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."
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.
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.
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I'm sure it wasn't also the sticky floors, the screaming children or the guy in the seat ahead of your turning on his phone so he could check his text messages and destroy your low-light vision, right?
Just add a virtual nose: http://www.wired.com/2015/04/r...
Pretty much the only moviegoing experience I actually enjoy is Studio Movie Grill. When people do those kinds of things there, it doesn't really bother, and I think the reason why is because there has to be plenty of room between seats so that the wait staff can do their jobs, so when people are being obnoxious they're so far removed from you that you don't notice, and the wait staff are really good at not interrupting your movie. That and when you need something you don't have to go out to the lobby (except to take a piss) and the food prices are about the same as any other restaurant.
I suspect the only thing better (besides being at home) would be a drive-in theater, but I've never been to one.
Stop screwing around with VR and finish Half-Life 3 already!
Am I the only one who thinks the frame rate isn't whats getting everyone sick?
Resolution and convergence are my big issues. I think the holy grail is a high resolution light field display, but this will require significantly denser pixels if you use microlenses for head worn VR. Maybe once you tackle that you can go for the high frame rate.
I wish I could find a luxury theater like that around here. The closest I can find will serve you at the bar, and then shoo you into your movie at the appointed time. They won't blink if you carry your alcoholic beverage into the auditorium, but they certainly won't refill it for you inside.
A friend of mine who worked on a tavern cleaning crew called me and told me to come to work with him one night. When we got to the tavern, he showed me this big box with a TV screen and two large knobs. Pong was completely unlike anything anyone had seen before. During business hours there would be a continuous line waiting to play it.
It may seem quaint now, but at the time it was truly revolutionary, as was Space Invaders and Asteroids which soon followed. To us, they were much cooler than the pin-ball machines we played at the time, after all they were something completely new.
Yes I was born in B.C. (Before Cellphones) and my kids were born in A.D. (After Direct TV).
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The resolution is fairly secondary to lag. If there is perceptible lag then VR sickness tends to follow.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
"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.
It causes illness for good reason. A mismatch between visual field angle and vestibular angle doesn't occur very often in a natural environment - the only place you'll find it is on a boat and when wearing head-mounted displays. Before those, it always indicated something impairing the vestibular system, which likely implied a poison. There's evolved response based on this: 'Visual/vestibular mismatch, probable poison detected, initiate purge of stomach contents before any more is absorbed and make a note not to eat the green berries.'
resolution is my only issue with oculus rift 1st gen sdk. even the head tracking worked well enough(and most of the time I don't want it, i just want a good 90degree+ head mounted stereo display.
the fps etc. some researchers are focusing purely on that and bringing it up as a big deal because it's the only thing they can help with. -- because making higher resolution displays is not something they can try to get credit and press for.
and really, you would think that a friggin VR expert supadev would rather compare "pong" of vr to be the vrfx helmet stuff from TWO DECADES AGO.
world was created 5 seconds before this post as it is.
I heard the holoband being developed by Greystone Industries looks promising.
Change is certain; progress is not obligatory.
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.
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Also AI design, GUI design, plot writing, game ruleset design.. Everything except graphics.
So we're basicly throwing an error, which hopefully will be catched in a suitable container?
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.
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VR isn't new tech by any stretch. I remember VR headsets powered by Commodore Amigas.
"You should be off pudding!"
Yeah, we're at least at the Arkanoid stage in VR. Looks awesome, much fun, but quickly becomes frustrating due to controller limitations.
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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.
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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 don't think it's much of a luxury theater. Feels more like a restaurant that also happens to be a theater. Tickets are usually $9.50, which is more than most theaters, but they have groupon deals like all the time where the tickets are $5, which is a lot less than most theaters.
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.
Ah yes, I have heard of, but never seen one. I do recall around that time playing one called Space Wars or similar, but it vanished quickly and never saw another.
Pong showed up in about half the taverns in town at about the same time, as well as malls, pinball arcades, and bowling alleys. They were everywhere for a short time, and then came Space Invaders, and Pong vanished almost overnight until it was resurrected in the early gaming systems.
I had a Tabletop Tennis (Pong clone that only did pong variations ) system that could play about 10 different 'courts' in glorious black and white. And the early Intellivision and Colicovision systems all had Pong clones as well.
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