Half-Life 2 Writer on VR Games: We're At Pong Level, Only Scratching the Surface
An anonymous reader writes: Valve's Chet Faliszek has been in the video game industry for a long time, and his writing has been instrumental for games like Half-life 2, Portal, and Left 4 Dead. Valve is now developing a virtual reality headset, and Faliszek was on hand at a VR-centric conference where he spoke about how the technology is coming along. He said, "None of us know what the hell we are doing. We're still just scratching the surface of VR. We still haven't found out what VR is, and that's fine. We've been making movies in pretty much the same way for 100 years, TV for 60 years and videogames for 40. VR has only really been [in development] for about a year, so we're at Pong level." One of the obstacles holding VR devices back right now is getting the hardware up to snuff. Faliszek says, "There's one thing you can't do and that's make people sick. It has to run at 90 frames per second. Any lower and people feel sick. Telling people they will be ok 'Once you get your VR legs' is a wholly wrong idea. If people need to get used to it then that's failure."
Landscape shots are one thing, watching an action scene in 3D is nauseating and off-putting.
Well, the 3D AND the extra $10 on the ticket is off-putting
Nonsense, we've had VR junk around since at least Wolfenstien and some of the crazy Nintendo VR stuff. That stuff was AWFUL and more worthy of being called Pong. See http://www.hardcoregaming101.net/wolfenstein/wolfenstein6.htm, that's 1994 so 21 years ago. The VR Boy was 20 years ago. Hell we even had a TV show called VR.5 in 1995
The stuff that is coming out now is barely worthy of being called VR since it doesn't make good on what was promised 20 years ago, nor impoves upon it in any tangible way. Much in the same way "3D" TV's flop and most 3D films at the theater are garbage. We're trying to solve the wrong problem with VR. What value do we get with VR that we don't get with regular TV or monitors?
1. Privacy, which is fine if you just want your own private 2D screen, and these things have existed forever.
2. Stereoscopic 3D, which the Nintendo 3DS does and is barely any better than 3D glasses.
The real problem is how to wear a VR headset and be immersed in a video game. We're still seeing goofy VR head tracking with no gloves or way of suspending the body above the floor that you could run in place. The ultimate solution would be to actually read the brain waves non-invasively for "I want to go in this direction". They've done this with monkeys already (invasively), and there has also been an experiment in one person controlling another person's movements through a direct brain connection.) So there is some possibility of doing this.
yeah, it would be enough, really. I've used the rift(ks). half life 2 worked fine with it. surprisingly it was better to play with just a HACK than with the official tf2 shit! why? they fucked up the control options for the official(like 5 choices and none of them traditional kb+mouse! all had to try to stuff in head control for up / down and separate aiming from head movement or other weird things)
also what many of these journos forget is that some people will get sick from just looking someone else play doom.
the vr is already more on the doom level than pong. resolution sucks. also comparably to doom, plenty of researchers are trying to invent new controllers, walking around the room and shit. in reality, the vr headset games are best played with just a xbox controller or kb+mouse. also they're the least taxing. you don't want to be waving your hands around for 8 hours+ anyways - all their alternative control schemes are for _casual_ gaming! and who the fuck who is into casual gaming is going to invest into a vr headset for home? nobody. you want something you can play with all night long.
also due to this researcher obsession with control/head movement schemes and them getting it wrong time after time, the games that work best right now are simulator games with steering wheels or joysticks - and it's WAY beyond pong.
world was created 5 seconds before this post as it is.
Surfac?
VR has only really been [in development] for about a year
wikipedia lied to me!
Anons need not reply. Questions end with a question mark.
Surfac
Just add a virtual nose: http://www.wired.com/2015/04/r...
Considering what Pong was in the 1970's - the hottest shit no-one had seen before - it's a pretty mighty compliment and I don't think VR is quite that big. It's all context.
Obligatory Strongbad: Oh no. I get it. They got him.
Then 10 seconds later in the same video: Oh Trevor, I pine for you.
Stop screwing around with VR and finish Half-Life 3 already!
Trolling though, is for intelligent and sensitive adults.
"Telling people they will be ok 'Once you get your VR legs' is a wholly wrong idea. If people need to get used to it then that's failure."
Telling people they'll be okay once they know how to drive is the wrong idea. If people can't just get behind a steering wheel and drive to Manhattan then automotive technology is an epic fail. Technology should be as simple as a baby's foot.
I heard the holoband being developed by Greystone Industries looks promising.
Change is certain; progress is not obligatory.
Silcon Graphics 2 decades ago did the research on simulation sickness of navy pilots in fighter simulations.
