One-third of Valve is currently working on Virtual Reality
166 replies, posted
[QUOTE=AaronM202;50556426]New game engine is made.
This means no new games in development.
[i]???[/i][/QUOTE]
When did I say they weren't making games? I said they haven't released any
[QUOTE=AaronM202;50556715]Jesus Christ.
Give me a minute, in the mean time have some more stuff you'll find a way to blatantly ignore so you can remain cynical:
[t]http://www.valvetime.net/attachments/hl3-2-png.24259/[/t]
[t]http://www.valvetime.net/attachments/hl3-1-png.24258/[/t][/QUOTE]
What even is this?
[QUOTE=AaronM202;50556715]Jesus Christ.
Give me a minute, in the mean time have some more stuff you'll find a way to blatantly ignore so you can remain cynical:[/QUOTE]
Okay, so we have a Jira tracker with stub L4D3 issue trackers and a user list of questionable origin.
[B]If real,[/B] It appears L4D3 was a title that existed or may still exist, much like Half-Life 3.
How does this prove that either of them are in active development?
[QUOTE=Jericho_Rus;50555059]the other two thirds are making money[/QUOTE]
I don't think two thirds of valve works for the steam store
[url]https://github.com/SteamDatabase/GameTracking/blob/0dd82bbf7db9c0bde3f045e337544eeeb7038595/373301/game/core/tools/help/fgd/hl3.txt[/url]
Here we have a few references to "VR" such as
[quote] },
CHelpEntry
{
string m_Id = "Attribute.worldspawn.vrchaperone"
string m_FriendlyName = "VR Chaperone"
string m_TooltipOverride = ""
string m_HelpText = ""
},
CHelpEntry
{
string m_Id = "Attribute.worldspawn.vrmovement"
string m_FriendlyName = "VR Movement"
string m_TooltipOverride = ""
string m_HelpText = ""
},[/quote]
And a few more, something Valve has only gotten into within the past couple of years.
And just a couple hours ago, : [url]http://www.gamespot.com/articles/valve-boss-thinks-vr-exclusives-are-bad-for-gamers/1100-6441034/[/url] Gabe says VR exclusives are bad, so im going to assume they're developing the video game engine for video games.
[editline]20th June 2016[/editline]
[QUOTE=1/4 Life;50556736]Okay, so we have a Jira tracker with stub L4D3 issue trackers and a user list of questionable origin.
[B]If real,[/B] It appears L4D3 was a title that existed or may still exist, much like Half-Life 3.
How does this prove that either of them are in active development?[/QUOTE]
Because:
L4D3: The Engineer textures included accidentally in the VR game.
HL3: VR references in code.
Are you illiterate? Honest question because you dont seem to be reading half of what im writing.
What L4D3 Engineer? You haven't even proven that exists or provided your source for that information.
[B]For clarity: [/B]You have shown that the texture exists. My question is and has always been: "Where is the source of your earlier claim of a leak stating L4D3 is in development and 'Engineer' is a character from it?"
[editline]Edit:[/editline]
[t]http://i.imgur.com/Mo3YXBr.png[/t]
I'm going to stop here before this turns into a flame war. It's plainly obvious you have nothing to give me.
[QUOTE=1/4 Life;50556736]Okay, so we have a Jira tracker with stub L4D3 issue trackers and a user list of questionable origin.
[B]If real,[/B] It appears L4D3 was a title that existed or may still exist, much like Half-Life 3.
How does this prove that either of them are in active development?[/QUOTE]
If you're going to ignore all the evidence pointed against your point which was dumb to begin with, then thats on you. You basically want them to announce a game that they're not devoting many resources to at the moment. ~whoa wow they're focusing on VR at the moment~
So what?
[QUOTE=1/4 Life;50556761][t]http://i.imgur.com/Mo3YXBr.png[/t]
I'm going to stop here before this turns into a flame war. It's plainly obvious you have nothing to give me.[/QUOTE]
Me? Nothing to give you?
Really, you havent given anything disproving anything ive said.
