A OWL?Sir_LANs-a-lot wrote:
A OWL!?
Fool me, this is real good shit ! [the VR thread]
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Re: Fool me, this is real good shit ! [Oculus Rift]
Re: Fool me, this is real good shit ! [Oculus Rift]
Don't have a Rift but I've tested out Minotaur Rescue VR on my lappy in regular stereoscopic 3D and it works a treat! I crave a OR now, but it's a nice consolation prize to have a new Llamasoft game with no warning whatsoever. 
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Why can't Wii be friends? 0639 9148 4145 6376
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Re: Fool me, this is real good shit ! [Oculus Rift]
.. I tried again ..
.. more slowly .. more whatever .. 'with more experience' ..
.. cannot stand more than 10 mins of "The Cave" .. after that no matter what is vomit comet again
It definitely proves that .. "it's going to be challenging" to make a simple 'go around and walk' thing vomit free ..
.. more slowly .. more whatever .. 'with more experience' ..
.. cannot stand more than 10 mins of "The Cave" .. after that no matter what is vomit comet again
It definitely proves that .. "it's going to be challenging" to make a simple 'go around and walk' thing vomit free ..
Giles the billy goat
"Baa"
"Baa"
Re: Fool me, this is real good shit ! [Oculus Rift]
Given theres a variety of stereoscopic methods, and various ways we can be emerged in a fake view now, I wonder if theres scope for a test - so people can know how likely various sorts of tech our to effect them?
I mean, from a straw poll of my friends I know some are certainly more sensitive then others. I barely get anything - shutter glasses being the only form of 3d that has ever made me feel unpleasant. On the other hand, I know people the Rift has made feel unpleasant - or even the 3DS.
I mean, from a straw poll of my friends I know some are certainly more sensitive then others. I barely get anything - shutter glasses being the only form of 3d that has ever made me feel unpleasant. On the other hand, I know people the Rift has made feel unpleasant - or even the 3DS.
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Re: Fool me, this is real good shit ! [Oculus Rift]
It's interesting, it's really interesting. And a bit scary because I think the actual "hard problem" of VR is going to be exactly that of making the kind of experiences that everyone hopes for and that we think we are within spitting distance of now - immersion in realistic virtual environments - actually generally usable without sickening people.
Part of the problem lies with the early gen hardware, but another large part of it lies with the software itself. You absolutely cannot just take a FPS or whatever with all the attendant conventions and tropes that have come to accrue to that style over the years and expect it to work in VR. Work absolutely needs to be done to determine how best to move within and interact with virtual environments in such a way that the discomfort that one feels as a result of the difference between what you see and what your body is actually feeling is minimised, and games have to be designed around that.
It's scary because if that problem isn't addressed, and consumer VR is released and it makes a significant percentage of its users terribly nauseated, then it could kill VR stone dead.
We've been cautious and started in the abstract, and I think that helps a bit right from the start since in an abstract environment your brain perhaps isn't expecting such a realistic correlation between what you're seeing and feeling (I wonder if abstract experiences in general may be useful for helping to acclimate novice users to VR before plunging them into realistic environments). And MRVR is as safe as can be, effectively sitting you static inside a sphere with very few nausea triggers going on.
I want to get a bit more ambitious as I move forward in my VR experiments - I think we all want to be flying effortlessly through Neonspace one day - but at each step of the way avoiding that nausea is going to be my #1 priority.
It is all super interesting though.
Part of the problem lies with the early gen hardware, but another large part of it lies with the software itself. You absolutely cannot just take a FPS or whatever with all the attendant conventions and tropes that have come to accrue to that style over the years and expect it to work in VR. Work absolutely needs to be done to determine how best to move within and interact with virtual environments in such a way that the discomfort that one feels as a result of the difference between what you see and what your body is actually feeling is minimised, and games have to be designed around that.
It's scary because if that problem isn't addressed, and consumer VR is released and it makes a significant percentage of its users terribly nauseated, then it could kill VR stone dead.
We've been cautious and started in the abstract, and I think that helps a bit right from the start since in an abstract environment your brain perhaps isn't expecting such a realistic correlation between what you're seeing and feeling (I wonder if abstract experiences in general may be useful for helping to acclimate novice users to VR before plunging them into realistic environments). And MRVR is as safe as can be, effectively sitting you static inside a sphere with very few nausea triggers going on.
