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VR and Steam days

114 pointsby Vermeulenover 11 years ago

20 comments

ender7over 11 years ago
As someone who has used similar tech, I can vouch for the fact that the immersion really is on a completely different level. Vertigo can be especially unsettling. In my demo there was a large hole in the floor and I found myself physically unable to walk over it, despite knowing that it wasn&#x27;t real.<p>Edit: on reflection, the sensation was remarkably similar to how it feels when dreaming. Signals from the real world can intrude on your experience (e.g. running into physical objects can cause pain in dreams), but it doesn&#x27;t break the feeling of immersion. There&#x27;s that strange mental transition point in a dream where you get dunked under water but realize that you can still breathe; the same thing happens in VR.
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malexwover 11 years ago
Seems like some of the smartest people I know about are now working on VR or AR tech: John Carmack at Oculus, Jeri Ellsworth at CastAR, Steve Mann at Meta, Michael Abrash at Valve, and even the Google X team working on Glass (if you consider that AR). If VR or AR tech doesn&#x27;t catch on this decade, it certainly won&#x27;t be due to the effort put into making it happen.<p>I wonder if the world of VR circa 2018 will be a bit like the state of mobile dev in 2008. It makes me think there will be a huge demand for 3D artists and programmers as companies suddenly decide they need their own VR experience, as they did with mobile apps 6 or 7 years ago. If so, now might be a good time to start getting some experience with 3D design and development.
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w1ntermuteover 11 years ago
Direct link to post, rather than home page of blog: <a href="http://www.3delement.com/?p=332" rel="nofollow">http:&#x2F;&#x2F;www.3delement.com&#x2F;?p=332</a>
gfodorover 11 years ago
The future is crazy. It&#x27;s hard for me to underestimate the debate and the philosophical implications of this type of VR going mainstream. I can&#x27;t believe its so close. The world doesn&#x27;t even see it coming.
baqover 11 years ago
&gt; understood that the demo was over, but it was if a lower level part of my mind couldn’t exactly be sure. It give me a very weird existential dread of my entire situation, and the only way I could get rid of that feeling was to walk around or touch things around me (or sit down, basically just get in a situation where I wasn’t just standing still like I was in the VR demo).<p>required viewing: existenz
TullamoreDudeover 11 years ago
Reminded me of this <a href="http://www.imdb.com/title/tt0120907/" rel="nofollow">http:&#x2F;&#x2F;www.imdb.com&#x2F;title&#x2F;tt0120907&#x2F;</a>
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seattlemattover 11 years ago
Michael Abrash&#x27;s post about his talk at Steam Developer&#x27;s Day, which includes a link to his slides: <a href="http://blogs.valvesoftware.com/abrash/my-steam-developers-day-talk/" rel="nofollow">http:&#x2F;&#x2F;blogs.valvesoftware.com&#x2F;abrash&#x2F;my-steam-developers-da...</a>
angersockover 11 years ago
It&#x27;s so great to see people working on this tech as the real world gets shittier!<p>For a second there, we may have actually had to worry about revolt.
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masklinnover 11 years ago
&gt; this isn’t a consumer ready product, so it isn’t surprising it isn’t designed for everyone’s face yet<p>As far as I know, Valve does not currently plan to make it into a product (though they leave the door open if they feel it becomes necessary, as with steam machines). From what they&#x27;ve said so far, Valve&#x27;s intention is to work with Oculus for consumer VR products.
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al2o3crover 11 years ago
For extra retro fun, tack on &quot;ML&quot; to &quot;VR&quot; in the title and imagine all the comments are dated 1996. :)
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BoppreHover 11 years ago
I intend to purchase one of these VR sets as soon as possible, but I&#x27;ll take extreme care to which games play on them. Either real life habits come to games and mindless killing FPS becomes less popular, or game habits come to real life and you risk acquiring bad traits.<p>Interesting times ahead.
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Kiroover 11 years ago
Are you comparing it with the new or old version of the Oculus dev kit? The new one has addressed both resolution and latency. The difference between the versions is huge and I definitely think the consumer version later this year will step it up even further.
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hrkristianover 11 years ago
Eagerly awaiting OASIS...<p>Now, what decade is Gabe Newell obsessed with?
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prawnover 11 years ago
Can&#x27;t stop thinking about how they will ultimately solve the movement problem. The Omni looks pretty silly and limited.<p>Maybe a dedicated-room version like an Omni with curved tracks and padded walls. You buy a 4x4m base and install it in a room in your house?<p>Colleague suggested a frame that suspends you off the ground, then mechanical boots or splints on your leg that give your feet feedback and convince you that you&#x27;re running and jumping.<p>End game is a direct feed to the brain to convince your limbs that they&#x27;re moving?<p>Or maybe Thalmic Myos on each limb to track the intent of your limbs? That would lack feedback unless you wore a tactile suit.
Corradoover 11 years ago
