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Limitations of VR - a virtual reality check

Fafalada

Fafracer forever
inpHilltr8r said:
They're probably going to need custom engines too. I will be stunned if Unity or Unreal can get their fixed overheads down.
If VR takes off - they won't have much of a choice ;)

I'm hoping low-level APIs will allow a bit more control over frame-variance on PC as well though - it's not exactly 'fun' to optimize for that 11ms barrier when even a static-scene can have spikes of over 5ms...
 

astraycat

Member
Also, if we want to talk buzz words, I chuckle every time I hear palmer luckey say "temporal anti-aliasing." Not because it's noy a real thing, but rather because they are turning a flaw in the display hardware into a feature by giving it a nice name, lol.

It reminds me of when people would use stipple dithering on crt sd displays because they knew color bleed would blur the adjacent colors into halfstep shades.

Is Palmer's use of Temporal AA different from what's used in UE4? Because UE4 has pretty legit temporal AA with some pretty neat non-AA applications.
 
Annoyingly VR is once again one of those things that must be experienced before one can really know it, i guess, but experiencing it without getting a device is borderline impossible....

Well that's because people latch on to the wrong word in Virtual Reality. Everyone knows what reality is, it's something they experience without thinking. The ultimate goal of VR is just that, create a world around you that you stop focusing on and just become part of. I've never tried any of the HDM's in the wild, but I know exactly what to expect, and what the target will be.

Knowing what VR accentuates is huge, because it's what creates the splendor that is the difference between seeing the Eiffel Tower in person, versus seeing a picture of it. When all the visual cues come together, the experience is powerful in ways a picture never will be.
 

Aselith

Member
The biggest difference is really 11ms frametimes maximum, always, no exceptions (ever).

That's vastly different from how most games run on consoles, and how most people run their PC games.

Edit: Oh, and all those deep pipelines you use to get better parallel scaling? Forget about those, too much latency.

A few questions on this:

So what are the differences between frametimes on a typical PC game? Like what are you working with on just your run of the mill game vs VR? And are the frametimes also static on a regular game but just larger or does something make the window larger or shorter? And does that just mean that faster processors are required to squeeze more processes into the window so increasing cores will also help with this?

Fascinating thread by the way, moreso for the look inside the sausage factory than simply the VR element.
 

Faustek

Member
something else

Hmm, how much does this have to do with the engines limitation in question? I understand, more now thanks, of the problems but it seems as it would be the environment you're doing everything in due to that engine. Not saying slaying a unicorn and baptising a newly made engine in its blood will be the magical remedy but it won't hurt with an Optimized engine in pair with low lvl API's.
Also Note 4 :|
 

Woorloog

Banned
Well that's because people latch on to the wrong word in Virtual Reality. Everyone knows what reality is, it's something they experience without thinking. The ultimate goal of VR is just that, create a world around you that you stop focusing on and just become part of. I've never tried any of the HDM's in the wild, but I know exactly what to expect, and what the target will be.

Knowing what VR accentuates is huge, because it's what creates the splendor that is the difference between seeing the Eiffel Tower in person, versus seeing a picture of it. When all the visual cues come together, the experience is powerful in ways a picture never will be.

I was talking about the goddamn devices.
There ain't no demo stations or such.
 

camac002

Member
It's no free roaming open world, but these graphics are ok aren't they?

The_Deep_3_1425419611-720x404.jpg

The_Deep_2_1425419610-720x405.jpg

The_London_Heist_3_1425419611-720x404.jpg

The_London_Heist_2_1425419611-720x408.jpg
 

Krejlooc

Banned
Hmm, how much does this have to do with the engines limitation in question? I understand, more now thanks, of the problems but it seems as it would be the environment you're doing everything in due to that engine. Not saying slaying a unicorn and baptising a newly made engine in its blood will be the magical remedy but it won't hurt with an Optimized engine in pair with low lvl API's.
Also Note 4 :|

I have written applications for the rift without using an engine all together, just straight openGL working with the rift api. The things I am talking about mainly still apply, aside from the garbage collection stuff because I am managing memory by hand in that instance.
 

