Unreal Engine Will Soon Allow Developers To Build Games Inside of VR (roadtovr.com)
An anonymous reader writes: Epic Games, the creators of Unreal Engine, has been a longstanding supporter of VR. They were on board way back when Oculus sparked the VR industry in 2012 with a Kickstarter that would snowball into a rekindling of consumer virtual reality. Having been one of the first major game engines to support VR headsets like the Rift, the company has been aggressively positioning Unreal Engine as the go-to tool for VR developers. Now they're taking a massive next step, showing the first look at bringing developers themselves inside of virtual reality to craft games with the full set of UE4 tools at their fingertips. That means that developers can place and manipulate objects from right within a world in progress; the video demo in the linked story is impressive.
Even watching the video made me sick. This ain't gonna work for the vast majority of people.
In my game the player will have to move rocks around a place and beat on them with his or her fists. Then nothing will happen for a long time, then you will DIE! Farting is not allowed in my game.
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More like trivial reality. Are we entertaining ourselves to death while we decay?
Ie, the Virtual Unreality Engine.
This isnt all that new in the 3D/VR world..
I want to take a photo of a room in my house and have it converted to VR, and then be able to style it and move furniture around.
const int one = 65536; (Silvermoon, Texture.cs)
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I got some vr sets. One thing I don't like them is that they are too heavy for long time wearing. Wearing them make my neck sore. I wonder VR can't sell a lot unless they solve this problem.
So that Virtual Reality Studio kit program i've been using in 1993 is a LIE!????????
I've used a VR head set. It worked fine (I had no issues at all with it at all), but I don't see the point. I just kept getting annoyed that I only had one axis (horizontal) of mouse look in the demo I played: I preferred mouse look to turning my head: its easier (less physical work, and much easier for high accelerations) and just as natural after all these years of using it. It felt no more immersive than a traditional graphics setup.
Sure I get 6 degree of freedom manipulators are nice, but I don't see how they require VR.
VR is nice for the wide FOV, but I can have that on my desk fine (I can game with a FOV > 90 degrees without issues). My desktop displays have more pixels than the VR head set anyway.
I could see VR being more intuitive for a new user than other systems, but given that I'm already used to said other systems, but to me VR just seems like an overly skeuomorphic interface: it just seems pointless for experienced/power users of virtual worlds/computer graphics.
This will be interesting. I have been developing for VR with Unity. I suspect motion sickness will be a real problem here. The video shows the dev walking around and manipulating objects, i.e. moving around in-game via walking around in the real world. That's fine, but when you zoom out and zoom around in the world without your body moving, that's when the nausea starts. Maybe one develops an immunity to it with time; maybe such an immunity will become an important thing for game developers to have.
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I wonder if it's worth hanging the VR set to the ceiling to hold part of the weight...
The ENIAC Demo Competition
And they're FINALLY catching up to the City of Heroes base builder?
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'developers'
I would like to see another episode of Unreal, it is such an eye catching game.
The purpose of existence is to make money.
Zucker realy screwed up on this one... this look like a headache system. Its way too much hastle for the average joe.
Magicleap are more interesting... although they have proven nothing in realworld yet...
Multiple monitors pretty much give you the same thing. VR is useful when you're working on something you can walk around, but since there's really no such thing as a natural walking controller that truly naturally emulates a space larger than your available playroom, it's not really sensible here. We already have tools for moving around 3d spaces that we're not actually in, and they work pretty well.
A creature modeling tool that lets you work in a VR space is useful. A level modeling tool that does the same is a lot less so.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"