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Thread: [Algemeen] Virtual Reality & 3D gaming

  1. #4121
    VR Gunslinger Pfipfo's Avatar
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    Vandaag bij mijn broer de Index controllers geprobeerd. Een 100 procent verbetering tov de Vivewands maar ik vond het toch een beetje tegenvallen. Ze zitten gewoon niet echt heel erg lekker. Ook een te grote afstand tussen de knoppen en de thumbsticks en ivm de Touch controllers best wel zwaar. Maar goed wellicht is het ook een kwestie van gewenning.

  2. #4122
    VR Gunslinger Pfipfo's Avatar
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    Je leest het nieuws hier als laatste op liquidbunny.nl

  3. #4123
    VR Gunslinger Pfipfo's Avatar
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    Quote Originally Posted by Geops View Post
    Heb eerder al gemeld dat ik er meer dan open voor sta om Bunnies te laten ervaren wat de Index kan/doet/is. Mogelijk kunnen we een VR-game opzetten ergens.
    Wil iemand langskomen (woon in Valkenburg , omgeving Leiden) is dat ook prima te regelen.
    Misschien dat ik gebruik van je aanbod ga maken. Ik heb een Pimax 5K+ en een Vive Pro (en veel te veel andere headsets) en heb de Index+ controllers in de pre-order batch staan (estimated delivery verschoven van augustus naar september). En ik vraag me af of het de upgrade wel waard is. Maar 120-144Hz lijkt me wel vet en de RGB striped LCD display ook. Gelukkig heb ik al een 2080Ti dus die uitgave hoef ik niet meer te doen. Hoe vind je trouwens de FOV?
    Je leest het nieuws hier als laatste op liquidbunny.nl

  4. #4124
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    Ik kan niet wachten

  5. #4125
    VR Gunslinger Pfipfo's Avatar
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    Quote Originally Posted by RPGer View Post
    Nee niet gezien. Ziet er tof uit! Thanks voor de post!

  6. #4126
    Administrator Like-a-Bunny's Avatar
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    Sony Is Going To Keep Investing In PSVR, Says Blood and Truth Developer

    ďIf we donít keep investing, somebody else is going to come along and win big,Ē says SIE London Studioís head of VR product development Stuart Whyte.


    Sony is probably the biggest supporter of VR in the games industry right now. Itís something that theyíve focused on a great deal and poured plenty of resources into, and considering how successful PSVR has been, it certainly seems like their efforts are being rewarded.

    Part of those efforts is excellent first party games being made to leverage VRís unique capabilities- one such game is the recently released Blood and Truth. Developed by SIE London Studio, the first person shooter has been received very well by critics and players alike, while itís also been breaking sales records for VR titles. And as per Stuart Whyte, head of VR product development at the studio, similar investments in VR is something weíre going to keep seeing from Sonyís side. According to Whyte, even though VR is, on paper, a risky venture, in that itís a new experience that no one quite knows the future for just yet, itís still something Sony wants to keep investing in, keeping in line with what theyíve done for similar risky ventures historically as well.

    ďA few months ago, I went out for dinner with [Sony Worldwide Studios heads] Shuhei Yoshida and Shawn Layden,Ē Whyte said while speaking with EDGE in their August 2019 issue (Issue 334). ďAnd Shawn was talking about, historically, Sony would place bets on things. Iím not going to name those things because I donít want to be specific.

    ďItís like, youíve got £1,000 in your pocket. You walk up to a roulette table, you put the money on the table, you win or you lose. You lose, youíre like, Ďthat isnít going to workí, and walk away. In the past there have definitely been times when weíve experimented with something that hasnít worked, so we shut it down. But from the very top of the organization, there is something of, like, ĎThereís something here with VR.í All hardware has limitations, but there is something here that, if we donít keep investing, keep playing on that roulette table, somebody else is going to come along and win big.Ē

    Sonyís investments in VR definitely seem to be paying off, so itís hard to see them winding down in that area anytime soon- one would expect quite the opposite, actually. Itís also been confirmed that the PS5 will launch with PSVR supportĖ but you shouldnít expect to see a PSVR 2 anytime soon.
    bron
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  7. #4127
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    Dubbel gevoel bij. Ergens is het de Wii van de VR, zwaar ondermaats in hardware (die motions controls gaan nergens over), maar slaat wel aan en daardoor een steun in de rug van VR.

    Keerzijde is de exclusives die ik nu mis.
    Ik kan niet wachten

  8. #4128
    Administrator Like-a-Bunny's Avatar
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    En ze hebben echt een aantal hele goede exclusives.
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  9. #4129
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    Quote Originally Posted by Like-a-Bunny View Post
    En ze hebben echt een aantal hele goede exclusives.
    Ik ben nog steeds boos over RE7 (godver 2x moeten aanpassen)
    Ik kan niet wachten

  10. #4130
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    Chronos nu met 75% korting in de Oculus shop. Schijnt wel aardige VR RPG te zijn.

  11. #4131
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    Gister trouwens RE7 even aan de tand gevoelt op PSVR bij een vriend.

