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DarthBuzzard

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#1 DarthBuzzard
Member since 2019 • 360 Posts

@HalcyonScarlet said:
@hardwenzen said:

Zero inteterest because there no chance of it getting even a single good game.

I'm not sold on VR. It's interesting in a tech demo sense, but outside of survival horror, I'm not seeing a lot going for it.

If it's only good for a few genres, then it's no less of a gimmick than the Wiimote and Kinect which are both also only good in a few genres (exercise and dancing games for Kinect).

It has a lot going it for most game genres.

RPGs, Racing, Flightsim, Platformers, Action, Adventure, FPS, Puzzle, Stealth, Multiplayer - these all gain large benefits from it.

The Wii and Kinect didn't have anywhere near as many good games that take advantage of the tech as VR does.

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#2 DarthBuzzard
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Xbox may end up finishing this gen in 4th place behind Oculus.

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#3 DarthBuzzard
Member since 2019 • 360 Posts

VR/AR will be the main interface for gaming in 20 years.

This is inevitable.

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#4 DarthBuzzard
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@SolidGame_basic said:
@hardwenzen said:
@SolidGame_basic said:

@hardwenzen: you gotta play that with 3d audio

I did. It was some muffled ass audio that sounded like it was heavily compressed. Returnal had a much better 3D audio compared to Demon's.

Returnal's audio is indeed god tier.

I can never find a video online that really gives credence to Returnal's apparently amazing 3D audio. I don't have the game so I can't test it myself.

How does it compare to this? Better, worse?

Loading Video...

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#5  Edited By DarthBuzzard
Member since 2019 • 360 Posts

@warm_gun said:
@hardwenzen said:

Will be shit just like the new movie.

I expect it to be the worst Matrix movie. I didn't like from the beginning that they were bringing Neo and Trinity back from the dead, but I was still willing to give it a fair chance. Then it became very obvious that it was going to be another of those safe reboots that hits the same plot points as the original, possibly even more offensive than The Force Awakens.

The latest trailer keeps saying, "A deja vu is a glitch in the matrix." Of course that's the excuse they're going with. It also reveals that Neo is not just a program now, but that he has been revived in the real world too. The machines can just do anything with dead bodies, it seems.

Obviously wearing a hair mask there. Reeves isn't as dedicated to the character as he used to be. Wouldn't dare shave off his hobo hair.

It's not a safe reboot. They are treading a lot of familiar ground in an attempt to to make it seem safe, but pull the rug from underneath your feet.

And yes, Keanu shaved his hair for real.

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#6  Edited By DarthBuzzard
Member since 2019 • 360 Posts

Lone Echo in 2017.

  • First VR game to nail a fast-paced movement system that can only work in VR, and rarely causes sickness.
  • It had the best full body avatar IK at the time of release.
  • It was the biggest VR exclusive game at the time of release.
  • Handled UI exceptionally well in VR.
  • Potentially the first VR E-Sport with it's multiplayer mode.

Still unsurpassed in several areas (if we ignore it's sequel).

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#7  Edited By DarthBuzzard
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@Pedro said:
@darthbuzzard said:

You're twisting my words. I said I talked to hundreds of people who complained about isolation in VR.

If you want to talk about the people complaining about problems with online synchronous communication, it's many many millions. You can look up all the surveys, studies, media coverage, and overall sentiments people have for current solutions, and people really don't like it outside of necessity. Zoom fatigue became a core term, online schooling felt bad for many students, and mental health issues due to lack of in-person connection have risen significantly in the last 18 months since the pandemic.

VR is a solution to these problems, because it is demonstratably proven to fix the shortcomings. We know that VR gives you an oxytocin release close to real life. We know that it doesn't give you fatigue the way zoom does. We know that it can not only provide a level of teaching intimacy that real life provides, but can surpass it. (Look up Jeremy Bailenson's research studies on client-side redirected eye motion for teaching in virtual environments).

Again, you twist my words. I never said these issues are your opinion and yours alone. I said I agree, and perhaps not apparent in the original comment, the VR industry agrees.

It was not my intention to twist your words. Your wording was not clear in your response to my response.

This is where the disconnect occurs. VR being a solution to Zoom fatigue, online meetings and online synchronous communication will need data to validate that claim. Also, please feel free to provide the study you are referencing in which VR learning equals and surpasses in person learning. I would like to see how a system that reduces sensory input can surpass real life as you have stated.

To be clear, for a level of society intimacy equal to real life, I'm talking about VR in it's mature form, where you have realistic full body avatars with face and eye tracking. That might seem far off, and it's certainly a decade away from being photorealistic, but the underlying tracking tech will be here next year. You'll also need more precise input and interfaces such as with haptics in order to deliver a better experience in more delicate subjects such as arts and craft based activities.

Jeremy Bailenson's work on how the perceptual tricks possible in VR - both for the teacher and for students - can improve the learning experience: http://www.life-slc.org/docs/Bailenson_etal-immersiveVR.pdf

More simply, VR is just much easier to retain information and you get to learn hands-on with a lot of concepts. https://link.springer.com/article/10.1007/s40692-020-00169-2

Additionally, you can learn about concepts such as history or space in a spatialized context, which improves learning retention. https://obj.umiacs.umd.edu/virtual_reality_study/10.1007-s10055-018-0346-3.pdf

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#8  Edited By DarthBuzzard
Member since 2019 • 360 Posts
@Pedro said:
@darthbuzzard said:

They don't. Hah. This is ironic because I remember how Alex Kipman, who has lead the HoloLens team from the beginning, says that even AR itself can feel isolating. He noticed this when his wife was confused about what he was seeing through HoloLens because he had the headset on and she didn't.