They already found that 80 fps is the lowest you can go before pilots get sick. Which is why they made special graphic cards and software that were basically locked to 80 fps, and they were able to dynamically change the quality on each frame to meet that hard real time requirement.
They found that once in a while rendering a frame at half resolution is less of an issue than delaying/dropping the frame.
I am guessing the 90 fps from this, is based on that somehow graphics is still linked to NTSC and must therefor be a multiple of 30 fps.
Carmack also commented on that even more important than high frame rate is very short flashes of the display, so that they eyes don't smear the pixels across your vision, he experimented with very bright oLED displays that flashes for a very small fraction of a frame.
I've also seen a BBC demonstration of a 300fps television and camera, moving objects become much sharper compared to 80fps in a side by side comparison, your eyes have a much easier time tracking moving objects across a surface that is updated at 300fps.
VR was at a pong level about 30 years ago.. Because those suckers don't know what VR is or how to use it doesn't mean it only started a year ago.. Yeah, maybe HE started a year ago, but VR was already on the market in 1995 for consumers, and to just dismiss consumer helmets like the Forte VFX-1 is really ignorant/snobbisch (and those were even further along than 'Pong-level')..
Let's not forget VR has been in use in the industry for a long time already, the only difference now is, you can do it on the cheap..
So I really think he's just an a**hole for dismissing all the work that has laid the ground for valve to actually be able to start doing VR.. Because they came late to the party doesn't mean the party only started when they arrived...
I had a full vr helmet in the late 90s to play doom, decent, and so on. I can't remember the name of the helmet but it came with a mouse that looked like a hockey puck.
I would venture that this was the VFX family of helmet (VFX-1, VFX-3D)
It was one of the first 3D helmet, with extensive support in games.
Resolution was shitty (~260 vertical column per eye) in fact so shitty, that manufacturer did give separate count of R, G and B pixels (call it "790" horizontal resolution !).
Field of view was also awfully small (think looking into a small windows in front of you, as if you looked a laptop screen, instead of today's occulus rift's "surrounded by the picture everywhere").
Image was blurry (LCD. All this was happening long before the advent of OLED and other fast refresh devices).
But still, even if it was in its infancy, it was one of the first big thing to arrive on mainstream market.
I've never had one my self, luckily the local computer shop had one and I hacked around a bit.
A bit later, the "I-glasses" family of device started to get popular. Much lighter, slighty higher resolution, and used a mirror system that made possible to overlay picture over the actual sight ("augmented" reality).
Personnally, much later, I managed to land an eMagine 3D Visor (was working in medical research, had more money than when I was a kid).
Slightly better angle of view (45 one of the best pre-occulus), OLED display (so no blur, high resolution, etc.)
(though support for non-nVidia hardware required ordering a new firmware on a swappable ROM chip)
Nowadday Occulus Rift and the like have advanced a lot:
- replaced the complex optics and simple display, with simple optics and shaders to compensate distortion.
- actual real full field of view. you don't look through a small windows, you actually have a picture completely surrounding you.
- high resolution (thanks to all the "Apple Retina" and "Cram a FullHD 1080p resolution on a smartwarch" craze, we have small high resolution displays)
- really fast / low latency tracking (thanks to cheap high speed cameras, which supplements the electronic accelerometer/gyroscopes of old time)
We've reached the point where the technical short-comings are more or less being solved.
Thus we aren't as much in the Pong-era, as in the late 8bits / early 16bits console era:
technical problems are being solved, hardware gets available and affordable, now we need to learn to harness the medium and develop nice stuff.
Artists need to learn what can be done with this.
We are at the dawn of tons of new things coming out for VR 3D.
It's good that indie dev are currently thriving.
"Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
Also AI design, GUI design, plot writing, game ruleset design.. Everything except graphics.
His "We've been making movies in pretty much the same way for 100 years, TV for 60 years and videogames for 40." is all wrong.
Movie and TV technology has changed, considerably, and this is like somebody saying marriage hasn't changed in the past few centuries.
The only thing you're showing is your ignorance.
People aren't going nuts over this like they did with Pong. It's not on store shelves too, like Pong... back then.
We are at Farmer's Daughter level: everything is text based sort of and we're waiting for that killer app, like Pong.
1) Glasses. If you don't wear them, you don't care, but if you do, you pretty much can't deal with head-mounted VR wear. I've tried a lot of VR devices over the decades and *none* of them are glasses-friendly, including Oculus.
2) Field of view. Ninety degrees isn't enough for immersion. True enough, you can move your head for depth 'feel', but you're still looking through a window.
