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Media Molecule teasing Dreams VR support (lol tweet)

You can export all your characters/models/sculptures to 3D printers and even other game engines like Unity.

Wait, that is confirmed? OMG. Game changer.

And are they going to support dual Move, just like in their tech demo from the recent stream? That seemed amazing.


I'm ready for Dreams, with my Camera and two Move controllers.
 
I hope they know that there are going to be a lot of assholes out there who make levels that are seemingly calm and family-friendly on the surface, but soon transform into something terrifyingly hellish with jump scares aplenty.

Just saying. I don't need the heart attack.
Penis boobies worlds are not that terrifying

An user rating system will probably help
 
There's no reason to bash one studio just to praise another. No, not anyone can make an Uncharted game like Naughty Dog.

I'm not bashing Naughty Dog (I love ND's games). I'm saying that anyone can make an Uncharted game and I do believe that Santa Monica, for example, could make Uncharted games without Naughty Dog. Whether or not it will be quite as good is debatable (but I'm sure it would at least be as good as UC3) but the graphics would remain awesome. Media Molecule, on the other hand, makes a type of game that not many others even attempt and they take it further than anyone can even imagine. They are truly one of a kind in this industry.
 
The fact they've 3D printed their own sculpture made in the game is stunning. Imagine if they open that up to everyone. Let everyone download whatever file they need to take it to a 3D printers, and I hope even operate their own store to 3D print users sculpts and send them to you. That would be immense. Maybe even a store where you can buy anyone else's sculpt, the creator splits it with Media Molecule. Totally optional extra part of the game but it would be incredible.
 
I hope they know that there are going to be a lot of assholes out there who make levels that are seemingly calm and family-friendly on the surface, but soon transform into something terrifyingly hellish with jump scares aplenty.

Just saying. I don't need the heart attack.
Yeah, what if someone stabs a pink LocoRoco in your face.
 
Programmer mentioned that the game was running badly, that he improved the rendering by 30ms, and that game now runs "less badly". That is OK for a game that is in this early state though.

It looked to run well at PGW. That was a live demo on stage.
Nope, he never said anything like that. All he said was Anton had managed to shave off a few ms off the rendering time and Anton said about 30ms. He didn't say the game was running badly.
 
Get that sexy ass GPU Compute MM! This is probably my favorite thing about current gen game development so far.
 
I'm hoping Dreams launches with PS-VR and has Move controllers included. Just seems like it will be easier to model things with the move controllers. But then again it will probably be easier to play the created games/levels with an actual controller.
 
How does the the use of GPU Compute instead of GPU-only benefit overall performance? Are there relevant and substantial GPU resources freed up to do anything useful? Could this be how they're able to adapt to PSVR?

It is needed to get the effect they want. Using the normal flu pipeline you have to feed it polygons which it then lights, textures and rasterises. Dreams doesn't do any of that, so instead it is using GPU compute to do the calculations. It's exciting because it means developers aren't necessarily tied to a fixed method just because GPUs are good at it. Compute potentially opens up new ways of drawing scenes. I think Tomorrow Children takes a similar approach.

Not sure whether any of the parts of the GPU not being tapped can be repurposed for VR. Possibly not as the unused bits would mostly be triangle setup and rasterisation which aren't that relevant to VR
 
The sales will be.

Maybe. Maybe not. The reason I think it might not sell as poorly as you think is due to the market penetration of the PS4. Remember that their first IP, LittleBigPlanet, was introduced on PS3 in 2008 before the system started really turning things around and their second IP, Tearaway, was on Vita which has never sold a lot of units. This is the first time Media Molecule has had the chance to launch an IP on a system that already has a big (and ever growing) install base. LBP grew to be pretty big, but I have to wonder if it would've been even bigger had PS3 been an instant success like PS4. It's perhaps a stretch, but maybe the PS4's install base will have a big effect on Dreams' sales, especially if Dreams is very well received by reviewers. If it really is VR compatible, that would be huge for it, too.
 
Nope, he never said anything like that. All he said was Anton had managed to shave off a few ms off the rendering time and Anton said about 30ms. He didn't say the game was running badly.

I'm thinking that maybe it went from 15 fps to 30 fps or from 22 fps to 60 fps.
 
I always assumed this was primarily going to be a VR game.

For VR it's a killer app, going inside people's dreams, creating your own, all in virtual reality.

For PS4 with a controller it's dead on arrival.

Frankly it should be bundled with the PSVR.
 
What they've shown of this is very much aimed at the immaginate and creative aspect of the game they're selling, which i still think is throwing a lot of people off. As long as they show what is in the game and the more gamey games that have been made for launch marketing this could easily shift numbers akin to LBP. I mean, they're the same thing, only dreams is a far more robust creation tool.

At the moment the gamey element is being shown as an afterthought. It's how they cap off their demo's and trailers, a montage of games people have made, from racers to shooters, its the stuff we want to see more of, but that stuff is an easy sell. They're rightfully using this hype window to pull in the creative types, to explain just how robust their tools are.
 
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