VR
121–130 of 568 posts
Re: VR
#122Re: VR
#123Earlier quoted context omitted.
Oh, sorry to hear that! The end of that level does seem to stump people - I'm working on making it much more accessible. If you'd like to either email me (email in my HN profile), reply here, or put up a post on the Steam forums ( http://steamcommunity.com/app/488760/discussions/0/ ) I'd be more than happy to help you past that, as there's lots of good stuff beyond! Climbey - yeah, the locomotion does get a little na…
Oh great, thanks man! And I have to tell you it's impressive as hell what you have create with Left Hand Path esp. considering you are a single developer. Simply amazing man! I will definitely take you up on your offer this weekend.
And please do! We'll get you on the path through the Well again...
Re: VR
#124VR might explode once the hardware can convey our actual facial expressions. Once that happens, there will be strong forces could tip: * Offices/meetings * Learning institutions * Socializing with friends who aren't close by * ...
I kind of wonder if stuff like that is going to require new levels of body-computer interfaces(contact lens, eye implants, brain implants). It's hard to figure out someone's exact facial expression when they have a headset covering most of their face. And if you don't get the facial expressions perfectly, you're going to have uncanny valley and miscommunication.
There is research into translating real facial movements onto a digital model. If you are wearing a headset already, I am sure there is something that could be done to 'scan' facial movements.
Re: VR
#125Earlier quoted context omitted.
I can see why the current issues might bring someone out of immersion. But from somebody who owns a Vive, I think having a more personal experience is key to getting the most out of it (for now). When you describe the binocular effect, I know what you mean, however my experience is that all those issues fade away once your brain "accepts" the inputs and starts filtering out the noise. How long did you get to demo the…
> When you describe the binocular effect, I know what you mean, however my experience is that all those issues fade away once your brain "accepts" the inputs and starts filtering out the noise. Personally, as someone who owned and purchased some of the early HMDs of the 1990s - these kind of comments look "interesting" to me. I mean, people are complaining about the "low FOV and resolution" - when they clearly never…
Re: VR
#126I think VR is still too focused on mainly males who are young and tech-savy. It can only grow so much while focusing on this demographic. I got involved in social media, and many smart-phone enabled technologies or apps (and many other things now that I think about it), because the popular kids at school were using them. I personally haven't seen this adoption by social trend setters happen with VR yet.
Re: VR
#127I'm not getting into VR until Linux support is there. Every major vendor promised it. It's been long enough. More than long enough.
None of them big name VR machines have Linux support? Seriously? Are they Windows-exclusive?
The Rift doesn't have Linux support (anymore - the original DK1 did), and probably never will. There are some 3rd party reverse-engineered drivers for it, but they are limited in only allowing for the display to turn on, and view the output, plus a couple of other minor things. Tracking isn't supported, from what I recall.
For what its worth, I'm not even sure whether the Vive or the Razer offering even fully supports Linux; oftentimes you see things like "support for openwidget" actually meaning "Windows and Mac version of openwidget only".
The best way to get Linux HMD/VR support is the old-school, homebrew PC VR way (you know, the way Palmer did it before Occulus) - hack it yourself.
Re: VR
#128Earlier quoted context omitted.
I kind of wonder if stuff like that is going to require new levels of body-computer interfaces(contact lens, eye implants, brain implants). It's hard to figure out someone's exact facial expression when they have a headset covering most of their face. And if you don't get the facial expressions perfectly, you're going to have uncanny valley and miscommunication.
Yeah, I would assume some combination of eye-tracking and facial scanning might work. There is research into translating real facial movements onto a digital model. If you are wearing a headset already, I am sure there is something that could be done to 'scan' facial movements.
Re: VR
#129It's not going to take off until someone solves the movement issue. The only games VR is currently suitable for are if you are stationary somehow -- pilot, tank gunner, etc. Which limits it pretty severely. Something like the Ghostbusters Experience[1] is what people want in their own homes. Also, maybe it's because I've been gaming my whole life, but the resolution in VR is still not good enough to "blow" me away, l…
Right now, I also think the costs are still too prohibitive for most people whose Kinect sensor or Wii-motes have been long idle.
I think Microsoft's strategy of marketing VR/AR as a productivity tool is interesting.
Re: VR
#130Just going to plug one of my favorite blogs here: http://elevr.com/ They're experimenting with basic VR interaction design. How do you represent things in VR, how do you communicate with other people in the room when you're wearing a headset, how does physical context change your experience. Fascinating, basic stuff we're going to have to figure out before we can build meaningful experiences in VR. http://elevr.com/w…
Even really simple stuff like "OK, I need a graphics options menu" becomes a significant UI design challenge.
Personally I'm figuring it out while building a big experience in VR, but hey - that's what Early Access is for!
Bookmarked - thanks.