The idea of Metroid Prime trilogy with this thing is extremely... desirable. Will be the first time I bother to fully set up Dolphin whoo!
Ok, the idea of that is just too cool to imagine.
The idea of Metroid Prime trilogy with this thing is extremely... desirable. Will be the first time I bother to fully set up Dolphin whoo!
Since we're talking about solutions to further increase the VR, I'll raise another issue. I remember people saying OR plus a motion controller would make an amazing lightsaber game, or any melee game really. But how would that handle collisions? You swing your saber at Vader and he blocks it, through the OR you see your saber come to an abrupt stop but through you feel your arms carry forward, and now your in game hands/saber are out of sync with your real life counterparts.
I'm not usually one to feel self-conscious about what I look like when I'm having fun, but I would never do this:
www.youtube.com/watch?v=7vcGqha6xJ0#t=0m37s
Marching in place is no more natural than pushing a thumbstick, and would be hella less accurate and responsive. All physical real-world movements need to translate 1:1 in-game in order for VR to feel good.
Gabe Newell said:Weve struggled for a long time to try to think of ways to use motion input and we really havent [found any]. Wii Sports is still kind of the pinnacle of that. We look at that, and for us at least, as a games developer, we cant see how it makes games fundamentally better.
[...]
Motion just seems to be a way of [thinking] of your body as a set of communication channels. Your hands, and your wrist muscles, and your fingers are actually your highest bandwidth so to trying to talk to a game with your arms is essentially saying "oh were going to stop using ethernet and go back to 300 baud dial-up." Maybe there are other ways to think of that. Theres more engagement when youre using larger skeletal muscles, but whenever we go down [that path] we sort of come away unconvinced.
I feel like that'll just veer into some uncanny valley of ambulation. My brain can easily tell the difference between walking in place and real walking, so it's not going to feel natural. It's the same kind of thing they're battling with the head tracking: the closer it is to reality, the easier it is to notice small inconsistencies. But unlike head tracking, body tracking (+ feedback) is a technical and logistical nightmare to get "perfect" (or anywhere close). It's just way further off.
And even a perfect system just plain breaks down in a lot of cases. Any third-person game for example. Or something like Skyrim: my character gets on a horse, but I've now transitioned from walking to just standing while my character rides around. I still need to "drive" with a controller. My character jumps in the water; now he's swimming, but I'm flailing my arms around in the air?
It's the same kind of stuff that sucks on the Wii and Kinect, and those can get away with it a bit more because they aren't pretending to simulate reality.
Yep. I'm not usually one to make the "perfection or not at all" demand, but this is one case where I think it holds true.
I'm just gonna quote Gabe Newell on the motion control stuff:
Also Gabe Newell is actually in the video on OR's website supporting it.This quote isn't in the context of VR experiments, but rather just their own exploration of motion controls in the context of current gaming paradigms.
3D motion controls in a 2D display (even pseudo 3D as stereoscopy is) is lackluster. 2D controls in a 3D environment is also lackluster.
In VR, you'd want to be able to reach into the Z depth. I just can't see how you'd do that well without motion controls.
That's the thing-- I don't have to sacrifice experience. There's nothing natural or desirable about marching in place to walk forward in an adventure game when I could use an analog thumbstick and have full control over the direction and speed of my movement, without getting tired after 30 seconds.I feel sorry for people that are so self conscious that they would EVER sacrifice experience for image, but that's just me. Let go Luke!
That's the thing-- I don't have to sacrifice experience. There's nothing natural or desirable about marching in place to walk forward in an adventure game when I could use an analog thumbstick and have full control over the direction and speed of my movement, without getting tired after 30 seconds.
But there are some controller methods that are being imagined by Kinect kiddies just for the sake of it, and it's really naive.Using separate controllable features that meld with a human's natural inherit ability is essentially endowing oneself with virtual android terminator abilities.
Doesn't look omnidirectional to me. Seems like it just had a small amount of horizontal shift.
But there are some controller methods that are being imagined by Kinect kiddies just for the sake of it, and it's really naive.
Have they mentioned if the consumer model will be using OLED screens? it seems like as important as low latency on this device is that they wouldnt even bother using a tech like LCD with inherent latency issues
This quote isn't in the context of VR experiments, but rather just their own exploration of motion controls in the context of current gaming paradigms.
3D motion controls in a 2D display (even pseudo 3D as stereoscopy is) is lackluster. 2D controls in a 3D environment is also lackluster.
In VR, you'd want to be able to reach into the Z depth. I just can't see how you'd do that well without motion controls.
Rift could solve the deadzone issueYou can't. Combining Oculus Rift with a PSmove/Razer Hydra like controllers would be ideal.
Imagine O.Rift + WoW?!
GOD.LIKE.
Thought about this a lot. I think instead of stopping the attack they'd just deflect is so that you can continue your motion and no damage is done, but they're pushed back instead. To prevent flail-fu, maybe have a meter that drains with excessive movement so even if you do connect with a quick but weak attack,you minimal damage.Since we're talking about solutions to further increase the VR, I'll raise another issue. I remember people saying OR plus a motion controller would make an amazing lightsaber game, or any melee game really. But how would that handle collisions? You swing your saber at Vader and he blocks it, through the OR you see your saber come to an abrupt stop but you feel your arms carry forward, and now your in game hands/saber are out of sync with your real life counterparts.
just lol xD"My moment of realization came when, during the demonstration, I audibly apologized to a virtual knight I had bumped into."
is a podcast about CES, OR starts at 26min
That's promising, very promising indeed.
I hope the oculus doesn't turn everything into a fps. There are obvious ways of making third person game to work with it.
This needs to be on consoles.
I agree! However, along with simply allowing for the device to be recognised, the games need to be at 60fps with vsync switched on in order for the 3d effect to function correctly. In other words, there are quite a few hurdles in the way of making this a reality.