    Ongeveer 30 min vol te houden, toen werd ik wat licht in mijn hoofd (gestopt omdat dat anders over gaat naar misselijk)

    Game leent zich er wel geweldig voor, MAAR de PSVR/PS4 combinatie is ECHT zwaar onder de maat en dat merk je in deze game. Graphisch is het feitelijk spuuglelijk, en het haalde me constant uit de beleving. Ik ben echt geen graphics hoer, maar dit is alsof je naar een game kijkt door een raster van pixels, geen lijntje is recht, alles is gekartelt, en korrelig. Ik verwacht eerlijk gezegd geen Rift versie meer van dit spel (Japanners, ik had er sowieso weinig vertrouwen in) misschien maar gewoon op ouderwets op mijn TVtje spelen.
    Ik kan niet wachten

  12. #4132
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    Non-VR ook nog steeds geweldige game, ik zou er ook zeker niet meer op wachten. En voordat de PS5 een decent headset krijgt moeten we ook nog heel lang wachten volgens mij.

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    Quote Originally Posted by RPGer View Post
    Gister trouwens RE7 even aan de tand gevoelt op PSVR bij een vriend.

    Ongeveer 30 min vol te houden, toen werd ik wat licht in mijn hoofd (gestopt omdat dat anders over gaat naar misselijk)

    Game leent zich er wel geweldig voor, MAAR de PSVR/PS4 combinatie is ECHT zwaar onder de maat en dat merk je in deze game. Graphisch is het feitelijk spuuglelijk, en het haalde me constant uit de beleving. Ik ben echt geen graphics hoer, maar dit is alsof je naar een game kijkt door een raster van pixels, geen lijntje is recht, alles is gekartelt, en korrelig. Ik verwacht eerlijk gezegd geen Rift versie meer van dit spel (Japanners, ik had er sowieso weinig vertrouwen in) misschien maar gewoon op ouderwets op mijn TVtje spelen.
    Heb jij dat ook bij andere VR sets? Die misselijkheid?

  14. #4134
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    Quote Originally Posted by RPGer View Post
    misschien maar gewoon op ouderwets op mijn TVtje spelen.
    Ik ben vorige week om dezelfde reden gewoon door die slappe knietjes van me gegaan. Ik zie hem ook niet meer naar Rift komen.
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    Quote Originally Posted by Overmind View Post
    Heb jij dat ook bij andere VR sets? Die misselijkheid?
    Minder bij de rift vanwege veel betere headtracking, maar wel afhankelijk van de game. Ik heb een tijd Fallout VR avonden achter elkaar gespeeld, en kreeg enorme last van migraine, heb er helaas mee moeten stoppen vanwege (maar wel de beste VR ervaring voor mij gek genoeg). Bij andere spellen als Lone Echo totaal geen last. Het verschil zit hem echt in of ze ontwikkeld zijn voor VR.
    Ik kan niet wachten

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    Quote Originally Posted by RPGer View Post
    Ik heb een tijd Fallout VR avonden achter elkaar gespeeld, en kreeg enorme last van migraine, heb er helaas mee moeten stoppen vanwege (maar wel de beste VR ervaring voor mij gek genoeg). Bij andere spellen als Lone Echo totaal geen last. Het verschil zit hem echt in of ze ontwikkeld zijn voor VR.
    De zwaarste ervaring to date was voor mij Elite Dangerous. Samen met @Liquidje door een kometenring gevlogen en dat hield ik net vijf minuten vol, terwijl ik er toch zelden (echt) last van heb.
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  17. #4137
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    Quote Originally Posted by Like-a-Bunny View Post
    Samen met @Liquidje door een kometenring gevlogen
    Humble brag*, maar vooral jaloers.

    Dat wil ik ook met @Liquidje

    *nieuw hip woordje geleerd vd week
    Ik kan niet wachten

  18. #4138
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    Quote Originally Posted by RPGer View Post
    Minder bij de rift vanwege veel betere headtracking, maar wel afhankelijk van de game. Ik heb een tijd Fallout VR avonden achter elkaar gespeeld, en kreeg enorme last van migraine, heb er helaas mee moeten stoppen vanwege (maar wel de beste VR ervaring voor mij gek genoeg). Bij andere spellen als Lone Echo totaal geen last. Het verschil zit hem echt in of ze ontwikkeld zijn voor VR.
    Ik heb alleen misselijkheid gevoeld bij FPS games waarbij je de character lopend voort kan bewegen. Omdat je lichaam wel beweegt in de game en niet in het echt, krijgen je hersenen een soort van "does not compute" volgens mij.

    Bij Lone Echo/ Robo Recall kan ik echt lang spelen zonder ook maar enige misselijkheid, maar dan beweeg je je lichaam ook niet in de game (je zweeft of teleporteert).