Krisprolls

Banned
It's no free roaming open world, but these graphics are ok aren't they?

The_Deep_3_1425419611-720x404.jpg

The_Deep_2_1425419610-720x405.jpg

The_London_Heist_3_1425419611-720x404.jpg

The_London_Heist_2_1425419611-720x408.jpg

According to my eyes, yes they are. They're pretty good actually.

If Morpheus can already do that on PS4 NOW with limited time / budget, I don't think anybody (except maybe Krej himself) needs a reality check.
 
I don't understand, I can run the witcher 3 in 3D (although at 720p as that's the max 3DTV Play supports as of now) at a near solid 60 fps with some settings turned down on my 3570k/780ti build. I also ran games like shadow of mordor, AC IV and a whole host of other games at a solid 60 fps albeit with some settings turned down. Isn't it just essentially just doubling the power required to run games?

It's not like being in vr makes the games that much harder to render. I don't get the issue. Once intel steps their game up and 16nm starts rolling out VR will be cake.
 

klaushm

Member
I have written applications for the rift without using an engine all together, just straight openGL working with the rift api. The things I am talking about mainly still apply, aside from the garbage collection stuff because I am managing memory by hand in that instance.

Krejlooc, as I'm understanding, your "working tools" are still not updated to give a real support for VR, so most of techniques to make it run you doing it by hands?

Asking as a fellow developer here. Not trying to say anything. Just curiosity.
 

RCSI

Member
Its not a game mechanic but you have no idea how much it makes a difference. You have to experience it to understand.

Just as an example that i believe will move VR units faster than games will, you can have a IMAX sized screen in the comfort of your house, which your brain WILL believe is there, and watch movies on it for a small sum of money (compared to building an IMAX theater at home..) And there there's porn..

A humanoid npc in a game is tall, as in you believe he's there because your brain believes he's 5.9' tall. When you fly a space ship in a hangar and you go from *oh, there's an UI that tells me which dock to use by showing the number on the screen" to "HOLY SHIT, its not a UI, its a 100' tall projection!", then games as you knew them, will forever change.

I liken it to watching a stage play on a giant IMAX screen, except the props and actors are there in front of you. I cannot wait until universal motion/glove support in future releases. It changes the perspective as a player, in that your controls are not on a gamepad anymore.
 

Faustek

Member
I have written applications for the rift without using an engine all together, just straight openGL working with the rift api. The things I am talking about mainly still apply, aside from the garbage collection stuff because I am managing memory by hand in that instance.


Interesting. Well since I'm a sucker for this I'll probably still buy all 3 and be mildly disappointed. Anyway thanks. I really should find time to actually try and grasp this but family and work will come first :)
 

Krejlooc

Banned
Krejlooc, as I'm understanding, your "working tools" are still not updated to give a real support for VR, so most of techniques to make it run, you need to do it on hands?

Unity and ue4 get updates pretty constantly. Unity just got a big vr update with 5.1 yesterday that updates the rendering pipeline.

Obviously, if I am not using an engine, then yeah, all the technologies I am working with are either my own or licensed.
 

jman2050

Member
You may say I'm a dreamer, but... I love the comparison to retrogaming. Technical limitations gave us amazing games during the 8-bit and 16-bit eras. VR limitations might usher in a new era of innovation in game design (instead of VR Skyrim, VR Assassins Creed and stuff like that).

It also led to a lot of unplayable crap because developers of the time didn't know how to utilize the hardware in any meaningful way and littered their games with lag, sprite flickering, and tons and tons of bugs.

