Virtual Reality

Schags

Bronze Knight of the Realm
140
28
I spent the last year working on a VR project with 0 VR experience when I first got on it.

My thoughts are it's still a ways off. I feel like, in my experience as a player using vive, it always ends up taking a decent amount of time getting setup and into games and have them work with no issues that I lost interest in going through the hassle just to play for an hour. It could just be my computer/setup but I feel like a lot of work needs to be done in streamlining the process.

The headset and cable setup is also overwhelming. Wireless has to be a focus and removing issues like the glare from the lens, weight of it etc. The cost of the headset (though I got mine for free) and the price of upgrading to make sure you can run it hampers the install the base.

On the dev side of things, I'll be honest, it's a pain in the ass in my experience. Trying to develop when you need to test something and going through the process of going through everything in VR and the time it takes just sucks. I found (not only myself) most of the team wasn't testing their shit in VR because of time and that always led to problems. Working a bunch of hours and tossing the headset on and off got old really quick and like I said, I'd end up really testing in VR at the end of the day instead of testing it after each task.

The lack on buttons on controllers made it a challenge and noticed we ended up needing to develop around and try and come up with solutions because of it. I think vive could have had 3 menu buttons on each controller, top left/center/right instead of just the top center and it would have been much better.

The challenge of figuring out all the ins and outs of not making people sick is a big deal. As someone who didn't get sick at all, there was a big learning curve on that for me. Also, as a player, the overuse of teleporting in these games and flick turning is a huge turnoff for me. It feels so clunky and somehow that seems like the VR standard.

Finally, the big thing I noticed is a lot of the companies are just throwing shit together fast and calling it an "experience" and not really putting the effort/time/resources into making what I'd consider a solid game. Before anyone jumps on that, I know there are exceptions and some of the stuff I see coming out is looking good, it's just a general feeling I got from much of the "games" I checked out.

With that said, yeah actually playing in VR feels awesome when everything works right. Not to mention there is some real solid VR porn out there. It will get there but I think it needs a lot of work before it really takes off. I know it seems like I did nothing but bitch but like I said, there are some amazing oh wow that is awesome moments, mixed with a lot of really unpolished shit that people are trying to get out on the marker really fast atm.
 
  • 2Like
Reactions: 1 users

Tuco

I got Tuco'd!
<Gold Donor>
45,398
73,467
I spent the last year working on a VR project with 0 VR experience when I first got on it.

My thoughts are it's still a ways off. I feel like, in my experience as a player using vive, it always ends up taking a decent amount of time getting setup and into games and have them work with no issues that I lost interest in going through the hassle just to play for an hour. It could just be my computer/setup but I feel like a lot of work needs to be done in streamlining the process.

The headset and cable setup is also overwhelming. Wireless has to be a focus and removing issues like the glare from the lens, weight of it etc. The cost of the headset (though I got mine for free) and the price of upgrading to make sure you can run it hampers the install the base.

On the dev side of things, I'll be honest, it's a pain in the ass in my experience. Trying to develop when you need to test something and going through the process of going through everything in VR and the time it takes just sucks. I found (not only myself) most of the team wasn't testing their shit in VR because of time and that always led to problems. Working a bunch of hours and tossing the headset on and off got old really quick and like I said, I'd end up really testing in VR at the end of the day instead of testing it after each task.

The lack on buttons on controllers made it a challenge and noticed we ended up needing to develop around and try and come up with solutions because of it. I think vive could have had 3 menu buttons on each controller, top left/center/right instead of just the top center and it would have been much better.

The challenge of figuring out all the ins and outs of not making people sick is a big deal. As someone who didn't get sick at all, there was a big learning curve on that for me. Also, as a player, the overuse of teleporting in these games and flick turning is a huge turnoff for me. It feels so clunky and somehow that seems like the VR standard.

Finally, the big thing I noticed is a lot of the companies are just throwing shit together fast and calling it an "experience" and not really putting the effort/time/resources into making what I'd consider a solid game. Before anyone jumps on that, I know there are exceptions and some of the stuff I see coming out is looking good, it's just a general feeling I got from much of the "games" I checked out.