  19. #4139
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    Ik had de meeste problemen met een random platformer op de psvr waar je zelf geen controle hebt over de camera. Dat je alla een maar game dus door de level scrolt met verschillende snelheden....fuck dat
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  20. #4140
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    Quote Originally Posted by RPGer View Post
    Minder bij de rift vanwege veel betere headtracking, maar wel afhankelijk van de game. Ik heb een tijd Fallout VR avonden achter elkaar gespeeld, en kreeg enorme last van migraine, heb er helaas mee moeten stoppen vanwege (maar wel de beste VR ervaring voor mij gek genoeg). Bij andere spellen als Lone Echo totaal geen last. Het verschil zit hem echt in of ze ontwikkeld zijn voor VR.
    Het verschil zit hem volgens mij gewoon in hoeverre ze moeite hebben gedaan voor de conversie. In principe is het opbreken van een bestaande game+engine om VR er in te zetten niet heel veel anders dan een game ground-up in VR te maken. Superhot heeft volgens mij ook veel hergebruikt aan de game, en Elite is voor mij zeker een top 3 ervaring in VR, en die laatste is echt amper herbewerkt (zoals een fallout dat doet).

    Als je Elite met Hotas (en liefst Voice Attack) nog niet hebt gedaan, doe die shit een keer man <3

    Quote Originally Posted by macc View Post
    Ik heb alleen misselijkheid gevoeld bij FPS games waarbij je de character lopend voort kan bewegen. Omdat je lichaam wel beweegt in de game en niet in het echt, krijgen je hersenen een soort van "does not compute" volgens mij.

    Bij Lone Echo/ Robo Recall kan ik echt lang spelen zonder ook maar enige misselijkheid, maar dan beweeg je je lichaam ook niet in de game (je zweeft of teleporteert).
    Gek, Lone Echo had ik het wel soms een beetje. Misselijkheid (let wel, geen hoofdpijn dus) is simpelweg acceleratie zien maar niet voelen of vice versa. Lone Echo was zeker wennen voor mij, helemaal als je jezelf een flinke duw gaf of hard tegen een muur tot stilstand kwam, maar je krijgt ook wel je VR legs na een tijdje. Elite was voor mij ook echt afzien de eerste keer, en over Dirt Rally maar niet te beginnen. Dirt Rally was nog gekker, daar werd ik niet misselijk maar mijn lichaam reageerde wel "ziekjes" door te zweten enzo.
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  21. #4141
    VR Gunslinger Pfipfo's Avatar
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    Ik speel altijd totdat ik merk dat ik ietwat dizzy wordt. En dan stop ik en ga pas weer verder als ik me weer helemaal goed voel. Na een paar keer heb ik nergens last meer van. Heel sporadisch nog wel maar ook dan stop ik gewoon. De kunst is om gewoon NOOIT door te gaan bij lichte klachten (imho).

    Iets heel anders: gisteren mijn pc weer eens op mijn tv aangesloten en Shadow Of The Tombraider opgestart. Schiet de game ineens in 3D mode. Nog nooit van mijn leven zulke schitterende 3D gezien.

    Tering, wat mis ik 3D gaming
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  22. #4142
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    Arizona Sunshine voor 15 euro nu beschikbaar. Meer is het ook echt niet waard hoor, zeer eenvoudige VR shooter.
    Ik kan niet wachten

  23. #4143
    VR Gunslinger Pfipfo's Avatar
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    Quote Originally Posted by RPGer View Post
    Arizona Sunshine voor 15 euro nu beschikbaar. Meer is het ook echt niet waard hoor, zeer eenvoudige VR shooter.
    Ik vond het het eerste uur wel leuk maar daarna echt supersaai. Ik snap niet dat deze game zo de hemel in wordt geprezen. Schijnt in co-op wel een stuk leuker te zijn.
    Last edited by Pfipfo; 7th July 2019 at 22:18.
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  24. #4144
    VR Gunslinger Pfipfo's Avatar
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    Vandaag een uurtje Blood And Thruth gespeeld op de PSVR (PS4PRO).

    Sony flikt het hem weer! Heerlijke "game"! Je voelt je echt een badd-ass in een popcorn-movie! Dikke aanrader!!

    Move Controllers zuigen wel kont .

    @RPGer je speelde RE7 op een PS4 of de PRO versie?
    Last edited by Pfipfo; 7th July 2019 at 22:18.
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    Administrator Liquidje's Avatar
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    Quote Originally Posted by Pfipfo View Post
    Ik vond het het eerste uur wel leuk maar daarna echt supersaai. Ik snap niet dat deze game zo de hemel in wordt geprezen. Schijnt in co-op wel een stuk leuker te zijn.
    Ik vond persoonlijk het simpel, maar doeltreffend. Ik merk dan ook wel dat in een hoekje gedreven worden mij heel erg opjaagt, en dat doet de game veel. Supersaai durf ik hem i.i.g. niet te noemen, maar dat zal dan subjectief zijn. Voor 15 euro prima game
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  26. #4146
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    Toch wel tof:

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    Gisteren tijdje Vader Immortal aan de tand gevoeld. Moet wel zeggen heerlijke sfeer en graphics. Ook de voice acting / verhaal zijn dik in orde. Alleen de gameplay is redelijk beperkt. Natuurlijk supergaaf om met een light saber te zwaaien, alleen wanneer je die in de game gebruikt is erg afgebakend en komt niet vaak voor. Het wordt ook meer verkocht als "VR Experience" dan echte game.

    Iig zeker het tientje waard en kijk uit naar het vervolg, maar de echt volwaardige VR SW game moet nog komen.