The main thing I'm gleaning from what Cooljerk is saying is that we as gamers have been acclimated to a development environment where you can literally make any game you want with enough time and effort because computational power is no longer at a premium, but with VR that will no longer be true. In essence, we'll be in a transitional phase as hardware slowly catches up with the grand visions of game designers. Or to put it another way, to get to Quake or Half-Life we need to go through Battlezone, Wolfenstein, and DOOM first. Not that that's necessarily a bad thing as Wolfenstein and DOOM are pretty highly regarded, but still.
 

orioto

Good Art™
What's left, people ask. Well, stuff like Luckey's Tale? The Mario 64-esq platformer for the rift? I don't expect the PS4 to be able to pull it off, for all the reasons I put forth above. I don't doubt there will eventually be a PS4 VR platformer, probably from MM, but it won't be anything like Mario 64. Anything with a true sense of freedom - a complex world to interact with more than a room at a time - these kind of experiences will not be possible. And it's not just sour grapes.

What does that even mean.. Why couldn't you properly scale the graphics of a game to allow that ? That doesn't make any sense to me.

Now i'm pretty sure the VR cost is indeed way more than what we imagine. When i remember hearing about a Morpheus demo of Drive Club.. I wonder how did they manage that lol, maybe by having a daytona usa level of geometry..

But anyway yeah, i don't see how, by using the good graphic style, you couldn't do large scale things..

Those demos from Sony looks good but they are just mini games..

That said, i have a GTX770 vpu on my pc and i've been experiencing pretty comfortable VR experience with really good graphics, even some way better than PS3.. So i'm not sure how accurate the OP is..
 
According to my eyes, yes they are. They're pretty good actually.

If Morpheus can already do that on PS4 NOW with limited time / budget, I don't think anybody (except maybe Krej himself) needs a reality check.

none of those images impress me that much at face value when viewed at resolutions closer to native res, especially that last one (couldn't find a bigger one for the shotbang pic), but it's certainly acceptable fidelity. but there's context to those images fidelity as krej pointed out, and using a couple of non-native jpegs to discredit or dismiss his posts is sort of shitty
 

Tain

Member
As a DK2 owner who's very excited for the upcoming consumer headsets, I haven't been able to get behind saying "presence". I don't think it's consciously a marketing term, but there's always been a spectrum of immersion and if "presence" is meant to describe a line that, when crossed, you have a subconscious feeling that you're actually there, then I've experienced presence while playing, like, Hexen and Silent Hill 2, to name a couple decidedly non-VR games.

Of course, VR makes these high levels of immersion much easier to reach.
 

Krisprolls

Banned
none of those images impress me that much at face value when viewed at resolutions closer to native res, especially that last one (couldn't find a bigger one for the shotbang pic), but it's certainly acceptable fidelity. but there's context to those images fidelity as krej pointed out, and using a couple of non-native jpegs to discredit or dismiss his posts is sort of shitty

I'd say he discredited himself well enough by talking about the shark demo having no light and few polygons, which was easily debunked as false in the other thread by TheGuardian :

http://www.neogaf.com/forum/showpost.php?p=167251280&postcount=777

and :

http://www.neogaf.com/forum/showpost.php?p=167253136&postcount=794

Actually, it's clearly wrong just by looking at this image.

Acceptable fidelity is an euphemism here, it definitely looks good and well beyond what you need for great VR games, so I'm still unsure what we should be afraid of.
 

Krejlooc

Banned
It also led to a lot of unplayable crap because developers of the time didn't know how to utilize the hardware in any meaningful way and littered their games with lag, sprite flickering, and tons and tons of bugs.

The main thing I'm gleaning from what Cooljerk is saying is that we as gamers have been acclimated to a development environment where you can literally make any game you want with enough time and effort because computational power is no longer at a premium, but with VR that will no longer be true. In essence, we'll be in a transitional phase as hardware slowly catches up with the grand visions of game designers. Or to put it another way, to get to Quake or Half-Life we need to go through Battlezone, Wolfenstein, and DOOM first. Not that that's necessarily a bad thing as Wolfenstein and DOOM are pretty highly regarded, but still.

Precisely, we are back in the era of "race the beam" style programming, not because we sre trying to do cool things, but because it's actually necessary once again.