I'm with Aaron here this stuff showing up in not only leaks but files in their software and directories isn't news and the fact you missed it shows why you think valve is doing nothing. Calling him desperate and a child for keeping up to date is pretty dickish and petty. You can google these things. [url]http://ign.com/wikis/half-life-3/Rumors_and_Leaks[/url]
Not even the half of it really, even a month or two ago I saw new stuff about it. I think a channel called ValveNews makes a video when stuff is found though. I barely believe you haven't seen this information since you referenced you saw the S1 to S2 ports leak which also had l4d3 and hl3 folders.
I don't know why it matters though, l4d and hl2 aren't that amazing TBH. Hl2 was a nice entry point for the time but I don't think it holds up that much, and IMO l4d was always "eh"
Both games would probably be way different in a sequel given the way time has given us similar yet objectively better "clones" (like l4d vs vermintide or payday). The games would likely need to adapt.
What's so wrong about valve working to improve the industry as a whole instead of their IP? Their work with VR dates back to even when oculus was fresh and not bought. Their platform Steam grows and helps many companies. Their new engine is to be an indie God-send. SFM was possibly one of the best contributions to home made 3D animation in a long time if not ever. The site we're posting on practically owes its initial success, or rather a lot of its popularity to Valve's systems. I really don't get why we're here talking shit about all this.
[QUOTE=1/4 Life;50556761]What L4D3 Engineer? You haven't even proven that exists or provided your source for that information.[/QUOTE]
Yes i fucking did, friendo.
You want to check yourself? You can install the Lab for free.
[QUOTE=AaronM202;50556767]Me? Nothing to give you?
Really, you havent given anything disproving anything ive said.[/QUOTE]
You're the one making the claim that these games are in active development, and therefore you have the burden of proof.
You've failed to show me anything substantial, and dodged my questions/half-read my posts left and right throughout this thread. This is plainly apparent in how you're handling the 'Engineer'.
I'm done.
[QUOTE=1/4 Life;50556772]You're the one making the claim that these games are in active development, and therefore you have the burden of proof.
You've failed to show me anything substantial, and dodged my questions left and right throughout this thread.
I'm done.[/QUOTE]
Uh, no, ive given you more than enough to prove they are, you're just ignoring it all.
I feel like whatever Valve is working on, it'll probably be exciting. VR will get affordable and widespread with time, probably, so you can afford being excited about that too, even if you don't currently care about VR. I don't personally care about CSGO or Dota 2, but they were massive successes, so they at least know what they're doing, and that makes me trust that whatever they announce next will be good.
Also why think that Source 2 is being made without a flagship title?
[editline]20th June 2016[/editline]
And remember alien swarm? That game literally showed up out of nowhere in 4 days.
[QUOTE=1/4 Life;50556772] This is plainly apparent in how you're handling the 'Engineer'.
[/QUOTE]
So linking the post of the guy who found all of the textures to begin with pointing out the directory references L4D3, which is something you could easily look up in a video on your own time to prove, is me dodging questions?
[QUOTE=1/4 Life;50556559]
Source 2 is absolute trash. They cannot hope to match the look or feel of AAA games from 5 years ago, let alone current ones.[/QUOTE]
lmao you haven't even seen a full game on it yet, what are you THINKING
no the lab doesn't count. nor does dota 2.
Like, I'm pretty sure goldsrc and source are both built off half life games. It's not likely hl3 will launch when final source 2 does but it's not unlikely either given this pattern. Even the slight upgraded engine launched with l4d, and the demonstration of what source 2 could be is implemented into SFM and Dota.
[QUOTE=VenomousBeetle;50556825]Like, I'm pretty sure goldsrc and source are both built off half life games. It's not likely hl3 will launch when final source 2 does but it's not unlikely either given this pattern. Even the slight upgraded engine launched with l4d, and the demonstration of what source 2 could be is implemented into SFM and Dota.[/QUOTE]
Technically speaking Source's first few games were V:TM:Bloodlines and CS:S, but yeah.
