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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.

8 of 37 comments (clear)

  1. Request by AmiMoJo · · Score: 3, Funny

    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.

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    const int one = 65536; (Silvermoon, Texture.cs)
    SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    1. Re:Request by PopeRatzo · · Score: 2

      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.

      I want to take a photo of a room in my house and have it converted to VR, and then have a virtual Bella Thorne come and take her clothes off. And then be able to move furniture around.

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      You are welcome on my lawn.
  2. Re:Sick by X0563511 · · Score: 4, Insightful

    Watching someone else' head motions is never anything like it matching your own. Unless you've worn one, you can't speak to that with any basis in reality.

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    For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  3. Re: Virtual reality? by Namarrgon · · Score: 2

    We've been doing that since we started painting on cave walls. Or was it enriching and educating ourselves? Up to you.

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    Why would anyone engrave "Elbereth"?
  4. VR sets are so heavy that they make my neck sore. by laserhead · · Score: 2

    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.

  5. Motion sickness by LittleBunny · · Score: 2

    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.

  6. Re:My game will rule! by PopeRatzo · · Score: 2

    Farting is not allowed in my game.

    Farting will be in the day one DLC.

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    You are welcome on my lawn.
  7. Re:Sick by rtb61 · · Score: 2, Interesting

    That short term use doesn't even touch the physiological impact of extended use, hours per day, days per week, weeks per year and of course years, as the likely very poor outcomes that would result. Most people don't even being to realise how tiring and painful it is to continuously bob and weave you head about for hours on end. It really does put paid to the idea of sitting back at the end of the day and gaming, phsyically not possible with VR unless you turn off motion detection and rely on hand controllers to do it instead and just use the VR display for immersion.

    It would make serious sense to produce base model immersion on VR displays, with no motion detection or anything else, just a plug in immersive 3D display, this for people who dislike the experience and motion sickness, people not interested in spending that kind of money (double plus saving, greater unit production significantly reduces cost per unit, this driven by a much cheaper unit generating the bulk of sales, especially if it manages a USB connection and the appropriate Android or Apple software) and people who just want to sit back or even lie back (possible to lie down in a comfortable bed gaming with no motion control VR). It would be silly to release just the high priced version without mentioning the impending future release of a budget 3D immersion version and appropriate controllers with smart phone connection and software.

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    Chaos - everything, everywhere, everywhen