  28. #4148
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    Getting to know a girl who can fold like Origami paper...... Look a Swan

    Ps4, Ps3, Ps Vita, GameCube, NZXT H500, Amd Ryzen 7 2700x, 16GB Ram, Asus X470 Prime Pro, MSI GTX 1080 Ti, Asus Xonar Essence STX II, Plantronics Rig 500 Pro.

  29. #4149
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    Facebook signs deal with Ubisoft to develop Assassin’s Creed and Splinter Cell for Oculus Rift – report

    A new report states Facebook and Ubisoft have signed a deal to bring Assassin’s Creed and Splinter Cell to Oculus.

    According to the report on The Information, Facebook has signed a VR-exclusivity deal with Ubisoft to develop Assassin’s Creed and Splinter Cell for its Oculus headset.

    Facebook CEO Mark Zuckerberg is said to have been involved with the deal.

    The report also states Facebook is looking to acquire game studios to beef up game development for the headset.

    When reached for comment, a Facebook spokesperson told GI.biz it couldn’t comment on “specific partnerships,” but it “will continue to focus on expanding” its Oculus library and “reaching broader gaming audiences for years to come.”

    File this away as a rumor then for the time being.

    Speaking of which, a new Splinter Cell game being in the works has been rumored for what seems like ages now, but Ubisoft has yet to confirm or deny the rumors.
    bron

    [edit]

    Beter geschreven:

    Assassin's Creed and Splinter Cell might be getting exclusive VR games

    Oculus needs some big names

    If recent reports are to be believed, Facebook is embarking on a new effort to add some familiarity to the Oculus library of games. Virtual reality isn't necessarily short of games to play, but it's left wanting when it comes to big-name recognition.

    According to The Information, Facebook and Ubisoft have signed a deal to bring exclusive VR Assassin's Creed and Splinter Cell entries to Oculus. Jason Rubin, who's the vice president of special gaming initiatives (and former head of content at Oculus and co-founder of Naughty Dog), is said to be leading the charge. Both Facebook and Ubisoft declined to confirm this rumor.

    The mindset is easy to understand: Beloved franchises will entice people to buy into virtual reality. Oculus has already done the work with the hardware, making things significantly more accessible than when the Rift first launched. And VR has some absolute gems like Superhot and Beat Saber, but those are things to look forward to once you already have a headset. But a new Splinter Cell game? For some people, that might be a system seller.

    Klik voor full size.
    Klik voor full size.
    bron
    Last edited by Like-a-Bunny; 11th July 2019 at 09:09.
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  30. #4150
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    Ik kan niet wachten

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    Okay, Seriously, Maybe VR Gaming Is About To Have Its Big Moment



    I keep thinking about a video game I played in Los Angeles a month ago that’s what you’d get if the renowned covert ops Splinter Cell series required your character to always be in a kayak.

    The game is called Phantom: Covert Ops, and it’s pretty cool. The catch is that it’s all in VR.

    Please, don’t go away. Keep reading! I’ve even got an interview to share with you involving the guy overseeing games at Oculus.

    Talking about VR gaming piques some people’s curiosity. Unfortunately, many others tend to tune out. VR gaming is conceptually cool, but it’s expensive, inconvenient and, to some, nauseating. It’s also something that’s hard to appreciate in trailers, and harder still in the written word. I’ve been writing about understandable gamer disinterest in VR since 2016, when I first heard the snores while covering pretty cool VR games.

    Here I go again, because some of the coolest games I saw at the E3 gaming show in L.A. were in fact in VR. Yes, it’s taken me a month to tell our readers about these games, but such is the backhanded praise I’m afraid I always deliver to this scene within a scene.



    First, there’s this Phantom game. You sit down, put on an Oculus headset and hold two Oculus touch controllers in your hand. You’re on a river. It’s dark. You paddle toward some bad guy lair that can’t be accessed by air or land, hence the kayak.

    A boat is coming. Quick! Paddle over to the reads and wait for it and its bright lights to pass you by.

    Paddle some more. There’s a bad guy guard over yonder. Reach down to your side and pick up your virtual sniper rifle. Move it toward your eye. There he is in your crosshairs. Take the shot.

    Reach a blockade. Paddle up and toss some C4 on it. Paddle back and blow it up.

    Totally wacky premise. Totally fun game. Feels great in VR and is extremely comfortable to play, since you’re sitting down in real life and in the game and you’re moving at the speed of a paddled boat.

    Then there’s Stormland, an open-world first-person action-adventure from the great Insomniac Games. That’s the mostly PlayStation-centric studio behind Ratchet & Clank and Spider-Man that has made a bunch of VR games not for PlayStation VR but for the Facebook-owned Oculus. In Stormland, you’re a robot. Shortly after I started playing, the game encouraged me to rip off one of my arms, which felt very weird to do in VR. Then I plugged in a new robot arm and started exploring an archipelago of islands. As I played, I upgraded my arm so I could shoot lasers, climb walls and even skate across the clouds. It all felt great.

    I capped some footage of Stormland, but you know how it is with VR, right? You’re going to see some graphics that look way less impressive on your flat monitor or phone than they did in an Oculus headset, where they felt as if they wrapped all around my head.

