lol seems like you can't have a negative opinion on this VR headset without people yelling and screaming at you XD
This is the worst kind of persecution complex.
lol seems like you can't have a negative opinion on this VR headset without people yelling and screaming at you XD
A game can just use an analog stick/navi to give full regular movement rather than requiring the player to physically turn around if they're tracking the ds4 bar or a move controller. Dual moves might require a different way to navigate space.
Honestly, one of the Move's face button could be used as a dpad in this case. Forward, back, strafe left, strafe right. Turning is done by head tracking while moving forward. Other controller's face buttons are for actions, jump duck reload etc.
Essentially, one of the moves is your keyboard, the headset is your mouse.
No, what your saying makes no sense because you have not stated a point. However my point is that you can't blindly drag the capabilities of one type of game to the next in an attempt to prove that the new type won't work.
You are trying to say that unless a VR experience has the same image quality of a traditional game it will fail. I equated that to requiring an MMOG to have the same lag as a traditional FPS before it would be deemed viable. Trying to do that makes no sense because the games will adapt to the new media just like WoW gamers gladly gave up lower lag for the new experience of playing with 1000s of other players. The same trade off will be done for image quality in order to get VR.
The one Oculus demo I played had really simple, blocky graphics with minimal AA, pixelated all to hell. And it was still awesome.
I think people are making too much of the graphics. In fact, one of the amazing things is how VR takes the simplest visuals and makes them extraordinary by making you feel like you live in that world. It really is a game changer in that graphics quality takes a backseat to fluidity.
Was this already posted?
Sean Murray ‏@NoMansSky
First time in years I've not been at GDC. So Jelly. Working on something big so had to pull out. Cancelled my talk and a NMS VR demo
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https://twitter.com/NoMansSky/status/446408671795609600
You'd need to be standing up or have some other solution to turning 360 degrees.
he said it felt natural with the move, Im curious to try it. Glove sounds cool too but would your hands get tired? compare to holding a peripheral?
lol seems like you can't have a negative opinion on this VR headset without people yelling and screaming at you XD
Your argument is like saying that MMOGs would never work because Quake needed lower lag than MMOGs could give. Game were designed with MMOGs strengths and weaknesses in mind, and they weren't like the games that came before them. The same will be true with VR.
Yep, I've been saying the same thing. I think the killer app VR game would be an old school Tron game.
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Honestly, one of the Move's face button could be used as a dpad in this case. Forward, back, strafe left, strafe right. Turning is done by head tracking while moving forward. Other controller's face buttons are for actions, jump duck reload etc.
Essentially, one of the moves is your keyboard, the headset is your mouse.
Physician, heal thyself.If you have the time, I recommend you watch this video, it's about 30mins but it explains why VR needs to be the way it is and why it's so great. https://www.youtube.com/watch?v=G-2dQoeqVVo
There have been no trade offs when making MMOs the fact that people communicate on ventrilo and have stuff done in real time proves it, and yes, VR games should be able to have the same fidelity as standard games, since it can be done on PC.
In VR, you'd better not.strafe left, strafe right.
Not sure anyone has seen it today...it's going to be rotated into the public demos with EvE tomorrow, apparently.
Thief? Broken??I read in one article that the demo was broken and not working.
So the impressions sound like it needs work, but can be fixed. Aw man now I am going to have to find a ps camera.
It'd be like how psmove is sold, there will be a bundle of everything needed, but you can also buy them separately, for peoplr who already own camera or moveIt's highly likely that the VR kit will come with the camera since it's required. I honestly would not spend a premium on a hard to find camera especially since there is no guarantee that Sony will offer a VR kit without the camera, meaning you would have wasted your money.
To the guys posting about using the navi or why doesn't the move have an analog in order to move around in the world. I say to you the Move can do this as demostrated in the Move game The Fight: Lights Out.
Here is iWaggle showing you how to move a character around in the fight ring just note the fighter moves fast or slow based on the angle of the tilt. Here go to 4min 25sec of the video and he will show you how to move the fighter.
https://www.youtube.com/watch?v=9TpaOeeNvCI
I think sony had prototype of move with analog stick and they find that it's too complex for some people, some have difficulty of trying to move with analog at the same time doing hand motion for some action.The problem is that it ties one controller to movement rather keeping movement to an analog stick while the controller can still be tied to your arm. Imagine if you could move around with out disengaging the move from being your "in game" arm.
I think sony had prototype of move with analog stick and they find that it's too complex for some people, some have difficulty of trying to move with analog at the same time doing hand motion for some action.
No, lowering the persistence without increasing the frame rate causes flicker.If the blur is related to high persistence, then based on Sony's presentation there shouldn't be much concern as that is supposed to be getting remedied.
Since you need move controllers too, I will be surprised if they don't offer a stand alone headset. Personally that's all I need. have a second bundle with headset, camera, and 1 move controller and a game.It's highly likely that the VR kit will come with the camera since it's required. I honestly would not spend a premium on a hard to find camera especially since there is no guarantee that Sony will offer a VR kit without the camera, meaning you would have wasted your money.
What does VR feel like? Something between playing a game and dreaming.Schattenjäger;105066962 said:I have no concept of what to experience
What exactly does it feel like?
There are other ways to make you move. A single button could be a 'walk forward' button and your head changes the direction.yep, it would basically kinda be like patting your head, while rubbing your belly. Probabaly even harder in many cases.
The best solution will be just using a nav or DS4 in the other hand. Or a whole other foot periperhal thing for character movement if they really want to push dual move games. though that doesnt really wouldnt be a commercially viable option.
I want to see an enthusiast press person get scared by a shark or a dragon and fall over. Is that too much to ask?I'm upset with the surprising lack of videos. Text is fine, but I wanna see more videos. Come on "games journalism" :-/.
I want to see an enthusiast press person get scared by a shark or a dragon and fall over. Is that too much to ask?
I'm upset with the surprising lack of videos. Text is fine, but I wanna see more videos. Come on "games journalism" :-/.
Was this aimed at me? I'm not saying you (I'm assuming you mean Sony) need it. Palmer luckey says they need it as a bare minimum in order for low persistence to work here http://www.engadget.com/2014/03/19/oculus-rift-development-kit-2/ and abrash says the same thing in that video. Strobing is a problem at 60hz. They want a specific standard of presence that comes from extremely low persistence and sub milimeter head tracking accuracy. I still think its possible to explore other levels of presence without such lofty targets, but they are the experts, in particular Abrash. I don't know shit!Physician, heal thyself.
By which I mean, watch it yourself and then please stop chanting that we need a minimum of 90 Hz. ><
No, lowering the persistence without increasing the frame rate causes flicker.
I made a graph. Critical flicker fusion frequency (CFF) is a property of our eyes, and increases with screen brightness and field of view.
For example, Oculus DK2 uses 2ms persistence at 75 Hz.
http://abload.de/img/test4rsvj.png[/IM[/QUOTE]
I'm not seeing your point. How does that change what I and Sony have said?
We all want to see hentai demos.
It'd be like how psmove is sold, there will be a bundle of everything needed, but you can also buy them separately, for peoplr who already own camera or move
Since you need move controllers too, I will be surprised if they don't offer a stand alone headset. Personally that's all I need. have a second bundle with headset, camera, and 1 move controller and a game.
Umm...Why do you think MMORPGs had the whole targeting system? It was because due to lag you couldn't have action based combat. You had to explicitly tell the game what you were trying to hit. Now with high speed internet and faster servers the action is coming back to MMORPGs, but it was't there to begin with.