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Initial Thoughts on VR


Josh

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So I've been using Valve's VR technology quite a while before the HTC Vive was released, but I only recently picked up the final consumer version. Here are my thoughts on VR games.

 

First, VR games are completely different from non-VR games. Motion in the virtual world should never contradict motion in the real world. All the early Oculus demos are examples of what not to do.

 

"The Lab" by Valve really shows the depth of interaction VR opens up. You interactions with the virtual world are so much deeper than you can achieve with a mouse and keyboard, looking through a pane of glass into the world.

 

The problem of limited movement has been solved by adding a teleportation mechanic. You aim where you want to go, the screen fades out and back in, and you're in the new location. I found it very easy to understand and convenient.

 

Being able to walk around in VR is critical. You can crouch down and look on shelves to find items, and it feels very natural. A good VR game will have "focal points" where the user tends to stay in one spot. In reality, we tend to do that as well. Right now I am sitting at my desk, and although I am not walking around, I can sit here and move within a limited space.

 

Tactile feedback is possible, and extremely compelling. When you strike an object with a sword and feel a slight bump in your controller, it is incredibly convincing. One of the most surreal moments I had was when I walked up to a door and simply grabbed the doorknob. It was locked, but I felt a slight movement as I tried to turn it.

 

There are no good full VR games right now. Valve's demos show the incredible depth of interaction that is possible, and the only things out right now are some unpolished lightweight indie games. When I was in "The Shop" I realized how incredible it would be to play a game like Amnesia: The Dark Descent in VR. There isn't anything out there like that right now, but the possibility is wide open.

 

Finally, the approach and technology for making a VR game is a little different. Textures and models should be very high-resolution. At the same time, the best VR games focus on small areas instead of huge expanses, so your view range can be as little as ten feet. Framerates have to be consistently high, and I would only recommend C++ for a VR game. Finally, post-processing effects are pretty much a thing of the past since they work on a flat image and not in a real 3D world. The next major iteration of Leadwerks is going to be engineered specifically with these parameters in mind.

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I would not put le's future into vr. vr has burned people since its creation decades ago. If those parameters you mentioned hold true to augmented reality then at least it's a hedge because right now it's unclear which will win out I think.

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Not to bring up painful memories but mobile seemed tried and tested and that ended up not working out. And that's with everyone already having a phone. This is very much experimental with each customer first needing to dish out hundreds of dollars just on a "gimmick."

 

I'm not saying it won't be the next big thing. Prices will drop. And if consoles sold on various input/output ideas, this may too. And I do appreciate how amazing the experience must be.

 

Even as far as LE is concerned with regards to this, I have mixed feelings. I'm sure it's valuable to get in early on something that ends up succeeding. Leadwerks is in a pretty strong spot in general so spending some time on supporting this could end up paying off. Or maybe not.

 

I guess my point is simply that it's a risk and I know you like to take those sometimes, with good reasons. And unlike Rick, I imagine you're not going to spend most of your time on this in the coming future, to the exclusion of everything else.

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VR is expensive, and not for the common gamer I'd think. Might be cheaper later.

 

Finally, post-processing effects are pretty much a thing of the past

Shadertoy seems to have an entire VR section to their flat pixel shaders :-)

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The biggest thing is hardcore optimization that you wouldn't normally consider. Like moving Leadwerks to a more threaded structure and implementing Vulkan graphics. That benefits everyone, although Leadwerks 5 may have some structural differences, and it would require some restrictions on the flexibility. For example, being able to modify surfaces freely would become very problematic if the different threads are constantly accessing that data.

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Don't make the same mistake as with the last 'off-road' experiment when LE was going mobile. I do believe this will go the same way, but that's me. Anyway there are one statement that worries me a bit.

 

Finally, post-processing effects are pretty much a thing of the past since they work on a flat image and not in a real 3D world. The next major iteration of Leadwerks is going to be engineered specifically with these parameters in mind.

 

Do I read that post-processing is going away? Where do that leave us that do not aim at publishing any VR-games. Please explain a bit more about what this future idea leave us "normal" game makers. I'm just starting quite a intense effort here and don't wont to end up i same disaster as the last mobile-idea ended up in. An engine that went backwards two or three steps and took years to get well again. Tell me were not going there again and that I do not have to worry about that

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Those two sentences aren't connected, they just happen to be next to each other. I just mean you don't want to use bloom when your game is running in VR, which is kind of nice because it's the one way VR conditions favor faster performance.

 

The only changes this would mean for a future version of Leadwerks is the following:

  • Performance increases, since the demands are so incredibly high.
  • More built-in C++ support, like a C++ class that acts like a Lua script.
  • Possibly some more restricted program structure, due to increased reliance on multithreading.

 

You have nothing to fear. :)

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