[img]http://horobox.reager.org/u/orkel_1431076122.jpg[/img]
It's been an awesome ride and the best part isn't even here yet
[QUOTE=Orkel;47679722]It's been an awesome ride and the best part isn't even here yet[/QUOTE]
Nice, I'll place that timeline in the OP.
[QUOTE=Orkel;47679722][img]http://horobox.reager.org/u/orkel_1431076122.jpg[/img]
It's been an awesome ride and the best part isn't even here yet[/QUOTE]
Why is March 2013 misplaced there? Or is it March 2014 and it's just a typo?
Would a 980 superclocked be fine for VR or should I keep waiting? I need a better GPU anyway for GTAV even though mine is fine for recommended.
Palmer was so skinny :s
I wonder if all this would get this far if Carmack wasn't bored with pushing game engine technology, and didn't have hobbies of a mad scientist like building rockets and experimenting with VR headsets ?
When I first saw that prototype I though that was something he made for Doom 3, I only heard about Oculus when the kickstarter launched.
[QUOTE=AntonioR;47682069]I wonder if all this would get this far if Carmack wasn't bored with pushing game engine technology, and didn't have hobbies of a mad scientist like building rockets and experimenting with VR headsets ?
When I first saw that prototype I though that was something he made for Doom 3, I only heard about Oculus when the kickstarter launched.[/QUOTE]
carmack is better than sex
[QUOTE=AntonioR;47682069]I wonder if all this would get this far if Carmack wasn't bored with pushing game engine technology, and didn't have hobbies of a mad scientist like building rockets and experimenting with VR headsets ?
When I first saw that prototype I though that was something he made for Doom 3, I only heard about Oculus when the kickstarter launched.[/QUOTE]
Probably not. Carmack's been a huge driver and industry insider for Oculus. He knows how things work, he's been able to get them connections Palmer probably wouldn't have.
Are tracking gloves possible with Lighthouse? I heard non-ridged bodies are hard but couldn't you put one tracker at every joint?
Sensors would become obstructed very easily on small versatile fingers. It would work as poorly as Leap Motion. If you want fingers, you need gloves right now.
HOWEVER
valve pointed out that it feels jarring to reach into empty space to interact with objects; it actually feels better to have the tactile feedback of always holding a controller with buttons to click to perform interactions
[QUOTE=bitches;47682921]Sensors would become obstructed very easily on small versatile fingers. It would work as poorly as Leap Motion. If you want fingers, you need gloves right now.
HOWEVER
valve pointed out that it feels jarring to reach into empty space to interact with objects; it actually feels better to have the tactile feedback of always holding a controller with buttons to click to perform interactions[/QUOTE]
Fun thought: any 'realistic' force-feedback system is probably able to kill you.
[QUOTE=FetusFondler;47681958]Why is March 2013 misplaced there? Or is it March 2014 and it's just a typo?[/QUOTE]
Edited OP with updated version.
[QUOTE=Clavus;47684114]Fun thought: any 'realistic' force-feedback system is probably able to kill you.[/QUOTE]
Or at least break your fingers.
[QUOTE=woolio1;47685209]Or at least break your fingers.[/QUOTE]
physical locks tho
make it physically impossible to bend wrong
Mythbusters is shooting in VR for next season.
[url]http://www.adweek.com/news/television/discovery-digital-networks-woos-millennials-youtube-stars-and-vr-164531[/url]
[quote]In a recurring theme during this year's NewFronts, Discovery Digital also is making a virtual reality push, unveiling Discovery Virtual.
"This is one of our most innovative moves in the next year, period, across the company," said Discovery Digital Studios svp Conal Byrne, who also said that the Mythbusters team has already begun shooting VR for next season, and several other VR programs are in development. "We believe VR will fundamentally change the way that fans connect with your content. When you experience VR, it is like seeing the future. It is digital media at its very best."[/quote]
I'm not sold on the idea of camera-recorded VR experiences. I could get into computer rendered scenes, because you have angles to work with.
[url=http://www.reddit.com/r/oculus/comments/35ahsj/cv1_is_made_of/]New theory[/url] of the material on the CV1's exterior is that it's [url=http://en.wikipedia.org/wiki/Neoprene]Neoprene[/url].