Im thinking L4D3 will be the first Source 2 game, and im totally fine with that.
By release date yes, but iirc pieces of hl2 are built into the core of source arent they? I think I recall models like gman being built in to just about every source game I've opened the gcf for, including hammer
[QUOTE=VenomousBeetle;50556858]Both good games, but iirc pieces of hl2 are built into the core of source isn't it? I think I recall models like gman being built in to just about every source game I've opened the gcf for, including hammer[/QUOTE]
I think so, you can still load some stuff into Portal, TF2, and L4D.
VR and motion controls are like touchscreens for PC. I feel like instead of increasing immersion and raising the bar, we'll instead get games which are dumbed down to fit the simple controls such that there's essentially two or 3 types in input on the user's end. Wii got it right by putting lots of buttons on the controllers so they can be played naturally and not with any gimmicks.
[QUOTE=1/4 Life;50556761]What L4D3 Engineer? You haven't even proven that exists or provided your source for that information.
[B]For clarity: [/B]You have shown that the texture exists. My question is and has always been: "Where is the source of your earlier claim of a leak stating L4D3 is in development and 'Engineer' is a character from it?"
[editline]Edit:[/editline]
[t]http://i.imgur.com/Mo3YXBr.png[/t]
I'm going to stop here before this turns into a flame war. It's plainly obvious you have nothing to give me.[/QUOTE]
engineer is real. the name has being going around since that l4d2 source 2 slides leaked.
[QUOTE=proboardslol;50556946]VR and motion controls are like touchscreens for PC. I feel like instead of increasing immersion and raising the bar, we'll instead get games which are dumbed down to fit the simple controls such that there's essentially two or 3 types in input on the user's end. Wii got it right by putting lots of buttons on the controllers so they can be played naturally and not with any gimmicks.[/QUOTE]
That's what we get when people try to convert familiar experiences into VR. Once more developers get creative, we'll see a lot of games that aren't 'dumbed down' and which simply cannot be done outside of VR. Again, Hover Junkers is a great example. Although I have to say I'm not sure what you're trying to say. Raising the bar for what? What do you mean by types of input? And how do you define a gimmick?
[QUOTE=Novangel;50555221]It's not about getting better, it's about getting rid of motion sickness and maintaining immersion[/QUOTE]
VR will actually be even worse for motion sickness, since you don't have any reference points.
[QUOTE=wraithcat;50557208]VR will actually be even worse for motion sickness, since you don't have any reference points.[/QUOTE]
Worse than what? VR is what we're talking about. What do you mean you don't have reference points? This doesn't make any sense. He's talking about how one of the big issues [I]in VR[/I] right now is [I]avoiding motion sickness[/I]. You're saying that VR is a worse solution to a VR issue?
[QUOTE=Mr. N;50555328]I don't care about VR and I never will.
It's an expensive gimmick.[/QUOTE]
You're not a very smart person.
[QUOTE=1/4 Life;50556328]Yes, that's because they're used to Source. Source 2 is still trash compared to every other modern engine out there.[/QUOTE]
I agree with this. At this point with the destinations sdk, I doubt you could even really make a game yet with Source 2. It seems that only light_point and light_spot work, and only light_spot casts shadows, so outdoor scenes are pretty much impossible. But that being said...
[QUOTE=1/4 Life;50556268]Source 2 does not have any kind of shader editor, still uses [B]primitive tools for mapping[/B], and still has ridiculously low in-engine limits.[/QUOTE]
Let's not kid ourselves here. Source 2 is FAR behind UE4 and Unity in a lot of categories, but if you want to talk about primitive tools for mapping, UE4 and Unity are definitely the weakest. Even an engine as old as Source is still in the space age compared to those two. From my experience with UE4 (and i'm sure Unity is the same), if you want to get into mapping, you NEED to use a modelling program to make the geometry, make the collision boxes, know how to UV unwrap, and also how to make and apply your own textures.
With Source if you really wanted to, you could make a whole level with brush geometry. Slap on some HL2 textures and hit compile. Applying textures is as simple as right clicking and any other combinations to get it to wrap around surfaces.
