silentbob Comments

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  • The big interview: Xbox boss Phil Spencer

  • silentbob 14/06/2017

    @Fourfoldroot The PSVR breakout box offloads image de and pre-distortion and spatial audio.

    Reprojection / timewarp etc. is handled at the OS, GPU driver level and is a technology that helps underpowered VR hardware not hinders it.

    As for the GN partnership, it's a commercial rather than editorial arrangement at present.
    Reply +2
  • silentbob 14/06/2017

    @Fourfoldroot So much bollocks in one comment it's difficult to know where to start.

    MS haven't 'dropped' VR for Xbox One X, they have kicked the can down the road though disappointingly. But that is nothing to do with performance, this console is more then powerful enough to drive today's PC VR headsets well. It's likely much more to do with MS's confusing strategy to VR in general and that, as VR's uptake as been a little slower than hoped, they don't feel the need to rush headlong in with a half-baked partnership.

    Check here for more:
    Reply +2
  • Super Meat Boy co-creator unveils retro platformer The End is Nigh

  • silentbob 09/06/2017

    @Dreadjaws RLM represent! :) Reply 0
  • VR may not have made much money, but it's already revitalising games

  • silentbob 29/12/2016

    @davidgriffin1 I hear this a lot, and it's a lazy assumption based not even on anecdotal evidence. "The same people" - who are these people exactly? Do they realise they're part of some unnamed, mysterious clique who are are credited with the promotion of worthless gaming tech?

    Or is it in fact far simpler than that. That people happy with the status quo are too lazy to construct rational arguments to decry a new technology that they've really never given a chance (or worse, never even tried)? Yeah, I reckon it's that one.
    Reply +16
  • silentbob 29/12/2016

    @George-Roper Reply 0
  • Digital Foundry: Hands-on with DriveClub VR

  • silentbob 22/08/2016

    @Fourfoldroot Great website! Everyone should visit! ;)

    The SMI demo was cool - but you don't need eye tracking to employ benefits of foveated rendering. Nvidia's Multi-res shading can see boosts of up to 40% assuming no eye tracking and a standard VR FOV.
    Reply +1
  • Nvidia GeForce GTX 1080 review

  • silentbob 18/05/2016

    @Pro_Olaf I did, it's still slow. Reply 0
  • silentbob 18/05/2016

    @Leolian Sorry to link to my own article again but:
    Reply 0
  • silentbob 17/05/2016

    @IronSoldier Try these :)
    Reply +2
  • Reality check: what SteamVR gaming actually offers

  • silentbob 07/02/2016

    @BigBANGtheory They don't inspire you because you haven't tried them. The more people that try VR, the more that will realise this isn't the place for the CoD's and the FIFA's of this world, it's where gaming goes next to leave that frankly staid, jaded, worn out crap behind. Not that it will replace traditional gaming just yet, nor would most want it to. But there are very few people who try excellent VR who don't come away with expectations of gaming changed.

    In VR, the experience is the key. So when I hear idiots shouting "indie shite", having seen what truly incredible things can be achieved by one guy and a copy of Unreal Engine, it makes me angry. But then, the people shouting this aren't likely to join the VR world until the next generation, or the tail end of this. They're also likely not to have seen an awful lot, if any VR up to this point.

    The biggest challenge VR has is to get people to experience it first hand. Otherwise they'll quite naturally (as you've done) only be able to set expectations and draw parallels with the world of entertainment they already know. VR isn't going to be about transferring existing experiences, it's about creating entirely new ones.
    Reply +1
  • silentbob 07/02/2016

    @IronSoldier Oculus aren't fracturing the player base from day one as Oculus Touch won't be available until 2H 2016. And the reason why the Xbox One pad was bundled was a reflection of the majority of Rift titles having been developed for a gamepad in lieu of another standard solution. It's clearly not an ideal solution, one that Oculus would rather not have had to face, but it's got sod all to do with Facebook.

    There is no doubt however that Valve and HTC have positioned themselves with an excellent and scalable solution our of the box, with seated and room-scale experiences catered for. But I wouldn't compare these first VR hardware launches with traditional consoles. For one, the numbers will be much lower in the first year.