This is good news for me who spent a lifetime learning a bunch of esoteric development techniques that had been antiquated for over a decade because they have suddenly become relevant again. It's why I was able to get work very quickly out of the blue like this. I mean, you hear carmack talking about returning to interlaced displays and the crowd moans while I cheer lol.
 

ekim

Member
Its not a game mechanic but you have no idea how much it makes a difference. You have to experience it to understand.

Just as an example that i believe will move VR units faster than games will, you can have a IMAX sized screen in the comfort of your house, which your brain WILL believe is there, and watch movies on it for a small sum of money (compared to building an IMAX theater at home..) And there there's porn..

A humanoid npc in a game is tall, as in you believe he's there because your brain believes he's 5.9' tall. When you fly a space ship in a hangar and you go from *oh, there's an UI that tells me which dock to use by showing the number on the screen" to "HOLY SHIT, its not a UI, its a 100' tall projection!", then games as you knew them, will forever change.

Yeah - first time I've seen a hangar in Elite:Dangerous I was like... "DAMN - that thing is huge" the whole sense of scale is mindblowing.
 

Tain

Member
I think the most important expectation to keep in check is that you probably won't get otherwise cutting-edge games including "VR modes". I don't think people will be hugely turned off by the visuals in some VR-exclusive game.
 

Faustek

Member
It also led to a lot of unplayable crap because developers of the time didn't know how to utilize the hardware in any meaningful way and littered their games with lag, sprite flickering, and tons and tons of bugs.

The main thing I'm gleaning from what Cooljerk is saying is that we as gamers have been acclimated to a development environment where you can literally make any game you want with enough time and effort because computational power is no longer at a premium, but with VR that will no longer be true. In essence, we'll be in a transitional phase as hardware slowly catches up with the grand visions of game designers. Or to put it another way, to get to Quake or Half-Life we need to go through Battlezone, Wolfenstein, and DOOM first. Not that that's necessarily a bad thing as Wolfenstein and DOOM are pretty highly regarded, but still.

Badly concealed anagram?
 

slapnuts

Junior Member
It could have 3DS graphics for all I care, long as it's engaging I'm there.

You really can't have engaging gaming these days with the kind of "looks are everything world" we live in today, plus technology advancing at leaps and bounds that things are so much different than a mere 10 years ago. You might be a minority of the vast majority but i guarantee try getting a 12 year old to play a NES or SNES game and they will look at you like you you're a Neanderthal, the same can be said with adult gamers for the most part. This whole VR thing i feel is simply not ready yet. Sony jumping head first into the console VR realm just seems hasty and rushed..I just hope it don't turn out to be another Vita thing where it dies off quickly. I think while the tech is there as a whole, the tech in consoles are not quite there yet but on the flip side...it will take consoles to get the VR gaming thing afloat. I don't think the PC market is able to sustain this without the help of the huge console market....Time will tell, I hope it works but i have my gut feelings.
 

Thrakier

Member
You really can't have engaging gaming these days with the kind of "looks are everything world" we live in today, plus technology advancing at leaps and bounds that things are so much different than a mere 10 years ago. You might be a minority of the vast majority but i guarantee try getting a 12 year old to play a NES or SNES game and they will look at you like you you're a Neanderthal, the same can be said with adult gamers for the most part. This whole VR thing i feel is simply not ready yet. Sony jumping head first into the console VR realm just seems hasty and rushed..I just hope it don't turn out to be another Vita thing where it dies off quickly. I think while the tech is there as a whole, the tech in consoles are not quite there yet but on the flip side...it will take consoles to get the VR gaming thing afloat. I don't think the PC market is able to sustain this without the help of the huge console market....Time will tell, I hope it works but i have my gut feelings.

Say, did you try a vr game yet? I'm sure you would not write such a text if you did. The nes comparison is really off.

