GDC 2013: Michael Abrash on “Why VR is Hard (and where it might be going)”
roadtovr.com
roadtovr.com
That said, one of the videos makes me terribly motion sick, so... I'm hoping my body can get used to this.
http://www.roadtovr.com/2013/03/30/gdc-2013-oculus-rift-raze...
I worked on a project like this a while ago: https://www.youtube.com/watch?v=lVVKNTP0lfo
There are a few places where this research is going on, USC's ICT also has a really nifty setup, a lot like HoloDeck v0.0001 from Star Trek: https://www.youtube.com/watch?v=tcTswP0sF9w
If I were to plan the battle on Endor or Hoth, yeah a wall project makes much more sense, but if I want to feel like I'm actually on Endor or Hoth, then a headset makes more sense.
The only way a projection is going to make sense is if people have an entire IMAX shaped room in their own home. And even then you still are going to have gaps in the experience like looking at the floor or the chair you're sitting in. The headset divorces you from your body and actual surroundings in a way that no projection can.
Of the three core problems that he points out, tracking really stands out as the key differentiation for us. Adding to that, how the objects must remain fixed in space is really the factor that if solved would plunge us right into next generation AR. Improved latency is almost a nice to have at this point.
I"m not sure if I want Doom 4 in VR. Even in the very rough, early, low-resolution state of the Rift there is an uncanny realism to it - I can easily imagine people literally getting scared to death in horror games.
Games like Amnesia are scary enough on a flat screen in a lit room, there may be real issues with putting them in VR.
There's a thought. Gaming so realistic people stop playing them.
TF2 has all of that and more. My score has taken a punishment, but it's just so damn enjoyable.
I'm also that ass on your team that's walking around looking at stuff in amazement instead of shooting the enemy...