Weltall Zero
Member
As someone who tried early VR at a gaming fair during the early 90's, and have seen it drop out of the face of the Earth for decades until now, a delay of a few years is entirely irrelevant.
What I see VR as, especially on the PS4 is just another, higher quality display. There are plenty of games that don't need extra crap to be great when played on a VR display. Fallout is the biggest that comes to mind.
If the Morpheus can display any game like it would to a normal display it'll be reason enough for me to buy, as long as the screen being that close doesn't cause motion sickness.
I'm not sure I really understand what kind of games people think, the guy quoted in the OP especially, would be developed solely for VR.
What I see VR as, especially on the PS4 is just another, higher quality display. There are plenty of games that don't need extra crap to be great when played on a VR display. Fallout is the biggest that comes to mind.
If the Morpheus can display any game like it would to a normal display it'll be reason enough for me to buy, as long as the screen being that close doesn't cause motion sickness.
I'm not sure I really understand what kind of games people think, the guy quoted in the OP especially, would be developed solely for VR.
The screen that close will make the resolution appear very low if just used as a normal display.What I see VR as, especially on the PS4 is just another, higher quality display. There are plenty of games that don't need extra crap to be great when played on a VR display. Fallout is the biggest that comes to mind.
If the Morpheus can display any game like it would to a normal display it'll be reason enough for me to buy, as long as the screen being that close doesn't cause motion sickness.
I'm not sure I really understand what kind of games people think, the guy quoted in the OP especially, would be developed solely for VR.
I have no experience with VR at all. I assumed that the Morpheus would just be a 1080p display, or two displays half that are particularly close to your eyes to simulate the field of view of normal vision.The screen that close will make the resolution appear very low if just used as a normal display.
That's not how VR works anyways. There's optics in there that distort things and the image is wrapped around your vision. It is wildly different than you're thinking. In a good way.
It's a fair bit more complicated than that.I have no experience with VR at all. I assumed that the Morpheus would just be a 1080p display, or two displays half that are particularly close to your eyes to simulate the field of view of normal vision.
I can imagine bad framerates causing motion sickness like that, but couldn't a game like Call of duty just he enabled for VR since it runs at naive 1080p and is always a solid 60fps?
I have no experience with VR at all. I assumed that the Morpheus would just be a 1080p display, or two displays half that are particularly close to your eyes to simulate the field of view of normal vision.
I can imagine bad framerates causing motion sickness like that, but couldn't a game like Call of duty just he enabled for VR since it runs at naive 1080p and is always a solid 60fps?
I have no experience with VR at all. I assumed that the Morpheus would just be a 1080p display, or two displays half that are particularly close to your eyes to simulate the field of view of normal vision.
I can imagine bad framerates causing motion sickness like that, but couldn't a game like Call of duty just he enabled for VR since it runs at naive 1080p and is always a solid 60fps?
Not accidents - art is defined by limitations of its medium.AniHawk said:i agree with this. i mean there's something to be said for achieving dreams, but a lot of happy accidents happen out of a lack of resources.
They shouldn't - but it's often easier to do so in short-term, and modern game-dev is all too often just following the path of least resistance.thunder_snail said:It's confusing me how some devs are complaining they have less ms to calculate those aspects, because they shouldn't be tied to fps these days.
I have no experience with VR at all. I assumed that the Morpheus would just be a 1080p display, or two displays half that are particularly close to your eyes to simulate the field of view of normal vision.
I can imagine bad framerates causing motion sickness like that, but couldn't a game like Call of duty just he enabled for VR since it runs at naive 1080p and is always a solid 60fps?
Wouldn't a higher pixel density help solve that, or is 4k really the best way to go about VR?It's a fair bit more complicated than that.
For one, if you have a 1080p display of some sort, go stick your face right up close to it. You'll notice that the image stops being very nice looking and the pixels start becoming majorly noticeable. For that reason alone, you wouldn't want to use a VR headset just as another display. At least not til we get *very* high resolution screens in there.