With that said, yeah actually playing in VR feels awesome when everything works right. Not to mention there is some real solid VR porn out there. It will get there but I think it needs a lot of work before it really takes off. I know it seems like I did nothing but bitch but like I said, there are some amazing oh wow that is awesome moments, mixed with a lot of really unpolished shit that people are trying to get out on the marker really fast atm.
Agree 100% with the non-dev parts (I have no opinion on development since I avoided it).
 

Lambourne

Ahn'Qiraj Raider
2,713
6,519
VR feels a bit like PC gaming in the 80s in that there are a lot of different things being tried, different control methods etc. Some work better than others, but this environment breeds innovation and I'm sure we'll get to a point where the good ideas become the new standard. Sickness prevention is primarily a matter of avoiding camera rotation outside of player control. Movement is somewhat easier to deal with but still problematic for some. Hardware wise, some resolution improvement to improve sharpness and get rid of the screen door effect will be great. It'll be ready for mass market once these things are settled.

I don't use my Vive daily anymore like I did at the start, but I certainly don't regret buying it. Built a new PC for it, too. Wasn't cheap but as a 40 year old unmarried dude, splurging on expensive electrical shit is my perogative :)
 

meStevo

I think your wife's a bigfoot gus.
<Silver Donator>
6,364
4,639
If we could get a series of releases as good as Star Trek: Bridge Crew I think a lot more people would be sold on VR. It's really unlike anything I've played and it's unfortunate there's nothing I'm aware of that is executed nearly as well coming anytime soon.
 
Last edited:

Tuco

I got Tuco'd!
<Gold Donor>
45,398
73,467
A new startup from Nokia employees is trying to fix VR's biggest technical problem

First thought, "If this clickbait title article isn't about foveated rendering I'm writing the Verge a strongly worded letter."
Second thought, "Oh, it's about foveated rendering."
Third thought, "Wait, are they trying to physically move a micro-display to match what a user is looking at? Have they used a VR system before?"

better article: Varjo Promises Human-Eye Resolutions For VR This Year

The microdisplay could physically move or maybe the glass plate that receives the projection could tilt — Urho Konttori is cagey about what the final mechanism will be be like. But he wants to be clear that this isn’t foveated rendering.

“Foveated rendering is used just to decrease the quality and thus decrease the GPU consumption. Where as we are going to enhance the quality. Maybe it’s ‘foveated display’ or something like that,” said Konttori.

I think Konttori is retarded or bullshitting. Foveated rendering is about decreasing GPU consumption on the edges so you can actually fill the pixels where the user is looking. Trying to get retina-display VR Going about it by having a different display in the center is like racing everyone else in an air-drop by ditching the parachute.


Still, as someone who put their VR consumption on hold because the resolution was too low, I'm super excited to see groups taking retarded paths to retina-level VR displays.
 
Last edited:

meStevo

I think your wife's a bigfoot gus.
<Silver Donator>
6,364
4,639
ZeniMax to judge: Block Oculus sales or give us 20%

Earlier this year, ZeniMax won a $500 million judgment against Facebook-owned Oculus and many of its executives for illegal use of ZeniMax's VR technology and copyrights. That wasn't the end of Oculus' legal trouble, though. The company is now fighting off a proposed injunction that is seeking to bar the sale of any hardware or software "derived" from ZeniMax's technology or to enforce a 10-year, 20-percent royalty to ZeniMax on that hardware.

US District Judge Ed Kinkeade of the Southern District of Texas heard arguments in that injunction case Tuesday, and he also addressed a ZeniMax request for an additional $500 million in false designation damages and lawyer's fees. In court filings, ZeniMax argues that "the jury verdict clearly establishes that Oculus wrongly obtained ZeniMax VR technology under the NDA and used it... to establish a business that would not have existed without ZeniMax."

