01-26-2015 08:43 AM
01-26-2015 11:17 PM
01-26-2015 11:27 PM
"pittsburghjoe" wrote:
oh those poor poor developers having to support so many different input devices :roll:
if each company has an sdk ready to go then it's not a problem.
I say let the best controller win, INNOVATION
01-26-2015 11:35 PM
01-27-2015 01:55 AM
"Snappahead" wrote:
Oculus has confirmed that cv1 will have some type of input device. It just seems more and more likely that the input won't be the be-all solution they and we were hoping for but more of a middle ground solution. I'm still thinking something more along the lines of the stem system or maybe something like the Sony Move. THey seem to be hitting a wall a bit based on the way they've been talking lately, so something more practical like those may work best for the time being.
01-27-2015 02:06 AM
"Suddenly, this caused us to rethink gaming as what we're after."
01-27-2015 02:19 AM
"PatimPatam" wrote:
Ok let me just mention that when i said i was disappointed i was only referring to the apparent lack of VR input device for now, not referring to the new Oculus branch or to being more than just about games."pittsburghjoe" wrote:
oh those poor poor developers having to support so many different input devices :roll:
if each company has an sdk ready to go then it's not a problem.
I say let the best controller win, INNOVATION
Oh please :roll: It's not about the poor developers having to change a few lines of code in order to support a few different inputs; it's about having to make a completely different game if they don't have a minimum standard. It's about the games that they decide to create with the tools that they have available.
If you know that 100% of your audience is going to have a 6DOF input for each hand then you can make a game/experience that takes full advantage of that and explore the full potential of VR. Otherwise many developers will go for the minimum common denominator which is a standard gamepad controller, which is an awful input for VR. This does not inspire INNOVATION.
Oculus are in the perfect position to define a MINIMUM standard for input, they already have the tracking tech in place, they could easily make controls that basically accomplish the same as Sixense STEM (minus 360 turning) for about a 10th of the cost, and they could have perfect positioning of the hands relative to the head because it would all be the same tracking system.
At the same time other companies that produce genuinely better alternatives, like some amazing haptic gloves for instance, could still thrive. Also adapting games/experiences that already support hand tracking to these better systems wouldn't be so difficult.
I just think that if Oculus doesn't take advantage of their position to define VR input it will be a wasted opportunity, not just for the company, but for VR in general.
"bugnguts" wrote:
You may laugh but this is a big problem. This would be like Sony, MS, or Nintendo releasing a console and saying, "Some 3rd party developer will figure out the best controller."
"saviornt" wrote:
Personally, I feel that a "nunchuck" type of system, like the WII or STEM system combined with voice recognition are the best types of controllers, for now.
01-27-2015 02:38 AM
01-27-2015 02:44 AM
"NoxWings" wrote:
I understand their decision to focus on filmaking and storytelling too.
- Content is probably easier, quicker and cheaper to create (than a VR game).
- They can market it to a way wider population target that interactive VR experiences / games.
- They have already everything that they need to enjoy it, and HMD, no specific input needed.
Everything is perfectly fine with it. But this statement has really warned me:"Suddenly, this caused us to rethink gaming as what we're after."
Did he really said that? 😞
This sentence doesn't mean "diversification", both filmaking and games are the focus.
This sentence means a focus change and I'm afraid what this could mean for VR gaming now.
01-27-2015 02:59 AM
"Twitchmonkey" wrote:
snip
However, I'm not sure the hurdles with VR film making are any easier to tackle, unless Carmack is an actual wizard I don't see a way for animated movies like we've come to expect out of Dreamworks and Pixar to be possible in VR for many years unless there is no movement and thus everything can be pre-rendered. Even then you're looking at I would imagine double the render time given the stereoscopy. To render a movie like that in real time at even 1 FPS, let alone at the 60+ FPS necessary for a good VR experience would be a technical marvel. I expect what we'll be seeing in the realm of VR film making for the foreseeable future is either passive experiences that can be pre-rendered, or game visuals that you just can't interact with.
snip
01-27-2015 03:57 AM