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Oculus Rift
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Grasshopper:

--- Quote from: Howard_Casto on January 13, 2016, 03:13:22 am ---Again, it's all about the games.  Everyone is waiting to see how the rift turns out and will act accordingly.  The problem is since everyone is waiting, the rift won't sell well, and thus all these other companies are going to scale back their entry into 3d and thus 3d will suck in terms of games libraries, and nobody will buy it.  It's been this way since the 80's in terms of vr.... the tech has always been there, but nobody except Nintendo was willing to go all in.... force the consumers to use 3d, which is the only way an optional accessory sells well.... you make it mandatory.  We know how well that turned out. 

I mean on the pc end, the fact that since gaming started accessory after accessory has been released to replace the keyboard and mouse combo and yet the majority of people still use a mere keyboard and mouse, because it came with the pc, speaks volumes.

--- End quote ---

I disagree. You don't need to write a game specifically with VR in mind (although you'll obviously get better results if you do). The majority of existing 3D games will work (at least to a degree) with the Oculus Rift straight out of the box, without any need for code changes. Most (and perhaps all) of the VR functionality can be handled automatically at the driver level.

In the late 90s I owned a graphics card that was able to generate a stereoscopic image on a regular CRT monitor by using some bundled polarising shutter glasses that you connected to the card. The reason I mention this is because almost all the 3D games I owned at the time that used the DirectX drivers (and that was almost all of them) automatically worked with the shutter glasses without any need for patches etc.

Most current games will immediately benefit from the stereoscopic effect provided by the Occulus Rift. Getting a game to respond to head movements possibly won't work straight out of the box. But it's going to be minimal effort for the developers to get that feature working as well.


lilshawn:
they are going to have to sell these things at a loss. there is no way around it. you don't make your money on the hardware, you make it on the games.

crackbook already dumped 2 billion into the company to buy it....what's a couple million more? If they want to corner the market they are going to have to do something drastic. otherwise everyone is going to wait for the HTC vive to release.
shponglefan:

--- Quote from: lilshawn on January 13, 2016, 05:27:55 pm ---they are going to have to sell these things at a loss. there is no way around it. you don't make your money on the hardware, you make it on the games.

crackbook already dumped 2 billion into the company to buy it....what's a couple million more? If they want to corner the market they are going to have to do something drastic. otherwise everyone is going to wait for the HTC vive to release.

--- End quote ---

They've claimed they are selling the units at cost.  Coupled with the R&D time already spent, they've already sunk millions.  I can imagine they might not be keen to sink more.
shponglefan:

--- Quote from: Grasshopper on January 13, 2016, 01:56:20 pm ---Most current games will immediately benefit from the stereoscopic effect provided by the Occulus Rift. Getting a game to respond to head movements possibly won't work straight out of the box. But it's going to be minimal effort for the developers to get that feature working as well.
--- End quote ---

From what I've seen of people trying this, it seems like it could actually screw with the depth perception.

Case in point is this jacksepticeye video of Skyrim through an Oculus.  It sounds like things off in the distance actually appear really close up in VR, contrary to how they are supposed to otherwise appear (see 1:00 and 3:15):

menace:

--- Quote ---Personally on any FPS or RPG nobody will ever beat a mouse/keyboard for me, but then I am worthless on an xbox controller but with a mouse and keyboard I have exceptional control...
--- End quote ---

amen brother!  we just an xbox one for christmas and I massively suck at Halo now (not that I was legend before but still...)

For you tech guys, how hard would it be to re-create older games to "mostly" work in VR?  If developers could tweak their existing libraries for an decent experience, it would give others the incentive to make games for a truly immersive experience...

I would love to play some old doom games in a VR rig--just to see..
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