• Oculus Rift / Virtual Reality General
    4,360 replies, posted
[QUOTE=FetusFondler;47324912]I wonder if in about 3 years time VR in 4K will be a thing.[/QUOTE] Two radeon 390x's can run 4K VR at 120fps on the Source 2 engine with Vulkan. For under 1k dollars. So yes, in 3 years with even better and cheaper cards , we will.
Doubt: if want to get one of these in the near future, do I need like 2 graphic cards for this to work? I would love to get me a Vive when it gets released, but I don't really want to spend that much money.
[QUOTE=Tumama;47325142]Doubt: if want to get one of these in the near future, do I need like 2 graphic cards for this to work? I would love to get me a Vive when it gets released, but I don't really want to spend that much money.[/QUOTE] No.
[QUOTE=Orkel;47325083]Two radeon 390x's can run 4K VR at 120fps on the Source 2 engine with Vulkan. For under 1k dollars. So yes, in 3 years with even better and cheaper cards , we will.[/QUOTE] source?
[QUOTE=NixNax123;47325201]source?[/QUOTE] Mostly a deduction based on the perfomance statistics recently leaked here: [url]http://wccftech.com/amd-r9-390x-nvidia-gtx-980ti-titanx-benchmarks/[/url] Doesn't seem unlikely to reach 120 in VR when Crossfired with a second 390x and combined with either DX12's or Vulkan's massive perfomance gains. The 390x is more powerful than the Titan X if those charts are to be believed.
[QUOTE=Clavus;47312477]Lucky bastard. Anything interesting to share about the demos?[/QUOTE] Just finished up exhibiting Starbound at Rezzed, was swamped! have some time to post now. Yes, I can share a few things. Any particular questions anyone has? I ran through the following tech demos: - Underwater (making player feel small) - board game (making player feel big) - Surgeon Simulator - 3D Painting - Aperture Labs robot repair
[QUOTE=FetusFondler;47324912]I wonder if in about 3 years time VR in 4K will be a thing.[/QUOTE] Of course it will. Even sooner. You can buy 4K ultrabooks right now that run fine. The real question is if games in 3 years will run at 4K smoothly. Its the same dillema where developers are constantly driving to push as good fidelity as possible at 720/1080p 30FPS, that having such things scale up to 4K (let alone 60/90FPS) will be a challenge I'm willing to bet as demand for this sort of thing goes up we're going to see this generation's graphics not really improve all that much (if not regress) compared to the best of last generation, and instead focus on better resolution/framerates
We're already seeing that. At least on PS4 I feel like there's a number of games (released or not) with art styles that are more cartoonish inorder to push higher frame rates and resolutions.
[url]http://venturebeat.com/2015/03/15/oculus-exec-massively-multiplayer-universes-coming-to-vr-beyond-a-shadow-of-a-doubt/[/url] [quote] At South By Southwest (SXSW) here yesterday, Jason Rubin, head of Worldwide Studios at Oculus, told VentureBeat, “Beyond any shadow of a doubt [massively multi-user experiences are] coming.” “It’s going to be this weird mix of ‘not like what you think’ and ‘exactly what you think,'” he said. “Beyond a shadow of a doubt, a lot of people working on metaverses and persistent worlds.”[/quote] Bring on the VRMMOs.
But if we die in the game, will we die in real life?
[QUOTE=woolio1;47336425]But if we die in the game, will we die in real life?[/QUOTE] euthanasia has never been more exciting
[QUOTE=woolio1;47336425]But if we die in the game, will we die in real life?[/QUOTE] We'd be living in the database.
Really hope they take the concept somewhere interesting with VRMMOs. Last thing I want is the standard themepark MMO ported to VR. [editline]17th March 2015[/editline] It's going to provide some interesting challenges for combat. The player characters can't be tossed around in VR or you'll make the players sick. Imagine a VRMMO that focusses solely on exploration, puzzling and doing jobs.
I wonder if we're going to get "VR headset exclusive games" how fucked would that be [QUOTE=Instant Mix;47278570]earphones have horrible sound isolation, proper headphones are what you're after.[/QUOTE] what I linked were proper headphones though
Finally tried the DK2 at Rezzed. Slowly but surely keeping up to date with the VR scene, feels good.
