f5607d No.16802263[Last 50 Posts]
I got my index around 3 weeks ago and I fucking love it this hardware is amazing and anyone who says that VR is a meme is fucking idiot. In my opinion this tech is almost/just as revolutionary as the the switch to 3D games in the 90's. Sure VR all games in the future won't be VR and VR will never be good for third person and RTS games but VR is absolutely the future of gaming. After playing Boneworks it's honestly difficult going back to flatpanel FPS's. The level of interactivity in boneworks is just insane compared to traditional FPS's.
So why in the fuck is Boneworks and Pavlov the only real fully fledged VR games out? Everything else is just a tech demo. The hardware is absolutely ready. But there's no fucking games out. I swear to god Half Life Alyx better be fucking amazing and Source 2 better usher in a lot of new games. Because the lack of games on a platform this good is just fucking ridiculous.
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5a2cf0 No.16802286
>>16802263
>but VR is absolutely the future of gaming
sure so was xbox kinect and wii montion controls
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6e95e0 No.16802307
>>16802263
>VR is absolutely the future of gaming
not unless they can settle on a single industry standard, it isn't; Game X only plays on Oculus while Game Y only plays on Samsung and Game Z only supports Google
all this when you'd think it'd be as easy as treating the device as a monitor, letting its internal hardware separate the signal between one or two screens as needed and using the built in accelerometer as it will
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f5607d No.16802310
>>16802286
Those are fucking garbage compared to VR. It's not the game at all.
People wanting to have real lightsaber battles with the Wii but you can actually have lightsaber battles in blade and sorcery.
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f5607d No.16802313
>>16802307
This is what's frustrating.
The Hardware is amazing but they somehow just keep fucking up shit that's should be vastly less difficult than making fully immersive VR.
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bed80f No.16802315
You're not the investigative type, so what? Something to be proud of?
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5a2cf0 No.16802316
>>16802310
>>16802313
its a gimmic and it shall end with same results as all other gimmics did
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000000 No.16802325
>>16802263
Because VR is dead and it was never good.
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2b14a8 No.16802338
>>16802286
who are you quoting?
>>16802316
>its a gimmic and it shall end with same results as all other gimmics did
successful in it's niche?
<inb4 MUH 3DTV
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7d3f84 No.16802351
>>16802263
They fucked up by not having porn support. Don't get me wrong, I think porn is ultimately a bad thing; but it helps push forward technology.
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df984d No.16802359
>Muh AAA trash
Kill yourself
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5a2cf0 No.16802366
>>16802338
you really should not expect such a gimmic tech to succeed anon use this is reality not sci-fi fantasy vr is not the future,i get you are angry over wasting your money on useless tech but you have none to blame but yourself,you should have been smarter
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2b14a8 No.16802371
>>16802366
>poorfag: the post
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5a2cf0 No.16802372
>>16802371
>not wasting money over useless stuff
>poorfag ?
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f5607d No.16802378
>>16802372
Play boneworks in a valve index and tell me that VR is a gimmick.
https://www.youtube.com/watch?v=EK2WdoDg5qc
Just watch this. The level of interactivity is vastly superior to flat games.
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5a2cf0 No.16802388
>>16802378
>Just watch this
just did
>tell me that VR is a gimmick.
VR is a gimmick,what is shown is not really impressive to me
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f5607d No.16802390
>>16802388
Then you're retarded and a faggot.
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6b32d3 No.16802395
>>16802263
A few reasons.
1:There's really nothing to copy outside of boneworks and few people are making VR due to reason 2
2: People haven't adopted it en masse due to price and conditions needed
The Quest is the ONLY standout, mostly due to the Quest being a standalone VR headset with shit processing power but complete accessibility since it's wireless, camera tracks head movement, and doesn't need a computer, but the games on it are limited and it can't even run VR chat without disabling high poly models and rooms, and needs Quest complaint ports.
This is also the ONLY headset i'm aware of that's wireless.
The big issue is that there's much cheaper entertainment and most people are not willing to shell out 1500 bucks minimum for a VR headset + gaming PC, three times or more the price of a console and a few games.
Most people save their money and VR, as a result, is only being adopted in rich areas, business folk shit or game hobbyists, The first being a huge subset of no-nonsense retards who work their asses off for dumb shit and have a bad perception of games as a "children's toy", mostly being boomers and jock "go out on the town after work and get drunk and slay mad pussy but not actually because no one likes us" types of people.
3: Gaming is already expensive as is.
Most people stick with a console and stay with it. Most people don't spend money like an asshole and those who do tend to have nothing at all anyway. There's a median price line to enrapture the masses and it sits around 400-660 dollars american.
VR as it IS, is still a meme without a sufficient launch line up, good marketing hype that doesn't self-sabotage with "hey we old folk got something to show you that's young and hip" shit and actual affordability that doesn't require a huge amount of room space.