    There’s Lone Echo II, a game in which you’re a robot floating around in an abandoned space station while communicating with a captain named Olivia who is also floating around in there with you. This one didn’t grab me as much as the other two, but it still was neat to be floating around with another character, while also trying to figure out how to move through zero gravity.

    Some VR games are gimmicky. Some are fun. There’s a wide range in a young field. I’m partial to PSVR’s Astrobot Rescue Mission on PS4 and the multiplatform Cosmic Trip. People love Beat Saber, others go on about the VR version of Resident Evil 7. I recently had a very good time playing a pre-release Iron Man VR game and a VR mode in No Man’s Sky. There’s good stuff out there, but it’s been relatively hard to access due to the expense of VR headsets. Plus, a good amount of it is still spread across various platforms.

    At E3, after seeing these games, I chatted with Jason Rubin, who runs first-party gaming at Oculus. He co-founded Naughty Dog and famously looks the part of Uncharted’s Nathan Drake. We talked frankly about Oculus, or at least as frank as a person charged with selling Oculus is going to get. “We feel great,” he told me when I asked him how things were going. Then he declined to tell me if Oculus has sold a million of their main Oculus Rift headsets yet.

    “You know there are people that are interested in purchasing [VR], but these things always move slowly,” he said.

    The issue for Oculus and for other companies pushing VR is that VR gaming just hasn’t been broadly appealing, though Rubin made a strong case in L.A. that Oculus may have finally figured it all out. The solution and the push is for a device called the Oculus Quest, which launched in the spring to rave reviews, including from us: “The Oculus Quest Is How Virtual Reality Should Work.” It’s a VR headset without wires, without sensors, without the need to be plugged into a PC or console, yet it can still run some impressive games. “Quest is mass market,” Rubin said, telling me it radically changes the VR landscape and has the potential to make VR gaming hot this holiday.

    The catch? Well, for one, Quest costs at least $400, so VR gaming still isn’t cheap even if it no longer requires sensors or wires. The other? Two of the three games that wowed me at E3 don’t run on it. The kayak game does run on the Quest, but Stormland and Lone Echo II require the higher-end Oculus Rift. Rubin said that’s because those games were planned before the Quest was a thing. The newest Rift, which also costs $400 and doesn’t require sensors, needs to be plugged into a pretty good PC.

    As I chatted with Rubin, he portrayed VR gaming as an inevitability, as well as a tech that wasn’t going away, and one that would work better and reach more people bit by bit. One reason why it’s not going away soon is that it’s backed by big money. Oculus is owned by Facebook, and, as Rubin told me, “Mark is a patient individual.”

    The continued frenzy of indie developers to make VR games is another argument for the scene’s longevity. While Facebook funds a lot of VR game development, like Sony does for the PlayStation VR platform, indie developers also just seem genuinely interested in making this stuff. They’re more into it than corporate publishers, in fact, as we’ve seen EA, Activision and others make just token attempts. Even the more experimental Ubisoft, which has produced a slew of VR games in recent years, has shown signs of backing off, including by adding a non-VR mode to their ambitious Star Trek VR game.

    Around VR, there are signs of stress. During that E3 week, some indie developers complained about being blocked from selling their games on the Quest’s curated store, something Rubin tried to address and clean up during an end-of-week twitter thread.

    While talking to me, Rubin entertained a surprising crossover: the idea of Oculus games on Sony’s PlayStation 4-based PSVR platform, which has its own roster of exclusive games. “We’ve thought about it,” he said. “I would love to make a trade with Sony. You know they have great stuff that they funded, and we have great stuff we’ve funded.” Nothing’s confirmed yet, but it’s still a sign of where things are at that Oculus would even consider putting their games on another VR platform.

    It struck me as I talked to Rubin that he’s got a checklist of formidable problems. Better headsets and better games will help, and he’s got to figure out how to get more people playing VR games. Oculus and VR developers overall also could use a breakthrough in how to show VR games off, which Rubin says Oculus is working on. VR games have looked best to spectators when they are shown in a so-called mixed reality format, which integrates a video feed of the person playing the game into the VR game they’re playing. It caught my eye when it was used three years ago to show off the VR construction game Fantastic Contraption.

    “We’re pushing to try as best we can to enable mixed reality so that streamers and developers can share that video with people online,” Rubin told me, saying some upcoming changes that he didn’t want to detail yet would make it easier. An external camera will be required, but a green screen would not.

    Then there’s sickness, which is still a thing. Numerous staffers at Kotaku can’t even play a VR game when I want to show it to them, because they quickly feel ill. They’re not alone. Rubin says that better lenses in VR headsets, the addition of wider fields of view and drops in latency thanks to more powerful gear will help ameliorate the problem, but he still likened VR gaming to riding a rollercoaster or setting sail. “Ultimately it’s still going to be a boat and there will be some people in some situations that are a little uncomfortable,” he said. (Ah, but what if the game was all about you being in a boat? And sniping bad guys. Right?)

