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A Third of Valve Is Now Working on VR

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Re: A Third of Valve Is Now Working on VR

#51
post #2

The by far most interesting comment from the thread is this one (It's by Alan Yates who works on Vive/SteamVR) https://www.reddit.com/r/Vive/comments/4osav8/lighthouse_tra... . >Of course. We want AR/VR/MR to be ubiquitous. Over the past four years or so I've seen many companies big and small bring their demos to show and tell. They all have bits and pieces of the larger puzzle. Good eye tracking, interesting haptic…

>Portal 3 or Half-Life 3?

Aren't you overly optimistic. :)

Re: A Third of Valve Is Now Working on VR

#52
Side observation.

So Valve now has an better VR Set then Oculus. And all of a sudden every news on VR seems to flowing in Valve direction.

This reminds me a lot of the early days when we move from iD 's Doom to Valve's Half Life.

Note: ( John Carmack = CTO of Oculus and Founder of iD )

Re: A Third of Valve Is Now Working on VR

#53

Earlier quoted context omitted.

The VR market right now feels kind of like the 3D accelerator market in the '90s, before Direct3D really came into its own, hardware manufacturers were still half-assing OpenGL support, and lots of games were programmed against vendor-proprietary APIs like Glide. Would be nice if people had actually learned from that and rallied around a standard API/middleware for VR to start with, rather than trying to "console-ize…

Since people are still figuring out what makes good VR and good paradigms for programming with VR, I think it'd be likely that any design by committee API would be a disaster

It doesn't matter much in practice - most people just use Unity or Unreal, which make it easy to target any major VR system. To the credit of these game engines, it's just not that hard to be compatible these days. That's why Oculus has started to use exclusivity contracts to gain an edge.

Re: A Third of Valve Is Now Working on VR

#54
post #35
post #22

Earlier quoted context omitted.

It's the opposite. I think you might have misunderstood the quote. SteamVR fully supports the Rift. It even supports the unreleased Touch controllers which likely won't be out until the end of the year. And Valve has made no indication that they're going to change this. In fact, they've suggested that they're very serious about always supporting all HMDs.

Because VR is just another way to sell games. They want you to know you can play your steam games on everything and that is their primary priority, and since things like games from steam can run on your Oculus (or whatever) they can sell you on a thousand experiences instead of one original sale.

Until Facebook decides that it wants a cut of all the sales on Oculus and locks down the platform, hence Valve's concern. There's only one App store on iOS vs Android.

Valve's main bargaining chip would be not allowing their games to run on Oculus. The recent push back on Oculus exclusives and Valve willing to float cash to developers means they are well aware of their situation.

Re: A Third of Valve Is Now Working on VR

#55
post #2

The by far most interesting comment from the thread is this one (It's by Alan Yates who works on Vive/SteamVR) https://www.reddit.com/r/Vive/comments/4osav8/lighthouse_tra... . >Of course. We want AR/VR/MR to be ubiquitous. Over the past four years or so I've seen many companies big and small bring their demos to show and tell. They all have bits and pieces of the larger puzzle. Good eye tracking, interesting haptic…

The VR market right now feels kind of like the 3D accelerator market in the '90s, before Direct3D really came into its own, hardware manufacturers were still half-assing OpenGL support, and lots of games were programmed against vendor-proprietary APIs like Glide. Would be nice if people had actually learned from that and rallied around a standard API/middleware for VR to start with, rather than trying to "console-ize…

That middleware exists: https://github.com/ValveSoftware/openvr

It supports both the Vive and the Rift, though I believe the Rift implementation is just a wrapper around Oculus' own SDK.

Re: A Third of Valve Is Now Working on VR

#57

Earlier quoted context omitted.

I'm also worried about the actual effects of motion sickness once it becomes actually mass consumer affordable. Generally, reports are that VR can be particularly rough for most folks.

I have a rift and I don't get sick and nobody I've shown it to has gotten sick. I think that concern is way overblown.

I don't know if it is overblown, but it is certainly real. I've only experience motion sickness under two conditions: helicopter flight on moonless nights, and developing software for the original rift. It was a real bummer, after a few uncomfortable weeks I put it back in the case and haven't touched it since.

Re: A Third of Valve Is Now Working on VR

#58
post #54
post #35

Earlier quoted context omitted.

Because VR is just another way to sell games. They want you to know you can play your steam games on everything and that is their primary priority, and since things like games from steam can run on your Oculus (or whatever) they can sell you on a thousand experiences instead of one original sale.

Until Facebook decides that it wants a cut of all the sales on Oculus and locks down the platform, hence Valve's concern. There's only one App store on iOS vs Android. Valve's main bargaining chip would be not allowing their games to run on Oculus. The recent push back on Oculus exclusives and Valve willing to float cash to developers means they are well aware of their situation.

If Valve lock out the rift from their games, it just reinforces the exclusivity, lockouts and polarisation. Means less sales through steam, less profit for valve. If they lock out the rift, will they lock out all the other HMD that will surface in the next couple years? That will likely stunt the VR industry given how central the steam platform is to games distribution. Thats not what valve want. Valve want it to grow rapidly and sell as many games on their platform as they can. That means supporting as many HMD's as possible. Which entices developers to use the steamVR platform as it will reach the largest audience, which entices HMD makers to support steamVR... etc.

So I really don't see how Valve is too concerned about this. If facebook locks down the rift so that it can only play rift games, more fool them. Many people just wont buy a rift.

Even if the Vive fails in the long run, there will likely be many other HMD's that will work with steamVR. Valve can still make a nice profit from all the VR games sold on steam.

Re: A Third of Valve Is Now Working on VR

#59
post #52

Side observation. So Valve now has an better VR Set then Oculus. And all of a sudden every news on VR seems to flowing in Valve direction. This reminds me a lot of the early days when we move from iD 's Doom to Valve's Half Life. Note: ( John Carmack = CTO of Oculus and Founder of iD )

I like competition as much as the next guy, but I'm happy as long as the more open platform is more popular. Wish Oculus took a different route.
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