No but everything that Alyx did excellently would be done significantly worse via M+KB. Thing people don't seem to understand is that VR inherently turns any semi-competently designed game into a full blown immersive sim and it's fucking awesome. I totally understand why a bunch of out of shape neckbeards online wouldn't be too fond of their hobby becoming dependent on their physical abilities but I really do prefer VR. Things you don't really think about like pressing R on a keyboard versus reloading your weapon in a realistic fashion using precision motion tracking makes all those years of Wii/Kinect motion control gimmicky bullshit totally worth it.Was there anything in Alyx that couldn't be done on a M&KB?
doubthings you don't really think about like pressing R on a keyboard versus reloading your weapon in a realistic fashion using precision motion tracking
this isn't about realism.doubthings you don't really think about like pressing R on a keyboard versus reloading your weapon in a realistic fashion using precision motion tracking
I've played enough video games to know that videogame devs know absolutely nothing about guns
It's muscle memory for experienced shooters.this isn't about realism.doubthings you don't really think about like pressing R on a keyboard versus reloading your weapon in a realistic fashion using precision motion tracking
I've played enough video games to know that videogame devs know absolutely nothing about guns
It's about using motion controls to eject an empty mag and load a fresh one, while being shot at and scrambling to find a cover.
so what?It's muscle memory for experienced shooters.this isn't about realism.doubthings you don't really think about like pressing R on a keyboard versus reloading your weapon in a realistic fashion using precision motion tracking
I've played enough video games to know that videogame devs know absolutely nothing about guns
It's about using motion controls to eject an empty mag and load a fresh one, while being shot at and scrambling to find a cover.
yea and it's going to get annoying after about 30 minutes.so what?It's muscle memory for experienced shooters.this isn't about realism.doubthings you don't really think about like pressing R on a keyboard versus reloading your weapon in a realistic fashion using precision motion tracking
I've played enough video games to know that videogame devs know absolutely nothing about guns
It's about using motion controls to eject an empty mag and load a fresh one, while being shot at and scrambling to find a cover.
moving your hands to imitate reloading is still drastically different from simply pressing a button.
Most Gunfags playing VR are afaik into this: https://steamcommunity.com/sharedfiles/filedetails/?id=1690962518doubthings you don't really think about like pressing R on a keyboard versus reloading your weapon in a realistic fashion using precision motion tracking
I've played enough video games to know that videogame devs know absolutely nothing about guns
I recall reading that Valve at least used to encourage its employees to frequent shooting-ranges.doubthings you don't really think about like pressing R on a keyboard versus reloading your weapon in a realistic fashion using precision motion tracking
I've played enough video games to know that videogame devs know absolutely nothing about guns
in before they get sued for emotional damageI recall reading that Valve at least used to encourage its employees to frequent shooting-ranges.doubthings you don't really think about like pressing R on a keyboard versus reloading your weapon in a realistic fashion using precision motion tracking
I've played enough video games to know that videogame devs know absolutely nothing about guns
Pavlov and even population one have it , you need to hold the gun with two hands for more precision. In alyx i dont think so or its not noticeable.Do those VR guns simulate recoil?
Its not that easy to explain the difference between VR and flatscreen gaming. It takes away almost all form of abstraction of the gameplay. In fact, there are games like table tennis or boxing (thrill of the fight) that are almost like the real thing, or at least close enough that you can train your movement patterns with those games.
VR shooting is much more akin to lasertag or paintball, only difference is that you do not actually run but press a button to run. VR shooting is as different to flatscreen shooting as turnbased rpgs are to realtime rpgs.
Severe misconception there,difference between VR and flatscreen gaming.
Actual distortion is required; it involves the process of bending lines that are straight in the original object space. Distortion is certainly necessary, for example, if a 180° field of view, or even something approaching it, is to be contained on a flat plane, as it must be in order to appear in most video systems. In the case of the LEEP system, a very wide field of view is warped onto a plane surface by a fisheye-like transformation. Of course this transformation must be undone and the correct angles of view restored if the space is to be correctly rendered for the person viewing, who, we then say, sees an "orthospace."
