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  Virtual Reality  (Read 83603 times)
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Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #90 - Posted 2016-06-24 22:08:31 »

They're much cooler to look at in VR  Pointing
Probably cooler with cardboard thing. I don't think they are made for ipads and I have a shattered phone (first time having a shattered screen qq).

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Online NegativeZero

JGO Kernel


Medals: 346
Exp: 1 month or less


Zero but not.


« Reply #91 - Posted 2016-06-24 22:16:25 »

They're much cooler to look at in VR  Pointing
Probably cooler with cardboard thing. I don't think they are made for ipads and I have a shattered phone (first time having a shattered screen qq).

... the "cardboard thing" is VR.

Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #92 - Posted 2016-06-24 23:00:59 »

I didn't say it wasn't ._.

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Offline J0
« Reply #93 - Posted 2016-06-29 13:36:53 »

The real question is, will we ever get the NerveGear? Roll Eyes

Offline princec

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« Reply #94 - Posted 2016-06-29 13:52:11 »

LOL @bugfox.net still living in the 90s and not understanding how the WWW works.

Cas Smiley

Offline kaffiene
« Reply #95 - Posted 2016-06-30 10:02:36 »

Speaking about VR, we released our first VR game on the Vive recently: Out of Ammo: http://store.steampowered.com/app/451840/

It's been pretty well received.

I've heard a lot about this game recently. Looks awesome!
What were the coolest things about developing in VR?
Hardest challenges?
What engine/other tech did you guys use?

Full disclosure: I wrote none of Out of Ammo personally.  I did work on some very very early experimental setup work with the Vive VR but I don't even think any of that stuff is in OoA.

It uses Unreal Engine 4, written completely using Blueprints. 

IMO the hardest challenges are that many things just don't work in VR - player motion chief of all.  There are also a tonne of technical restrictions: you have to get 90fps to avoid noticeable dropped frames/stuttering as you turn your head.  Also since just doing VR takes so much work, there's not a lot of the nice features we have in modern games that you can use - post processing is prohibitive.  Which I think is why most VR games don't look all that flash - it's really only seeing them in VR that makes them come to life.

We tried a bunch of experiments with different game concepts before we settled on Out of Ammo - lots of things we thought might work proved to be less fun that we'd imagined.  It's kinda like being in a technical wild west - you just don't know what's going to be successful and what will not.


Online NegativeZero

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Medals: 346
Exp: 1 month or less


Zero but not.


« Reply #96 - Posted 2016-06-30 10:14:42 »

Full disclosure: I wrote none of Out of Ammo personally.  I did work on some very very early experimental setup work with the Vive VR but I don't even think any of that stuff is in OoA.

It uses Unreal Engine 4, written completely using Blueprints. 

IMO the hardest challenges are that many things just don't work in VR - player motion chief of all.  There are also a tonne of technical restrictions: you have to get 90fps to avoid noticeable dropped frames/stuttering as you turn your head.  Also since just doing VR takes so much work, there's not a lot of the nice features we have in modern games that you can use - post processing is prohibitive.  Which I think is why most VR games don't look all that flash - it's really only seeing them in VR that makes them come to life.

We tried a bunch of experiments with different game concepts before we settled on Out of Ammo - lots of things we thought might work proved to be less fun that we'd imagined.  It's kinda like being in a technical wild west - you just don't know what's going to be successful and what will not.

Very interesting!
Thanks for the reply.

Off-topic: How much game development experience did you have before working at Rocketwerkz and how did you get the job?

Offline kaffiene
« Reply #97 - Posted 2016-07-01 04:47:06 »

Off-topic: How much game development experience did you have before working at Rocketwerkz and how did you get the job?

I had work at another start up in Dunedin called Clocktower Games, who renamed themselves Aero.  They had a series of games called Casebook1 & 2.  There were more planned, but in the way of start-ups, we ran out of cash (we outsourced some work to a third party who were so incompetent and so slow that they drained all our cash).   I also worked at a company called Virtual Spectator who were doing OpenGL based 3D visualisation for sports events (in my case, the World Rally Champs).  And I also did some educational games (Java applets) in a contract for the NZ department of education.

I had personally given up on ever working in games again. Honestly, Clocktower closing down was a real body blow for me and I had decided to just let it go (I have a family and a mortgage!)  However, when I discovered that Dean Hall was opening up a studio in Dunedin I figured that I would hate myself if I didn't apply.  Luckily for me, Dean was looking for someone with a bit of software engineering experience to help add I guess an "old head" while he was busy working in London.  So, how I got the job: I sent them an email, CV and just talked about how games were my passion.  I feel very lucky.  This is still hard work, but if I compare hard work to make a web site for wankers vs hard work to make games with cool people, it's a no brainer, right? =)

I'd love to do more gamedev in Java, I just don't want to have to make all the middlewear you can get off the shelf for C++ or C# (that said, I hate Unity!)

Online NegativeZero

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Zero but not.


« Reply #98 - Posted 2016-07-06 09:33:42 »

Just tried the Microsoft HoloLens. AMA.

Offline Riven
Administrator

« JGO Overlord »


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Exp: 16 years


Hand over your head.


« Reply #99 - Posted 2016-07-06 13:28:13 »

Just tried the Microsoft HoloLens. AMA.
What was it like.

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Online NegativeZero

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Medals: 346
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Zero but not.


« Reply #100 - Posted 2016-07-07 00:09:38 »

It was... kinda useless.

It has a LOT of issues.

  • My eyes felt weird after only a couple of minutes of using it
  • Noticeable latency
  • Input (hand gestures) feels weird
  • Transparency
  • But mostly... the actual AR part of the display is tiny. You can barely fit an object in it, it's like looking at a 40" TV from 10ft away. Here is an approximation of it.



The lit part of the image would be what you see in AR, the rest is just normal reality. This means that there is a visible line where stuff pops in and out of existence, just feels... weird.

Good things:

  • Only AR/VR headset that you can look cool wearing
  • It's impressive tech... just not usable.

Offline theagentd
« Reply #101 - Posted 2016-07-07 15:18:29 »

Wow, that's... really kinda useless. Spot on summary.

Myomyomyo.
Offline kaffiene
« Reply #102 - Posted 2016-07-10 09:59:40 »

Yeah, I have high hopes for AR... eventually.  But the Hololens stuff seems underwhelming.
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