Will the Thrill
Banned
I can only hope we get a Giantbomb quicklook of this.
Same here.I know it's huge, but I like my box.
You guys seen this yet?
https://www.youtube.com/watch?v=2p9Cx4iX47E&&ab_channel=Mindshow
Seems pretty cool! Rigs character models to you so you can perform as them and play it back. You can sign up for early access but there's a queue.
I have so many dumb fucking ideas already in mind.
This might have been mentiond before, but here's a great blog post about locomotion by a Budget Cuts dev: https://medium.com/neat-corp/the-design-of-the-portal-locomotion-2677f3b3f9b5#.wl1uljdeb
You guys seen this yet?
https://www.youtube.com/watch?v=2p9Cx4iX47E&&ab_channel=Mindshow
Seems pretty cool! Rigs character models to you so you can perform as them and play it back. You can sign up for early access but there's a queue.
I have so many dumb fucking ideas already in mind.
This might have been mentiond before, but here's a great blog post about locomotion by a Budget Cuts dev: https://medium.com/neat-corp/the-design-of-the-portal-locomotion-2677f3b3f9b5#.wl1uljdeb
Same here.
As it turns out, showing where youll end up by showing where youll end up is a great way to show where youll end up. We decided to use a portal for that!
... UE4 (and base Unity for that matter) really need a well implemented, adaptive forward rendering option like this. As long as your materials work with it, the performance (and therefore IQ) bump is amazing. I'd describe it, but you all know The Lab's IQ.
In Unity you mean?So is it possible to explain in _relatively_ non-technical terms what's holding back wider implementation of the renderer? I've heard devs say it's very difficult to implement.
My understanding is that it breaks or makes inaccessible a lot of custom stuff and is really only good for making experiences very similar to the Lab (like small environments for example). The guy who makes Hot Dogs, Horse Shoes, Hand Grenades has gone relatively in depth in to why it's not a one size fits all solution a few times on Reddit that I'd link if I wasn't on mobile.So is it possible to explain in _relatively_ non-technical terms what's holding back wider implementation of the renderer? I've heard devs say it's very difficult to implement.
That looks awesome as hell. Will definitely download when I get back to my vive on the 20th.You guys seen this yet?
https://www.youtube.com/watch?v=2p9Cx4iX47E&&ab_channel=Mindshow
Seems pretty cool! Rigs character models to you so you can perform as them and play it back. You can sign up for early access but there's a queue.
I have so many dumb fucking ideas already in mind.
Why don't all games look as crisp as The Lab? The spooky forest house is so beautiful. Nearly every other game is a smudged, blurry mess.
Hot damn Rec Room is fun. Paintball is so simple but works so well, and I spent 15 minutes throwing a Frisbee with a total stranger.
You guys seen this yet?
https://www.youtube.com/watch?v=2p9Cx4iX47E&&ab_channel=Mindshow
Seems pretty cool! Rigs character models to you so you can perform as them and play it back. You can sign up for early access but there's a queue.
I have so many dumb fucking ideas already in mind.
That looks awesome as hell. Will definitely download when I get back to my vive on the 20th.
VR Version
Obduction is a blast in VR, but the VR version has its own set of challenges. Were working closely with Oculus and our other partners to tune the VR experience. Any Obduction backer with a Rift (sooner) or Vive (later) will be eligible to get the VR version. Were figuring out the details of how this will work, and well provide them soon.
I just built a PC for a friend for his Vive, clean windows install with only drivers and Steam, and the Vive or anything VR related works like crap. Performance is a mess, 30-40fps on any game or even the steam hub, i don't know what could be happening.
His config.
i7 6700k
Gigabyte Z170x G1 Gaming
32gb DDR4 3200 Corsair Vengeance LED
Samsung 950 Pro 256gb NVME SSD
Gigabyte GTX1080 G1 Gaming
Coolermaster V650 PSU
The Base Stations are connected with the sync cable, already tried direct mode disabled or enabled, nothing changes. I installed the latest Windows 10, 1067 i believe, motherboard drivers, latest Nvidia drivers and just Steam, any ideas what could be happening??? : /
It's a single-pass forward renderer which supports up to 18 dynamic lights in that single pass. The primary advantage of that is that you can use MSAA (relatively cheaply), and 8xMSAA just looks far and away better than any other AA solution in VR.I'm dying for UE4 to get dynamic resolution support, but what advantages does the Valve renderer bring to Unity outside of that?