[QUOTE=Orkel;47674911]
Also you can see a faint wireframe/mesh behind it:
[t]http://i.imgur.com/X6U7Rqz.png[/t]
[/QUOTE]
Honestly, I think that's just where their cloth texture tile edges are for this render.
[media]http://www.youtube.com/watch?v=nT2TQCnET9Y[/media]
[url]http://blog.eu.playstation.com/2015/05/11/ride-dinosaurs-in-ark-survival-evolved-coming-soon-to-ps4/[/url]
Looks like Rust-with-dinosaurs. Has planned VR support, though it seems to show a lot of FPS tropes that don't translate well to VR.
Steam link: [url]http://store.steampowered.com/app/346110[/url]
It's not PS4 exclusive. It will be also out for XB1, Win, Mac and Linux and will support the Rift too.
[QUOTE=bitches;47685544]I'm not sold on the idea of camera-recorded VR experiences. I could get into computer rendered scenes, because you have angles to work with.[/QUOTE]
[media]http://www.youtube.com/watch?v=SHu8x2YaQJc[/media]
certain setups are being improved on.
also
[media]http://www.youtube.com/watch?v=rgKkEnaaSDc[/media]
[URL="https://www.youtube.com/watch?v=SsCIG_ptg-k"]Someone using the vive during the Austin Vive VR jam[/URL]
from the same event
[url]https://twitter.com/rustym/status/597801853510918145[/url]
[url]https://twitter.com/josejonesfilms/status/598168427908485120[/url]
[url]https://twitter.com/ghostmachineVR/status/597938539129491456[/url]
Ubisoft confirms VR titles in development.
[url]http://www.gamesindustry.biz/articles/2015-05-12-ubisoft-grows-full-year-sales-45-percent-as-digital-surges[/url]
[QUOTE=Orkel;47712781]Ubisoft confirms VR titles in development.
[url]http://www.gamesindustry.biz/articles/2015-05-12-ubisoft-grows-full-year-sales-45-percent-as-digital-surges[/url][/QUOTE]
It only makes sense, since Abstergo's been doing VR gaming for years.
Top comments on CV1 blogpost:
[img]http://horobox.reager.org/u/orkel_1431594336.png[/img]
quick, everyone friend his mom so!
Been playing [url=http://store.steampowered.com/app/300340/]Lemma[/url] lately, but didn't try the VR mode ever since my first session. It's just really not that good in VR. Forced headbob, some forced camera movement, poor movement controls for VR (walk direction independent of look direction, no option to toggle), and I felt a significant camera latency (probably no timewarp). Only supports extended mode (I think it's stuck with DX9). Pretty great parkour game besides its VR implementation.
i will never buy small indie titles for VR that don't have a free demo to see how well it is implemented
small indie titles because bigger titles would have helpful reviews
Going to a [URL="http://www.shaylagames.com/"]VR Jam/Event[/URL] between 22-24 May, here in Denmark, where Callum Underwood from Oculus will be at ([URL="http://www.shaylagames.com/program/"]And a bunch of other dudes like Chet Faliszek (VALVe), Hilmar Veigar Petursson (CCP)[/URL]).
There have been some talking that Crescent Bay will be presented at the event, which I REALLY hope that I get the chance to try.
The last weekend I was at. There was a talk about VR practiced and I got the chance to try GearVR with a 1440p display - Quite lovely experience!
So now I tried DK2, GearVR and developed for the DK1 :v:
SDK 0.6.0.0 beta released.
[url]https://developer.oculus.com/history/[/url]
[quote]There are four major changes to Oculus SDK 0.6:
• The addition of the compositor service and texture sets.
• The addition of layer support.
• Removal of client-based rendering.
• Simplification of the API.[/quote]
The layers are pretty huge.
[quote]Layer support allows multiple independent application render targets to be independently sent to the HMD.
For example, you might render a heads-up display, background, and game space each in their own separate
render target. Each render target is a layer, and the layers are combined by the compositor (rather than the
application) right before distortion and display. Each layer may have a different size, resolution, and update
rate.[/quote]
So let's imagine we have a 4K or 8K HMD. They can set text and HUDs and all that shit that needs the resolution, to render at full 8K, while less important stuff like backgrounds can be 720p-1080p. Or in something like EVE Valkyrie, they can render the enemy ships at 4-8K resolution and the rest of space is at 480p or something. It reminds me of foveated rendering.
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