I want to get a bit more ambitious as I move forward in my VR experiments - I think we all want to be flying effortlessly through Neonspace one day - but at each step of the way avoiding that nausea is going to be my #1 priority.
It is all super interesting though.
Justified and Ancient.
Re: Fool me, this is real good shit ! [Oculus Rift]
Planning on trying The Cave again on DK2? On the one hand, risking one's dinner seems like a high price to pay, but then again how can you resist the siren call of Science!?gilesgoat wrote:.. I tried again ..
.. more slowly .. more whatever .. 'with more experience' ..
.. cannot stand more than 10 mins of "The Cave" .. after that no matter what is vomit comet again![]()
It definitely proves that .. "it's going to be challenging" to make a simple 'go around and walk' thing vomit free ..
James
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Re: Fool me, this is real good shit ! [Oculus Rift]
"Funny" thing is that cave does some things that precisely in the SDK docs they tell you NOT to do.Jamesac wrote:Planning on trying The Cave again on DK2? On the one hand, risking one's dinner seems like a high price to pay, but then again how can you resist the siren call of Science!?gilesgoat wrote:.. I tried again ..
.. more slowly .. more whatever .. 'with more experience' ..
.. cannot stand more than 10 mins of "The Cave" .. after that no matter what is vomit comet again![]()
It definitely proves that .. "it's going to be challenging" to make a simple 'go around and walk' thing vomit free ..
James
I find particularly disturbing/sickening :
- the fact you move and without any "reference" or "body" feels like you are sitting in some invisible cart being pulled by a wire
- the worst of all, the too low resolution and anti aliasing, no matter how you put it the eyes are constantly trying to see "what they cannot see", so
it's like "the world in a world of blur" that IMHO puts a tremendous strain on eyes
- still the terrible "move head and all blurs", semi tollerable if you move really slowly but in an environment full of things it get so noticeable is so disturbing, I
did try this time "TimeWarp" technique used in the new SDK it improves quite a bit but it's not that perfect as well
- stuff should never slam into your face, nor things should never move "too fast" if they are too close to your face, the SDK talks about this and explaining
you should never let the user get too close to object
- I still think that WASD + mouse it a TERRIBLE control method for this case, I still believe it should be "one single key" and "move where you look at" I
find just the fact that ( almost always ) there's always a little discrepancy between where you look at and where you want to move creates quite a bit
of "mind confusion"
Thing is I tired and tried and unless moving around at truly a snail's peace ( and even like that after a while it gets 'tiring' - imho still for the fact 'too much blur' )
there's no way after 10 .. 15 mins you won't feel sick and "can't play this thing any more".
So yes it's very challenging to make things right, I think there is still quite a long way to go to find a game you can really play well with no side effects.
Giles the billy goat
"Baa"
"Baa"
Re: Fool me, this is real good shit ! [Oculus Rift]
You know I'm hugely anticipating the Llamasoft FPS, right? 
James
James
Re: Fool me, this is real good shit ! [Oculus Rift]
I reckon I could do a good graze'em'up.
I'd also quite like to do a VR jumper wearing simulator.
I'd also quite like to do a VR jumper wearing simulator.
Justified and Ancient.
Re: Fool me, this is real good shit ! [Oculus Rift]
There are drugs for this, you know.
Re: Fool me, this is real good shit ! [Oculus Rift]
I can see that being an effective AR.Yak wrote:I'd also quite like to do a VR jumper wearing simulator.
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Re: Fool me, this is real good shit ! [Oculus Rift]
This suggestion is SO stupid that I will pretend is not here.gumboot wrote:There are drugs for this, you know.
Besides all those drugs have nasty side effects.
The real lsolution is making things that won't make you sick.
Giles the billy goat
"Baa"
"Baa"
Re: Fool me, this is real good shit ! [Oculus Rift]
Indeed.gumboot wrote:I can see that being an effective AR.Yak wrote:I'd also quite like to do a VR jumper wearing simulator.
A few years back we had good tshirt tech;
I think the world is ready for Jumpers.
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want to read eye-wateringly bad stories? No? Ok.
want to read eye-wateringly bad stories? No? Ok.
Re: Fool me, this is real good shit ! [Oculus Rift]
How about sheep in space but in the VR version the sheep is a sheep shaped space ship you fly along the level as if it were more like a tunnel with a 'top' and 'bottom' to land on...