Source 2 has gone even further ahead, allowing you to outright convert level geometry into a model. You can also go the other way and convert models into level geometry and tweak it as you need. Applying textures has been improved so now even curved geometry can be textured quickly and easily without the need for pulling out calculators and doing trig.
[QUOTE=RIPBILLYMAYS;50555121]The headsets are neat for immersion but forcing people to move in game in the real world and use motion controls is 2006 Wii tier gimmick technology. [/QUOTE]
Have you tried the Vive? Brushing room-scale off as a gimmick is exactly why a lot of Oculus owners are now wishing they had made a different choice. "Oh no, moving? Who wants to do that, I mean, it's not like people enjoy sports or spend entire days skiing or anything."
No, you probably won't want to play a 100+ hour RPG in room-scale, or at least not without the option to sit and use more traditional locomotion when you're exhausted.
But a gimmick? Fuck no.
I've got 100+ hours on my Vive so far and it's insane how next level it is. I setup my 16.5x12.5ft basement as my Vive room and now it's like I have a holodeck. I can run around and work up a sweat playing something awesome or sit on the floor and chill in an atmospheric game. There's absolutely nothing gimmicky about having a physical presence in a video game. That's like saying playing sports is gimmicky because you have to move.. Okay, so you're lazy, we get it. But I fucking love it.
[QUOTE=proboardslol;50556946]Wii got it right by putting lots of buttons on the controllers so they can be played naturally and not with any gimmicks.[/QUOTE]
Nope. The beauty of VR is that you don't NEED a million buttons to do things. You just reach out and do it. Pull a gun off your waist, or a backback off your back for inventory. You should see the incredible control schemes people have come up with for VR before dissing it. It feels 100000x better than pressing some button and removes the abstraction of trying to play a game with what is practically a TV remote.
[QUOTE=Mr. N;50555328]I don't care about VR and I never will.
It's an expensive gimmick.[/QUOTE]
This is an excellent way of telling when someone hasn't tried current gen VR yet.
[QUOTE=Mitsudigi;50557588]Have you tried the Vive? Brushing room-scale off as a gimmick is exactly why a lot of Oculus owners are now wishing they had made a different choice. "Oh no, moving? Who wants to do that, I mean, it's not like people enjoy sports or spend entire days skiing or anything."[/QUOTE]
Protip: You can do it with the oculus too, if you've been keeping up with the scene
[QUOTE=Leintharien;50557262]
Let's not kid ourselves here. Source 2 is FAR behind UE4 and Unity in a lot of categories, but if you want to talk about primitive tools for mapping, UE4 and Unity are definitely the weakest. Even an engine as old as Source is still in the space age compared to those two. From my experience with UE4 (and i'm sure Unity is the same), if you want to get into mapping, you NEED to use a modelling program to make the geometry, make the collision boxes, know how to UV unwrap, and also how to make and apply your own textures.
With Source if you really wanted to, you could make a whole level with brush geometry. Slap on some HL2 textures and hit compile. Applying textures is as simple as right clicking and any other combinations to get it to wrap around surfaces.
Source 2 has gone even further ahead, allowing you to outright convert level geometry into a model. You can also go the other way and convert models into level geometry and tweak it as you need. Applying textures has been improved so now even curved geometry can be textured quickly and easily without the need for pulling out calculators and doing trig.[/QUOTE]
This is all correct, but you forget that it still takes a factor of time longer to import basic assets into Source 2 than an engine like UE4, and that brush based content has been on it's way out for over two decades now.
The lack of a shader editor also means that asset creation is quite a bit more limited than other engines, and that's forgetting things like mega-shaders.
Source has never been a friendly engine to modders. Valve's own popularity and willingness to release source code are it's only saving grace. I would wager that Sourcemods would be dead if developers of other popular games had followed in Valve's footsteps and released even a half-decent SDK for their games/engines. We're only starting to see some of this exodus now with UE4, CE4, and Unity becoming dirt cheap and/or free.
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