VR is a mess because it requires a hell of a lot more then a monitor or TV to get moving. It's a multi-part system that's expensive as all hell for most.
most people DO NOT have a gaming PC. Not anywhere. For all the hype, gaming is still minority. It's just expensive, that's how it makes money.
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2b14a8 No.16802396
>>16802372
>giving a shit how other people spend their money
>making money a topic at all
also
>>16802388
>if a mature gamer like myself doesn't like it no one can!
this is some quality poorfag salt, holy shit
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d782bc No.16802397
>>16802390
>Then you're retarded and a faggot.
says the fag who wasted money to get a gimmic tech,and cried over it not having enough games on it on /v/ heh
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f5607d No.16802401
>>16802397
It's the most fun iv'e had with bideo games in fucking years so I didn't waste my money. I can always just spend my times getting gud in pavlov to prepare for the eventually meatspace boogaloo.
I am frustrated by the lack of games and i'm reasonably confident that Half Life Alyx will fix that problem.
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0638fb No.16802403
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f5607d No.16802404
>>16802403
I'm having fun fuck you.
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2b14a8 No.16802405
>>16802395
>most people are not willing to shell out 1500 bucks minimum for a VR headset + gaming PC, three times or more the price of a console and a few games.
most people have a console, psvr is 150 bucks on sale. so is WMR. are you saying you need a $1350 pc for vr?
>Gaming is already expensive as is.
only for companies, which got even more risk-averse over the last decade. you already got the chicken/egg problem, no one willing to experiment and risk losing money in a market that's already fractured but still niche only makes it worse.
>VR as it IS, is still a meme without a sufficient launch line up
VR isn't just MUH GAMES. it already has industrial application which companies will not move back from.
it's only a meme if you consider every niche tech a meme like this retard >>16802397
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fe0a3f No.16802408
>>16802263
>vr thread
Anon pls
>>16802396
>>giving a shit how other people spend their money
>not laughing at retards for wasting their money on doa tech
>>16802378
its shit nigger
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46f4a8 No.16802410
>>16802405
>why wouldnt they put games on muhhh wii 3.0!!!
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2b14a8 No.16802414
>>16802408
>playing video games at all
come on now
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406412 No.16802415
>>16802263
Op is a fag and a retard
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6b32d3 No.16802416
>>16802405
That's still a two tier purchase.
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0de79a No.16802418
>>16802414
>playing vr games and expecting it to have games
i blame mark for using ads
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7b307a No.16802420
>>16802405
op why are such a tard ?
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f5607d No.16802422
>>16802420
That's not me idiot, check the ID's
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7d00fd No.16802423
>>16802422
stfu op we know its you vrfag
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1da0dc No.16802425
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7d00fd No.16802426
>>16802401
>Half Life Alyx will fix that problem.
>trusting valve after all these years
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f5607d No.16802428
>>16802426
The game looks good anon, just accept it.
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5a2cf0 No.16802430
>>16802405
>vr
>not a meme
fucking mark letting these types in
>>16802401
>i'm reasonably confident that Half Life Alyx will fix that problem.
the problem was not fixed for years why do you think it will be fixed now ? dont forget that valve did not make a legit game for years they probly switched staffs and let go of the old ones by now you should not have high hopes for it nigger
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5bb1cf No.16802432
>>16802428
>looks good
so did fallout 4 wanna buy it again ? and play it on vr
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a63964 No.16802438
All these different fancy-ass headsets with wagglan controls are ultimately expensive dead ends. VR gaming will never break out of the niche market until there's a critical mass of amusing games that will run on the cheapest shitty smartphones, using the phone's onboard camera to read hand gestures and maybe QR codes too.
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5bb1cf No.16802440
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e34300 No.16802447
>>16802263
>Why does VR have no games?
Because it's on the PS4.
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882935 No.16802466
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9a23b6 No.16802471
YouTube embed. Click thumbnail to play.
>>16802263
>but VR is absolutely the future of gaming
I wouldn't jump the gun so fast with that quote. VR has been so far been a flop for both investors and consumers. Back in 2015 investors, technology pundits, and tech aficionados were projecting MILLIONS of home VR users engaging in a second coming of Jesus Christ and Dot Come bubble orgy of entertainment. The short conclusion is that it never happened and that VR to this day is growing at a very, very slow but steady pace. The games aren't here, neither is affordability, killer app, or long term engagement, but the hardware is here and it is solid. VR is a runaway million dollar truck with no driver.
>So why in the fuck is Boneworks and Pavlov the only real fully fledged VR games out?
I haven't played Pavlov but I have Boneworks and the main reason is that it is very clunky and unpolished. The mechanics are entirely unexplored and rough. The physics can be extremely cumbersome and lack of a tactile feedback hurts the responsiveness of a virtual environment. That's why social games like VRChat do very well, because it doesn't rely on interactive physical immersion. It's literally just a bunch of players talking with their voice. Yes you are immersed and you feel like you are chatting with others but there is no dynamic component, and that's what games need.
>Everything else is just a tech demo.
Agreed. Video on the left is my game. Check out Arizona Sunshine.
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7f933f No.16802481
>>16802395
I've heard that argument before. Everything you've said also applies to simfags, but (even ignoring stuff with IRL applications like instrument training for civilian aviation), yet a durable niche has existed for years paying for games with mega-autistic equipment (that costs WAY WAY WAY more than any VR hardware) like HOTAS, TrackIR, and surround multi-monitor rigs, catered to by gamedevs with super autistic titles like DCS, TORCS, ARMA, and Elite.
Why haven't they migrated to VR? What might cause them to?
>>16802403
>playan vidya
>on nu/v/
Shocking!
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40d054 No.16802483
>>16802481
Some have. I've been told repeatably the ONLY reason to ever play Elite Dangerous is for the VR mode. I suppose part of the issue is that most of the hard core sim fags would rather put the money and effort in building aspie sim pods with multiple monitors and custom button boxes than get a vr rig
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e83243 No.16802493
>>16802471
>Cook a loli.
No thanks, my cannibalistic tendencies aren't that extreme.
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978376 No.16802495
I have completely lost and abandoned all interest for VR the moment Facebook bought Occulus.
>>16802307
Companies saw the hype and thought they could push it into consoles 2.0 when it really should've been like a monitor. Except even now we have NVIDIA monitors with G-Sync and AMD Free-sync monitors bullshit going on.
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7f933f No.16802497
>>16802495
>it really should've been like a monitor
On the bright side, I've heard that OpenXR and SteamVR might, as a side effect of VR stuff, unfuck both the disaster MS made when they dumped DirectInput for XInput, and the disaster Creative made when they annoyed the game/PC industry into murder-suiciding 3D audio APIs.
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2b14a8 No.16802516
what it is with vr that brings out all the spastics. underage and jerked it to a dude in vrchat and now they feel they have to compensate?
>>16802483
> I've been told repeatably the ONLY reason to ever play Elite Dangerous is for the VR mode.
biggest problem is even as impressive as the vr-mode is it's still half-assed, even egosoft has done a better job for x rebirth. there are also long stretches where you do nothing, normally you'd run that shit on a second monitor and do something else alongside it, but that doesn't work in vr.
for the hardcore simfags the tech is not there yet (see pic related), on top the usual vr issues like motion sickness
and I'd assume it's still not AR enough, don't think even a vive tracker can make a flightstick trackable, not to mention switches etc.
>>16802495
>Except even now we have NVIDIA monitors with G-Sync and AMD Free-sync monitors bullshit going on.
g-sync was always retarded. limited use for the demographic that would pay extra for it in the first place. now nvidia support freesync (of course only the latest models, thanks nvidia). the consoleware bullshit is companies trying to establish a foothold early and then become the next steam/apple. meanwhile psvr sold 5 million units.
>>16802497
>unfuck both the disaster MS made when they dumped DirectInput for XInput, and the disaster Creative made when they annoyed the game/PC industry into murder-suiciding 3D audio APIs.
xinput was dead the minute microsoft thought they were smart and limit it to xbox-pads as a vendor lock-in. now every company has to cook up their own shit for vr till either one becomes the clear technical leader (could've been valve, but they're too retarded for that) or everyone involved agrees to a standard (which is a slow process and easy to fuck up).
the audio shit is most likely here to stay for a while since that's lower on the priority list for now sadly.
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698b49 No.16802519
Partially Facebook, partially the issue that a lot of VR developers are convinced that just because you have a headset on your head they don't really have to try with the actual "game" aspect while they pretentiously go on about muh pancake games it took a zillion billion hours to get an object to stick to another
Despite that literally being something Valve straight up gives you for free just for connecting a headset while steam is running
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000000 No.16802539
>>16802378
>http://www.youtube.com/watch?v=EK2WdoDg5qc
Reminder that you're posting in a thread made by a shill who only knows how to shill on cuckchan.
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f22858 No.16802543
>>16802378
I own a VR headset
Don't give stress level zero money, they are niggers that were hoping to pad the game with mods they stole I MEAN totally and rightfully own because of the terms in the eula :^) and the game itself is just a shitty half life clone but in vr
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2b14a8 No.16802545
>>16802543
didn't they try to get valve's approval to make it a half-life game and got shut down?
least they made enough fun of alyx and valve's "never move the player" shit (after they pioneered fucking roomscale) that valve got butthurt enough to revamp it
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cbea55 No.16802547
>>16802545
Locomotion that's standard in a shit load of other games (and valve had scripted and done in SteamHome before boneworks even came out) was not the result of boneworks shit the teleporting thing was mostly because movement on a Vive TouchPad sucks ass.