Wait, so if there's a momentary dip in fps, it'll mess things up? Because in some games that is guaranteed to happen no matter what kind of a monster rig you have, it's just how they are.
Rift could solve the deadzone issue
Well, it won't mess anything up, but it will completely break your immersion.
Now, I have some good and bad news regarding the Rift after watching one of Carmack's videos. He says that if you leave the GPU to its own devices, it basically buffers 1-2 frames to increase benchmark scores, which results in input lag. I have a feeling this is what causes input lag in a lot of games I play. Now, he overrides this to get low input lag to best interface with the Rift, but I have a feeling many developers may not do so. While input lag only bothers some of us at the moment, it's going to be much more noticeable for others with the Rift. I have a feeling a lot of early games will not play very nicely with the Rift thanks to this input lag. Hopefully this pushes developers to prioritize low input lag when developing their engines.
I'd hate to see what that contraption does if you drive on a bumpy road.
Wait, so if there's a momentary dip in fps, it'll mess things up? Because in some games that is guaranteed to happen no matter what kind of a monster rig you have, it's just how they are.
but 60fps and 120fps is indistinguishable if you're using a controller and only perceptible if you're using a mouse, because it's based on your expectations of responsiveness.
I believe what he is talking about is VSync/Triple Buffering, which would be the 2 or 3 frame hold. Turn that off and you're golden, if you've got the PC that can run stable 60 and not tear.
Yes, certainly. The first consumer model probably won't have it, but it's the direction later models will invariably go in.As for 120hz, do you think they'll push for 120 on the consumer model? Or maybe one of its successors?
No, he's talking about queuing. But you can usually force that off in the drivers, on NV hardware at least. Unless it's done manually in-engine, but I don't think that's the case often.I believe what he is talking about is VSync/Triple Buffering, which would be the 2 or 3 frame hold. Turn that off and you're golden, if you've got the PC that can run stable 60 and not tear.
This quote isn't in the context of VR experiments, but rather just their own exploration of motion controls in the context of current gaming paradigms.
In VR, you'd want to be able to reach into the Z depth. I just can't see how you'd do that well without motion controls.
Is that to say I can get my stuff even more responsive by tweaking my drivers? I must look into this! I have an AMD card (6950), but I find that most of those tweaks are available in some form on both vendors so I shall look into this.Yes, certainly. The first consumer model probably won't have it, but it's the direction later models will invariably go in.
No, he's talking about queuing. But you can usually force that off in the drivers, on NV hardware at least. Unless it's done manually in-engine, but I don't think that's the case often.
Best case for VR is surely correctly implemented triple-buffering with a 100 Hz+ framerate.
Sony could easily partner with (or outright buy) the people making Oculus Rift to make out of the box PS4 support for it at launch a reality.
Alternatively, Sony already has it's own VR headset....
http://www.youtube.com/watch?v=rmZ-EXZUjro
...though without some of the features Oculus Rift offers that makes the Rift better to use, but there's no reason Sony can't fix those problems and release an upgraded VR headset for the PS4 that is on par with the Rift but at a higher resolution to boot (720p per eye).
If you like this idea, upvote it on the Playstation Blog Share site that Sony developers frequent...
http://share.blog.us.playstation.com/ideas/2012/08/14/oculus-rift-head-mounted-display/
The Blog Share was how fans managed to get Kevin Butler at the E3 conference last year, so there's no reason they couldn't do something similar with the Oculus Rift this year.
You don't move fast enough or precise enough to make it a huge difference if you're using a controller, that's Carmack's argument. I don't think he's saying 120fps is not better than 60fps, but the jump isn't as significant as it is from 30 to 60, and console controls is why most console gamers are more receptive towards 30fps.Dumb. Wrong.
Even at sixty frames per second, when scrolling your view in circles, you still cannot single out a single small piece of scenery with your eyes (the closer to your character the better--meaning it's moving faster), focus on it, and follow it across the screen without it looking blurry. At 120fps you probably can. I want blurriness to come from my eyes not focusing on something, not the display. Similarly, motion blur can go kill itself. Just give me a high enough framerate that something moves so fast that my eyes actually blur it.
Sony could easily partner with (or outright buy) the people making Oculus Rift to make out of the box PS4 support for it at launch a reality.
Alternatively, Sony already has it's own VR headset....
http://www.youtube.com/watch?v=rmZ-EXZUjro
...though without some of the features Oculus Rift offers that makes the Rift better to use, but there's no reason Sony can't fix those problems and release an upgraded VR headset for the PS4 that is on par with the Rift but at a higher resolution to boot (720p per eye).
If you like this idea, upvote it on the Playstation Blog Share site that Sony developers frequent...
http://share.blog.us.playstation.com/ideas/2012/08/14/oculus-rift-head-mounted-display/
The Blog Share was how fans managed to get Kevin Butler at the E3 conference last year, so there's no reason they couldn't do something similar with the Oculus Rift this year.
Sony could easily partner with (or outright buy) the people making Oculus Rift to make out of the box PS4 support for it at launch a reality.
Alternatively, Sony already has it's own VR headset....
http://www.youtube.com/watch?v=rmZ-EXZUjro
...though without some of the features Oculus Rift offers that makes the Rift better to use, but there's no reason Sony can't fix those problems and release an upgraded VR headset for the PS4 that is on par with the Rift but at a higher resolution to boot (720p per eye).
If you like this idea, upvote it on the Playstation Blog Share site that Sony developers frequent...
http://share.blog.us.playstation.com/ideas/2012/08/14/oculus-rift-head-mounted-display/
The Blog Share was how fans managed to get Kevin Butler at the E3 conference last year, so there's no reason they couldn't do something similar with the Oculus Rift this year.