Article View: comp.sys.ibm.pc.games.action
Article #694806Re: 90 frames per second minimum for VR experience
From: Rin Stowleigh
Date: Tue, 24 Nov 2015 23:39
Date: Tue, 24 Nov 2015 23:39
66 lines
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5233 bytes
On Tue, 24 Nov 2015 21:40:17 GMT, john...@frontier.com (John Lewis) wrote: >On Sun, 22 Nov 2015 10:25:48 -0500, Rin Stowleigh ><rstow...@nevrhadgmail.com> wrote: > >>On Sun, 22 Nov 2015 14:43:00 +0100, Werner Punz <we...@gmx.at> wrote: >> >>>I personally see VR at the moment as a fad in the hype phase. >>> >>>The problem is. The current generation of consoles is to underpowered to >>>deliver a decent VR experience at enough framerate. >>>On the PC side you really need a powerhouse to drive those things. >> >>This was part of my point, though. We are back to the point where the >>next generation of 3D immersiveness simply is not doable on console >>hardware. The size and cost to manufacture/price point of a console >>are obstacles, and the one benefit (playing on a big TV) is no longer >>present. >> >>>Secondly, there still is the input problem unsolved. >>>Third, I am not sure how good it is for the eyes in the long run if you >>>plug a screen straight in front of your eyes at 3-5cm distance. >>>Then there is the problem that you basically have to wear a helmet to play. >> >>Yes and this is a big limitation. I don't want to wear an apparatus >>to play games. However, if the experience is immersive enough, it can >>still be a cool hobby. A lot of things can be done with VR that are >>very cool beyond just gaming. It will take time before the technology >>gets to the point where we are only wearing a pair of very comfortable >>sunglass-sized goggles, but just like with the early gigantic mobile >>phones we have to start somewhere. >> >>>VR will go the way of television 3d, at the moment there is lots of >>>press behind it. A load of early adopters will be burned and in the end >>>it will be there but relegated to its nieche for another 10 years with >>>2-3 games per year supporting it in the long run. >> >>I agree VR won't replace PC gaming as we know it any time soon, but >>with all the potential uses I don't think it's quite the same as 3D >>televisions. > >What kind of game-player needs a rapid-response '360 degree' >smooth-rotation spherical view -- the pilot in a combat flight-sim. That and a lot of other things could be made worthwhile with decent VR. Combat aside, something as simple as a wingsuit simulator could be over-the-top fun, if well done. >The non-professional flight-sim market has stagnated in technology for >many years, particularly in the area of graphics. VR may be the >technology to give developer and customer interest a renewed boost... >on a capable PC of course. The only flying fun I've had in a PC game in many years would be something like choppers/planes in the Battlefield series, or gliding/wingsuit in the Farcry series. Certainly not simulators or anything close, but looking back at some of the fun I used to have with Gunship 2000 (Atari ST), Red Baron, SWOTL, Aces of the Pacific, etc., I can't understand why the genre seems so woefully behind driving simulators for example. I don't know if I have time or interest in hardcore sims anymore, but games with the right mix of sim+fun factor like remakes of the above would be welcomed. The idea of a remake of Red Baron was bounced around on Kickstarter a few years back but I guess it didn't go anywhere.
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X-Received: by 10.129.128.67 with SMTP id q64mr27871947ywf.44.1448408358413; Tue, 24 Nov 2015 15:39:18 -0800 (PST) X-BeenThere: comp.sys.ibm.pc.games.action@googlegroups.com Received: by 10.107.11.35 with SMTP id v35ls2221906ioi.35.gmail; Tue, 24 Nov 2015 15:39:16 -0800 (PST) X-Received: by 10.66.138.74 with SMTP id qo10mr28979734pab.22.1448408356872; Tue, 24 Nov 2015 15:39:16 -0800 (PST) Path: mbox-mo1.pugleaf.net!z49ni6609qgd.1!nntp.google.com!goblin3!goblin1!goblin.stu.neva.ru!enother.net!enother.net!peer01.iad.highwinds-media.com!news.highwinds-media.com!feed-me.highwinds-media.com!Xl.tags.giganews.com!border1.nntp.dca1.giganews.com!nntp.giganews.com!local2.nntp.dca.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Tue, 24 Nov 2015 17:39:15 -0600 From: Rin Stowleigh <rstow...@nevrhadgmail.com> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: 90 frames per second minimum for VR experience Date: Tue, 24 Nov 2015 18:39:45 -0500 Message-ID: <6ms95bhp44q607ijtue4oa2p16gg8b89mi@4ax.com> References: <2r125b58p2t58d98sisu5kqns8pjlmhvb5@4ax.com> <n2sgkn$q0f$1@dont-email.me> <van35b5ijq60kc18ajasu2e7l1tdnbrbng@4ax.com> <5654d73b.1998747@news.giganews.com> X-Newsreader: Forte Agent 5.00/32.1171 MIME-Version: 1.0 Lines: 66 X-Usenet-Provider: http://www.giganews.com X-Trace: sv3-fBN0AIYuC0zC/eFafx3skGr+wDCmTjDCz/sXMvdIB0G0n/vc9/nfhDJ2oT32fjDNTGuhE7gz86WDFXF!DnzkYwZ9B7j5qHT9QJCoFwObHYildUDGXBiP3uOl3QYAP/mDRlYpi4gvalc8ozmgX2sUfDo= X-Complaints-To: ab...@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.40 X-Original-Bytes: 4505 X-Received-Bytes: 4617 X-Received-Body-CRC: 366788365 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit