Wat. If Valve's VR is better than Rift...
Please be true. Crystal Cove sounded amazing as it is.
Wat. If Valve's VR is better than Rift...
Meh, my bf is attending dev days. I hope he takes that silly thing to work, since if I see it at home I'm throwing it out the window.
Sorry I only support the true PC master race, not the SteamOS rebels. Not a programmer so most of this conference isn't interesting to me.
So is the gamepad getting a redesign then...? Obviously not having a touchscreen will change it, but are the trackpads getting moved around for traditional buttons?
Wat. If Valve's VR is better than Rift...
Wat. If Valve's VR is better than Rift...
Oculus Rift people had said themselves that Valve VR is totally about the tech and R&D without worrying about making a product for consumers.
So it would easily be better then what is rift is offering.
from that blog again
New controller prototype
Steam Controllers
Mike Morasky just confirmed that Kelley Bailey is back doing work for Valve. @ValveTime #steamdevdays
David Hensley ‏@TheDavidHensley 50 mp
Valves VR demo at #SteamDevDays felt like being in a lucid dream state and very much like a holo deck #mindblown #vr
@TheDavidHensley
Valves VR demo at #SteamDevDays felt like being in a lucid dream state and very much like a holo deck #mindblown #vr
https://twitter.com/TheDavidHensley/status/423591891171426304
New controller prototype
Huh. If they go that route, I think they'll need to improve the ergonomics or make the controller bigger. No way I'm pressing any of those buttons without screwing something up on the trackpads. And why not opt for a standard d-pad on the left side...? If they're making concessions to traditional controllers, it makes more sense than a second set of 4 buttons.
They want a symmetrical controller.
DaFox
‏@DaFox
Lots of Source 2 talk during 'Moving you games to OpenGL' talk at #SteamDevDays
Perfectly symmetrical...? I'm not really sure I see the logic in that. Maybe it'll make sense if I see actually controller configurations.
Nice to have a confirmation!
I really hope we see a new Team Fortress game on Source 2.
glslang GLSL compiler could be serious shiznit, can’t wait to check it out #OpenGL #SteamDevDays
The door to the mens washroom is constantly open, the women's always closed. #sausagefest #SteamDevDays
Working on their own OpenGL debugger called VOGL developed natively on Linux, more info on it here. Looks like Valve will be making the most complete OpenGL debugger around for free, wouldn't make sense for them to charge for it.
I don't think that's necessary. I'd rather see a Team Fortress 2.5 with the map pool tightened up, the hats purged according to the original stricter art style and a greater focus on new modes that weren't possible in the old engine. The game feels so unfocused and busy nowadays compared to how it used to feel. I want to play TF2 and be able to enjoy it as the team-based multiplayer game it was meant to be, when everyone used to talk about strategy instead of what effect their hat had.
damn ..
now for source 2 talk
damn ..
You're either exaggerating quite a bit or you're playing in the wrong places. I can't recall hearing trade/item talk in probably my last hundred hours of playing. I mostly just stick to a few servers I frequent though.
I wonder if it's actually a competing product to Oculus or if people are misunderstanding Valve showing off something built in collaboration with them, given how the two companies seem to have a pretty good relationship.
QtCreator, another great tool I wasn’t aware of. Probably cause I used to despise Qt. Mea culpa! #SteamDevDays
Wonderful! Valve talk on Linux debugging: Secret weapon is using Qt-Creator (latest). Works great. Huzzah! I use less GDB. ;D #SteamDevDays
The creation of an indie game. #SteamDevDays @dannyBstyle @IamDeanTate
Yeah, but the talk centered around "we know what affordable VR tech will look like in two years" so it's not some moonshot piece of tech no one will ever be able to use.