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Skyarb posted:Uhhhh guys It implies L4D but I could swear that gas station is shot-for-shot from the RE2 remake. Edit: Regardless I think L4D is a prime candidate for VR treatment, especially because I remember hiding in a closet or hunkering down in one spot more than any heavy run-and-gun mobility. I'm sure they could design the levels to be real compact to keep the experience comfortable. Neddy Seagoon posted:If you preordered an Index and have an RTX2070 graphics card or higher, Valve are selling a VirtualLink adapter that consolidates the DisplayLink, power cable and USB cable into the one port. That's really cool they're the first ones to actualize that interface. I figured this entire generation of GPUs would be long gone before anyone put VirtualLink headsets into production. Zero VGS fucked around with this message at 22:24 on May 2, 2019 |
# ? May 2, 2019 22:20 |
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# ? May 18, 2024 20:11 |
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not half life 3, dont care
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# ? May 2, 2019 22:21 |
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If you preordered an Index and have an RTX2070 graphics card or higher, Valve are selling a VirtualLink adapter that consolidates the DisplayLink, power cable and USB cable into the one port.
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# ? May 2, 2019 22:22 |
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Another game that just needs to be ported. HL2VR was excellent with the DK1/2 and Hydra. Bummer it's VR implimentation has seemingly been lost. Loved physically hacking with a crowbar, throwing grenades, aiming around corners, and reloading the magnum.
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# ? May 2, 2019 22:22 |
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Another benefit of the Quest is it's just gonna be so much easier to demo to people. I'm really looking forward to taking it to work and letting people try it out.
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# ? May 2, 2019 22:26 |
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EdEddnEddy posted:Another game that just needs to be ported. HL2VR was excellent with the DK1/2 and Hydra. Bummer it's VR implimentation has seemingly been lost. Lost? Was this not it? https://vrmods.wordpress.com/
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# ? May 2, 2019 22:28 |
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Neddy Seagoon posted:So someone brought up a while ago that the WMR headsets can't improve their tracking because they need Hololens parity. Hololens 2 has a rather familiar camera count and relatively similar config. That should potentially make the WMR companies happy at least. Now they just need to design some better controllers.
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# ? May 2, 2019 22:29 |
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Jim Silly-Balls posted:not half life 3, dont care Plus all the real products in "trailer" (Life, Pepsi) means it is absolutely fake. The diesel Land Rover doesn't make much sense if it were in the USA too
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# ? May 2, 2019 22:32 |
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Left 4 Dead and Half Life are prime candidates for VR games in general. Half-Life 2's big deal was "woo lookit the physics and the puzzles using the physics!", which mostly amounted to holding stuff in front of you with the gravity gun and/or trying to place a plank down to use it as a bridge. That actually gets fun when you're doing it with your own hands. Left 4 Dead already rewards players for foraging as much as running the levels, and you can do a lot better with shelves and the like when people physically have to check them while also checking fo-TAAANK . Nevermind physically sneaking past a Witch or having a Jockey clawing at your eyeballs. Generally speaking, there's probably a wealth of older PC game gimmicks like those whose time really could come properly with VR.
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# ? May 2, 2019 22:35 |
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Skyarb posted:Uhhhh guys Whether its fake or not, L4D always seemed the obvious choice to do a VR version of. Lots of guns, shooting hordes of zombies coming at you in waves is kind of... descriptive of a good portion of VR gameplay as it is. EDIT: Neddy Seagoon posted:Generally speaking, there's probably a wealth of older PC game gimmicks like those whose time really could come properly with VR. case in point, the doom 3 VR mod, makes the separate flashlight with no headlamp or gun lights feel like it finally makes sense all along when playing in VR checking corners and watching shadows dance around. Tom Guycot fucked around with this message at 22:39 on May 2, 2019 |
# ? May 2, 2019 22:37 |
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Claes Oldenburger posted:I heard a rumour about the index god rays being bad. They don't bother me too much on the rift but has anyone confirmed this? I would obviously prefer them not to be there. I haven't really noticed them using the index, and I did specifically notice them when using the vive. So in my opinion, significantly less than the og vive and rift.
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# ? May 2, 2019 22:39 |
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LOL!
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# ? May 2, 2019 22:48 |
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Skyarb posted:Uhhhh guys That is an extremely well done fake then. I get the brand name argument though. But seriously, that is way more than just a copy/paste of props. That is textured, lit and composed by someone in the industry.
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# ? May 2, 2019 22:50 |
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AndrewP posted:I’m amazed that Oculus still goes with the white-on-black logo, which produces the Godliest God Rays you can find. Oculus and its god ray complex smh
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# ? May 2, 2019 22:57 |
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Hamelekim posted:LOL! GABEEEEEEEEEEEEN
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# ? May 2, 2019 23:00 |
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Hamelekim posted:LOL! We got Steamlinks and gamepads in Australia, so I doubt that'll hold true for too long. Valve stop being fuckwits and just hock the Knuckles through Amazon at least. They don't need an AC adapter, after all.