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2b14a8 No.16802616
>>16802547
>valve had scripted and done in SteamHome before boneworks even came out
that would be a valid argument if valve didn't prove over and over again how retarded they can be.
there were also rumors flying around it was much less interactive, but who knows really.
in the end I don't even care if it's good or not, just give me a solid base to mod the shit out of.
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679391 No.16802618
>>16802616
Valve being retarded is a nonfactor here, it exists, sure at some point WAY in the past when they were working on the original hardware for the steam VR and their controller platform the game might have been designed around that but it is more than evident that it has changed since then.
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d195bf No.16802642
>>16802263
>Why does VR have no games?
Gee, this sounds familiar. Maybe because we've already tried it once. It was a failure them and it will be a failure now.
inb4
>hurr durr but the better graphics
It's all the same. Nobody wants to play vidya with a dumb retard helmet strapped to their head any more than they wanted to back in the 80's with that gay headpiece. Just put down the helmet and walk away slowly.
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acafef No.16802675
>>16802263
>New technology so developers making VR games spend 2/3rd of their dev time on getting it to fucking work
>Way more time intensive to make something good.
My favorite gun handling is in H3VR, but that game is the product of several years of open development and early access money. If you wanted a game where you had that level of weapon handling in a more "standard" type of game like Half-Life? You'd be waiting forever.
>Once you find a VR game of one type you like, there's not much point in playing the rest.
Because the library is currently so limited, once you find that ONE game in a genre that you like, chances are you won't like any of the others as much as that one.
>Is a genre where development requires money to spend on hardware
If you want to make money in VR there's currently 2 ways to do so. Make it an Index exclusive that uses finger tracking, or to make it work with every major headset. So, if you want to get maximum hardware coverage, you have to buy all the headsets. Before you know it, you've spent close to $2,000 on just headsets before development is even started. What this means is that there is little opportunity for shoestring budget passion projects.
>>16802307
Microsoft tried and failed at making a standard. Because a universal standard was the point of WMR. For a while, at least, it worked. You have like 12 different WMR headsets currently on the market that work with any WMR supported game but with a range of features between them all. Luxury sets that cost $600 or the Lenovo Explorer which can still be found for around $200 if you dig around. It was nice, except for the part where Microsoft is quietly letting it die.
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2b14a8 No.16802872
>>16802618
>Valve being retarded is a nonfactor here
it's always a factor because it's fucking valve. that's why I'm still wary how alyx will turn out.
>>16802675
>Microsoft tried and failed at making a standard.
no one wants a standard with microsoft at the helm.
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44319a No.16802900
>>16802263
There is VRchat, Koikatsu and a few other things. But honestly it will take time to fully catch on and to make money.
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84ff69 No.16803296
>>16802900
>playing vrchat with vrheadset
insulting
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b924f3 No.16803521
tl;dr:
Quest is getting most of the development energy from virtually all studios because Quest is selling really well, users stay engaged, & most users keep buying new content across time.
[Preamble]
—I've been a VR user since DK1 and a developer since DK2. I started a VR company that did some stuff with corporate customers for several years and I managed to get up to $400k revenue during our best 5 month period + we peaked at around 8 employees.—
Here is my take on the current situation with VR:
Up until this point pretty much the only place you could make money in VR was by having some other economy pay for the development of your app (enterprise applications, ect..). That is to say there were not enough VR consumers to actually sell an app profitably. There have been a very small number of exceptions to this problem (Beatsaber, ect..) however even at the peak of the success of BeatSaber they were really only a skeleton crew of a few people since you really can't afford to support a real organization of people on any kind of consumer VR revenues without Facebook money *which of* Beat Games did end up taking when they sold to Facebook.
VR does have games it's just that lots of the good games are probably not accessible to you since you're not using a Facebook headset.
The workaround for this is either to purchase a Quest and use Oculus Link (which is already the best purchase in terms of VR hardware you can make imho) or run ReVive from LibreVR so you can access Oculus Home content on any SteamVR compatible headset. Either method will defeat the walled garden problem.
This problem is probably going to continue being the case for some time since most games getting made for VR wouldn't exist without Zuckerberg incentivizing studios who would otherwise never develop VR to do so in exchange for payment. Either you'll see some game being marketed by Facebook as a Home exclusive or you'll hear about existing projects that are being promoted now as compatible for everything later announce that they will launch exclusively on the Oculus Home Store (similar to how this happens with the Epic Games Store).
Another issue you're probably noticing is that most of the energy getting put into VR is developing games that will go in the official Oculus Quest Store, or in the case of those that get rejected from the Quest Store (almost certainly most of them) you'll probably see in the SideQuest store (sideloading).