Figure 2 Linear Projection
2.5.3. Ceiling corner projection
Figure 3 Corner Projection
Figure 3 shows what might be done by painting a scene in the corner of a room. The little stick figure is viewing tall buildings that occupy almost 180° of his lateral field of view. When a person stands at the exact spot for correct perspective, simple painted block shapes can create a startling illusion of reality; there is no need for any trompe l'oeille artistry. None of the illusion would be presented, however, if the scene were limited to the little video monitor suggested as a black form, no matter how high the resolution of the monitor.
OLEDs have proper blacks because they can skip pixels being illuminated, while CRTs have to shoot electron beams top-to-bottom at the screen and the luminescent material the screen was covered in wouldn't be able to display said blacks due to color/luminescence bleeding into other parts of the screen. I've used plenty of relatively good CRT monitors back in the day EIZO Flexscan/SONY Trinitron etc. and when you paused a movie between two scenes where it was supposed to be near perfect black it was glowing brightly across the screen to the point that it could still illuminate parts of a dark room by itself. With OLED you get near to true blacks.More proof OLED errand-boy doorknob-level-dimwit NPC's just spew nonsense and have no problem with lack of proper credit.
The first part of your cited text seems to be about a commercial stereoscopic video viewer from the early 90s from the producer of its optics, a technology which had existed since the early 60s and before in a more "immersive" way and didn't have much to do with Virtual Reality:Severe misconception there,difference between VR and flatscreen gaming.
& maybe this is the reason Valve & FB never gave credit where it's due.
"Just get carried away thinking current gen VR isn't flatscreen gaming bro."
IN FACT, it IS FLATSCREEN GAMING:
https://archive.md/P0y8S
Just widely flat & ORTHOSCOPIC.
The user (traveler, actor) seems ready to consent to an agreement with the devil in which he or she will ignore the poor resolution, much of the system lag, the monochrome display in the widest angle systems, and the limited field of view in the present color systems, for the privilege of continuing to enjoy the cyberspace romp.
In the course of working with the "LEEP" system we have come to think of the experience of wide-angle orthostereo "as stepping through the window."
Its not that easy to explain the difference between VR and flatscreen gaming. It takes away almost all form of abstraction of the gameplay. In fact, there are games like table tennis or boxing (thrill of the fight) that are almost like the real thing, or at least close enough that you can train your movement patterns with those games.
VR shooting is much more akin to lasertag or paintball, only difference is that you do not actually run but press a button to run. VR shooting is as different to flatscreen shooting as turnbased rpgs are to realtime rpgs.
PenTile was invented by Candice H. Brown Elliott, for which she was awarded the Society for Information Display's Otto Schade Prize in 2014.[3] The technology was licensed by the company Clairvoyante from 2000 until 2008, during which time several prototype PenTile displays were developed by a number of Asian liquid crystal display (LCD) manufacturers. In March 2008, Samsung Electronics acquired Clairvoyante's PenTile IP assets. Samsung then funded a new company, Nouvoyance, Inc. to continue development of the PenTile technology
The recent "wave of VR" was enabled by mobile devices and Smartphones becoming popular commonplace items owned by billions of people, and leading to a lot of R&D and improvement into mobile-scale display technologies and rapid decrease in cost with an increase of resolution in said, as well as improvements and further miniaturization of sensors almost every phone is using like Gyroscopes and Accelerometers.Why not just go out on a limb and proclaim this recent flat "wave" of VR was enabled by handheld oled with its pentile pixels
What the fuck does the sub-pixel pattern layout/arrangement of a specific display technology have to do with some guy that apparently worked on it? This ain't Social sciences theories here. How do you even think this constitutes some sort of argument? And what is this supposed to prove in your mind?( designed by a tranny )
I'm not sure why you're of the belief that Palmer Luckey knew about or "stole" anything from some company that worked on camera optics in the early 80s and/or applied for a patent called "Wide angle color photography method and system" that expired when he was 8: https://patents.google.com/patent/US4406532A/en(+ obviously noone nicked LEEPVR-s stuff EVER )