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What someone in VR looks like when legit SHOOK.

Piecake

Member
Ecco the Dolphin VR would totally freak me the fuck out. That game gave me nightmares as a little kid. No idea if that would actually work though, since, well, dolphin

If they can't do that, then maybe a deep sea submarine explorer/horror. I would have a heart attack in about 2 seconds.
 

Calamari41

41 > 38
You would basically have to put a gun to my head in order to get me to put one of these on for something like P.T., and I'm a huge fan of horror games.
 
That post was referring to surround sound.

The isolation of sound sources is not that precise with binaural audio, just like in real life.

I don't think the last portion of the post was about surround sound, it was about being able to more easily notice sound design issues in VR given its more realistic nature.

Binaural sound is also not a perfect 1:1 equivalency because everyone's head/ear shapes are going to be different. It also needs to be able to track your head movements and compensate for it dynamically to keep the origin sources static. Those issues seem to manifest most directly in terms of front/back discrimination and a weak center.

To be fair, I don't have access to a VR rig, so I'm arguably speculating without a good base. I just think the visual impact of VR plays a bigger role in your brain accepting the reality than whether the sound is binaural or stereo or whatever.
 

Robby322

Member
Someone is eventually going to die in VR and it will be fucking crazy.

I can't handle horror games alone, I can't imagine how I would act playing one in VR.
 

pootle

Member
I understand how people can say that youtube reactions must be faked.

There are so many videos of folk overreacting that they are all suspect.

But I think it's worth a search for youtube videos of sisters on gearvr.

I'm not going to suggest a particular video. They will probably all be fake, right?

Reaction videos are all likely faked and exaggerated, after all.

The graphics are rubbish. No-one could possibly be really scared by it.

All I can say is that sisters on gearvr, crap graphics and all, broke me.

I am seldom scared by movies but vr is something else again.

Presence is a watchword when it comes to vr and it's easy to underestimate it.

But I am a convert. There is nothing as frightening as when your brain is given enough information that it can fill in the gaps on its own.

So a crap rubbish quality experience like sisters reduced me to a wreck, making "moo moo moo moo moo" noises while fending off imaginary scary things.

When your brain accepts vr as being real your body reacts in a way that movie and tv jumpscares simply can't do.

From experience, immersion is all that matters. When the game world feels real then you can be scared. Properly, legitimately scared.
 
I don't think the last portion of the post was about surround sound, it was about being able to more easily notice sound design issues in VR given its more realistic nature.

Binaural sound is also not a perfect 1:1 equivalency because everyone's head/ear shapes are going to be different. It also needs to be able to track your head movements and compensate for it dynamically to keep the origin sources static. Those issues seem to manifest most directly in terms of front/back discrimination and a weak center.

To be fair, I don't have access to a VR rig, so I'm arguably speculating without a good base. I just think the visual impact of VR plays a bigger role in your brain accepting the reality than whether the sound is binaural or stereo or whatever.

That part isn't about surround sound, you're right. As I understand it, that part was specifically about sound design, not the viability of binaural audio in virtual reality.

In other words, if you're going to record in binaural, the recording needs to be done far more extensively, and cover as much distance and environmental variety as will be perceived in the game. If the recording of a sound is only at one distance or place, the difference will be noticeable. But again, that's a sound design issue, not a binaural recording issue.

The difference with the video I posted though is that the subject is supposed to be bound to a chair, so a listener sitting in a chair the whole time is already limiting the range of possible changes in audio, keeping the input consistent with what they would expect.

Of course, this specific recording wouldn't work in a game because it is static, but that doesn't have to be the case for all binaural recordings.


And let me be clear, the visual aspect of VR has a much greater impact on immersion, but if you're eyes are closed, then you only have binaural audio to go on.
 

Daigoro

Member
lol @ scardypie

i laughed my ass off at this, but i want to try it. im sure it would be intense.

the only game that ever really got to me even anywhere close to this was ALIEN. that shit would be infuckingtense in VR for sure.
 

mortal

Gold Member
That was very entertaining to watch, I'm sure the experience feels very real and intense when playing it for yourself.
With proper conditions, the mind can be fooled into believing the experience is legitimate, much like vivid dreaming or in this case, nightmares :D.