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# ? May 2, 2019 23:09 |
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Fake https://www.pcgamer.com/this-leaked-left-4-dead-3-teaser-is-very-well-done-but-almost-certainly-fake/
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# ? May 2, 2019 23:14 |
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Neddy Seagoon posted:We got Steamlinks and gamepads in Australia, so I doubt that'll hold true for too long. Through the steam app?
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# ? May 2, 2019 23:20 |
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Zero VGS posted:Lost? Was this not it? Check that timestamp. The mod hasn't been updated since 2013. I tried a few times since then to no avail and well, no idea why Valve completely lost interest in supporting VR in Source outside of I guess the fact that FPS in VR wasn't optimal at the time due to motion sickness, but man did they nail everything else pretty darn good. I remember playing TF2 at a LAN entirely in VR on my 5870M powered laptop back when in the DK1. Surprisingly it was pretty playable back then even on that old thing.
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# ? May 2, 2019 23:51 |
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homeless snail posted:Even "fixed foveated rendering" where it just blindly renders fewer pixels on the outer perimeter with no regard to where you're looking is barely used despite Valve writing papers and showing reference implementations on that poo poo like 4 years ago. Both Go and Quest can use fixed foveated rendering in UE4, Unity and native apps. (https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-ffr/). Mainly thanks to Snapdragon GPU being tile based.
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# ? May 3, 2019 00:05 |
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There is a half life VR mod currently in development, but the people doing it have jobs and do it in their free time.
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# ? May 3, 2019 00:05 |
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Reverb has a release date: May 6th for $600USD. 2160x2160 resolution, 90Hz, Software IPD of 55mm to 71mm, Displayport 1.3 and integrated Bluetooth. FOV is supposedly 114 degrees, but HP are being coy about it only feeling like that and it's probably around the same as the Rift and Vive.
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# ? May 3, 2019 00:58 |
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Neddy Seagoon posted:Reverb has a release date: May 6th for $600USD. For what it's worth, Norm of Tested has tried both the Reverb and the Index, and his response was the Reverb was crisper but overall he preferred the Index as a headset, never mind the controllers (which are considered a weakness of the WMR line). If you're mostly looking at VR for seated play in driving/flight sims and stuff it could be a strong (and cheaper) contender, though.
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# ? May 3, 2019 03:26 |
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Bremen posted:For what it's worth, Norm of Tested has tried both the Reverb and the Index, and his response was the Reverb was crisper but overall he preferred the Index as a headset, never mind the controllers (which are considered a weakness of the WMR line). If you're mostly looking at VR for seated play in driving/flight sims and stuff it could be a strong (and cheaper) contender, though. “A weakness of the WMR line” is a pretty nice way of putting those dumpster fires.
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# ? May 3, 2019 03:36 |
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Lemming posted:Another benefit of the Quest is it's just gonna be so much easier to demo to people. I'm really looking forward to taking it to work and letting people try it out. I'm really looking forward to the videos of people trying it out in inappropriate rooms and running in to cubicle walls or whatever else at full speed. I hope that whatever capture solutions emerge for Quest allow the camera view to be captured alongside the user view.
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# ? May 3, 2019 04:21 |
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I wonder if it would be possible for software to take whatever model a headset has made of a space and then use that to figure out where another camera is for filming people in VR like with putting a tracking puck on a camera and using a green screen. If the camera doesn't move, and nothing else in the room moves, it could be like a green screen and just remove everything it knows is from the static image and then put anything else on top of the in game view. Probably more work than it's worth though.
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# ? May 3, 2019 04:25 |
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Cojawfee posted:I wonder if it would be possible for software to take whatever model a headset has made of a space and then use that to figure out where another camera is for filming people in VR like with putting a tracking puck on a camera and using a green screen. If the camera doesn't move, and nothing else in the room moves, it could be like a green screen and just remove everything it knows is from the static image and then put anything else on top of the in game view. Probably more work than it's worth though. That exact setup already exists! It's called Mixed Reality streaming and generally uses a Vive Tracker mounted to your streaming camera. You can even move the camera around and have the VR footage overlay correct itself.
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# ? May 3, 2019 04:37 |
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Yeah, I mentioned that, but it requires a green screen. I'm talking about using the mapping of a camera based inside out headset and using that info to allow an external camera to locate itself and then mask out the room without a green screen.
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# ? May 3, 2019 04:41 |
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Cojawfee posted:Yeah, I mentioned that, but it requires a green screen. I'm talking about using the mapping of a camera based inside out headset and using that info to allow an external camera to locate itself and then mask out the room without a green screen. Pretty sure if someone figures out how to do that in realtime, Hollywood and the big tech companies would be beating down their door to offer all the hookers and cocaine they can stand.
