• Deus Ex (2000) Director: VR is a fad
    145 replies, posted
[QUOTE=thisguy123;48057726]Not gonna lie, that does sound a little indoctrinated.[/QUOTE] unless your rift is broken, it should technically be impossible for it to physically cause eye strain
[QUOTE=catbarf;48055814]The one thing that will utterly destroy the idea of VR being a fad will be if the firmware can handle games not developed for VR. If a game not being designed for VR just means no 3D or head-tracking but still getting an awesome immersive display, then it won't be a peripheral you put back on the shelf every time you play a non-compatible game. Motion controllers, head-tracking software, and alternate control systems (joysticks/racing wheels) are not mainstream because they're limited to a small subset of games in very specific genres. If VR headsets provide an immersive experience for all games [i]and[/i] 3D and head-tracking for anything that supports them, then it's a straight upgrade to the gaming experience, not a niche peripheral.[/QUOTE] couldn't someone make a sort of virtual monitor which projects your game on a much larger screenspace in VR than you'd have in real life?
[QUOTE=Ninja Gnome;48057800]couldn't someone make a sort of virtual monitor which projects your game on a much larger screenspace in VR than you'd have in real life?[/QUOTE] That's how Oculus is supporting Xbox One streaming. You put the headset on and play your Xbox games in a giant movie theatre.
[QUOTE=Swilly;48057520]Eye strain occurs when you look at anything for a long period of time. You can never remove eye strain, its just people have different thresholds.[/QUOTE] That's nitpicking. Yes, we know eye strain occurs every time you don't have your eyes closed. However, wearing a Rift is much less straining to the eyes than looking at a normal monitor, and actually even less straining than just being outside in the daylight. We've been over this in a different thread.
He's right that it's a fad, but it's an interesting one.
I'd love to have a firsthand opinion of VR too if a final version of one of the now seemingly many competitors would finally release
[QUOTE=woolio1;48055792]That's absolutely a semantic difference. Whether blurring is caused or sharp images are caused is irrelevant. Stereoscopy already provides depth of field. If you've ever used a stereoscope, like a Viewmaster, you'd know that you can focus on different elements in the scene and have focus change depending on perceived depth. The same applies to stereoscopic cinema, and the Rift.[/QUOTE] That's not necessarily true. To illustrate this, have an object near you and a background far away. Close one eye to remove any depth of field. Focus on the near object and notice what's behind it is blurry. Focus on the background and notice that the near object is blurred. Now imagine doing this with one eye closed on the Rift. This effect won't happen because you're looking at a single plane that's set at a constant focus for your eye. And that's what is causing some people to feel nauseated.
im afraid VR is going to change gameplay design to be tailored more so to MUH IMMERSION than it already is. I like my videogames to be videogames in the end, not huge "mind altering" experiences.
Why wouldn't you want your games to be more immersive? It doesn't mean that a game has to be turned into a walking simulator, which focusses on "admiring" the scene, but in general I can enjoy a game much more, when it doesn't always have very gamey quirks, like HUDs with mostly redundant or unimportant info (or incredibly annoying pop-ups for things the player should see himself), tutorials tied into the start of the game, repetitive combat that relies too much on arbitrary RPG stats instead of an actual combat system or clearly linear quests disguised inside an open world etc. Immersion is not only about pretty world design and lore, but also about how the player is able to interact with the world. The less we are reminded that we are playing a videogame, the better.
[QUOTE=Mezzokoko;48084713]Why wouldn't you want your games to be more immersive? It doesn't mean that a game has to be turned into a walking simulator, which focusses on "admiring" the scene, but in general I can enjoy a game much more, when it doesn't always have very gamey quirks, like HUDs with mostly redundant or unimportant info (or incredibly annoying pop-ups for things the player should see himself), tutorials tied into the start of the game, repetitive combat that relies too much on arbitrary RPG stats instead of an actual combat system or clearly linear quests disguised inside an open world etc. Immersion is not only about pretty world design and lore, but also about how the player is able to interact with the world. The less we are reminded that we are playing a videogame, the better.[/QUOTE] More immersive doesn't work for ALL games mind you, quake and Unreal tournament probably will not benefit from having VR support, or rouge-lites such as the Binding of Isaac or RTS games. I can see where the other guy is coming from, if AR becomes super prolific the Board of Directors at an AAA game company might push to make games for AR because "It's the thing" and we end up with a lot of walking simulators/[I][U]"Deep Immersive"[/U][/I] FPS games due to everyone following the leader. It's kinda the same vein as Call of duty style shooters, or the wave of WW2 shooters beforehand.
I just don't like the thought of having to wear a huge headset to play games, doesn't really appeal to me that much. Would rather just look at a TV - VR is a luxury I can't see it ever catching on to the point of every game using one or anything. Obviously I'd wanna try one to see what it's really like before I can totally say I'm not interested, but it seems like it's not something that would appeal to me.
