Re:Google is reportedly shutting down its in-house VR film s...
by ingenieros on Thursday March 14, 2019 @08:59AM
(#19388779)
There's no such thing as "low-effort ports to VR" as you are describing. When you model a 3D object for flat screens, scale is really not that much of a concern whereas in VR the player's immersion might be completely ruined if something feels just slightly off. Here's a nice blog post I found on the topic which goes much more in depth: https://blog.teamtreehouse.com/size-matters-scale-relationsh...
Re:Google is reportedly shutting down its in-house VR film s...
by andybak on Thursday March 14, 2019 @10:53AM
(#19389731)
The argument in that post is extremely overblown. I've messed around with dozens of Unity assets that were not intended for VR and they usually work perfectly well.
"Completely ruined" is hyperbole in any case.
Whilst I haven't produced any commercial VR games I have spent two years working with VR in Unity and there are many shortcuts to moving traditional content into VR.
Note that I'm not talking about turning FPS games into room scale experiences. I'm talking about using VR as a stereoscopic 360 view into the game world but maintaining existing control schemes. First person games might be more problematic.
Re:Google is reportedly shutting down its in-house VR film s...
by baud147258 on Thursday March 14, 2019 @06:20AM
(#19387891)
Honestly, I'd envisage buying a VR device if I could play games like XCOM or Supreme Commander. I'm not really interested in the games currently offered
Re:Google is reportedly shutting down its in-house VR film s...
by michaelbuckbee on Thursday March 14, 2019 @07:50AM
(#19388356)
Have you seen Brass Tactics? https://www.youtube.com/watch?v=95rgdaN25t0
Re:Google is reportedly shutting down its in-house VR film s...
by madeofpalk on Thursday March 14, 2019 @06:18AM
(#19387880)
> 3rd person RTS, retro top-down shooters, casual puzzle games
What does that get us then? Just a worse version of the games we already have?
1. It's surprising how well flat screen games work in VR with minimal changes. 3rd person RTS, retro top-down shooters, casual puzzle games. I personally would love to see more "low-effort" ports to VR of existing content as just adding stereoscopy, 6DOF and 360 to a game can make it visually stunning.
2. I wouldn't turn my nose up at more resolution but even first gen Vive and Rift and more than enough to make me happy. You see past the pixels fairly quickly. I've demoed VR to over a hundred people and very few comment on the resolution (I'd prefer more FOV than more pixels personally)
3. Cable management varies from the annoying (Rift with 3 cameras) to a non-problem (plugging in a Windows MR headset is basically just 1 USB and a HDMI)
4. You can grab an Acer WMR for close to $200. The GPU cost is still a burden but we're on the 3rd gen of VR capable cards now so a 1060 or a 970 is now entry level for PC gamers.