Not to mention this is just the beginning of VR. With the tech constantly improving and talented developers pushing for innovation, can you imagine what gaming experiences will be like 10-15 years from now?
The future of gaming seems rather promising. Even if VR doesn't take off now, it will inevitably. It is undeniably, the future of gaming.
 

Zaptruder

Banned
The isolation of sound sources is not that precise with binaural audio, just like in real life.

Rather, it's more precise with VR sound (kinda like binaurial, but dynamic, allowing you to move about in 3D space and for the sound to be effected dynamically, as opposed to prerecorded binaurial audio which stays statically locked to your head). Speakers offer more discrete channels of audio, but that doesn't necessarily translate to a more accurate sound field.

e.g. 21 channels assumes that there are 7 channels each arrayed top, middle and bottom. It won't be able to accurately replicate sounds coming directly above or below you as you move around.

Also, it'll be difficult to achieve the real advantage of VR audio - which is been able to move around a sound source. In the Technolust startup screen, there's a sound source placed in the middle of the room (just behind your starting point). You can move around this source and pin point exactly where it's coming from, even if you can't actually see it. No amount of surround speakers would allow for that sort of functionality.



Not special headphones, any headphones will do. In order for the effect to work, the sounds have to be recorded as if the microphones were in your ears, and then played back in the same location so that you would be hearing it as it was originally recorded.

Any headphone will be adequate. But for the best experience, integrated audio (such as found with the Rift) should be used, as it provides you with a mirror of the sound engineer's intent, without variation.

Different headphones might effect subtleties in the sound that effect how we determine the location of audio, making something appear closer or further then it was intended to. In this sense, it's not dissimilar to using different pairs of lens with a HMD. It'll still function, but distortions will be present.
 

Trojan X

Banned
Time Crisis VR please

Holy shit. That and Virtua Cop 3 with full immersive 360 experience and network play for 2 players would be completely off-the-chains. No, let's go one step better. Let's call it:

  • Time Crisis Squad and Virtua Cop Squad - the same game but with 360 play/experience, and up to 10 players squad play.

That should be insanity and doable without issues. It's almost like a full VR experience of those lightgun games you can play at Universal/Disney/Joypolis. Also, no crosshair; everything should be like the original arcade except all the additions I mentioned. If that happens then it would be a Day Zero sell-out! I would even support a kickstarter if the opportunity is there. A no brainer of awesomeness.
 
Rather, it's more precise with VR sound (kinda like binaurial, but dynamic, allowing you to move about in 3D space and for the sound to be effected dynamically, as opposed to prerecorded binaurial audio which stays statically locked to your head). Speakers offer more discrete channels of audio, but that doesn't necessarily translate to a more accurate sound field.

e.g. 21 channels assumes that there are 7 channels each arrayed top, middle and bottom. It won't be able to accurately replicate sounds coming directly above or below you as you move around.

Also, it'll be difficult to achieve the real advantage of VR audio - which is been able to move around a sound source. In the Technolust startup screen, there's a sound source placed in the middle of the room (just behind your starting point). You can move around this source and pin point exactly where it's coming from, even if you can't actually see it. No amount of surround speakers would allow for that sort of functionality.





Any headphone will be adequate. But for the best experience, integrated audio (such as found with the Rift) should be used, as it provides you with a mirror of the sound engineer's intent, without variation.

Different headphones might effect subtleties in the sound that effect how we determine the location of audio, making something appear closer or further then it was intended to. In this sense, it's not dissimilar to using different pairs of lens with a HMD. It'll still function, but distortions will be present.

Oh, I thought you were using 'VR Sound' as another term for binaural audio. If you're talking about 3D Spatial sound stages, I haven't been convinced by any of the demos I've tried.

I haven't played technolust, but if it doesn't use binaural audio, I seriously have my doubts as to how immersive the sound could be.