3) Lag. There's been enough said about this. It will improve over time, though, if there's enough of an audience.
All work and no play make Jack a dull troll.
VR isn't new tech by any stretch. I remember VR headsets powered by Commodore Amigas.
Who are self righteousness for?
"What the American public doesn't know is what makes them the American public." -Ray Zalinsky (Tommy Boy)
One of the obstacles holding VR devices back right now is getting the hardware up to snuff.
I'll disagree with this. I've had several really good 3D goggles over the years. OK, this is not true VR, but in every case they never caught on. Not because of any technical issue, or cost. They died from lack of software other than the demo game that they came with.
Whatever platform is supported by software will thrive, regardless of its technical merits.
He's full of shit about VR only being developed for a year anyone remember Sega VR? http://en.wikipedia.org/wiki/S... from the 90's?
And let's not forget that horrid sci-fi show from the 90's http://www.imdb.com/title/tt01...
I'm sure that was inspired from somewhere. Although I also remember doing wireframe VR sims of hang gliding in the early 90's.
I am Bennett Haselton! I am Bennett Haselton!
What kind of stupid comment is that. VR has only been in development for a year????
I think Chet Faliszek needs to do some research into his own field. It gave you headaches, was limited to only 2 colors, and it tanked, but to say that it wasn't VR is byond dumb.
Sorry, teleporters just kill you and then make a copy. A perfect, soul-less copy.
I think that the goal to have good VR never make someone sick is impossible, unless the device can detect early symptoms and inject anti-nausea drugs into the user...
I experienced full immersive VR almost 20 years ago with the CAVE system at university labs (active LCD shutter glasses, head tracking, and projected images rendered to 10 foot screens for walls or a large work surface, like a drafting table). Compared to today's head-mounted displays, this had the benefit of the images being anchored to the physical environment, so small and fast head movements would move your eyes relative to the image and give something approximately correct even without updating the display image. It would be slightly erroneous like having a distorted viewing frustrum, but not a complete disconnect between your vestibular sense and the visual field. Good apps still maintained 30+ fps so before your head moved too much, the head tracking was incorporated into the next frame's viewing frustrum and the projected image field updated again.
I loved these VR systems from the day I first tried them. My office neighbor developed applications for them. We had visitors to our lab and also did the traveling road show at scientific conferences. I saw many people react to the same applications in very different ways. My wife (then fiancee) got sick almost immediately when I brought her to see a demo. By now, I realize it is not just VR that makes her sick. Actual reality makes her sick quite easily too, whether it is a car ride, airplane turbulence, hiking on a steep mountainside trail, a smooth panning landscape shot on HDTV, a new pair of glasses from the optometrist, or even just flashing lights or repetitive motion in her peripheral vision. A perfect VR simulation of those everyday situations would also make her sick.
Basically, any application which could thrust the user into such situations would be a problem for her, even if the VR was a perfect rendition. Her real life is structured to avoid disturbing visual events, sometimes requiring my help to calm her environment if the nausea arrives too quickly. People who seek out VR would be bored to tears if the VR environment was as placid or predictable as my wife would require. A product like this cannot appease everyone.
...sick @60Hz. WTF's he smoking?
What I do NOT like is low resolution and low pixel density. Fortunately ATM the low res/pixel density is mostly noticeable in videos and text in games.
Back to sickness thing, I don't suffer from any form of motion sickness at all and I suspect that the people that feel "sick" in VR probably do, and I can't see how increasing the refresh rate is going to make them feel any better. Not to say that increased refresh rate MIGHT be nice for VR, I'm not sold on it NEARLY as much as resolution AND pixel density.
Asto being pong level: Well I guess that he's managed to avoid/ignore the past 20+y of VR development.
Off topic but I think it's worth pointing out that this is Chet of Old Man Murray fame.
Oh, for god's sake.
The guy works on Half Life 2, and he's screwing around with VR? Where the hell are his priorities?
At this rate we'll never get a Half Life 3. Ah heck, they can't *count* to three at Valve.
Get the heck back to work! VR. Waste of time when Half Life 3 is so late!
I find it interesting that nobody has mentioned focus as a major problem. I do not mean the optics of the device necessarily, but that is a likely source. What I'm talking about is usually from the content itself. When focus blur is used, or induced by the way a video is shot, it causes your eyes to attempt to fix the blur by focusing on the blurred area. When this inevitably fails your eyes will continue to try causing eye strain which leads to a headache.
This is the only issue I get from VR, but then again, I do not get motion sickness at all.