While Oculus' sale to Facebook "[made] tycoons out of the individual Defendants," ZeniMax writes, the company "never received a penny for its investment in this revolutionary technology—even though it was ZeniMax that had proven its value to the world long before Defendants ever came along." The company also points to specific language in the Oculus/ZeniMax NDA that establishes an injunction would be called for if that agreement was broken.

The $500 million in damages already awarded by a jury is "inadequate remedy for ongoing harm," ZeniMax argues, because that amount "is an insufficient incentive for Defendants to cease infringing." To argue this, the company cites Facebook COO Sheryl Sandberg, who said in an interview that the jury award was "not material to [Facebook's] financials."

More at the link above. Facebook's defense is basically 'this would be hard and you should have done this sooner because we've done so much with that code'
 

Skanda

I'm Amod too!
6,662
4,506
ZeniMax to judge: Block Oculus sales or give us 20%

Earlier this year, ZeniMax won a $500 million judgment against Facebook-owned Oculus and many of its executives for illegal use of ZeniMax's VR technology and copyrights.

US District Judge Ed Kinkeade of the Southern District of Texas heard arguments in that injunction case Tuesday

Oculus should be arguing for a change of venue since neither of the two companies are based in Texas and that new SC ruling said patent cases must be filed in in a district where the infringer was incorperated. Getting that case out of Texas courts would probably see Zenimax crumble.
 
Last edited:

Daezuel

Potato del Grande
22,904
48,423
Sitting on $1k in gamestop credit atm, was looking at either a psvr or a vive but now maybe thinking I should wait until the end of the year to see what's coming next? Kind of afraid gamestop is going to close over this latest insane trade in deal. People abusing the shit out of it by flipping.

Thinking PSVR because I have a PRO and for exclusives (and its cheaper). Vive I'd probably need to upgrade my PC. Wouldn't be very happy spending $750 and realizing there is a much better headset coming out sometime this year.

Thoughts?
 

Lambourne

Ahn'Qiraj Raider
2,713
6,519
Sitting on $1k in gamestop credit atm, was looking at either a psvr or a vive but now maybe thinking I should wait until the end of the year to see what's coming next? Kind of afraid gamestop is going to close over this latest insane trade in deal. People abusing the shit out of it by flipping.

Thinking PSVR because I have a PRO and for exclusives (and its cheaper). Vive I'd probably need to upgrade my PC. Wouldn't be very happy spending $750 and realizing there is a much better headset coming out sometime this year.

Thoughts?

I've only used the Vive, so far it's been a pretty fun toy but it's emerging tech still. I used it a ton in the first month but now it's a 1-2 hours a week tops, there's a lack of really good content and the resolution is not good enough for some applications (for example, racing games make it hard to judge upcoming corners sometimes).

The resolution issue is common to all current headsets and won't be solved in the near future. There's no generation 2 Vive headset on the horizon yet. I don't really keep up with consoles but I doubt the situation is different there.

Dunno how old your PC is but a 3+ GHz i5 and a GTX970 (probably sub-$150 used these days) is enough for most VR games.
 

Daezuel

Potato del Grande
22,904
48,423
Yeah, bought one last night! Of course my nephews glasses scratched the fucking thing right away. Went back to exchange it today haha, fucking bullshit they don't warn you about wearing glasses. During the set up its like, leave your glasses on!

Then you go read about the horror stories...

Got Until Dawn, Batman VR, RE7, Tomb Raider, Rigs, and the Robinson VR thing used since Gamestop had a buy 2 get 1 free going.

Sucks you cant find the Farpoint bundle anywhere. Also need to get the StarTrek VR!
 

Daezuel

Potato del Grande
22,904
48,423
Well, the entire family is having fun with the PSVR so far. Old game trade in credit well spent. Can't wait to get the Star Trek VR and try it with some of you nerds.
 
  • 1Like
Reactions: 1 user

spronk

FPS noob
22,572
25,582
sounds like either they are going out of biz or they are gonna put out a new model soon

edit: the price cut is good for 6 weeks apparently