Two, again, there are optics in the headset. Pieces of glass(or plastic) that distort the image and essentially wrap it around your vision. Imagine taking the rectangle shape of a display and kind of wrapping the corners forward halfway around your head. Then there is software that corrects things and makes them appear like they really exist in your vision, with proper size and scale. Your eyes don't focus on the display, the optics allow them to focus beyond it, so it's not like you're straining to focus on this close up screen, your eyes can relax and look around in what turns into a *proper* 3D space. It basically swaps out reality and inserts a.....virtual reality! It's very cool stuff and I think you'll be highly impressed when you try it and understand how you were thinking about it all wrong.
It could have 3DS graphics for all I care, long as it's engaging I'm there.
Yea, you really need to try it man. It's quite different than you're thinking.Wouldn't a higher pixel density help solve that, or is 4k really the best way to go about VR?
Well, I hope that I get the chance to try out VR, but it doesn't sound like something that'll be big on the PS4.
Riven is a 2D slideshow game, using ancient 3D rendering, blotchy FMVs and a 4:3 480P resolution.
Is it still incredibly immersive (to me, at least)? Yup.
You don't need huge piles of polys to deliver immersive gameplay. Developers will find ways.
I feel like I can be both a graphics whore, but still appreciate that graphics aren't everything. Maybe that means I'm not a graphics whore, but I definitely consider myself a graphics enthusiast at least. I really enjoy the latest and greatest in graphics and top notch IQ and everything, but I stop short of placing the importance of these things higher than they should be. I'm loving my 3DS at the moment. The 3D is fantastic and it's a treat to look at, despite the low resolution, even on my XL. Then I jump over to my PC and enjoy my downsampled-from-4K playthrough of Dishonored just the same.Yeah, I think The same too.
Nintendo made me stop being a graphic whore, so I am ready for VR.
Yea. Immersion takes on a whole new meaning in VR. It is something you can never ever get on a flat screen.When people talk about VR being immersive, they're not talking about getting wrapped up in a good game. They're talking about the way your brain is actually fooled into thinking what it's seeing is real even. That doesn't happen with any other form of media.
Its good to have a reality check.
But limitations, provided they are known, will lead to very interesting innovations. Necessity is the mother of invention after all.
See I'm actually in the opposite opinion. I think once Presence becomes common place, I believe it'll lose it's shine, and become expected, making previous games seem like shit in comparison. VR to me is the new medium, and the only one I seem to care about these days lol.
This is kinda what i reckon.I'm skeptical of VR because I'm not convinced it will add much long run. It's all about presence and spectacle, but those fade after an initial period once you get used to them. If VR can't support a wide enough range of game design after the initial novelty wears off, it'll be completely worthless. I hear a lot of people saying they got sold on VR after using it once or something like that, but that's missing the point, because you got sold on spectacle, and when you repeat that enough it inevitably loses it's luster.
What does VR add to a game? As in, does it allow for unique game mechanics or something?
I think i have good imagination but here i'm drawing a blank, i just can't figure out anything that cannot achieved already (perhaps with help of head-tracking).
EDIT Immersion/presence is not a game mechanic in my opinion. It is something that enhances a game but nothing more. And it is about so many small things i'm doubtful VR is a big deal for this.
People shrugging at VR's "immersion" are doing themselves a disservice. It's not like a switch from third person to first or a jump from an NES to SNES. VR done properly actually fools your subconscious brain into thinking what it's seeing is real even though it obviously isn't. I've personally had feelings of vertigo in the most ridiculous, low resolution, poorly textured areas just because the sense of motion and perspective was done correctly. There's nothing else like it.
The word 'presence' is total PR crap. It's just immersion.
VR gives a genuine effect which is literally impossible on external 2D screens. It's true immersion.
The word 'presence' is total PR crap. It's just immersion.
