produces them from 'thin air'.
just dont ask cortana to smite you 😛
master chief will materialize and draft you into Haloverse
That's a skeumorphism 😛
the extending file cabinet. Using familiar concepts in the world and replicating them in digital space to reduce the learning required to use it.
but its still an abstraction isnt it cuz files arnt really paper
But then Apple went all... we don't need skeumorphisms anymore!
And now my dad is all sad and confused when using his new iphone
bwahahhaha
lets call everything nodes, its more PC
but how do I know which node is the node I need to node 😮
This talk is getting me node where!
you should node better 😃
😛
when is the carmack talk?
1:30 pm PST
Btw, people report that games run so smooth with ASW
so I guess now it's possible to put more details in the world
2 hours from now
are you in CST ?
1 hour to go?
yeah
Watch on Facebook
I couldn't watch yesterday anywhere except Facebook
I'll watch Carmack's keynote when available offline
Hopefully JC spills the beans about GearVR and its future :)
It's sad that Samsung/Oculus tandem fails to innovate
That's probably why Oculus decided to make a standalone product
Watching Carmack do a talk makes me want to find a massive bag of cocaine, snort a line like Tony Montana and try to keep up. I have to google half of what he says.
that image comes from another talk other year where they pretty much told him to stop and leave
yep that
the choking thing its from when he choked a journalist to blackout
that video is damn hilarious
hah just checked that out. Feels wierd now though because I trained judo and bjj. Feel like a right carmack fanboy now.
extra marks for getting Cung Le in the vid. That guy is brutal.
he is talking VR optimization
Nope, he is talking about AR. (Augmented Reality) Basically phones/mobile devices do not have enough power in their CPU/GPU to maintain solid performance.
if Magic Leap ends up being half as good at it seems, its gonna murder the smartphone market
it's hard to match without sliding, moreso if you have laggy rendering
AR can and will rekt VR
VR will stay niche forever
AR is for adding stuff to real world
I doubt it
Too much hardware
VR is for going into a virtual world
Too much costs
im waiting for SAO style VR
hmmm I get the feeling Starfighter didn't get on the store because we do something Carmack says is a big no-no.
Otherwise, thoae vr headsets are heavy and cumbersome
And dependent on other tech
and if you can edit that, then you can literally rewrite people memories and stuff
they will become slimmer
the hololens could be VR
Hololens...
Another out of touch piece of tech
A lot of money has been invested into VR
but AR has one HELL of a market
But eventually people will start seeing it for what it really is
good AR can wipe out casual laptops, tvs, phones...
AR will be unstopable
you'll probably eventually just get AR/VR headsets
but there will always be huge amounts of power from dedicated PCs
and wireless links to VR / AR hmds
and you'll always have better experiences driven by powerful computers
MR AR headsets are now better than VR headsets
And will only get better
Just like VR we hope
wait, wich ones
if phones make it to current vive levels, then pcs will be so far beyond phones, it'll be laughable to go back
hololens FOV is crap
Aye
It isnt the greatest, but for what it can do, it is pretty dope
MetaAR is sexy
Better and cheaper than holo
Hopefully that gets some traction
Hope the boss was watching that. Might have to get him to take a look. We have some things to change :p
that's like saying the PS1 isn't good enough for making games
ffs, when will they learn you just give carmack a start time and let him go
so the gearvr got this timewarp thing as well?
"He could have gone further, pointing out we have no obvious way to get the rest of your body into the experience, or that realistic movement in VR requires other, even more cumbersome devices that cost a small fortune."
Lies, I did full body VR just yesterday
how are nvidia staff so out of touch
NVidia have always been delusional
did anyone notice any speed increase on gearvr with the new updates?
@sharp swan you find something good?
umm huh? where and what?
@granite jacinth what did you mean by find something good? Confused ^_^
Carmack talks
awe, no pink gold s7 in stock
ahh yeah. TOo much. Feel like a proper noob listening to that. I don't do the art and it was mostly art pipeline stuff but I do listen . The multi-view + Vulkan combo is more my side so that's super interesting. Will have to get into that somewhere down the line.
I see
I had no idea what he was talking about, other than things make it faster
but is multiview and timewarp coming or in gearvr
timewarp already is I believe. multi-view is down to unity and unreal support
but gearvr will do it, none of his talk was for rift?
does that mean on gearvr you can now do 30fps but it will try to stay smooth and fast?
mostly gearVR orientated but you can apply the same to PC in most cases. You just have more actual wattage to work with processing wise
he said gearVR stuff supports 4k @ 60fps but its context based. You can probably get that for some 360 video and streaming, but would be detrimental in most gaming cases.
he did talk about bumping up their usual 1500 res to 2k textures through various techniques though
I'm surprised he recommended 4x anti aliasing
I don't even use that on desktop
2x should be enough for anyone
Samsung should have some sort of diffusion filter to remove screen door
he pretty much said use trilinear filtering and have mipmaps for everything