This is no way stuff I've made up. I have talked to hundreds of people who tell me this is a problem. And if it's not a problem, why does it even matter? If it's solved in the sense that it doesn't need to be solved, then clearly we can work on other things that need solving, which are being solved anyway.

You mentioned your interpretation of what it requires to go mainstream, to fix social/accessibility issues. Whether that is your specific needs or not, this is what you think needs fixing, and I agree, and it is going to be fixed. Happy days, no?

At that this point, I have no idea where you're going with this. If all the issues you bright up are being solved over time, what is the problem?

You don't even know what you are arguing about. AR subsuming VR has nothing to do with your short story.

Sure you spoke to hundreds of people and they stated "online synchronous communication (voice, videochat), ...online telepresence (watching online concerts or even attending them in Fortnite doesn't get close to the feeling of being there), and improves upon the computing interfaces of a PC, making it the fastest, most productive, most versatile computing device possible, as it matures at least."

That my friend is tripe. But you are trying argue that these are all real problems that VR solves. Don't be silly.

It is not my interpretation, that is literally what is holding it back among other things that others have mentioned. Anyone in VR knows that these are hurdles that needs to be overcome in order for it to be mainstream but here you are participating in nonsense of these issues being my opinion. Again, don't be silly.

Working on a solution does not equate to a solution. Note the difference.

"The problem with some of you VR enthusiast is the strange disconnect from the consumer market that blinds your view of what will succeed and what wouldn't."

You're twisting my words. I said I talked to hundreds of people who complained about isolation in VR.

If you want to talk about the people complaining about problems with online synchronous communication, it's many many millions. You can look up all the surveys, studies, media coverage, and overall sentiments people have for current solutions, and people really don't like it outside of necessity. Zoom fatigue became a core term, online schooling felt bad for many students, and mental health issues due to lack of in-person connection have risen significantly in the last 18 months since the pandemic.

VR is a solution to these problems, because it is demonstratably proven to fix the shortcomings. We know that VR gives you an oxytocin release close to real life. We know that it doesn't give you fatigue the way zoom does. We know that it can not only provide a level of teaching intimacy that real life provides, but can surpass it. (Look up Jeremy Bailenson's research studies on client-side redirected eye motion for teaching in virtual environments).

Again, you twist my words. I never said these issues are your opinion and yours alone. I said I agree, and perhaps not apparent in the original comment, the VR industry agrees.

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#9  Edited By DarthBuzzard
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@Pedro said:
@darthbuzzard said:

Yet people who work on AR tech disagree. Which means you are disagreeing with the people who know best.

And I never made up stuff. I did say I've heard it all did I not? Well, a lot of people don't like the isolationist aspect of VR - being cut off from people around them. That's what this merging of VR/AR fixes.

The only disconnect is you. You have certain needs that need to be met, and think everyone else has those same exact needs, as if no one has problems with isolation in VR. Even ignoring that, I still brought up how there are solutions in the works for each of your specific problems.

I reckon that the folks who are working on Magic Leap and Hololens strongly disagree with you.

The problems you stated are really just stuff you made it. It was so insanely contrived I can't believe typed that unironically.

I never mentioned my needs, so I am not sure where you think this is about me. You continue to demonstrate the typical disconnect that folks like yourself have been known for. Soon, you all will be like Star Citizens backers. BTW, these issues are not my issues, it is VR issues and the reason that it would not be mainstream no matter how much enthusiasts like yourself believe.

They don't disagree. Hah. This is ironic because I remember how Alex Kipman, who has lead the HoloLens team from the beginning, says that even AR itself can feel isolating. He noticed this when his wife was confused about what he was seeing through HoloLens because he had the headset on and she didn't.

This is no way stuff I've made up. I have talked to hundreds of people who tell me this is a problem. And if it's not a problem, why does it even matter? If it's solved in the sense that it doesn't need to be solved, then clearly we can work on other things that need solving, which are being solved anyway.

You mentioned your interpretation of what it requires to go mainstream, to fix social/accessibility issues. Whether that is your specific needs or not, this is what you think needs fixing, and I agree, and it is going to be fixed. Happy days, no?

At this point, I have no idea where you're going with this. If all the issues you bright up are being solved over time, what is the problem?

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#10  Edited By DarthBuzzard
Member since 2019 • 360 Posts
@Pedro said:
@darthbuzzard said:

Sorry, what? VR/AR combining doesn't mean one subsumes the other. It means you get access to both usecases and get to combine the two. It was always known that VR/AR were twin technologies that complement each other. In the context I provided, you are actually still spatially anchored in VR, but are assisted with elements of AR to make it more social.

VR is not a solution to a non-existent problem. It solves the problems of online synchronous communication (voice, videochat), solves the problems of online telepresence (watching online concerts or even attending them in Fortnite doesn't get close to the feeling of being there), and improves upon the computing interfaces of a PC, making it the fastest, most productive, most versatile computing device possible, as it matures at least.

AR would subsume VR because it is a more practical application of the technology.

You just made up some random stuff that are not problems but passing it off as problems. This goes right back to what I have stated before "The problem with some of you VR enthusiast is the strange disconnect from the consumer market that blinds your view of what will succeed and what wouldn't."

Yet people who work on AR tech disagree. Which means you are disagreeing with the people who know best.

And I never made up stuff. I did say I've heard it all did I not? Well, a lot of people don't like the isolationist aspect of VR - being cut off from people around them. That's what this merging of VR/AR fixes.

The only disconnect is you. You have certain needs that need to be met, and think everyone else has those same exact needs, as if no one has problems with isolation in VR. Even ignoring that, I still brought up how there are solutions in the works for each of your specific problems.