I basically agree with what you're saying based on my experience, but these two things don't seem to go together - if what VR offers is a totally different experience than what's available on flat screens (and I'm inclined to agree that it will), then "prescence" - or, at least, some other word - seems entirely appropriate. It may well also be PR guff but that doesn't mean it's not also accurate and true.
The word 'presence' is total PR crap. It's just immersion. VR can achieve immersion on an unprecedented scale. It's so immersive your brain literally thinks its in a different place.
It's not the people who watch E3 I'm even concerned about (Though considering all of the people here who see NMS as Sony's Morpheus ace in the hole, perhaps I should.). No, the worrying factor here is the mass audience who will see this product, form unreasonable expectations, and then feel ripped off when it can't deliver.That might be true of some gamers right now but that is only because they haven't even seen any Morpheus games yet. That is not going to be true after E3. That's why Sony is devoting half their booth to Morpheus. People are going to experience and get first hand account of exactly what Morpheus games will look like and that will set expectations. They will also get numerous accounts of what VR in Morpheus feels like which I expect to come back as glowing reviews based on past accounts. That too will set expectations.
As I've said numerous times when the quality of Sony's VR is brought up. Minecraft sold more that 18 million copies on PC and the consoles have sold even more than that. A Minecraft type game on Morpheus is definitely doable and would be a killer app. Just look at the reception it received when being demoed on Microsoft's HoloLens. The limit to a game's success on Morpheus will be the devs creativity and not the specifications of the hardware.
This is VRs saving grace. The presence factor more than offsets the downgrade in graphics.
The word 'presence' is total PR crap. It's just immersion. VR can achieve immersion on an unprecedented scale. It's so immersive your brain literally thinks its in a different place.
That. Spot-on.
Yeah, this, definitely. I can imagine in 15-20 years VR gaming being so commonplace that people see non-VR gaming as a totally different, less affecting, thing. Imagine kids who can't believe people used to game on 2D, disparate screens.
This is important. If you haven't tried VR and you're skeptical... Well it's the same of saying you haven't taken heroin but you're skeptical. It's a literal, psychological result. It's not some "oh, there's some subjective effect, it's all opinion" deal.
VR gives a genuine effect which is literally impossible on external 2D screens. It's true immersion. Your brain believes you are in a place, rather than just looking at a window a couple of feet away which shows a place.
I was keen to try out the Rift, and when I got to at a convention, I experienced unbelievable vertigo in the game Dream. You walk up staircases and end up horizontal on walls, walk upside-down on walkways, etc, it's like an Escher painting made real.
I've never been good with heights or depths, and I was literally sweating. Sweat was pouring off my forehead in buckets and my palms were super clammy and moist. My heart was racing. My entire nervous system, up and down my spine, was tingling - no, sparkling - with constant shock at the vertigo I was experiencing. Every time I turned my head slighly, while standing on a wall, and looked down hundreds of feet of drop into a distant courtyard, my whole body was screaming at my mind. It actually helped me get over vertigo! Now, in real life, I'm experiencing vertigo at a much reduced level to what I used to. I can climb tall ladders and such with no fear.
And yet, playing Mirror's Edge, Thief, Dying Light etc – traditional 2D games with very high heights – I felt nothing? Unless you've tried VR, you can't compare.
It's not about mechanics. It's about your brain fully engaging with a virtual place as if it's just as real as the world around you.
I think the point is that while awesome graphics are still awesome in VR, not having them isn't going to stop the technology from being extremely impressive.After the initial honeymoon, no it doesn't. Minimalistic stylized graphics are great in VR where it fits, but not in others. Especially in realistic experiences like flight sims and racing games detailed graphics and IQ is exactly as compelling in VR as it is on conventional displays.
I would seriously take that Dev statement with a grain of salt. Comparing sacrifices needed for mobile VR to console and PC VR seems quite disingenuous. The told and infrastructure for VR are still in their infancy. Not saying it isn't valid but going to hold off doom and gloom until more Devs chime in.I don't know if it's been asked already in the last 5 pages but I'll go ahead and ask.