VR is a completely new medium. It's not to compare with things which are already available.
 

charsace

Member
I wouldn't be surprised if a lot of games that have announced VR cancel the implementation. Don't have a VR kit yet to mess around in unity with, but from what I read it sounds hard to develop a game that takes advantage of VR.
 

Ferrio

Banned
You might be a minority of the vast majority but i guarantee try getting a 12 year old to play a NES or SNES game and they will look at you like you you're a Neanderthal, the same can be said with adult gamers for the most part. .

That's not true, just look at Minecraft, a game that's totally shit looking but eaten up by kids and adults alike. Hell my Rift devkit 1 experience with Minecraft was more realistic than any regular game I've played before.
 

ekim

Member
Another anecdote from my first contact with the DK2:
I was "playing" Sightline:The Chair which is a pretty good VR demo imho. Thing is, I suffer from vertigo very bad in real life. Even minor heights that are not secured make me feel uncomfortable. So in this demo, the last scene (if I remember correctly), is you sitting on the top of a Skyscraper in progress. The graphics are really bad:
SightLine_2014-08-07_20-08-48-58.avi.Still004.jpg


but still, I was only able to move my head for a few inches to look down while the rest of body was in shock of the height. So even those simple graphics give you a feeling of presence unlike everything before.
 
I'd say he discredited himself well enough by talking about the shark demo having no light and few polygons, which was easily debunked as false in the other thread by TheGuardian. Actually, it's clearly wrong just by looking at this image.

Acceptable fidelity is an euphemism here, it definitely looks good and well beyond what you need for great VR games, so I'm still unsure what we should be afraid of.

i'm not saying that krej was right on with that post, but i think your narrative and the reality of events differ. one person who is likely in the know said that krej was wrong, in uncertain terms that don't quite detail how or why. that is not 'easily debunking' - suggesting that someone is wrong in uncertain or unclear terms is not the definition of that word.
i think ps4 is powerful enough to enable engaging vr experiences for sure, but i'm not ready to accept vertical slice tech demoes as representative of what vr experiences as a whole on the console will be, nor am i ready to use tiny quarter-resolution images as proofs of any visual claims, that shit's a plague here on gaf imo, people making decisions based on downsampled 480p images or tiny gifs, which might as well be bullshots compared to native res stills. and i do think krej's posts so far are relevant at least for considering that vr is limiting design-wise in a lot of ways that displaying on traditional mediums aren't. but i fully expect those limitations to forge some creative art styles and technical workarounds, and ps4 morpheus games should look pretty damned good once devs are really used to making em.
 
As a DK2 owner who's very excited for the upcoming consumer headsets, I haven't been able to get behind saying "presence". I don't think it's consciously a marketing term, but there's always been a spectrum of immersion and if "presence" is meant to describe a line that, when crossed, you have a subconscious feeling that you're actually there, then I've experienced presence while playing, like, Hexen and Silent Hill 2, to name a couple decidedly non-VR games.

Of course, VR makes these high levels of immersion much easier to reach.

I think the difference is less an imaginative immersion and more a full body awareness, like understanding the sense of scale of the environment you're seeing in VR in relation to your body's position in space and not even being aware what you're seeing is a "game". I've only felt it a few times with my time with dk1/2, one of the more recent times was with a dk2 horror game/demo where you start on one floor of a mansion and work your way up a staircase to the top where a creature waits to grab you. I was standing physically in front of a railing and as I leaned over to look down at the stairs and floors below there was a fleeting feeling of my brain totally buying this environment was real and in front of me, and I was observing it as though it actually existed.

I do know what you mean in terms of regular gaming though, there were times in Witcher 3 recently where I felt incredibly immersed with the environment and bought into the idea that I was exploring a place, but it definitely didn't give me the same level of immersion some of the VR experiences have given me.

Maybe "presence" is more easily defined as when it's affecting the survival mechanisms in your brain, like with heights and vertigo. When Valve first demoed their vr prototype during Steam Dev Days one of the demos had people standing over a drop on a plank, and when told to "walk off" the edge by the demo coordinators almost every dev just couldn't do it. Everything in their mind was screaming at them "you gonna die" when just trying to put one foot over the edge. That to me is "presence".
 

klaushm

Member
Unity and ue4 get updates pretty constantly. Unity just got a big vr update with 5.1 yesterday that updates the rendering pipeline.

Obviously, if I am not using an engine, then yeah, all the technologies I am working with are either my own or licensed.

Yup. I was aware of this updates. Didn't read well your post, my eyes ignored the part of "not using an engine". Sorry about the redundant question, so.

But, I'm aware that VR, as it begins, will pretty much do baby steps until it get right. Of course hand work is really frustrating, even more if is about something "new" and we have to test step by step until it works.

I'm not saying that from nothing. I started as a web-dev with sites and systems, and by my own tried to build some game mechanics. Pure JavaScript > jQuery > AngularJS > NodeJS > MEAN. Every new step was challenging and tried to keep with the most recent techs. So time passed I became a mobile developer, focused on games, while by my own again, started to learn about game-dev. As I never worked with a team for game development, neither done anything with VR, I can't argue against you. But... I will do some "suggestion".

Seen that we are at the begin, isn't there a slight possibility that we aren't fully aware of what we should do to do it very good?
I think neither the ones who created the VR HMDs are aware of what exatcly they need to do.
 
That kind of IQ? maybe with the PS5, PS4 with morpheus nope.

ps4 with morpheus is already doing all of that and it's not even out yet

but 'that kind of iq' is essentially 1080p images downsampled to their current tiny resolutions so take 'em with a grain of salt or run them through google images reverse search if you want to see the full sized versions. they don't look bad at all (well bottom one is super misrepresentative at its current res, blown up it looks like a 360 game, but the rest are pretty nice looking), and they certainly don't look like something it'd take a ps5 to render under any circumstances.
 

FleetFeet

Member
I was going to respond to Krejlooc in the original thread, but then this popped up lol...

Not being a dev, I would just want to get this clear. You're currently working on Gear VR with Unity, so from what I understand you're dealing with a device that's powered by a battery. Now wouldn't that alone make the development environment much more limited in comparison to consoles and PC? It's obvious devs have always and will always face hurdles in trying to obtain sufficient performance on any device or platform, and having to cheat to get a game to run has been par for the course, so I don't think VR is any different in that sense, but now you have to deal with a battery that will drain faster the more you push onto the screen, correct? I mean, essentially isn't the battery a handicap that we can't take into account in your extrapolations when it comes to consoles and PC?

Now if I'm not mistaken, everything you had to do to get your work to run in VR had to ultimately be dialed down, didn't it? And what about other engines like UE4 and CE? How are the performances on those engines on consoles compared to Unity, let alone Gear VR, as a platform? And what about the fact that these engines are still being optimized for VR due to the fact that VR is still in its infancy. I believe it will improve with iteration as VR matures (there is still a lot to figure out, and there will always be advancements and new techniques to make developing VR more efficient, just like with all forms of development). So, essentially I think there are too many variations in your experience to truly extrapolate those figures in comparison to a console or PC. Would I be wrong?

Now what about asynchronous compute? I don't believe many devs have taken much advantage of it yet on PS4, the only game I can think of currently that uses it is The Tomorrow Children. How would you take into account these different techniques if they can't be utilized elsewhere? I wish we had DemonNite here to give us better insight into what developing games for PM is like.

About HL2VR. If you were to make that game from the ground up with a new game engine tailored for VR, would it be as taxing? I mean if we really want to make comparisons, shouldn't we make comparisons with games that actually have similar paths in development? You've made two comparisons to show how difficult and taxing VR development can be, but I don't think those comparisons can really fit with developing for PM, unless you've also had to opportunity to develop for PM?
 

Krejlooc

Banned
Yup. I was aware of this updates. Didn't read well your post, my eyes ignored the part of "not using an engine". Sorry about the redundant question, so.