Literally the only reason for this is that Quest is taking off to a level that has not yet been seen in VR both in terms of user retention and actual hardware and software sales. People are actually buying Quests just because it is "good enough" roomscale 6DoF VR for the first time at a reasonably affordable price (competes with the Nintendo Switch on price). Most of the Quest games in terms of actual user experience are very comparable to the PC equivalents which still blows my mind, & for those that are lucky enough to have a gaming PC on top of the Quest they can just plug in and play SteamVR games as they would if they had a Vive or Index.
Pic related: A picture I took while having some good conversations with John Carmack after Oculus Connect 5.
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7f933f No.16803564
>>16803521
Thoughts on the prospects for OpenXR? Is this something that platform/hardware operators will ultimately be forced to comply with, or are we doomed to walled gardens with hacky workarounds forever?
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2b14a8 No.16803872
>>16803564
> Is this something that platform/hardware operators will ultimately be forced to comply with,
you can answer that yourself, what would force them to use it? oculus as market leader obviously has no need for it as long as the walled garden makes more money.
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b924f3 No.16803936
>>16803564
Nate Mitchell (former Oculus Co-founder & Head of Rift) said the following on OpenXR before he was either fired or resigned:
“[OpenXR is] not the only way you could get there, but it is one of the key things that we think—what’s the best way to frame this—it’s one part of establishing [a future where third-party VR headsets can connect to Oculus]."
Source: https://www.roadtovr.com/oculus-platform-third-party-headset-compatibility-openxr-nate-mitchell-interview/
It would seem that Nate Mitchell is implying here that technical inter-compatibility or in other words the ability for VR APIs to function across HMDs is "one part" of bringing "non-partnered headsets" can "connect to Oculus". I think the undercurrent of that answer basically gets to the heart of the issue. If OpenXR is just "one part" then the rest of it is an issue of the incentives, which from Facebook's standpoint are essentially just trying to entrench themselves as the primary HMD vendor.
If you listen to subsequent interviews by head of AR VR Partnerships @ Facebook - Jason Rubin he answers repeatedly in a similar manner, which is to say he says that games made for Oculus are part of "the Oculus platform". At one point he said something along the lines of "If you want to go and make Climbey for the Vive then that's great, but we have The Climb on Rift" in response to a question about platform portability.
I think the best case scenario for freedom on VR where VR actually survives the current slump (that we barely made it out of with almost all vr companies totally imploding) is one where we get something like OpenComposite as a replacement for SteamVR, and OpenXR as a replacement API for OpenVR. If what we could have is some kind of binary wrapper like ReVive which translates calls to the OpenXR API rather than SteamVR's OpenVR API then it would be quite a lot cleaner to swap in and out various runtimes, drivers, compositors, ect…
Having said all of that, where we are today is basically still completely shitty given that all VR PC stuff is pretty much tethered to Windows for the most part, but at least we ended up in a timeline where we got good standalone.
At one point all I thought about was freedom in VR, but honestly seeing the way things have gone before Quest I'll honestly just be pleased if ever I have a semi-decent chance at a good life doing what I love again - just making cool stuff in VR. If more people keep buying Quests then there is a chance that could happen, and honestly the Quest is basically good enough in all the ways that actually matter, you can load what you want on it, the games are fun, it's 6DoF tracked with roomscale and it doubles as a pc headset. Maybe now we could actually have a chance at the VR industry that we all had hoped would pan out.
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7f933f No.16804003
>>16803936
>Quest
Standalone platforms kind of feel like a dead end to me, because what VR needs moving forward is VERY BIG increases in FPS, rez, and FoV, all of which depend on beefy dGPUs that can only exist in the open and standardized desktop PC, not handmedown cellphone SoCs.
Failure to do so will mean VR is tied to underpowered hardware fundamentally incapable of realizing the medium's potential. At best, a very profitable but brief fad with no staying power like the Wii, Kinect, or Pokemon Go-type AR.
The key to that, especially once HMD technology is cheaper probably by replacing panels with laser retinal displays, will be attacking the anticompetitive and niche nature of the current GPU market, particularly the dysfunctional duopoly between nVidia & AMD.
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035e1e No.16804027
>>16802263
Because nobody has VR and there is no point in making games for something nobody has. Same reason Linux has no games.
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ab9b00 No.16804093
>>16802263
>Why does VR have no games?
because no-one gives fuck about VR
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cba354 No.16804198
>>16804003
>particularly the dysfunctional duopoly between nVidia & AMD.
simply not worth it to spend billions to break into a market that doesn't have the returns unless you were there from the start.
there's also no point with current gpu architecture.
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329334 No.16804201
>>16804027
The linux thing is more because developers are obscenely lazy, less so that there's "nobody there".
Most dev tools are containerized and are fine with spitting out versions for multiple platforms.
Shit, why do you think in the current year shit still has Mac OS versions.
