By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Gaming Discussion - The Future of VR

SvennoJ said:
Light weight headsets aren't the problem, yet we aren't there yet. You will need some sort of helmet to close over the eyes as external light bleed will ruin the immersion, plus it needs to cover the 150 degree fov of your eyes.

The problem isn't wearing the headset, it's not being able to see anything around you anymore. There needs to be some smart blending so you can still see your hands and the controller when needed by tracking them very well and rendering your arms in game. Also there needs to be options to render outlines of your furniture, room, people coming in as desired.

I'm not bothered about space requirements, I prefer to play sitting down anyway. Games will need to take into account that players can be sitting on a couch and not require you to stick your hands through the armrest to reach things.

What PSVR 2.0 needs most:
- Better tracking of the motion controllers
- Better tracking of the headset
- Better tracking of the player and his RL surroundings (currently there is none)
- Improved resolution
- Improved fov

The biggest issue I have while letting others play with psvr is that they often have no way to find the right buttons when prompted on screen. Press the big button on top, the trigger at the bottom, and find the tiny x or o. Oh you have your hands the wrong way around... You're facing the wrong way, reset, it's that button on the side, etc etc. It can use some Wii like accessibility!

Not sure if you know this already. Having the vive pro at home. You don't see anything of your environment while wearing the helmet. No light is coming in. You controllers are tracked very precisley all the time. It's like seeing the real controller infront of you. So you know where they always are. Steam Home VR is a good starting point to test and get adjust to the VR environment.



Intel Core i7 8700K | 32 GB DDR 4 PC 3200 | ROG STRIX Z370-F Gaming | RTX 3090 FE| Crappy Monitor| HTC Vive Pro :3

Around the Network
Slimebeast said:
The grafix and other things on the technical side will be amazing just given time, but what about the controls? I think it looks ridiculous when the prefered method of moving around in Skryim VR and Fallout 4 and even in Doom VR is by teleporting.

There's something wrong when many players prefer to zap-teleport forward instead of walking forward by pushing a key on the keyboard or a stick on a controller like we do in ordinary games and controllers. How can they make movement in VR game World comfortable and immersive?

Moving (locomotion) is also an option in a lot of games. Issue is, you need to get used to it, because the immersion is so great that your brain gets fooled and the result is motion sickness. There are some military games who only use locomotion like Onward. I personally prefer Pavlov VR caused that's like Counter Strike with light years ahead controls.

Last edited by Peh - on 24 June 2018

Intel Core i7 8700K | 32 GB DDR 4 PC 3200 | ROG STRIX Z370-F Gaming | RTX 3090 FE| Crappy Monitor| HTC Vive Pro :3

Slimebeast said:
The grafix and other things on the technical side will be amazing just given time, but what about the controls? I think it looks ridiculous when the prefered method of moving around in Skryim VR and Fallout 4 and even in Doom VR is by teleporting.

There's something wrong when many players prefer to zap-teleport forward instead of walking forward by pushing a key on the keyboard or a stick on a controller like we do in ordinary games and controllers. How can they make movement in VR game World comfortable and immersive?

I don't think that teleporting is the prefered method. Every youtuber I watch that covers VR, always put games on blast if they don't offer locomotion. Teleportation was put in early by devs that were affraid of people having motion issues. In reality people that suffered from motin sickness,  were willing to put up with the sickness for a minute until they became expereinced enough to get over the issue. Newer games almost always offer full locomotion, and ones that don't patch it in pretty quickly after launch. Nothing is worse in VR when you have snap turning or teleportation that completely takes you out of the immersion.

If Sony has any idea what they are doing they will put joysticks on the next Move controllers for the next round of VR, so we don't have any limitation on our movements. Rift and Vive have already addressed this issue, and are much better for it.



Stop hate, let others live the life they were given. Everyone has their problems, and no one should have to feel ashamed for the way they were born. Be proud of who you are, encourage others to be proud of themselves. Learn, research, absorb everything around you. Nothing is meaningless, a purpose is placed on everything no matter how you perceive it. Discover how to love, and share that love with everything that you encounter. Help make existence a beautiful thing.

Kevyn B Grams
10/03/2010 

KBG29 on PSN&XBL

Can’t wait. Just got my Rift this week with all the deals going on. I’m expecting everything to go VR in 2020 using the new tech with Oculus 2, PS5. 



zygote said:

Can’t wait. Just got my Rift this week with all the deals going on. I’m expecting everything to go VR in 2020 using the new tech with Oculus 2, PS5. 

That's great. Would you leave a feedback here how your experience with it is?

 

Games I recommend:

The Lab by valve ( Glados is really scary if you see her in her actual size.)

