Introducing Project Morpheus

Started by TheBadger, July 01, 2014, 03:52:33 PM

Previous topic - Next topic

TheBadger

It has been eaten.

TheBadger

We are approaching the event horrizon, arrival is imminent. Pressence is the word of the day. And porn will never be the same again  :o

I want to swim in the sun.
It has been eaten.

archonforest

Hope this stuff will work...cant wait for a Doom party :D :D
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

TheBadger

If you listen to the presentation, they say that bump maps don't work very well. They list a lot of things that are standard to making games and animation that won't cut it anymore. So, if the point of any of the games that are released is to be photo real and complete immersion, than How can we start to use TG for games more than people do now?

IS an SDK for the better integration of a software into a pipeline, or for internal plugins only? Or both?

I want to learn much more about how Morpheus takes its environments. Environment creation is definitely one of the parts of 3D that interest me the most. And I always wanted to learn more about interactive enviro creation. If Morpheus works, it will be the beginning of a new age in entertainment and learning. I definitely want to get in on this someplace if I can.

Frankly, if it works as well as VR does in movie stories, than it will kill movies. Who will have time to go to a movie with work and a morpheus. 10 years, and it will be VR everything.  :o

I want to see one of the demos they talked about. EVE looked pretty cool.
It has been eaten.

archonforest

John Carmack is working on the "Oculus" Since he is a God about programming and stuff I am very interested to see how this VR headset will come along...
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

TheBadger

[attachimg=1]
It has been eaten.

TheBadger

#6
For games I can see fatigue from having the head set on as a plus, in first person war games, fatige would I think add to "presence". But for learning applications fatigue would be a negitive issue. The sony looks to be thiner and lighter. But the oculus looks more durable. Not likely that these are the real final designs for the sets, but something for us to look at. And not too bad looking!

I have not read or seen a presentation on the Oculus yet. But in the sony presentation the development patners, among others, were UDK and Autodesk, and Epic/unreal. I am curious if those softs will have to have a big upgrade to meet the needs of VR. I don't know game programing, but the video in the OP more than suggested a lot of changes are needed in the ways that games are made.

That video was just a few months ago. So, I guess I will be waiting a good long while before this thing is in the stores?

Hey, were you guys talking about a TG community get together? Maybe you will get to do it in VR :o I would attend if I could come as a bear with a negative disposition looking face, and wearing a hawaiian button up shirt. But not an ugly shirt, a nice one.  ;D
It has been eaten.

archonforest

I think those specs are not saying very much. The programming will decide who will win....In other hands one is only for PS so they can share that market :)
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

Upon Infinity

I wonder about these product cycles sometimes.  Like the reintroduction of 3D in movies, we had VR helmets in the 90's as well.  Sometimes,  I think they're just a fad or gimmick.  Does this actually enhance gameplay, or is it mostly just like standing in front of a big screen tv with the ability to change the camera by turning your head?

TheBadger

Quoteor is it mostly just like standing in front of a big screen tv with the ability to change the camera by turning your head?

No! And thats the difference between whats coming and what we have seen in the past. They call it "presence". Where things don't just appear relative to where you have your head. But the perspective changes correctly relative to where your looking/standing.

Things that look good on a 2D screen or in a 3d tv/film do not look good in VR. VR is not simply "3D". Which is why I wanted to know about updates to software that people use to make games and animations.

The main problems I got from the cryptic presentation in the OP, are 1) what to do with your legs and all of your lower body really. And 2) what to do with your hands. Though I suspects some type of glove will have to be implemented at some point. For first person shooters, a toy gun/controler can be used. But there is still the legs issue.

They describe presence as very fragile. So, they got a lot of work to do in game development. But the head sets are basically working!

Anyway I don't think they would have gone to the game developers if the hardware was not ready. The problems they talked about were all about the game development level.

Just my take on it. But listening to them talk it was quite convincing sight un seen.
It has been eaten.

Upon Infinity

Calling it "Presence" sounds like a clever marketing gimmick.  Things should indeed change depending on where you're standing / looking, but really, you can only change where you're looking, right?  You can't have people walking around with these things on their head without bumping into a wall or tripping over your playstation and going head first into your plasma screen. #liability / lawsuit

And looking around with a headset on?  Will that really be better or faster than using an analog controller? 

Still, I don't blame them for trying, and it is an interesting direction for technology.  I just think we need another 10 years minimum for the other aspects of technology to catch up and make it viable and worthwhile.

AP

Field of view for Oculus is slightly better. The OLED is superior to older LCD. Organic Light Emitting Diode.

TheBadger

@UI

I think that the games from their Demo, do not require the player to stand. They are pilot and driving games mostly so far.

The thing about "presence" is not just how things "look", its about the *feeling* of being present in another place and time. Physically! And to me, this i what maters. What they call presence is not marketing, (well maybe a bit), but its the word there using to define the principal on which the game makers and content producers must understand to be successful.

I think your right about 10 years. But not 10 years before it works, it works now. Ten years before it completely takes over.
It has been eaten.

archonforest

Quote from: TheBadger on July 07, 2014, 05:47:56 PM
I think your right about 10 years. But not 10 years before it works, it works now. Ten years before it completely takes over.
That is right! I saw Doom III on a demo and since then I setting aside the money :D :D :D
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

Kadri

Quote from: archonforest on July 08, 2014, 08:44:21 AM
Quote from: TheBadger on July 07, 2014, 05:47:56 PM
I think your right about 10 years. But not 10 years before it works, it works now. Ten years before it completely takes over.
That is right! I saw Doom III on a demo and since then I setting aside the money :D :D :D

I saw a Doom demo 20 years ago and still waiting :)