    VR gaming will crawl forward. The games I saw are still in development and will hopefully still dazzle in longer play sessions. Oculus is gearing up for a September showcase that will include the debut of a VR game from red-hot Respawn Entertainment (Apex Legends, Titanfall). Rubin thinks the Quest will have a big Christmas, too. It might. It could. VR gaming’s got a lot going for it, but I also won’t be surprised if, a few years from now, it’s still a struggle for gaming’s most awkward platform to catch on.
    [bron]https://kotaku.com/okay-seriously-maybe-vr-gaming-is-about-to-have-its-b-1836419977[/bon]
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  32. #4152
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    PS5: Patent Filings Detail Sony's Plan to Make a Breakthrough VR Headset

    Sony has groundbreaking VR plans in its future.


    Virtual reality has been a fixture of the PlayStation 4 since Sony launched PlayStation VR in 2016, whose hardware attachments let gamers transform their console into full-fledged VR rigs. Rumor has it that, VR-wise, the PS 5 will follow in its predecessorís footsteps.

    Sony has already confirmed that its next-generation console will be compatible with current PSVR hardware, but itís also clear that the entertainment giant has much bigger plans for VR further down the line.

    A surge of recent patents and leaks have made it increasingly clear that the company is in fact developing new PSVR equipment. The robustness of some of the leaks gave some credence to the theory that the headset would even launch alongside the PS 5, though it looks more likely now that the company will space these hardware launches out, while future-proofing the initial PS 5 console with VR-centric specs.

    Sonyís New VR Headset: What We Know
    While we might have to wait until late 2020 and beyond to actually get our hands on one, we already have a pretty good idea of whatís in store. One of the most exciting breakthroughs? The many patent blueprints published so far have all suggested that the headset would be completely wireless.

    Leaked specs have also revealed the price, claiming that a variant that costs $250 will support 2,560-by-1,440 resolution, a 120-hertz refresh rate, provide a 220-degree field of view, five hours of battery life, and eye-tracking support. And on June 11, Sony also confirmed that itís working on a VR headset which can track usersí head position and eye movements in a patent application published by the USPTO.



    There are some other interesting feature allusions in the patent. The document lays out plans to build a VR headset that uses acceleration and gyro sensors to detect how users tilt their heads to better guess what theyíre looking at on-screen. This small addition could go a long way toward reducing the disorientation that makes many VR novices nauseous, and greatly improve the consoleís ability to output high resolution VR graphics at smooth frame rates.

    Hereís a summary of what the patent covers:

    ďThe detection section detects the posture of a head-mounted display worn on the head of a user. The status determination section determines a userís gaze direction and a binocular inclination angle in accordance with the posture of the head-mounted display, which is detected by the detection section.Ē
    PS5: Foveated Rendering
    Another key feature thatís been cited in patents is a new graphics rendering technique called foveated rendering, which will help the headset cut down on GPU loading times. Graphics cards using foveated rendering only supply high-quality graphics to the parts of an image a gamer is most likely to be looking at, and greatly reducing the quality of images in their peripheral vision.

    This feature will hopefully allow the PS5ís GPU to better allocate its resources to provide a seamless experience to parts of games players are actually interacting with instead of slowing down to render things they arenít even looking at.



    Eye tracking would seem like a secondary feature, but itís anything but. Accurately tracking usersí inter-pupillary distance (IPD) will allow the system to greatly reduce eye strain relative to other VR headsets. If youíve ever had to pause and readjust a VR headset because the game seemed off level, this improvement will come as a relief.

    Eye-tracking VR headsets could even adapt to how usersí eyes are positioned, eliminating the need to adjust the head strap for many users. This will all help make the technology less jarring and more welcoming to newcomers while also making it easier for hardcore gamers to play for longer sessions.

    In short, one small tweak could usher in a new age of hyper-realistic VR worlds.
    bron

    Patent -> http://appft.uspto.gov/netacgi/nph-P...tertainment%22
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  33. #4153
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    PSN ID: shappy1010 Steam ID: RPGer
    Goed nieuws. VR is niet meer weg te denken inmiddels!
    Ik kan niet wachten

  34. #4154
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    Quote Originally Posted by RPGer View Post
    Goed nieuws. VR is niet meer weg te denken inmiddels!
    Zeker goed nieuws. Zegt toch wel wat als Sony erachter gaat staan.

    Vorige artikel in duidelijkere bewoordingen:

    PS5's next-gen PSVR headset will be wireless, cost $250, and can even track your eye movement

    Leaked PS5 patents paints a detailed picture of what to expect from Sony's next-gen PSVR headset

    Information about Sony's in-the-works next generation console, the PS5, has been leakier than a Rapture pipe on a bad day in BioShock, so much so that we even know a fair few things about its accompanying PSVR headset.

    After having PS5 confirmed to us earlier in the year, a subsequent slate of patent leaks have revealed more about Sony's next steps in the virtual reality, particularly with regards to its next-gen PlayStation VR headset.

    As reported by Inverse, a slate of recently surfaced patents and trademarks filed by Sony reveal a number of details and prototype pictures of the PS5's equivalent PSVR headset, which will apparently cost $250 in the US, boast eye and head tracking technology, and can even run wirelessly with up to five hours of battery life.

    If you're one for the granularity of VR specs, these patents also suggest that Sony is aiming for a 560-by-1,440 resolution with the PS5's new headset, alongside a 120-hertz refresh rate, and a 220-degree field of view.

