A Third of Valve Is Now Working on VR
61–70 of 203 posts
Re: A Third of Valve Is Now Working on VR
#62Earlier 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.
While I enjoyed the DK2, I got unbearably sick from Half-Life 2 within a half hour. Playing with Tilt Brush on the Vive, I didn't feel the slightest bit queasy. Not sure if the difference was the hardware or the software, but it seems like a solvable problem.
Re: A Third of Valve Is Now Working on VR
#63So one third of Valve is working on VR... absolutely definitely not working on Half Life 3 or Portal 3. Which pushes their possible/probable/hypothetical release dates even further into the future. :-(
Or... they could be working on Half Life 3 in VR?
So it'd be a pretty significant change to what we've come to expect from the Half Life games if they made it a VR title.
Re: A Third of Valve Is Now Working on VR
#64The Valve publications page has a few slides and documents relating to Valve presentations regarding VR: http://www.valvesoftware.com/company/publications.html One of my favorite tidbits comes in the presentation, "Lessons learned porting Team Fortress 2 to Virtual Reality", on preventing VR motion sickness: http://media.steampowered.com/apps/valve/2013/Team_Fortress_... > Don’t change the user’s horizon line, ever.…
To be fair, being decapitated in such a way that your head bounces and rolls around will leave you feeling, at the least, very sick.
Re: A Third of Valve Is Now Working on VR
#65Earlier 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.
As I understand it, the motion sickness is directly related to rendering lag. Outside of VR there isn't much of an incentive to reduce that lag - as the only people who really care much about it now are the most enthusiastic of PC gamers. There is a lot of buffering and synchronization between the software and our retinas right now, so the hardware advancement needed to enable motion sick free VR (low lag GPU and dis…
The motion sickness is mostly coming from vection now, when you move in VR but not in real reality. It's an active area of research, people are experimenting with things like reducing the FOV while moving, using interactive overlaid grid to pull the scene around, etc.
Re: A Third of Valve Is Now Working on VR
#66Re: A Third of Valve Is Now Working on VR
#67Side 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.
Re: A Third of Valve Is Now Working on VR
#68VR is amazing and the opportunity is incredible. However, I am worried worried that the technology to produce high enough resolution displays will take some time to get here. Without smartphones driving the demand, will we get to 5-10k dpi displays for VR tech? We have 800 or so dpi displays rolling out, with current generation devices filling their FOV with about 500 dpi screens. We're driving 1.3-1.8m pixels per ey…
However, and this is something you need to try to believe, pixelation does not affect immersion. The human brain is amazing at coping with vision defects. When in a game, you absolutely forget about pixel visibility. You are just "in there".
So, it is true that you can't get detail for showing stuff in detail at 20m. It limits applications, but there's already plenty of activities that are possible now, instead of having to wait ten years.
Re: A Third of Valve Is Now Working on VR
#69Earlier 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've learned that, in Elite, if I look at where the buggy is going (it power slides a lot), then I almost avoid motion sickness. Project Cars, though, I can't play. Cornering, at high speed, completely immersed, with no lateral acceleration, triggers some alarm in me.
Re: A Third of Valve Is Now Working on VR
#70VR is amazing and the opportunity is incredible. However, I am worried worried that the technology to produce high enough resolution displays will take some time to get here. Without smartphones driving the demand, will we get to 5-10k dpi displays for VR tech? We have 800 or so dpi displays rolling out, with current generation devices filling their FOV with about 500 dpi screens. We're driving 1.3-1.8m pixels per ey…
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.