For those interested in Titan X performance in VR, I installed mine today and spent a few hours testing out some applications and playing around with supersampling. I haven't seen any official benchmarking yet for this card in VR; not surprising since VR benchmarking in general seems objectively challenging. I have not overclocked the card yet, just set a moderate fan curve to keep the card cool enough where it won't throttle and stays at 75C or below.
I've set my supersampling in all applications to 2x. Previously I was at 1.5x in my 980ti and saw a big jump in clarity, and once I moved to 2x it really makes a huge difference in text readability and visibility of distant objects. I'm able to run Nvidia VR Funhouse at high settings in 2x SS with no dropped frames. Raw Data can be run on Epic setting across the board in 2x with hardly any dropped frames (no frame drops by lowering one or more settings to High). The card is a beast in VR so far from what I'm seeing.
Another major factor I've noticed from going to 2x SS is the feasibility of playing standard games in VR theatre mode. The clarity of the theatre screen in 1x is just not great and text is not easily readable, but once it's bumped around 2x it really improves the experience. I was playing Dead Space for a bit to test it out and it breathed new life into that game.
So far the card really delivers if you want to push supersampling to the limit. I'm sure those who have 1080's overclocked or in SLI already know this. I'm planning on doing some OCing tomorrow and see what I can get at 2.5x SS.
Is there a super sample guide?
^ Yeah, you should first run 3DMark or something to see if general performance is affected.
It's more convenient to use chaperone switcher to enable SS:
https://www.reddit.com/r/Vive/comments/4q4bu3/update_chaperone_switcher_on_the_fly/
Or even better tool:
https://www.reddit.com/r/Vive/comments/4vlyxb/svr3s_per_app_supersampling_switcher/
I did this all night and performance overall is great, i even reinstalled windows twice to see if there was a driver broken or something, i might try to get an older version, at this point i don't know what else to try lol.
Just for the record, 2.0 means that you are rendering (1200*1.4*2.0)*(1080*1.4*2.0)*2 pixels per frame.The second one doesn't work for me. I think because my games are installed on a different drive than steam itself.
SS makes a big diff. For some reason a target of 2 was too much for my GPU with space pirate trainer. Constantly using reprojection. 1.4 seemed to work OK with SPT.
2 was fine for job sim.
I have an OC'd pascal Titan X so you'd think something as simple as SPT wouldn't be able to choke it..
PSA: If you have low ceilings, remove the light bulb before family and friends use your Vive...
The second one doesn't work for me. I think because my games are installed on a different drive than steam itself.
SS makes a big diff. For some reason a target of 2 was too much for my GPU with space pirate trainer. Constantly using reprojection. 1.4 seemed to work OK with SPT.
2 was fine for job sim.
I have an OC'd pascal Titan X so you'd think something as simple as SPT wouldn't be able to choke it..
Grabbed Raw Data and have to say I am a bit disappointed with the game graphically? Like it looks nice and the game is fun but the graphics just don't work for me. Things would look nice if the image was cleaned up more, but if I turn it up to 1.1x I get that reprojection issue.
I'd like to enjoy the game but it's difficult with the textures being so jaggy. Playing off a 1070 and a 4770K.
THIS EXACTLY.
EDIT: Apparently turning off the desktop rendering can get a pretty big performance increase? I do have a 4k TV connected like someone else mentions, that would explain why performance is so rough if the desktop render is running @ 4k.
https://www.reddit.com/r/Vive/comments/4w95f6/disabling_raw_data_desktop_view_for_performance/
https://www.reddit.com/r/Vive/comments/4t0en8/raw_data_performance_advice/
Not sure how many people are interested but Vive support is planned for Obduction, a game by some of the people behind Myst and Riven. Seems to be in a similar vein as those games too
Not sure how many people are interested but Vive support is planned for Obduction, a game by some of the people behind Myst and Riven. Seems to be in a similar vein as those games too