[QUOTE=Baboo00;47337690]euthanasia has never been more exciting[/QUOTE] Here's a sneak peek of friends installing the "Real Death" -kit: [IMG]http://i.imgur.com/GoWG7Q1.jpg[/IMG]
The first vr mmo to get some popularity will be a shit port of second life. People who take it seriously are sad enough as it is
[QUOTE=Clavus;47339841]Really hope they take the concept somewhere interesting with VRMMOs. Last thing I want is the standard themepark MMO ported to VR. [editline]17th March 2015[/editline] It's going to provide some interesting challenges for combat. The player characters can't be tossed around in VR or you'll make the players sick. Imagine a VRMMO that focusses solely on exploration, puzzling and doing jobs.[/QUOTE] The graphics in VRMMOs have to be pretty basic because a lot of players have shit computers, and they need those lots of players to actually populate the game world I mean even now MMOs tend to be piss easy to run on most computers just for that reason of being playable by as many people as possible, and VRMMOs are going to have the demand of 90fps 1440p so it's even more important
[QUOTE=Orkel;47343537]The graphics in VRMMOs have to be pretty basic because a lot of players have shit computers, and they need those lots of players to actually populate the game world I mean even now MMOs tend to be piss easy to run on most computers just for that reason of being playable by as many people as possible, and VRMMOs are going to have the demand of 90fps 1440p so it's even more important[/QUOTE] Windlands wasn't that intensive was it? Imagine that as a VRMMO game.
[QUOTE=thrawn2787;47343485]The first vr mmo to get some popularity will be a shit port of second life. People who take it seriously are sad enough as it is[/QUOTE] actually that's already a thing
Totally called it
[QUOTE=Orkel;47343537]The graphics in VRMMOs have to be pretty basic because a lot of players have shit computers, and they need those lots of players to actually populate the game world I mean even now MMOs tend to be piss easy to run on most computers just for that reason of being playable by as many people as possible, and VRMMOs are going to have the demand of 90fps 1440p so it's even more important[/QUOTE] MMOs these days aren't really that graphically intense, though. ESO looks like something between Morrowind and Skyrim, and WoW still looks like it always has. Even FFXIV:ARR looks dated. MMOs should have no trouble with VR, as long as they keep the graphics in line with what they're already doing.
[url]https://soundcloud.com/gameslice/valve[/url] Geoff Keighley has a new podcast type thing. First edition with Gabe Newell and Erik Johnson talking about Valve's hardware and VR for an hour. [editline]19th March 2015[/editline] At around 42 minutes, Gabe makes a comment that shows this was recorded before Terry Prachett kicked the bucket. [editline]19th March 2015[/editline] Geoff even mentions it at the end. [editline]19th March 2015[/editline] CCP is holding its EVE fanfest keynote right now, they're making announcements of more VR projects: [url]http://www.twitch.tv/ccp[/url] [editline]19th March 2015[/editline] They want EVE Valkyrie to be the best competitive multiplayer in VR. [editline]19th March 2015[/editline] New gameplay trailer: [media]http://www.youtube.com/watch?v=DZ4gpjwJa08[/media]
UE4 got support for the Leap passthrough AR. [img]http://i.imgur.com/ozbhr3E.gif[/img]
a shame that the leap is actually completely useless for precise finger posing, and only serves as a hand/wrist tracker with fragile index-finger pinching support
It seems Vive wont be cheap and for mass market: [quote]Valve and HTC's Vive VR headset will not be cheap, according to a representative from the latter company. Speaking to MCV, HTC marketing head Jeff Gattis said the [b]unit will be marketed as a premium experience at launch, though consumer demand and industry competition will likely drive down the price in the future[/b]. "We want to deliver the most premium VR experience the world has seen," Gattis said. "That’s not marketing speak, but more about where Vive is positioned in the market. This is at the high end."[/quote] [url]http://www.pcgamer.com/vive-will-launch-at-a-higher-pricepoint-according-to-htc-rep/?ns_campaign=article-feed&ns_mchannel=ref&ns_source=steam&ns_linkname=0&ns_fee=0[/url]
Makes sense. Who could blame them? I'm thinking $500+, that's a lot of hardware they're selling.
The important part is the Lighthouse tracking. Oculus needs to do something that can match that sort of capability, even for a lower end device. Valve is allowing [I]anyone[/I] to sell Lighthouse powered devices without royalties, so unless the sensors are obscenely expensive, it seems to me that Oculus needs to adopt it. [editline]20th March 2015[/editline] [QUOTE=Orkel;47359058]UE4 got support for the Leap passthrough AR. [img]http://i.imgur.com/ozbhr3E.gif[/img][/QUOTE] this makes me realize how awesome proper hand tracking/passthrough AR is and why i need CV1 to do it [editline]20th March 2015[/editline] i can live without precise finger tracking, and just use controllers i just want the wrist and elbows to be right
[QUOTE=bitches;47359732]The important part is the Lighthouse tracking. Oculus needs to do something that can match that sort of capability, even for a lower end device. Valve is allowing [I]anyone[/I] to sell Lighthouse powered devices without royalties, so unless the sensors are obscenely expensive, it seems to me that Oculus needs to adopt it.[/QUOTE] It's a lot of really small cameras, I would assume it's pricey. That said, I'm definitely not going to cheap out on a VR setup. If im going to do this, I want to do it right. We're at a point where the majority of the market holds the same view, I think, so there's no real reason for Lighthouse to not take off.
I thought the lighthouse sensors were just IR detectors or similar, determining space via the room corner spinning laser array, relying on the time between each one sensing it to determine the spin of the beacon for angle, using two beacons for position determined from those angles. meaning cheap
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