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944057 No.16804238
elite dangerous is the only VR game
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329334 No.16804255
>>16804238
I don't think that's correct.
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3f209f No.16804262
>>16804003
GPU market is looking pretty good for 2020/2021 I expect a 30-40% increase in performance & lower pricing with much better ray tracing support all with less power draw due to new manufacturing techniques. The issue is how much gpu power do you really need ? In 5 years what display will you power with a card that can run 4k at 200fps for $250. Ik asus etc are trying to shill 240Hz even 300hz monitors now and people do buy that up, I think 300hz is pretty retarded 120-144hz is nice if you can get it cheap.
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e81ff3 No.16804350
>>16804201
They don't want to provide technical support. Which is why most Linux ports are handed off to an external studio like Feral Interactive.
>>16804262
>The issue is how much gpu power do you really need ?
My Blender renders and CUDA workloads are only getting bigger so I'm probably going to upgrade once I get a computer with a PCIe4 slot 2 or 3 years from now. If they throw in some more tech dedicated to deep learning and AI I might purchase it sooner. For gaming I'd be fine with a mid level GPU from 4 or 5 years ago. Outside of some exceptions like VR or 4k almost all major games released in the last decade were designed to be played on consoles otherwise they're not very demanding computing wise.
As much as I don't like Nvidia they've seen the writing on the wall and are turning their GPUs into coprocessor boards that also do gaming.
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920ffe No.16804403
Have you considered that some people don't think dropping a $1000 on hardware that will be obsolete in a year, as is the case with every VR headset, on top of dropping $800 on a PC that can run it. A lot of people think $300 for a Switch is too much, try convincing people to pay three times that just to play the same games slightly better (also a subjective thing).
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f5607d No.16804406
>>16803521
I fucking hate Kikebook and their occulus exclusives. Say what you want about Valve but they're designing Alyx to be playable on all headsets.
Is there any way to hack Occulus exclusive games and play them on my Index?
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d5b30c No.16804407
>>16804406
Revive works for a lot of Oculus games.
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329334 No.16804434
>>16804403
Only VR headsets that are that expensive are the "professional" grade shit like the vive pro or the index.
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f5607d No.16804481
>>16804434
Honestly my index is worth it just because I give trannies the finger in VRchat.
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7cd467 No.16804568
>>16804481
>index hands are compatible with vive
>not rift
God I hate what Fuckerturd did to oculus.
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f5607d No.16804604
>>16804568
God I hope kikerberg doesn't fuck up VR. Honestly I think that it's up to Valve to save VR, they're the only one's with enough money not to get bought out by Zuck.
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e81ff3 No.16804617
>>16804568
But Facebook didn't do anything? The CEO was on reddit over a year before the acquisition telling people that their SDK would never support software that used any variant of the GPL and to expect Oculus Rift exclusive games in the near future. You look at the people involved with founding Oculus and it's obvious that they knew what they were doing and created a brand image for their tech startup to be bought out by a tech conglomerate as quickly as possible. The CFO they hired had experience doing this and it's a common business strategy.
Practically everything on their kickstarter page was a lie in order to create positive buzz to get serious venture capitalists involved. Since everybody desperately wanted to believe what they were saying(open ecosystem, multiplatform, open source, crowd funded and independent) it was such an effective lie that it's still believed to this day.
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7f933f No.16804862
>>16804198
>spend billions to break into a market
I was thinking more of regulatory intervention, as happened to the RAM industry recently, and perhaps massive changes in volume causing economies of scale to kick in better.
>there's also no point with current gpu architecture
Current high-end GPUs can maintain stable 4k@120Hz at medium settings in well optimized games on one GPU, 8k@60Hz on dual GPUs. If those cards were going for, say, a healthily marked up $200 instead of ludicrous $400-$1500, and if gamedevs were taking advantage of Vulkan/DX12's multi-GPU multithreading capabilities, we could definitely get the performance needed to drive the displays I'm talking about, like 4k@480Hz on desktop, and dual 8k@1kHz using foveated rendering/compression in VR.
>>16804262
>In 5 years what display will you power with a card that can run 4k at 200fps for $250
If OLED/µLED/qdot/laser projection ever gets into consumer devices with controller chipsets and signal inputs that aren't inherited from LCDs, aiming for MUCH higher FPS would be invaluable. Like 500Hz-1kHz, which aside from far faster motion (crucial in VR for foveated rendering to keep up with the 900°/s movement of eye saccades), would both tremendously decrease latency, and almost completely free us from our current dilemma of choosing between motion blur or flicker artifacts:
https://www.blurbusters.com/blur-busters-law-amazing-journey-to-future-1000hz-displays-with-blurfree-sample-and-hold/
Also, unlike higher rez, higher FPS is something that can be done using current OLED panels with little or no added expense.
>>16804403
>dropping a $1000 on hardware that will be obsolete in a year, as is the case with every VR headset, on top of dropping $800 on a PC that can run it. A lot of people think $300 for a Switch is too much
I think that's just because the bottom-end has risen so far, and the top-end has stagnated so badly, I blame consoles. Like, I remember in the '80s and most of the '90s paying $1.5k for a midrange PC, $500 for a monitor instead of a TV, and usually another $350 for the hot new gimmick of the day (better than 256 colors, CD-ROM, 3D sound acceleration, 3D graphics acceleration, etc.).
You could certainly get along for a few hundred bucks total with a C64 or something in the '80s and a 68040/80486 through most of the '90s, but millions of people like me were happy to pay thousands during each generation's upgrade cycle until the stagnation of the '00s. The middle class has taken a beating since then, but there are still millions of people that would pay $1k-2k for something genuinely awesome.
>>16804434
>the "professional" grade shit
Scarequotes indeed. All these VR headsets use what are basically cellphone panels (3-5" diagonal panel, 15-25µm dot pitch), whereas professional applications (viewfinders, projectors, etc.) use <0.5" diagonal panels with 4-8µm dot pitch, for instance:
http://www.sensorsinc.com/products/detail/microdisplay-mdp03
This is understandable right now, given the tiny volume of VR doesn't yet justify dedicated panel production, and no other mass market application can use these fine-pitch panels.
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f5607d No.16804874
>>16804604
VRdev-kun can you please make a VR game where I can live out my /pol/ fantasies and fight in a race war?
Is it possible to get Moonman doom working in VR?
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a0f9d1 No.16804881
>>16804874
There already is a vr mod for doom.
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b924f3 No.16805037
>>16804003
>VR needs moving forward is VERY BIG increases in FPS
We do not need higher frame rates by an order of magnitude or more. At one time it was believed that we would need thousands of frames per second however low persistence displays completely changed that assumption. Basically strobing he backlight on the display in control group tests with LP reveals that we can increase frame rates to around 90Hz (during which all display refresh rate increases results yields significant returns in reduction in motion sickness and increases in the sense of presence), after which point we see diminishing returns as we further increase refresh rates past 90Hz until 120Hz. Past 120Hz we've seen that we see some people fail to report and difference and after 144Hz it appears there is no measurable difference at all in increases in reported user comfort & presence.
https://twitter.com/PalmerLuckey/status/1106078982112317441
We do need large increases in resolution, and the issue of field of view is going to be a problem mostly for optical engineers to solve with advanced lenses, however they will solve other problems as well: see Halfmoon 2 Verifocal display shown at Oculus Connect 6.
The Quest is basically "good enough" where it is, and there has already been some hacking done that suggests we can overclock the display too 90Hz for Oculus Link mode (PC mode). John Carmack even said during his annual "Carmack Unscripted" talk it was possible to overclock to 90Hz, but apparently they probably won't support it officially due to the fact that they had to run some sort of costly regulatory test relating to wireless spectrum use that they would need to do again if they changed the refresh rate.
His full talk is here if you want to listen through and hear what he said in specific for yourself:
https://www.youtube.com/watch?v=PMIDaomx0GA
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7f933f No.16805064
>>16805037
>Past 120Hz we've seen that we see some people fail to report and difference and after 144Hz it appears there is no measurable difference at all in increases in reported user comfort & presence.
Yes, because all of those still relied on black frame insertion to fight blur. The idea with massively increased FPS is that it prevents blur without BFI, thus also eliminating other flicker-induced eyestrain.
Also, as I mentioned, far higher FPS is crucial to cutting latency and making foveated anything function well, which will be an unavoidable requirement for VR to scale in the future.
>Halfmoon 2 Verifocal
It's an improvement over the present fixed focal depth, but the only real solution is going to have to be per-pixel focal depth. That means either a scanning display like a laser retinal projector, or an array of lenses over each pixel such as CREAL3D's lightfield system.
>it was possible to overclock to 90Hz
Oh, well beyond that I'm sure. Look at what ZisWorks has accomplished using FPGAs on retail LCD panels by attaching directly to LVDS. The stock I/O chipsets on displays in the post-CRT era are just universally absolute garbage, and use of onboard controllers that are even harder to bypass inside panels will only make this worse.
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f5607d No.16805083
>>16805064
Okay but when can we have multiplayer melee games?
And why can't I do quick movements in blade and sorcery? I feel like I have to go much slower than i'm capable of in real life.
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7f933f No.16805105
>>16805064
>an array of lenses over each pixel such as CREAL3D's lightfield system
Oops, looks like I'm mistaken. There are microlens array-based lightfield displays, like nVidia's prototype (1st pic):
http://lightfield-forum.com/2014/06/nvidia-near-eye-light-field-display-background-and-history-video/
But CREAL3D's isn't one of them, instead using a "light modulator" in a way I haven't read enough to understand yet, but it doesn't appear to be a scanning display, since it relies on what seems to be a pinhole overlay on a display panel lightsource (2nd pic):
http://lightfield-forum.com/2019/01/patent-how-creal3d-light-field-display-works-without-a-microlens-array/
Either way, like any lightfield device, they rely on the production of an incoherent 4D lightfield, rather than the 2D coherent images produced by conventional displays.
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7f933f No.16805123
>>16805083
Big problem there, rather than speed or latency, is probably force feedback. Only solution I can think of that wouldn't be horribly dangerous in the event of a malfunction, would be something (strapped to your joints, or attached to your IRL physical "weapon" proxy you're flailing around) that can slow and stop your movements (using brakes), but not actually move (using motors) any stronger/faster than could cause injury to your muscles/joints.
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f5607d No.16805135
>>16805123
Safety is for effeminate faggots, I need to beat people to death at sanic speeds.
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944057 No.16805178
>>16804255
then you're wrong faggot
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944057 No.16805182
>>16805064
VR has been plenty usable for multiple generations of hardware now. The DK2 was usable. There are no VR games because there are basically no fucking games worth playing at all these days, the whole industry has gone to shit and fags like you keep buying the rehashes of garbage they produced 20+ years ago
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7f933f No.16805220
>>16805182
What about autismal lonewolf freeware devs?
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920280 No.16805247
>>16804862
>I was thinking more of regulatory intervention, as happened to the RAM industry recently, and perhaps massive changes in volume causing economies of scale to kick in better.
that's not really applicable tho. GPU development/production isn't cheap and unless you pay 1500 bucks for some shitty raytracing that only exists so nvidia can hike up the price for retards, street prices are usually acceptable. you also can't force amd to make a flagship card if they don't want to and see no value when almost 3/4 of the market still uses 1080p and lower.
>Current high-end GPUs can maintain stable 4k@120Hz at medium settings in well optimized games on one GPU
current gpus are mono-die monsters that are on their way out - one of the reasons they are so expensive. current GPUs are in the same state of CPUs were a few years ago where "make it bigger" comes with so many diminishing returns is hardly worth it, biggest of all power draw and temps. so a shakeup is pretty much inevitable, and that's the earliest a new player comes in.
if someone would be crazy enough to enter now he would need to spend a huge amount on development to maybe be ready in 2021, then need to way to fab it in sufficient numbers, build a driver and be faster than a 2080ti with better performance (and there's still a good chance retards keep buying nvidia when they lower prices). professional market is almost all nvidia with cuda, getting in there is even harder unless you have an attractive enough package to make them not only upgrade their current cards but switch from cuda (or get raked over the coals for licensing fees)
and that's just the timetable and cost, you'd also need to find people to do that because you can't just throw 1000 pajeets at it.
>>16804403
>spend 200 bucks 2 years ago, still use it almost daily
>hurr you also need pc!111
stick with the retarded LE VR MEME before you embarrass yourself further
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7f933f No.16805272
>>16805247
>GPU development/production isn't cheap
Agreed on hardware dev costs, but production isn't really a huge problem, since you can always just go fabless and rent somebody else's capacity.
>current GPUs are in the same state of CPUs were a few years ago
There's a very big difference, which is that (especially for vidya) CPU coders are lackadaisical ignorant shitbirds incapable and unwilling to thread their workloads, whereas GPU workloads have always been "embarrassingly parallel", meaning there is no scalability problem.
>you'd also need to find people to do that
TBH, most of the GPU teams that competed against 3Dfx back in the day that weren't hired by nVidia/AMD/Intel still exist, hiding inside the mobile industry. I suspect any one of them could scale up their design and go toe-to-toe in the dGPU market if either VR or supercomputing seemed appealing enough.
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920280 No.16805279
>>16805272
>just go fabless and rent somebody else's capacity.
most of that is already planned out for years tho, unless you willing to pay for someone else's spot
>there is no scalability problem.
there is for the hardware, which was my point. right now we need to wait for mgpu/chiplets
> I suspect any one of them could scale up their design and go toe-to-toe in the dGPU market if either VR or supercomputing seemed appealing enough.
maybe, but mobile usually has other priorities. samsung could probably do it, any outsider would need to specifically hire.
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49b7cb No.16805281
VR is only a crude middle step between what we have now and getting input signals directly into the brain bypassing eyes and ears etc. Probably takes another 25 years so most of us won't experience it.
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035e1e No.16805282
>>16805281
>Probably takes another 25 years
More like 250.
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49b7cb No.16805285
>>16805282
There are already working BCIs (brain computer interfaces) where people can move their fingers or blind people see things. Given how quickly technology develops and continues to accelerate today, 25 years from now will be a technology jump like from the 70s to now.
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