gagaplex wrote:What's "bleed" mean in this context?
Sorry, I totally forgot where I used it in the video. Can you remind me?
gagaplex wrote:Last console generation? Yeah, I'd agree, that's nonsense. Technology marches on. Maybe, just maybe this one will stay around for a while, but how could there ever be a "last" one?
Even if we didn't need any more processing power (which will never happen), by switching to newer architectures, they can get much better energy efficiency as well as smaller form factors. They always shrink the die on the APU chips they have, but given 10 years, they could do a much better chip.
Plus, if they stop making new consoles, they won't be able to keep selling hardware, which has poor margins at the beginning (except maybe this gen), but can be VERY profitable during the tail of the generation.
ranger_lennier wrote:I hope that Facebook funds some AAA games when Oculus Rift comes out. If we had that combined with strong indie support, I think it could drive decent adoption of the hardware.
I think VR will mostly survive based on strong indie support for the first few years. Facebook would essentially have to devote $100 million for a game development budget to make a game that is designed around VR and probably wouldn't work without it.
The problem is, they would essentially have to write that $100 million off because there is no way the market would be big enough to support the budget of the game. Assuming it's Steam only, they only get 70% of the profits, so they'd need to sell 143 million in revenue. At $50 a pop, that is close to 3 million units at full budget. If there were really NOTHING else, they could hope to get probably about 1/3 market penetration, so they would need 9 million units out there for there to even be a CHANCE to make their money back. I think they will focus on smaller non-AAA experiences that really sell the strengths of the experience.
RightClickSaveAs wrote:
I'm also curious to see how it will be with fatigue and eye strain like you mentioned. From what I know of how the Oculus Rift specifically works, flicker shouldn't be an issue at all since the screens are built in, right?
Flicker is not an issue, but there are a host of other issues:
* Ghosting
* Color banding
* Motion sickness - I think this would be pretty rough when playing Mirror's Edge in fist person
With respect to vergence-accommodation, I suspect if you only look forward, it would be better because you know where the player is looking and the display is optimized for that. If you look to the side, I think you may be screwed because they don't have eye tracking. Long term, I think they want to create eye tracking systems, which would hopefully get rid of that problem.
So maybe you won't get eye aches- just motion sickness? hahaha, I'm not sure that's better.
When I get an Oculus Rift,I'm going to get a VirtualBoy emulator and try all my old games that I am too afraid to play on the actual hardware.