What about VR cuts down the usable power into 10ths and prevents use of normal lighting models and particle effects?
The initial post is a bit confusing to me as apparently without VR the dev gets 500k poly's and 400 draw calls. However putting it into VR reduces that to 128x128 size textures, 20k polygons and only 40 draw calls. (I'm assuming this is at the same resolution and frame rate?) is accurate positional tracking just so intensive that it uses 9/10 of the available GPU power?
It's not just a display. What you're talking about isn't viable for this type of device.What I see VR as, especially on the PS4 is just another, higher quality display. There are plenty of games that don't need extra crap to be great when played on a VR display. Fallout is the biggest that comes to mind.
If the Morpheus can display any game like it would to a normal display it'll be reason enough for me to buy, as long as the screen being that close doesn't cause motion sickness.
I'm not sure I really understand what kind of games people think, the guy quoted in the OP especially, would be developed solely for VR.
It's not the people who watch E3 I'm even concerned about (Though considering all of the people here who see NMS as Sony's Morpheus ace in the hole, perhaps I should.). No, the worrying factor here is the mass audience who will see this product, form unreasonable expectations, and then feel ripped off when it can't deliver.
90 fps, for the Rift and Vive.
The difficulty scale is this
1. 30 fps games.
2. "60" fps games, which actually they are "up to 60fps", their average framerate is 50-55 fps.
3. True 60 fps games, which they still can have drops.
4. 90 fps games.
5. 90 fps games without drops.
Most games are 1) or 2), now VR needs 5).
The word 'presence' is total PR crap. It's just immersion. VR can achieve immersion on an unprecedented scale. It's so immersive your brain literally thinks its in a different place.
I don't know if it's been asked already in the last 7 pages but I'll go ahead and ask.
What about VR cuts down the usable power into 10ths and prevents use of normal lighting models and particle effects?
The initial post is a bit confusing to me as apparently without VR the dev gets 500k poly's and 400 draw calls. However putting it into VR reduces that to 128x128 size textures, 20k polygons and only 40 draw calls. (I'm assuming this is at the same resolution and frame rate?) is accurate positional tracking just so intensive that it uses 9/10 of the available GPU power?
It's not just a display. What you're talking about isn't viable for this type of device.
If you want that then something like the Sony HMZ series of headsets is what you are looking for. I have one of those too and it's basically just a head mounted OLED screen that supports 3D. It looks like a large, floating screen in front of your face - which is completely different from what the VR headsets are trying to present.
i agree with this. i mean there's something to be said for achieving dreams, but a lot of happy accidents happen out of a lack of resources. humans are pretty neat in that they're adaptable and can solve problems.
as for this kind of vr, i liken it to early cd add-ons. i mean, i see this as the precursor to the next generation where everything starts to click in a major way. and 20 years from then we'll look back at how primitive that was.
We have quotes from months ago from industry veterans on this very subject yet a rambling rant disillusioned you?
We have quotes from months ago from industry veterans on this very subject yet a rambling rant disillusioned you?
VR is more about immersion than graphics. If they can pull that off, I'd be okay returning to vector graphics if I had to. Then again, I grew up in the early arcades and with Zork and Wastland and such.
I don't expect ps3 graphics. Just immersion.
http://www.eurogamer.net/articles/digitalfoundry-2015-the-challenge-of-remastering-uncharted
Digital foundry discussion on remastering Uncharted for PS4 - not Morpheus of course but quite enlightening on the difficulty of getting an advanced PS3 engine game (The last of us) to run at 60fps. Essentially they had to merge the previous frames GPU instructions with the current frames CPU code to efficiently use the available power. This in effect gives a single frame of additional lag before its drawn to screen however would doing this on a VR game cause problems?
The funny part about his post is it actually makes me want to transition to being a VR dev.