I don't think it's been perfected, as there's still a ways to go before we arrive at a seamless transition between movements in reality vs movements in virtual space. But it's a step in the right direction; I'm not sure why people would coin it as a gimmick/fad. It's not just some feature that can be implemented on a whim, it's a gateway to improved user experience. I think they're confusing the tech with motion controls, which were used to substitute user input to its detriment, this is more of an accompaniment than anything. Also wow: [img]https://i.imgur.com/haCLGMC.png[/img]
[QUOTE=Matt2468rv;48082892]That's not necessarily true. To illustrate this, have an object near you and a background far away. Close one eye to remove any depth of field. Focus on the near object and notice what's behind it is blurry. Focus on the background and notice that the near object is blurred. Now imagine doing this with one eye closed on the Rift. This effect won't happen because you're looking at a single plane that's set at a constant focus for your eye. And that's what is causing some people to feel nauseated.[/QUOTE] I haven't heard any reports of people getting sick from that.
[QUOTE=*Freezorg*;48059971]That's nitpicking. Yes, we know eye strain occurs every time you don't have your eyes closed. However, wearing a Rift is much less straining to the eyes than looking at a normal monitor, and actually even less straining than just being outside in the daylight. We've been over this in a different thread.[/QUOTE] I find this extremely interesting, can anybody please point me to the thread where this is discussed? Also, I'm interested in whether VR will really give somebody the creeps who, lets say is afraid of hights and is climbing a tall structure in a game like mirrors edge. Will the immersion really play to people's fears of heights? As someone who is slightly afraid of heights, i feel this would affect my effectiveness in gameplay (which is awesome when i think about it).
[QUOTE=DiBBs27;48087611]I find this extremely interesting, can anybody please point me to the thread where this is discussed? Also, I'm interested in whether VR will really give somebody the creeps who, lets say is afraid of hights and is climbing a tall structure in a game like mirrors edge. Will the immersion really play to people's fears of heights? As someone who is slightly afraid of heights, i feel this would affect my effectiveness in gameplay (which is awesome when i think about it).[/QUOTE] Looking down from a great height in VR is probably one of the simplest and most powerful things you can do. If you're afraid of heights in real life, I guarantee you'll get the jibblies in VR. Having that sense of scale in a virtual environment is mind blowing the first time you experience it
It is hard to be a skeptic of VR if you pay any attention to actual impressions and what vets are saying about it if you can't get a hand on it yourself. VR seems like a fad to people who don't care about it and haven't bothered paying attention to it since the first Oculus kickstarter. You guys need to look at impressions of it at E3 from people who care about the games and have been skeptics. Giant Bomb had great discussion on it and was consistently one of the big things for them and all their guests on their show. A discussion Giant Bomb's biggest impressions of the show (suprise: its about VR): [url]https://youtu.be/ysKExiHQvd4?t=15m48s[/url] Relevant discussion lasts 10ish minutes ---------- And a great discussion GB has with decades old industry vets who used to be skeptics on their thoughts about VR: [url]https://youtu.be/ysKExiHQvd4?t=3h12m10s[/url] Relevant discussion lasts 20ish minutes You see and hear stuff like this from the actual skeptics who have experience with fads coming and going in the industry that are actually there on the ground floor experiencing this tech emerging, and it is hard not to walk away a believer when they believe it is here to stay.
Out of interest, will Oculus Rift or the other VR equipment offer screen size adjustment for those with tunnel vision who can't enjoy a normally seeing person's "movie theater" style experience?
[QUOTE=Major Helper;48087945]Out of interest, will Oculus Rift or the other VR equipment offer screen size adjustment for those with tunnel vision who can't enjoy a normally seeing person's "movie theater" style experience?[/QUOTE] What? "Movie theater"? VR isn't all about sitting in virtual cinemas, you know.
I just mean that with a very limited field of view it's difficult to enjoy a very "large" monitor. It'd be like sitting a meter away from a 42" TV and only being able to see the subtitles and nothing else. I don't actually know what sort of FoV the Oculus Rift mimics, so I can't know if the problem exists, but it'd be easy for me to imagine that it's there. Which is why the ability to make the draw area of the monitor smaller (and therefore see more) would seem useful to me.
I'm surprised at how conflicted people are over this, the last similar thread was about 50/50 with the ratings, too.
[QUOTE=Swilly;48057569]That's more than a console and a videocard, both I would argue give more chances of better experiences than a single peripheral. I definitely selling well once the price gets down to 200 dollars or less. But at 400? No.[/QUOTE] if one has a computer anyways why the fuck would that matter you don't NEED a 970 after all
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