    Earlier this year, another leak suggested Sony may be developing a VR glove with haptic feedback, which - when paired with the head and eye tracking capabilities of this rumoured headset - could create some of the most immersing virtual reality games yet.

    Sadly, we still have no idea about a release date for either the PS5 or any of its compatible accessories, but the current bets are for late 2020, especially as Microsoft has already confirmed a launch window for its next-gen console, the Xbox Project Scarlett.
    bron
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  35. #4155
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    PSN ID: macc-murphy Steam ID: macc
    Klinkt goed. Maar vraag me af hoe ze die resolutie met 120Hz draadloos gaan overbrengen. Dat vraagt echt ladingen bandbreedte. Lijkt me onmogelijk zonder kabel. En 250 dollar wel echt goedkoop voor zulke specs.

  36. #4156
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    Quote Originally Posted by macc View Post
    Klinkt goed. Maar vraag me af hoe ze die resolutie met 120Hz draadloos gaan overbrengen. Dat vraagt echt ladingen bandbreedte. Lijkt me onmogelijk zonder kabel. En 250 dollar wel echt goedkoop voor zulke specs.
    Uit dit soort nieuwsberichten kun je sowieso niet veel meer halen dan het feit dat Sony er in elk geval nog brood in ziet en dat is precies genoeg. Voor de rest kunnen we lekker fantaseren over een geweldige resolutie, draadloosheid en een eindeloze accu, gigantische FOV en het ultieme draaggemak. Korrel zout dus.

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  37. #4157
    Moderator Rappa's Avatar
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    Okay, Seriously, Maybe VR Gaming Is About To Have Its Big Moment



    I keep thinking about a video game I played in Los Angeles a month ago that’s what you’d get if the renowned covert ops Splinter Cell series required your character to always be in a kayak.

    The game is called Phantom: Covert Ops, and it’s pretty cool. The catch is that it’s all in VR.

    Please, don’t go away. Keep reading! I’ve even got an interview to share with you involving the guy overseeing games at Oculus.

    Talking about VR gaming piques some people’s curiosity. Unfortunately, many others tend to tune out. VR gaming is conceptually cool, but it’s expensive, inconvenient and, to some, nauseating. It’s also something that’s hard to appreciate in trailers, and harder still in the written word. I’ve been writing about understandable gamer disinterest in VR since 2016, when I first heard the snores while covering pretty cool VR games.

    Here I go again, because some of the coolest games I saw at the E3 gaming show in L.A. were in fact in VR. Yes, it’s taken me a month to tell our readers about these games, but such is the backhanded praise I’m afraid I always deliver to this scene within a scene.



    First, there’s this Phantom game. You sit down, put on an Oculus headset and hold two Oculus touch controllers in your hand. You’re on a river. It’s dark. You paddle toward some bad guy lair that can’t be accessed by air or land, hence the kayak.

    A boat is coming. Quick! Paddle over to the reads and wait for it and its bright lights to pass you by.

    Paddle some more. There’s a bad guy guard over yonder. Reach down to your side and pick up your virtual sniper rifle. Move it toward your eye. There he is in your crosshairs. Take the shot.

    Reach a blockade. Paddle up and toss some C4 on it. Paddle back and blow it up.

    Totally wacky premise. Totally fun game. Feels great in VR and is extremely comfortable to play, since you’re sitting down in real life and in the game and you’re moving at the speed of a paddled boat.

    Then there’s Stormland, an open-world first-person action-adventure from the great Insomniac Games. That’s the mostly PlayStation-centric studio behind Ratchet & Clank and Spider-Man that has made a bunch of VR games not for PlayStation VR but for the Facebook-owned Oculus. In Stormland, you’re a robot. Shortly after I started playing, the game encouraged me to rip off one of my arms, which felt very weird to do in VR. Then I plugged in a new robot arm and started exploring an archipelago of islands. As I played, I upgraded my arm so I could shoot lasers, climb walls and even skate across the clouds. It all felt great.

    I capped some footage of Stormland, but you know how it is with VR, right? You’re going to see some graphics that look way less impressive on your flat monitor or phone than they did in an Oculus headset, where they felt as if they wrapped all around my head.



    There’s Lone Echo II, a game in which you’re a robot floating around in an abandoned space station while communicating with a captain named Olivia who is also floating around in there with you. This one didn’t grab me as much as the other two, but it still was neat to be floating around with another character, while also trying to figure out how to move through zero gravity.



    Some VR games are gimmicky. Some are fun. There’s a wide range in a young field. I’m partial to PSVR’s Astrobot Rescue Mission on PS4 and the multiplatform Cosmic Trip. People love Beat Saber, others go on about the VR version of Resident Evil 7. I recently had a very good time playing a pre-release Iron Man VR game and a VR mode in No Man’s Sky. There’s good stuff out there, but it’s been relatively hard to access due to the expense of VR headsets. Plus, a good amount of it is still spread across various platforms.

    At E3, after seeing these games, I chatted with Jason Rubin, who runs first-party gaming at Oculus. He co-founded Naughty Dog and famously looks the part of Uncharted’s Nathan Drake. We talked frankly about Oculus, or at least as frank as a person charged with selling Oculus is going to get. “We feel great,” he told me when I asked him how things were going. Then he declined to tell me if Oculus has sold a million of their main Oculus Rift headsets yet.