Arizona sunshine

Pavlov VR

Super Hot VR

Beat Saber



Intel Core i7 8700K | 32 GB DDR 4 PC 3200 | ROG STRIX Z370-F Gaming | RTX 3090 FE| Crappy Monitor| HTC Vive Pro :3

Around the Network
Peh said:
SvennoJ said:
Light weight headsets aren't the problem, yet we aren't there yet. You will need some sort of helmet to close over the eyes as external light bleed will ruin the immersion, plus it needs to cover the 150 degree fov of your eyes.

The problem isn't wearing the headset, it's not being able to see anything around you anymore. There needs to be some smart blending so you can still see your hands and the controller when needed by tracking them very well and rendering your arms in game. Also there needs to be options to render outlines of your furniture, room, people coming in as desired.

I'm not bothered about space requirements, I prefer to play sitting down anyway. Games will need to take into account that players can be sitting on a couch and not require you to stick your hands through the armrest to reach things.

What PSVR 2.0 needs most:
- Better tracking of the motion controllers
- Better tracking of the headset
- Better tracking of the player and his RL surroundings (currently there is none)
- Improved resolution
- Improved fov

The biggest issue I have while letting others play with psvr is that they often have no way to find the right buttons when prompted on screen. Press the big button on top, the trigger at the bottom, and find the tiny x or o. Oh you have your hands the wrong way around... You're facing the wrong way, reset, it's that button on the side, etc etc. It can use some Wii like accessibility!

Not sure if you know this already. Having the vive pro at home. You don't see anything of your environment while wearing the helmet. No light is coming in. You controllers are tracked very precisley all the time. It's like seeing the real controller infront of you. So you know where they always are. Steam Home VR is a good starting point to test and get adjust to the VR environment.

It depends on the game in PSVR. A lot render the move controllers as well, yet it's not smart enough to recognize you having them the wrong way around (in the wrong hands) and the move buttons are so tiny while the resolution so low it's hard to see where what button is for new players. I still have problems with the odd layout of the buttons... Same with the DS4 rendered in game it's hard to see for new players what to press. Plus the game prompts to press the T button for example, new comers don't even know which way to hold the move, let alone find the T button. It needs to be more accessible.

Not being able to see the environment or edges of the play space at least is also a problem when letting new players try it out. I constantly have to steer them back to the camera with the out of play area warnings. Vive has a lot bigger play area at least yet inside out tracking would solve this with a wire frame overlay to stop you walking into furniture and walls. I think the Windows MR headsets already do this.

It is funny though, watching someone try Superhot VR holding guns upside down and not being able to shoot, drop or throw a gun.... Wave it around that sticky gun, oh wait don't move, dead. Move needs to be put to pasture. It was great tracking tech for last gen, arguably the best, this gen it's definitely the worst and a millstone around PSVRs neck. It was a nice bonus if you still had it from last gen and were already used to the controllers, yet damn those move controllers are awful in VR for someone who has never touched a move before.



KBG29 said:

I don't know what to tell you, but in life things are going to change, and progression is going to happen. That doesn't mean that old things have to go away. I could give you examples for days on how things have progressed, adding value, and giving people more options, while still keeping the orginal tech and products alive and kicking.

Just because Rockstar takes GTA to VR, doesn't mean GTA like games can't be made on traditional setups. It means instead of Rockstar dumping massive money and talanet on simple tech, instead they throw the best people and money at the most advanced tech available. That leaves the space open for people with a passion for classic gaming to develop games to deliver a nostalgic experience for those that long for the experiences of yesteryear.

I also love getting back to my gaming roots. I love how they are bringing back Crash, Spyro, and Medevil. I waited 20 years for Nintendo to deliver a successor to Mario 64. I want a new Jak game. What I don't want is Naughty Dog and Insomniac utilizing the best talent in the industry to remake classic experiences. Let indies bring these classic experiences with classic controls to the lime light. While the best talent in  the indusrty continue to push the the limit on interactivith, immersion, gameplay, and story telling. Give them the tools to deliver their vision in the least limited form possible.

I am not sure how offering greater value, more options, and advancing the medium serves to throw you off of gaming. You don't want to see an even larger variety of games to choose from? You never want to see an advancement in the ways games are displayed and conrtrolled? You don't want more value from your purchase on your platform of choice, allowing you to stream or natively play your games across more devices and form factors? You don't want games and gaming devices to become more accessible to a large audience? What do you want?

I hope as tech and software advances more people are able to enjoy games they way they prefer, and on the hardware of their choice. I hope we continue to see advancements in the way games are devloped, displayed, and controlled. I hope that in the future we will both be able to enjoy this medium and these experiences in a way we find enjoyable.

See, what you call progression, is just a small factor into what people do and do not want to see nor use/not use. Your visions are not something everyone wants to share, and it's never going to rebound towards "tough luck it's definitely happening, my visions are truth". Not everyone shares your visions, nor wants them to happen, because a good chunk of your visions, your fantasy future dreams serve to put others like myself off, and again it's never going to rebound towards "deal with it" or anything, it's just that people who want everyone to fall under one silly dream banner ened to learn to stop pushing "future" ideals onto others.

