01-06-2016 09:15 AM
01-12-2016 08:20 AM
World of Warcraft was released in 2004, it has received some tweaks to improve the graphics, but it's still made to run on a potato
01-12-2016 11:54 AM
"nosys70" wrote:
so what, in 2016, there is nobody to write proper code to display a nice world like in WoW and run on a potato.
That is progress, you need now a stellar machine to run a crappy VR demo ?
where is the problem here ?
and i would not mind to VRwalk in such world
https://www.youtube.com/watch?v=esjIBC41fXI
01-12-2016 12:36 PM
01-12-2016 12:52 PM
"nosys70" wrote:
that was not the point.
neither about WoW , neither about creating it for VR.
The point was in 2004 we were able to display a full world in 3D, even stereoscopic if needed with a "potato"
And today, oculus claim that out of the latest CPU backed up by the latest GPU, there is hope ?
On the other hand oculus put a lot of effort to push VR on a smartphone ?
From the software point of view, there woudl be a simple solution requiring almost no change.
Since VR must be stereoscopic, you could add a simple flag into any software that says "stereo needed".
if 2 video cards woudl be present, then the soft would just calculate the picture twice as required , with small change in camera position and alternate render on each card (in fact it does not even require SLI).
I think that is what Nvidia VR drivers are looking for, adding the deformation mesh required for the headset at the end (so no need for heavy calculation from the game). This way just by loading another deformation mesh data, you could make easy compatibility with other headset.
01-12-2016 01:05 PM
No, in 2004 you needed a decent PC to play Wow, not great, but decent. The reason you can play it on a potato now is that its core aesthetic was designed to be played on a computer from 04, and it's 11 years later
01-12-2016 01:17 PM
"nosys70" wrote:
So hire back the developer from 2004 to write today's software...