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# ? May 3, 2019 04:45 |
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Neddy Seagoon posted:Pretty sure if someone figures out how to do that in realtime, Hollywood and the big tech companies would be beating down their door to offer all the hookers and cocaine they can stand. Which is why I clarified that it would probably have to be a static camera and a static room. Take a base image of the room and then do a difference of it and each frame to create a mask for adding in the gameplay. But I don't know how resource intensive that would be compared to just replacing every green pixel.
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# ? May 3, 2019 04:59 |
Neddy Seagoon posted:Pretty sure if someone figures out how to do that in realtime, Hollywood and the big tech companies would be beating down their door to offer all the hookers and cocaine they can stand. https://www.youtube.com/watch?v=0h3cUp_YQPY&t=59s
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# ? May 3, 2019 05:07 |
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That's with depth cameras though, little different. Its not like background subtraction is a new idea though
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# ? May 3, 2019 05:12 |
homeless snail posted:That's with depth cameras though, little different. Its not like background subtraction is a new idea though The original post said "mapping of a camera based inside out headset", Hololens for instance would be able to produce the necessary information. I would be surprised if WMR headsets didn't have some depth information from their tracking system as well, and if they don't it's definitely technically feasible. You don't need great depth for segmenting out a person with binocular sensors and some CV, even monocular stuff is getting pretty killer these days https://vimeo.com/260393753 Or for example: Maybe I'm misunderstanding what Cojawfee is looking for, to be honest I'm not nearly as sure I get it after rereading the last half-dozen posts again.
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# ? May 3, 2019 05:30 |
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I think we're pretty close to doing that with standard cameras. One thing facebook was showing off during their keynote, while taking their sweet time getting to VR, was work with neural nets and computer vision. Showing the advancement over just a few years, it already seems to have it down pretty well from what they showed, and I could easily see a system that masks out people existing at any point now.
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# ? May 3, 2019 05:31 |
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Delta-Wye posted:Maybe I'm misunderstanding what Cojawfee is looking for, to be honest I'm not nearly as sure I get it after rereading the last half-dozen posts again.
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# ? May 3, 2019 05:32 |
homeless snail posted:Yeah same here, I understood it as using the Quest's environment mapping to do background elimination but idk It seems like the camera would already need to be in the world space somehow, like ned was saying with a tacked on tracking puck or something, so it wouldn't necessarily need the Quest to do the environmental tracking. Delta-Wye fucked around with this message at 05:38 on May 3, 2019 |
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# ? May 3, 2019 05:34 |
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Cojawfee posted:I wonder if it would be possible for software to take whatever model a headset has made of a space and then use that to figure out where another camera is for filming people in VR like with putting a tracking puck on a camera and using a green screen. If the camera doesn't move, and nothing else in the room moves, it could be like a green screen and just remove everything it knows is from the static image and then put anything else on top of the in game view. Probably more work than it's worth though. You can do this with pre-recorded video in After Effects, and even with careful tweaking of the settings and a perfect setup it works terribly. The reason is that every pixel changes every frame, even in the best case scenario there is going to be visual noise in the recording. Also, no guarantees that parts of you aren't the same color as parts of the background you're moving over. It's not an unsolvable problem though, there are currently some really promising AI-based approaches to automatic background removal. If you have white walls or a black backdrop you could do a luminance based key in real time very easily. Also, if your camera is static you could just set your virtual camera position by using your controller (like put your controller right in front of the lens and click the trigger). TIP fucked around with this message at 05:40 on May 3, 2019 |
# ? May 3, 2019 05:36 |
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Well, with inside out you're not going to be able to track the camera realistically, but I don't see any reason you couldn't set a camera up on a tripod, and in pass through mode click, select, grab and place something, or whatever to designate a virtual camera position from the same spot as your static camera. Then you could have AI doing background separation for a virtual green screen. It all seems very much feasible right now, someone would just have to put the option of selecting a virtual camera (something job sim actually has already). Getting it all to run in real time, beats me, and theres a lot of software that would have to be written for it all to work together, but the pieces are certainly there if someone just decides to do it.
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# ? May 3, 2019 05:39 |
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Delta-Wye posted:The original post said "mapping of a camera based inside out headset", Hololens for instance would be able to produce the necessary information. I would be surprised if WMR headsets didn't have some depth information from their tracking system as well, and if they don't it's definitely technically feasible. You don't need great depth for segmenting out a person with binocular sensors and some CV, even monocular stuff is getting pretty killer these days https://vimeo.com/260393753 They're talking about using a bog-standard DSLR with a tracking device attached taking advantage of an inside-out tracked headset's chaperone boundary mapping to define a playspace and remove everything that isn't the player based on that mapping.
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# ? May 3, 2019 05:40 |
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# ? May 18, 2024 20:11 |
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Well, and then theres the really wacky out there world of tomorrow they showed at F8, where in the future you could scan yourself and have that in the game and get rid of the camera and masking all together
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# ? May 3, 2019 05:55 |