Quantcast
Professional game dev explains why Sony's Morpheus won't get much backing from developers.

Forums - Sony Discussion - Professional game dev explains why Sony's Morpheus won't get much backing from developers.

So now all of a sudden some people think graphics matters and inovation is unnecessary?

I know that if Sony put at least one ND level game (QD or SSM could do as well) for it I would bite the 200 even if Just for the novelty.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Around the Network
bigtakilla said:
Tachikoma said:

bashing them based on hands on experience with a copy of the game im bought has more merit than defending one based purely off of screenshots.

I would still disagree with you that Summer Lesson was even up to the visual quality of FFV honestly, but we can agree to disagree. That said FFV does have some glaring faults (some I didn't even know about), but with that said seems like it has bigger ambition than I thought it would. Summer Lesson seems like a 1 room game, which still leaves me to wander who it would appeal to?

Let's put this another way. Post a pic  that looks good that looks like an entire game and not a mini game. 

Summer Lessons is meant as an eduational game, or at least thats the "intent", obviously there will be those that buy it purely for the perving on a schoolgirl aspect, but the intent is to learn lessons/etc and assist with study for those who are too shy and/or scared to socialize normally, it:s not intended to be a long game with a story and a plot.

I will happily point to The Heist, however, as the closest thing to a retail game for Morpheus right now.

Keeping in mind the device is still virtually a year away from actual release.



I think that some people are naysayers regardless of what it is. Those kind of people just like to say that you can't do something or that it won't work. There's 3 companies that I know of working on VR and sony is the furthest along to a final product. It also has the most popular console and they are friendly to devs. Hmmm, I wonder who will popularize VR with the mainstream.



Tachikoma said:

Poor aliasing protection (library)
Poor texture alignment/mapping
Poor foliage distribution
Extremely low poly branch geometry even on direct paths and key locations
No effort made at all to equalize quality between general play an zoomed in scripted events
Low quality repeating textures stretched to cover larger areas
Textures mapped to surfaces stretched along with geometry to bridge gaps in terrain without remapping texture positioning resulting in linear stretch
Low complexity collision mapping resulting in "Sorry you cant walk this way theres a twig on the ground" physics.
Mismatched texture quality along primary paths, both sides, with clear cut bridging in texture elements
Stark difference between the pulled-from-DOA player character mesh and actual game environment mesh complexity
Lighting clipping in subscene buffer draw because DOA5 engine not suited to game format.

Quoting this for bigtakilla, since you watched the stream you will now understand what i mean, esp the bolded.

Let's just try and forget the whole wood texture thing entirely, nobody deserves that in their memory.



Aeolus451 said:
Hmmm, I wonder who will popularize VR with the mainstream.

IMO, It wont be any one manufacturer, It will be a combined sum of all manufacturers making the push at the same time.



Around the Network
DonFerrari said:
So now all of a sudden some people think graphics matters and inovation is unnecessary?

I know that if Sony put at least one ND level game (QD or SSM could do as well) for it I would bite the 200 even if Just for the novelty.

That's the point, what is its audience. 



Tachikoma said:
Tachikoma said:

Poor aliasing protection (library)
Poor texture alignment/mapping
Poor foliage distribution
Extremely low poly branch geometry even on direct paths and key locations
No effort made at all to equalize quality between general play an zoomed in scripted events
Low quality repeating textures stretched to cover larger areas
Textures mapped to surfaces stretched along with geometry to bridge gaps in terrain without remapping texture positioning resulting in linear stretch
Low complexity collision mapping resulting in "Sorry you cant walk this way theres a twig on the ground" physics.
Mismatched texture quality along primary paths, both sides, with clear cut bridging in texture elements
Stark difference between the pulled-from-DOA player character mesh and actual game environment mesh complexity
Lighting clipping in subscene buffer draw because DOA5 engine not suited to game format.

Quoting this for bigtakilla, since you watched the stream you will now understand what i mean, esp the bolded.

Let's just try and forget the whole wood texture thing entirely, nobody deserves that in their memory.

Well yes, all true. But it feels like a retail game. With a decent budget.



Tachikoma said:
Aeolus451 said:
Hmmm, I wonder who will popularize VR with the mainstream.

IMO, It wont be any one manufacturer, It will be a combined sum of all manufacturers making the push at the same time.

True but sony is in the best position to lead it. 



I don't think the VR scene's games and popularity will come from the well known triple A publishers, and that doesn't mean that it wont have an audience. It might introduce a new level of play and interactivity. Making a game for that would appeal to a lot of experimental small studios.



.- -... -.-. -..

Some one help me. Are people actually whining about Vr graphics, based on 2d screen caps ? Really people, any one else see the pointlessness of opinions based of that alone ?