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Are you getting the oculus rift?

Started by January 04, 2016 08:44 PM
99 comments, last by shuma-gorath 9 years ago

I will probably purchase the OR around a Birthday / Christmas period. I just hope game development continues to support it.

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I'm personally more interested in FOVE VR, primarily for foveated rendering; the eye tracking supposedly allows them to only render the portion of the view you're actively looking at in full res, which should significantly reduce hardware requirements for VR systems.

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If there are some good Linux games, I'll buy the Vive:

http://arstechnica.com/gaming/2016/01/htc-says-vive-preorders-to-start-on-february-29-with-shipping-in-april/

I'm personally more interested in FOVE VR, primarily for foveated rendering; the eye tracking supposedly allows them to only render the portion of the view you're actively looking at in full res, which should significantly reduce hardware requirements for VR systems.


Awesome. I've had this idea for ages but didn't know what it was called.

Ideally, they need to dedicate most of the pixels of a screen to the center of your vision so that they don't waste that pixel density to reach the edge of your vision where you won't be able to really see that detail.

This would require not only tracking your eye, but having the lenses or screen itself redirect the high density light somehow in tandem with your eye. I'm no optics expert, but that just seems like it would be extremely difficult to do, especially considering how rapidly and erratically the eye can move.

I'm personally more interested in FOVE VR, primarily for foveated rendering; their eye tracking supposedly allows you to only render the portion of the view you're actively looking at in full res, which should significantly reduce hardware requirements for VR systems.

FTFY. They tell you where the user is looking, and then it's up to your engine's implementation of adaptive-resolution-rendering to handle the rest... which every engine of course already supports as a key feature (</sarc> laugh.png )

I don't think there will be many good games for it available... nor do I really care. I'm getting it to try to make a game for it.

To be honest, I am not sure the VR expierience is anywhere where I would want to invest my time into developing a game for yet. The VR of today seems limiting in the sense that your game NEEDs to be a first person expierience. If its not, you will have to work around nausea inducing out of body expierience effects, while not really reaping the main benefit VR is giving you (massive immersion).

To be honest, I am not such a big fan of First Person expieriences. VR might change that, as for the first time a First Person game might not feel as "weightless" and artificial as normal FP Games do today....

Call me an old fart, or conservative, or anything, but I only see a small portion of todays games really transferring all that well to VR, and most of the "new expieriences" I could think of don't sound that exciting to me as a gamer.

To be honest, I am more excited about finally moving to a 4k screen next year, when you can get at least 60Hz with a single card without breaking the bank (Nvidia's Pascal hopefully will provide that). That will hopefully end the days of awefully ineffective AA (Or AA that is only really good with static image when talking about epics Temporal AA), and make games look much better, while giving you the option of using much larger screens without compromise.

THAT is the near, very exciting future for me.

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The VR of today seems limiting in the sense that your game NEEDs to be a first person expierience.

Not that strange in the sense that VR at its core is about changing your own first person experience from the normal world to a simulated one.

It will not be for any game, just as a computer screen isn't really for "any game" either.

But I'm really hoping for new games that is more interesting then the straight FPE of running around in a simulated reality, (or travelling around in a simulated vehicle) and I think there is great potential for it...

The VR of today seems limiting in the sense that your game NEEDs to be a first person expierience. If its not, you will have to work around nausea inducing out of body expierience effects, while not really reaping the main benefit VR is giving you (massive immersion).

One of the bundled Oculus titles is a 3rd person adventure, and one of the flagship GearVR games is a top-down strategy :)
With Vive/Oculus' touch controllers, tabletop style games will be amazing.
One of the bundled Oculus titles is a 3rd person adventure, and one of the flagship GearVR games is a top-down strategy smile.png
With Vive/Oculus' touch controllers, tabletop style games will be amazing.

No problems with nausea or other problems because of the viewpoint? Might need to look into that, because if the VR Headsets could be used outside of Firstperson view, that would open up a lot of new possible uses.

Might actually buy one to see if my current game prototype would be fitting, which is pseudo-isometric topdown. There are about 100 potential positive points coming to mind, and just as many potential issues.

If the player doesn't have to fight vomiting after just 15 minutes just because of the choice of the viewpoint, that is....


No problems with nausea or other problems because of the viewpoint?

nausea shouldn't be a problem as long as you are in control of your view. (it responds correctly to you turning your head)

No problem being a disembodied spirit looking down into a 3d world like a tabletop game or 3rd person view

your disembodied spirit could even have extra floating screens and overlays onto the strategy game it controls or whatever...

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