    “You know there are people that are interested in purchasing [VR], but these things always move slowly,” he said.



    The issue for Oculus and for other companies pushing VR is that VR gaming just hasn’t been broadly appealing, though Rubin made a strong case in L.A. that Oculus may have finally figured it all out. The solution and the push is for a device called the Oculus Quest, which launched in the spring to rave reviews, including from us: “The Oculus Quest Is How Virtual Reality Should Work.” It’s a VR headset without wires, without sensors, without the need to be plugged into a PC or console, yet it can still run some impressive games. “Quest is mass market,” Rubin said, telling me it radically changes the VR landscape and has the potential to make VR gaming hot this holiday.

    The catch? Well, for one, Quest costs at least $400, so VR gaming still isn’t cheap even if it no longer requires sensors or wires. The other? Two of the three games that wowed me at E3 don’t run on it. The kayak game does run on the Quest, but Stormland and Lone Echo II require the higher-end Oculus Rift. Rubin said that’s because those games were planned before the Quest was a thing. The newest Rift, which also costs $400 and doesn’t require sensors, needs to be plugged into a pretty good PC.

    As I chatted with Rubin, he portrayed VR gaming as an inevitability, as well as a tech that wasn’t going away, and one that would work better and reach more people bit by bit. One reason why it’s not going away soon is that it’s backed by big money. Oculus is owned by Facebook, and, as Rubin told me, “Mark is a patient individual.”

    The continued frenzy of indie developers to make VR games is another argument for the scene’s longevity. While Facebook funds a lot of VR game development, like Sony does for the PlayStation VR platform, indie developers also just seem genuinely interested in making this stuff. They’re more into it than corporate publishers, in fact, as we’ve seen EA, Activision and others make just token attempts. Even the more experimental Ubisoft, which has produced a slew of VR games in recent years, has shown signs of backing off, including by adding a non-VR mode to their ambitious Star Trek VR game.

    Around VR, there are signs of stress. During that E3 week, some indie developers complained about being blocked from selling their games on the Quest’s curated store, something Rubin tried to address and clean up during an end-of-week twitter thread.

    While talking to me, Rubin entertained a surprising crossover: the idea of Oculus games on Sony’s PlayStation 4-based PSVR platform, which has its own roster of exclusive games. “We’ve thought about it,” he said. “I would love to make a trade with Sony. You know they have great stuff that they funded, and we have great stuff we’ve funded.” Nothing’s confirmed yet, but it’s still a sign of where things are at that Oculus would even consider putting their games on another VR platform.

    It struck me as I talked to Rubin that he’s got a checklist of formidable problems. Better headsets and better games will help, and he’s got to figure out how to get more people playing VR games. Oculus and VR developers overall also could use a breakthrough in how to show VR games off, which Rubin says Oculus is working on. VR games have looked best to spectators when they are shown in a so-called mixed reality format, which integrates a video feed of the person playing the game into the VR game they’re playing. It caught my eye when it was used three years ago to show off the VR construction game Fantastic Contraption.



    “We’re pushing to try as best we can to enable mixed reality so that streamers and developers can share that video with people online,” Rubin told me, saying some upcoming changes that he didn’t want to detail yet would make it easier. An external camera will be required, but a green screen would not.

    Then there’s sickness, which is still a thing. Numerous staffers at Kotaku can’t even play a VR game when I want to show it to them, because they quickly feel ill. They’re not alone. Rubin says that better lenses in VR headsets, the addition of wider fields of view and drops in latency thanks to more powerful gear will help ameliorate the problem, but he still likened VR gaming to riding a rollercoaster or setting sail. “Ultimately it’s still going to be a boat and there will be some people in some situations that are a little uncomfortable,” he said. (Ah, but what if the game was all about you being in a boat? And sniping bad guys. Right?)

    VR gaming will crawl forward. The games I saw are still in development and will hopefully still dazzle in longer play sessions. Oculus is gearing up for a September showcase that will include the debut of a VR game from red-hot Respawn Entertainment (Apex Legends, Titanfall). Rubin thinks the Quest will have a big Christmas, too. It might. It could. VR gaming’s got a lot going for it, but I also won’t be surprised if, a few years from now, it’s still a struggle for gaming’s most awkward platform to catch on.
    Last edited by Rappa; 30th July 2019 at 09:33.
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  38. #4158
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    Quote Originally Posted by Rappa View Post
    Stuk is even te lang om te plaatsen
    Helemaal niet.

    Wel een ontzettend fijn en positief stuk. Schept vertrouwen.
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  39. #4159
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    Quote Originally Posted by Like-a-Bunny View Post
    Helemaal niet.

    Wel een ontzettend fijn en positief stuk. Schept vertrouwen.
    omg Niet mijn post dag zie ik al
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  40. #4160
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    Quote Originally Posted by Rappa View Post
    omg Niet mijn post dag zie ik al
    En ook nog eens een keer al die moeite gedaan om het hele artikel toch te posten.

    Maar het is het waard.
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