Could you tell me more about the recording process behind VR Sound? I don't see why you couldn't just use a bunch of omni-binaural recording devices, place them all around a given environment at different distances, and then have them all record the same sounds at the same time. After the recording session, you could just map each source to a designated area on the sound field, and have them activated dynamically with respect to the player's position.
 

KaiserBecks

Member
I wish someone would remake Condemned. Scariest game I've ever played. Just imagine scanning crime scenes and beating up mannequins with motion controls...in VR. I'd buy a Vive just for that.
 

Zaptruder

Banned
Oh, I thought you were using 'VR Sound' as another term for binaural audio. If you're talking about 3D Spatial sound stages, I haven't been convinced by any of the demos I've tried.

I haven't played technolust, but if it doesn't use binaural audio, I seriously have my doubts as to how immersive the sound could be.

Could you tell me more about the recording process behind VR Sound? I don't see why you couldn't just use a bunch of omni-binaural recording devices, place them all around a given environment at different distances, and then have them all record the same sounds at the same time. After the recording session, you could just map each source to a designated area on the sound field, and have them activated dynamically with respect to the player's position.

Mastering VR sound is actually super easy (but requires a change in thinking from how its currently done). It's all mono audio. Place the mono audio file in a discrete location in the game world, and it'll play back in VR as though that's where the sound source was coming from. A music source coming from a single virtual speaker... will feel like it was coming from that virtual speaker. You can turn to locate things in VR space as naturally and intuitively as it occurs in reality.

People sound like they're talking when they talk; standing in a crowd, you can pin point the speaker in the crowd.

It's easy (especially right now while people are building up experience) to get it wrong - attaching audio to the headphones themselves feels 'unnatural' for VR. And of course the aforementioned problem with Technolust where environmental occlusion and material reverb wasn't been accounted for is more obvious in VR.

Also, what you're suggesting is to bake the head related transfer functions into the audio source - which is optimal in those spots, and less optimal outside of the spots in which those audio files have been place. Easiest to just create the HRTF dynamically as required per the position.
 
Mastering VR sound is actually super easy (but requires a change in thinking from how its currently done). It's all mono audio. Place the mono audio file in a discrete location in the game world, and it'll play back in VR as though that's where the sound source was coming from. A music source coming from a single virtual speaker... will feel like it was coming from that virtual speaker. You can turn to locate things in VR space as naturally and intuitively as it occurs in reality.

People sound like they're talking when they talk; standing in a crowd, you can pin point the speaker in the crowd.

It's easy (especially right now while people are building up experience) to get it wrong - attaching audio to the headphones themselves feels 'unnatural' for VR. And of course the aforementioned problem with Technolust where environmental occlusion and material reverb wasn't been accounted for is more obvious in VR.

Also, what you're suggesting is to bake the head related transfer functions into the audio source - which is optimal in those spots, and less optimal outside of the spots in which those audio files have been place. Easiest to just create the HRTF dynamically as required per the position.

This is actually pretty incredible. So essentially, this is still binaural audio (two HRTF's per source), but just synthesized?

I can imagine that this would be easier to do than prerecording the audio sources with binaural recording devices, but this runs into the same problem as current 3D graphics rendering; it's still not a true representation of real life. Synthesized sound is not the same as a live recording, so any games that are trying to be as lifelike as possible are going to need something better than this.

Still, I imagine this will improve over time, just like 3D graphics rendering has been doing for years.
 

Zaptruder

Banned
This is actually pretty incredible. So essentially, this is still binaural audio (two HRTF's per source), but just synthesized?

I can imagine that this would be easier to do than prerecording the audio sources with binaural recording devices, but this runs into the same problem as graphics rendering; it's still not a true representation of real life. Synthesized sound is not the same as a live recording, so any games that are trying to be as lifelike as possible are going to need something better than this.

Still, I imagine this will improve over time, just like 3D graphics rendering has been doing for years.

Some people have been working on true physical audio simulation for a bit now. The advantage is, you can actually hear differences in the tone when a complex 3D object like a copper bowl drops on the ground at various angles and points.... but unfortunately, the computing power required for that is closer to ray tracing than raster graphics.