The old stays with the new. My island is living proof of that, and it doesn't fall under the typical "ugh why are you so old fashioned and using that device/vehicle?" (because I know that's what future dreamers love to spout with their perfect ideals towards wanting something they think is outdated to be done away with).

R* doesn't even need to take GTA to being VR designed. The series from it's inception has been from a top down to 3rd person perspective, and not solely a first person one. See that idea of yours, the best people, the more smarter folk to work on what you want, means the other side suffers. You know this is how things currently are with VR, because we have staff working on the default factor of gaming as is. You basically want things switched the other way around, but it's not going to work that way and the results will not be the same every time either. I don't want a random studio being piled onto "traditional" game design, in the chances that they might make a good game for "traditional" screens. 

"long for the experiences of "yesteryear". you make it sound like Walt Disney's Epcot project, like you're from this futuristic 1960's era, where we have flying cars and K+M are so "yesteryear". They aren't even close to being that at all, and it's not going to be "nostalgic either".

Well Jak was designed from the start as a 3D platforming adventure title, not one designed purely just for VR. New IP's designed for VR get to be designed in such a way, but warping classic IP's for VR junkies just isn't faithful to fans of the original and serves to put off others who were wanting the default experience (the way the game was designed).

 

The thing is, you won't see, because all these future visions you've been having since you joined this site, are yours, and you cannot think that any part of them contains a single flaw or that not everyone sharing your ideals. There are 7+ billion of us on this rock, not all of us think like you nor share in your ideals either. There will always be disagreement to one ideal over another and yes, progress to those ideals can be stifled. Your "options" are designed in a way for one to easily turn around and go "ugh, why are you using primitive tech", and yes, I know how that is responded to, and no, that's how we see things differently. I mean if you want to talk primitive, then look no further than the human body, compared to say a futuristic cyborg or an advanced AI, but no one likes to admit they are primitive and inferior to machinery, nor do they want to succumb to it.

My ideal vision is to have the holodeck, which means having one holodeck, not a Sony, Ninty or MS one either, not one designed as a console or a little digital watch. The way I'd like to see things done, would go against your core ideals, because quite frankly, I find the idea of wanting to use a console as a PC, let alone a handheld as backwards and entirely primitive. What I'd like you to do is go with a different route with technology, but you won't want to because it would go against your ideals if you went for mine.

My ideals can offer options as well, but I know for a fact that not everyone would agree with them, and that's fine. I'm not going to pull a simple minded "I know you don't like what I want to happen, but it's going to happen either way" speech because that wins over no one and makes one look like a day dreamer.

To put it simply, what I want isn't what you want.




Peh said:
zygote said:

Can’t wait. Just got my Rift this week with all the deals going on. I’m expecting everything to go VR in 2020 using the new tech with Oculus 2, PS5. 

That's great. Would you leave a feedback here how your experience with it is?

Games I recommend:

The Lab by valve ( Glados is really scary if you see her in her actual size.)

Arizona sunshine

Pavlov VR

Super Hot VR

Beat Saber

Nice. Beat Saber wasn't on sale or I would have gotten that.  I did get Arizona Sunshine, but haven't tried it yet.  Playing Lone Echo atm. 

VR is amazing.  I have been somewhat dissatisfied as a gamer with the lack of advances in technology.  I'm an "experience" gamer more than anything.  I like to feel epic shifts in game design and game feel with each new generation.  Graphic upgrades alone just doesn't do it anymore, it requires game, UI, or tech design shifts. It is amazing to see the world "around" you rather than in a box, to interact with it directly as if "you" are a game asset.  It is amazing.  Definitely what my gaming life was missing.  Sure, the cords are too many, the screens too small, the resolution too low, and the headset too heavy, but it is more than worth it.  The experience is such an immersive one that I forget all of that for most of the playtime. Will check out some of those you listed.

Games I have: In Death, The Invisible Hours, I Expect You to Die, Wilson's Heart, Lone Echo, Job Simulator, Space Pirate Trainer, Arizona Sunshine, the free games like Robo Recall, Lucky's Tale, Dead and Buried.  I spent maybe $500 total, and have more than enough options to last me till 2020 when the next round of tech hits.



We'll have to wait for many issues to be solved, but it looks like many companies are committed to improve it. Eventually, good quality and immersion VR solutions, and the HW power necessary to make them work smoothly, will become affordable enough to be mainstream.



Stwike him, Centuwion. Stwike him vewy wuffly! (Pontius Pilate, "Life of Brian")
A fart without stink is like a sky without stars.
TGS, Third Grade Shooter: brand new genre invented by Kevin Butler exclusively for Natal WiiToo Kinect. PEW! PEW-PEW-PEW! 
 


VR is all right, it'd be better if I didn't feel sick every time I used it though. Also, the controls/movement still isn't quite there yet.