But, I'm aware that VR, as it begins, will pretty much do baby steps until it get right. Of course hand work is really frustrating, even more if is about something "new" and we have to test step by step until it works.

I'm not saying that from nothing. I started as a web-dev with sites and systems, and by my own tried to build some game mechanics. Pure JavaScript > jQuery > AngularJS > NodeJS > MEAN. Every new step was challenging and tried to keep with the most recent techs. So time passed I became a mobile developer, focused on games, while by my own again, started to learn about game-dev. As I never worked with a team for game development, neither done anything with VR, I can't argue against you. But... I will do some "suggestion".

Seen that we are at the begin, isn't there a slight possibility that we aren't fully aware of what we should do to do it very good?
I think neither the ones who created the VR HMDs are aware of what exatcly they need to do.

Certainly, VR game design practices are the wild west here. I can split this up into several parts of development, however. From a purely visual standpoint, a lot has, thus far, been centered on doing things that prevent people from getting sick. This, as an example, is where the utility of low persistent displays came from - originally it was assumed that merely an astronomical framerate would be enough to eliminate sickness when, by stepping back and examining a bit closer how our own eyes deal with motion, it was realized that by basically strobing the display we could reduce some sickness. But the original requirement for high framerates didn't exactly disappear.

The visual side of things - what needs to be done is pretty clear. The ways to reduce or solve those problems is also clear. It's sort of a holding pattern situation where what needs to happen is that these technologies need to get faster, cheaper, and more accurate. That happens through iteration. I see this all the time with Augmented Reality - I try telling people that it's likely several years out, but we can demonstrate the entire process right now. There's a difference between "being able to do something" and "being able to do something well enough" and that threshold for these visual technologies is when people stop getting sick.

The actual design side? Oh man, so much experimentation at the moment. i've tried dozens of methods trying to solve the problem of lateral rotation - when you rotate using an analog stick you encounter vestibulocochlear disconnect that makes many sick. I've tried all sorts of wacky implementations, and none of them really work. What I've resigned to is the idea that VR games need to be played in swivel chairs where people can actually rotate when they need to turn, so they don't get sick. But who knows - maybe someone will fix that problem in the near future. I would welcome a great solution with open arms.

VR Film in particular is an incredibly open cavas. All the rules of editing have sort of been reset. I like the demo Nuren by ViRT because he proved that jump cuts work in VR - many believed they were unworkable. Fox did a small demo of Wild that I thought was really cool - a problem with VR is that the audience can look in any direction, so how do you, as an example, frame shots or make sure the people are looking in the right direction? Fox's wild threw those rules out, it was a single continuous take that was filmed in multiple segments. Things happened all around you. And depending on which direction you were looking, the program would cue up additional film snippets. So like, you could make characters not appear entirely by never looking where they should walk into the frame, which sort of changed the story. In that regard, it feels kind of like a very advanced FMV game... but it's way more film than game.

Other directing techniques are lifting from theatrical plays. Doing things like dropping lights or using visual and audio cues. Positional audio technology (as opposed to simply binaural audio) will provide another cue to hone in on.

The process of, like, directing VR games/applications/film is super open and experimental. I think everyone really knows where the hardware is going, it's just a waiting game. It's the software that's pretty exciting. And, again, some of these limitations will also drive design. I think we won't see many FPS games in general, to be honest, but we might see a rise of, say, ATV games. because, as weird a distinction as it is, riding a virtual ATV is less sickening than walking in a virtual land.
 
Virtual boy is nothing like VR. It was like strapping a really shitty 3DS to your face.

i think that's the point being made, that technological iteration enables more over time and that comparing a newly viable tech to its less viable form from decades past is shortsighted.

Those graphics are already better than what some people were expecting.

i'm sure that final products will look even better, but i can't stress this enough, and id make this point in any thread where visual judgements were being made on quarter-sized images, but any game can be made to look really good through downsampled screenshots. it's almost like bullshots.
 
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