Skip to main content

My brief experience with VR

Had the chance a couple of months ago to develop a small VR project for Android (which never was finished). The contractor provided me with a Samsung GearVR glasses and the controller, and nothing more. Was my task to research and create the prototype from scratch, which took some time and investment from my part. Never recovered the investment, and the knowledge... well, lets consider that as some sort of profit.
It was funny in the beginning. But when I went deeper, I was discovering the disadvantages. In my case, the GearVR controller is only compatible with Samsung phones and I found it rather limited: too few buttons to be useful except for simple games. In general, the VR devices are too expensive and some people can't use them. By the way, I couldn't test if I am 100% "compatible". My app used an scripted movement through the scene, which is one of the methods that cause less side effects.
I am pretty much convinced that, unless the prices go down a lot, VR won't take off. I think it is not a matter of catalog or available titles, there are no titles because there are no gamers, and maybe there is a bit of endless loop here. Sure I can be wrong, but that's my opinion.

Comments

Popular posts from this blog

Isometric camera with Godot

Took some effort and some of my sleep hours, but at last, I made it. Here is my first videotutorial: implementing an isometric camera in 3D, with Godot. Useful if you want to emulate the look of old classics like Fallout 2, but with some extra features. Considering that my voice is not so nice, and my english pronounciation is even worse, I also added texts to help you underestand what Im saying. You will also notice some background noise, but cant do anything to solve that. Any suggestion is welcome. Expect another tutorial soon.... or sor tof. This time, will be about my AI system.

Lessons about game dev

 Meet Bobby (not Kotick)! He is going to taught you a lesson about how NOT to make games. Bobby is a very sharp bussinessman, that sees everybody is playing games. More important, everybody is spending money in games. What would any smart bussinessman do? Well, get into the games bussiness, and he knows he has an advantage. See, Bobby is not going to spend hundredths of thousands dollars to make a game, when he can make it much cheaper.  And here comes the first mistake. Bobby goes to his birth city, in a shitty third class communist country, where it is easier to find a honest politician than a game developer. There, he assembles the Avengers... I mean, a team of talented guys that... never made a game in their lives. He invests in hardware, with good workstations equipped with fairly modern GPUs, pairde with the worst, cheapest 18 inches display you can get. Also, a server with a 24 VRAM GPU, because any game studio needs a server for... nobody knows exactly for what, but t...

Vulkan and open source engines

It is weird, but even when Vulkan has embraced the open source philosophy (open drivers, tools, etc), Im not seeing too much enthusiasm to adopt it in open source game engines. I have been following mostly Godot and Urho3D, yet Ogre3D and Irrlicht doesnt seems to be rushing to implement the new renderers. It is worth to mention that Godot promissed they would delay the long needed refactoring of its 3D renderer until Vulkan release, but now they say they wont be using it, favoring GL ES 3 instead. The other engines seems to be dealing with lack of man power (Urho3D leader left the work on hands of community, as he is not working on Vulkan renderer right now) and base code designed for older APIs, specifically, DirectX 9. Lot of work is required to adapt this code base, not only for Vulkan, but for DirectX 12 too. Well, nobody said that developing a game engine was easy. The advantages of Vulkan have been widely detailed. From engine point of view, it would centralize all renderers...