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Up and Coming
September 5, 2015
Question

How long before VR gets real?

By real I mean visual or photographic realism. Currently we have comic-book reality - I'm sitting in my comic-book living room, with my comic-book wife and my two comic-book children (then I put on my VR headset lol). It's as if God whipped out his sketchbook and scribbled something of what he wanted reality to look like.

I got tired of comic-book VR pretty quickly. Walking Mars, for instance (real satellite data from Mars, no less). Seen more realism in a Lego landscape.

I cannot lose myself in a toy representation of the universe - I can vomit, feel ill, and have an overwhelming desire to lie down and die after a few too many drunken lurches in a cartoon environment upon a comic-book Earth, which is part of a toy universe. But if I want my virtuality to have a degree of reality - realistic representations of known things - then I’ll have to experience plenty lucid dreaming, or some hypnagogic bizarreness fashioned by Dr Caligari.

"Was is real for you?" She asked.
"No." I replied, and vomited with a high degree of simulation.

    5 replies

    Up and Coming
    September 5, 2015
    12 years ± 2 years VR will be photorealistic for mass consumption thanks to realtime ray tracing (path tracing).

    Ray tracing gives massive freedom removing most of the constraints imposed on artists by current 3D engines. No longer does one have to worry about drawcalls and material approximations. perfectly "real" shadows and lighting falls out for free.

    Something better than the brigade engine will run solid 90Hz on standard rig and card at QHD or greater resolution.

    The noise artifacts one sees in the following video will be gone, remain alive for a ~decade and it will be here:


    Android VR Developer. https://twitter.com/SiliconDroid
    ChoronzonAuthor
    Up and Coming
    September 6, 2015
    In our little scheme of things ten years is a long time.

    “As we have, in every pulse-beat this sense of eternity and immortality, we may still claim for ourselves the virtual reality of aeonial existence, while in our present bodies and world. We never can be 'launched into eternity', as we never are elsewhere.” Paul Carus 1891
    Up and Coming
    September 6, 2015
    "GableRatchet" wrote:
    In our little scheme of things ten years is a long time.

    “As we have, in every pulse-beat this sense of eternity and immortality, we may still claim for ourselves the virtual reality of aeonial existence, while in our present bodies and world. We never can be "launched into eternity," as we never are elsewhere.” Paul Carus 1891



    Android VR Developer. https://twitter.com/SiliconDroid
    Up and Coming
    September 6, 2015
    "g4c" wrote:
    12 years ± 2 years VR will be photorealistic for mass consumption thanks to realtime ray tracing (path tracing).

    Ray tracing gives massive freedom removing most of the constraints imposed on artists by current 3D engines. No longer does one have to worry about drawcalls and material approximations. perfectly "real" shadows and lighting falls out for free.

    Something better than the brigade engine will run solid 90Hz on standard rig and card at QHD or greater resolution.

    The noise artifacts one sees in the following video will be gone, remain alive for a ~decade and it will be here:





    way way earlier if you combine it with this machine learning filter recently introduced from siggraph
    https://www.youtube.com/watch?v=8d-VNP8WKIo
    Up and Coming
    September 6, 2015
    "sgallouet" wrote:

    way way earlier if you combine it with this machine learning filter recently introduced from siggraph
    ...


    Same method was demonstrated way back in 2011:




    No doubt in 2011 many people thought "woohoo any day now!"

    The 3D graphics industry is a massive thing with a lot of inertia, it's gonna be rasterizers for quite a while yet I think.
    Android VR Developer. https://twitter.com/SiliconDroid