Even so, the elements that VR audio lacks can be approximated quite well, depending on the complexity of the environment (i.e. instead of simulating all surfaces of a room, you really only need to figure out whether or not it has hard surfaces that can reflect sounds, or soft surfaces that don't really reflect sound).

Every solution that you take has its own set of compromises. Binaurial recording can be complex to setup, costly and the algorithms to interpolate between different positions might not be as convincing as simply doing it the VR way. Moreover, you end up lacking a lot of control over the audio (baking in multiple sounds).

Indeed, it'll probably be easier to master all sound in mono and then setup the sound sources in VR, then bake it to binaural. Reduced equipment and mastering costs.
 
Some people have been working on true physical audio simulation for a bit now. The advantage is, you can actually hear differences in the tone when a complex 3D object like a copper bowl drops on the ground at various angles and points.... but unfortunately, the computing power required for that is closer to ray tracing than raster graphics.

Even so, the elements that VR audio lacks can be approximated quite well, depending on the complexity of the environment (i.e. instead of simulating all surfaces of a room, you really only need to figure out whether or not it has hard surfaces that can reflect sounds, or soft surfaces that don't really reflect sound).

Every solution that you take has its own set of compromises. Binaurial recording can be complex to setup, costly and the algorithms to interpolate between different positions might not be as convincing as simply doing it the VR way. Moreover, you end up lacking a lot of control over the audio (baking in multiple sounds).

Indeed, it'll probably be easier to master all sound in mono and then setup the sound sources in VR, then bake it to binaural. Reduced equipment and mastering costs.


I imagine physical audio simulation will progress on a similar curve as physically based rendering. No need to simulate sound waves and every surface in a given environment, just assign audio parameters to surfaces/objects based on the categorization of surfaces and hollowness of objects, and the intensity of sounds possible based on a real world physics model of force and impact.

Anyway, sounds like exciting days ahead for VR, both in the visual and audio departments. Can't wait to see more improvements in these fields!
 
D

Deleted member 80556

Unconfirmed Member
No, you assume that I was saying there are no games like that.

Isn't Tearaway a Vita game? If so then that is not a good example.

Great games does sell. If a fun game isn't a very good game then don't expect the sales to be decent. In the west, promotions, originality and the game's excellence does come into the fold or at "least" into consideration for the chance to be successful. It is not always doom & gloom if you come out with something different, i.e. you do have a chance to have a slice of the market. It may not give you Call of Duty numbers but it will give you something. For example, especially if you want to mention a game that is not on VR. Remember Parapa the Rapper on the Playstation? Yup.

Ultimately, fun, expressive, bright fulfilling and "all that I said in the previous post" games should be encouraged and provided to the VR platform. Pity that Nintendo isn't added to the fold.

Oh, I see your point now.

Also Tearaway was released on PS4, don't think it had very good numbers though.
 
Here's a short demo of VR audio, for anyone who's wondering what it's like.

I'd say it's pretty promising, but the real test would be experiencing it with a full VR setup.

EDIT:

I've replaced the original demo with a MUCH better one!

Realspace 3D Audio is legit. Every game needs to use this, even if it's not a VR game. The added immersion is totally worth it!
 

Cdammen

Member
Wow, I'm at page seven reading now and I'm amazed how many people expect fear to always be at a 10 for it to be "real". What the fuck.

Tell that to people suffering from any kind of mental disorder (panic or anxiety would be the closest in this case). Do not trivialize other people's feelings. You can't tell her she doesn't feel fear when she herself is stating it in the video.

"Don't be silly this wouldn't scare me." - Is what you're basically saying. You are not her and you are not her in that moment. Use that social skill called empathy. Observe, try to understand, and ask. You can't decide what someone feels for them.

(EDIT) Also, holy hell! Just saw that Paranormal Activity video with IGN staff. Jump scares are an instant nope from me. Feeling of dread is cool, so is a spooky atmosphere. I hope devs to thrillers actually. Maybe something like and investigate reporter or a cop slowing unraveling a horrific crime but with minimal to none jump scares. CSI game would be cool, since you could walk around a crime scene and scan, dust for prints, and so on. They could take place in space that actually fit your playing env. :D
 

Croatoan

They/Them A-10 Warthog
Do the vive controllers not have inputs that allow free movement like joysticks?