I can imagine this being extended into entertainment in general. Watching a scary movie (i.e. Blair Witch Project) from the point of the victim would be terrifying! Being one of the luge runners in the olympics would be thrilling! Not to mention the adult entertainment industry; now you don&#x27;t have to just watch things happen, you can actually participate.<p>I think like any technology it has multiple uses, good &amp; evil; its up to us to decide how we use it.
AndyKelleyover 11 years ago
A little bit tangential, but... if anyone has gotten the Oculus Rift working with TF2 on Ubuntu, we could use some help troubleshooting over here: <a href="http://steamcommunity.com/app/440/discussions/2/648817378061880494/" rel="nofollow">http:&#x2F;&#x2F;steamcommunity.com&#x2F;app&#x2F;440&#x2F;discussions&#x2F;2&#x2F;648817378061...</a><p>It&#x27;s strange; I have not yet found an actually useful support forum for this stuff.
moultanoover 11 years ago
I&#x27;m curious whether 3d models extracted from an array of cameras (maybe with a lidar as well) would be satisfying enough to watch movies like this.
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ANTSANTSover 11 years ago
For some reason the OP linked to the blog&#x27;s front page and not the actual article in question. Here it is for the benefit of anyone stumbling across this in the future:<p><a href="http://www.3delement.com/?p=332" rel="nofollow">http:&#x2F;&#x2F;www.3delement.com&#x2F;?p=332</a>
belochover 11 years ago
VR is undeniably going to take immersiveness a step forward, but user agency is still the true king of addiction.<p>Real life is obviously the benchmark for immsersiveness, but we don&#x27;t consider it possible to be addicted to living in the real world. We might consider some to be &quot;adrenaline junkies&quot; for pursuing dangerous aspects of real life, but we say they are addicted to a certain chemical the body produces rather than life.<p>Books are one of the least immersive forms of entertainment widely consumed in that the interface is through abstract symbols. Still, they allow us to experience things that we are unlikely to encounter in our own lives. They engage our imagination and are indeed addictive. A good book lets you almost live another life.<p>Theater and film are, in most ways, more immersive than books. Instead of forcing us to construct everything in our own minds, much of what we experience is constructed externally, just as in real life. An actor&#x27;s performance may be completely different from how we might imagine a character to be, just from reading his or her lines, and this really fools our minds into thinking characters are more real. However, as in books, we are almost always passive observers. We have no agency.<p>Video games are now capable of offering everything that film does, but while granting the audience agency. We can perform tasks, affect the outcome of the story, etc.. As with film, technical limitations mean that suspension of disbelief is necessary for us to buy into a video game world, but when a game does make us buy-in it can be a place we&#x27;ll live in for many hours before exhausting the content. It can be grueling to sit through a 180 minute film, but a 180 minute game would be considered far too brief. We also respond very differently to challenge when we have agency. Many films that challenge the viewer too much are considered &quot;confusing&quot;, and rapidly tire audiences. A game that doesn&#x27;t offer challenge is unlikely to be fun at all! Many of us enjoy conquering games where challenge crosses the line into frustration!<p>Many video games made today are modeled after books and film. You play a truly exceptional protagonist who is easily capable of things beyond anyone else in the universe. The game-world pivots and changes around this character, even if the user doesn&#x27;t have a lot of control over it. These are highly entertaining, but probably the least immersive. Other games take a much more realistic approach, most notably MMO&#x27;s. Users, by technical necessity, cannot change the world radically because other players share the world. Users become just one more player in the crowd. MMO characters have little power in the simulated universe, but users have complete agency over their own characters. The unpredictable nature of interacting with real humans, the necessarily insurmountable challenges of the game (in terms of time required to &quot;beat&quot; the game, if nothing else), and total user agency make MMO&#x27;s the most addictive form of video game known.<p>If you&#x27;re with me this far, kudos for being patient! VR is a means to interact with both pre-recorded films (think google-street-view cam on a snow-boarder) and video games that has been largely neglected to date due to technical barriers. Oculus and Valve are clearly on the verge of shattering those barriers. We&#x27;re probably going to see media running the gamut from pre-recorded VR videos offering no user agency (other than turning your head) to MMO&#x27;s where humans can interact with each other in simulated environments with complete agency. The level of addiction posed by these different recordings and games is going to vary wildly, just as the addictiveness of current games and media varies. VR is an exciting step forward for immersiveness, but we shouldn&#x27;t expect anything VR to be an addiction problem!
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benchedover 11 years ago
As for the worry over &#x27;addiction&#x27; and escapism, just let us go. The moment it becomes physically possible to get the hell out of this reality and take my chances in another one, I&#x27;m gone. Just stick an IV in me, store me in a coffin-sized apartment, and start the show.
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