Devs are afraid of Free Movement in current VR titles because SOME people MIGHT get sick. Once more people get their VR Legs I think you will see more Free Movement + Roomscale stuff.

I really think the nausea panic is overblown though. That said, if you want to do free movement why not give your players a choice between traditional WASD (left joystick) controls or Directional Teleportation (WASD derived teleportation with a cooldown to match walk or rune gate). This way you have both of your bases covered and people who get sick can use the Joystick teleportation.
 
Well, 'knowing it's not real' is not the same as 'being able to tell the difference between real life sounds and virtual sounds'.

With closed eyes and a good pair of head phones, it would be virtually impossible to tell which sounds were coming from your environment or the virtual source. As a result, there are unconscious physiological responses to that, like the ASMR effect, though not everyone is sensitive to it.

Agreed.

While we're on the topic, good sound design coupled with this tech goes a long way.

For what its worth, when done right with VR I can tell this will vastly improve immersion in horror games.

Now in regards to the video posted in OP, As a person who loves scares, I just get the feeling a show was put on for the cameras.... I can't cite any particular proof to back my claim but normally, fear isn't continuous - by which I mean, the first jump scare is the worst, but after that each encounter becomes less and less scary.... hmmmmm how to elaborate further.

oh I know, take a game like FNAF (i.e. jump scare the game) - playing this game the first time is scary as fuck due to the unknowns but after a couple play throughs the game isn't scary at all. Now in the demo shown in the OP is not even designed to be a jump scare game just a bunch of slow shambling figures masked by a foggy atmosphere coming closer to the player.... the lady is screaming waaaaaaay to early and constantly before a scare can even be delivered..not saying the demo isn't scary, just that she's hamming it up for the cameras

Its like you go to a comedy show and someone is already laughing their guts out before the comedian even reaches the punchline
 

Zaptruder

Banned
Here's a short demo of VR audio, for anyone who's wondering what it's like.

I'd say it's pretty promising, but the real test would be experiencing it with a full VR setup.

EDIT:

I've replaced the original demo with a MUCH better one!

Realspace 3D Audio is legit. Every game needs to use this, even if it's not a VR game. The added immersion is totally worth it!

That's a decent demo, and a good demo of what we've been discussing. But actually having it in VR is far far more immersive than moving around on a 2D screen with normal headphones.

With VR, every element just marries together - because it also includes your proprioceptive and vestibular sense of space when you're moving around. It's essentially the difference between head tracked VR 3D and stereoscopic 3D gaming.
 

PulseONE

Member
So I finally got to try a Gear VR, which I know is pretty shit in comparison to the Vive/Oculus/PSVR

Could someone explain to me HOW much different they are and why?
 

Okada

Member
Well that's interesting. Were you wearing headphones (that worked in both ears) and were your eyes closed?

Binaural effect only works in stereo, and your environment needs to match what you're hearing, otherwise the visual information overrides it, which is why it's best to keep your eyes closed.

Here's a worthwhile test. Can you tell the difference between the sound with the headphones on vs off? If you can't, I'd say that your experience would be very, very rare.

I had a fairly decent pair of Sony over ear headphones on and kept my eyes shut the entire 9 minutes or so.

I'm not trying to put a downer on the experience at all and I completely "get" what they were doing, it just didn't give me that immersive feeling I'm imagining I should have felt.

I don't really know what to say, it just didn't feel real for me. Maybe it's my poor imagination but the poor dialogue really did not help the immersion.

Edit - Looking online there seems to be a lot of people with a similar reaction to me.
 

N30RYU

Member
After seing it a few times... I think she may be faking it... why? 'cause you can't be that afraid and shaking and at all moment be aware not to spin to get tangled in the headset cord... or even scream and evade the cord at the same time after two spins... you can't panic and act like this at all while screaming and shaking in fear.
 

Parapraxis

Member
After seing it a few times... I think she may be faking it... why? 'cause you can't be that afraid and shaking and at all moment be aware not to spin to get tangled in the headset cord... or even scream and evade the cord at the same time after two spins... you can't panic and act like this at all while screaming and shaking in fear.

Apparently you can, because she did.

She's not acting.
 

Dusk Golem

A 21st Century Rockefeller
Here is a really good article on VR Horror, 'Haunted Houses,' and the current medium.

It was released a few weeks ago, but just stumbled on it, and think worth a read. It was written by a fairly well known horror enthusiast who runs the blog, "Chris' Survival Horror Quest," and recently with a team releases the VR-optional game Dead Secret on Steam.

I do think this will change, but is the inherent flaw I can see with the initial wave of VR horror games.
 
The interrogation chamber is a great psychological exercise that can help you determine how you'd physiologically respond to frightening situations.

If you close your eyes and use headphones, you are LITERALLY in that chamber. I urge every last one of you to try it out and see how you react, and then come back here and tell me if the woman in that video is 'faking it'.

Tried this out, pretty cool.
 
I haven't tried VR, but how are people not tripping over the wires while they are spinning around and whatnot? I'm clumsy, so I'm worried I'd break my neck.
 
She worked hard for those million views. Congrats.

Worked for "omg so scared" pewdiepie and a thousand other channels.

She did a good job not getting tripped up and stepping over the cable while she was so scared.
 

jaypah

Member
Had to bump with this

https://imgur.com/umYTJP1

Budget Cuts is the game :lol

I saw that, looked painful lol.

Finally got my Vive and got to try out Brookhaven Experiment. Maaaan, I let out random screams from the time I spotted my first zombie up until I ran out of ammo and yanked the headset off. My wife filmed it to show me how balled up I was (controllers held tightly to my chest lmao) but I made her delete it because it was honestly ridiculous. No idea if the lady was acting or not (I'm thinking not) but if it was real I totally understand now. Also I'm a horrible shot.
 

T.O.P

Banned
I saw that, looked painful lol.

Finally got my Vive and got to try out Brookhaven Experiment. Maaaan, I let out random screams from the time I spotted my first zombie up until I ran out of ammo and yanked the headset off. My wife filmed it to show me how balled up I was (controllers held tightly to my chest lmao) but I made her delete it because it was honestly ridiculous. No idea if the lady was acting or not (I'm thinking not) but if it was real I totally understand now. Also I'm a horrible shot.

The first time you fight the "runners" it's a damn big adrenaline rush, also, the scale of the last "boss" in the demo is insane at how real it feels

Absolutely stoked for the final release
 

jaypah

Member
The first time you fight the "runners" it's a damn big adrenaline rush, also, the scale of the last "boss" in the demo is insane at how real it feels

Absolutely stoked for the final release

The what now? Nah chief, I didn't get that far and I'm not sure I ever will lol. Maybe in a house full of people and no headphones on.
 

Qassim

Member
Heh, Budget Cuts has been the only game to invoke a similar response to me too. I didn't get up and run the other direction, but I made some ridiculous moves trying to dodge and dive around a robot which I got too close to (it was swinging at me).

I went a bit too far and ended up yanking the Vive cable out of its breakout box. In the moment, stuff like chaperone completely fade away and your instincts just kick in.

I haven't tried VR, but how are people not tripping over the wires while they are spinning around and whatnot? I'm clumsy, so I'm worried I'd break my neck.

The feeling of it on your back sort of gives you a subconscious awareness of it eventually, you tend to just naturally avoid it.
 
Devs are afraid of Free Movement in current VR titles because SOME people MIGHT get sick.
Devs are afraid of Free Movement in current VR titles because MOST people find it uncomfortable to some degree. This discomfort has a wide range, from slight disorientation to full-blown nausea.

Once more people get their VR Legs I think you will see more Free Movement + Roomscale stuff.
If anything, I expect there to be fewer free movement titles, as VR headsets become more capable. As presence increases, artificial locomotion will only become more sickening.
 
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