    Secondly, this is early adopter territory, so the chances of them being unflinching about a second (potentially pricey) controller upgrade later in the Rift's life isn't that onerous. Finally, Touch will be here in around 6 months, that isn't a huge amount of time to leave the Rift without a motion controller. Plus, I've tried both, and Touch is at least as good if not better in terms of ergonomics and overall design.
    Reply +1
  • Digital Foundry: Hands-on with HTC Vive Pre

  • silentbob 31/01/2016

    @Jumangi Reply +1
  • silentbob 29/01/2016

    @LittleBigDave There is no 'lock in' or 'walled garden' that any developer is forced to sell through. Please stop with this misinformation. HTC will also have their own content portal for the Vive, but no one is claiming that platform is locked down.

    And the standardised controller for the Oculus Rift on launch is an Xbox One controller which ships in the box.

    Would Palmer have had it differently and had Oculus Touch ready for launch? Yes. But as it stands, every game developed for the Rift since DK1 has targeted an Xbox controller. That's why it ships in the box.

    None of the above endorses either PC VR platform by the way. I'm just making sure the bullshit is kept in check.
    Reply +4
  • Fallout 4 review

  • silentbob 09/11/2015

    @andystu86 *sigh* I very specifically said nothing about technical issues merely visual fidelity Vs gameworld. Reply 0
  • silentbob 09/11/2015

    @Flipper79 Sorry what? Witcher 3 is the best looking game currently available on any platform anywhere. In terms of engine technology, those guys nailed it.

    I'd respond to the other points you made, if only I could understand what you were talking about.
    Reply -3
  • silentbob 09/11/2015

    RE The comments from the video review chat, about how a game this size will never also be able to offer great fidelity - Witcher 3 is there as proof that this isn't the case. That game managed a rich, deep, involving and cohesive gameworld and looked stunning at all times.

    The issues with the visuals in Fallout 4 are technical but not related to storage or RAM, the creation engine is just plain ancient. Whether or not this is a real issue when playing the game (this is not of course related to glitches) is another matter of course.
    Reply +2
  • Rich Stanton on: Virtual insanity

  • silentbob 14/06/2015

    "And not that this is a minor point, but VR only does first-person." - god almighty. I've no problems with negative opinion pieces, but in order for them to hit home they need to be rooted in fact and reality. This one statement alone demonstrates the mainstream's press inability to climb out of their cozy old-fashioned mentality and into the present.

    I wouldn't have even minded so much if he had waited until trying the consumer version at E3 and then commenting, bit as it stands it's a shortsighted slice of clickbait that I seem to have fallen for. *sigh*
    Reply +1
  • Oculus Rift's consumer launch design revealed

  • silentbob 16/05/2015

    @Unholy_Witchcraft Same old, same old. Judging by history, it probably means I'm right. Reply 0
  • silentbob 07/05/2015

    @Triggerhappytel We lightened them up. Reply +1
  • silentbob 06/05/2015

    @lowestformofwit Out of interest why the Vive? If you're looking for a seated experience, it's likely the Rift will offer a better visual experience. The HTC Vive really only comes into it's own when you employ their room-scale 'Lighthouse' tracking system - allowing you to move freely around.

    For cockpit based titles, it's likely Oculus will have the edge from launch. And E : D has very heavy and long running Rift support which is unlikely to change.
    Reply -2
  • silentbob 06/05/2015

    @HerrDirector There are multiple techniques that help here but you're right, FPS's as we know them now simply aren't a good fit for VR.

    The good news is though, so many other possibilities and new genres are out there waiting to be discovered.
    Reply 0
  • silentbob 06/05/2015

    @X-Alucard None of them were paradigm shifting. And the Mega CD and 32X were platforms for which you had to develop specifically.

    As I say, narrow viewpoints don't work here. VR changes everything. :)
    Reply -4
  • silentbob 06/05/2015

    @rossgreenlees Years of research into low latency IMUs and optical tracking, driver stack optimisation, optics, ground-breaking display technology and a vast stack of software and rendering breakthroughs - all of which make the Vive, Morpheus and Rift possible and incredible.

    These are not monitors for your faces, they'll be the most advanced consumer electronics device in the home and they will change everything - not just gaming.
    Reply -5
  • silentbob 06/05/2015

    @X-Alucard Did you read the Wiki? You don't need to be hardware to be considered a platform. Virtual Reality is a paradigm shifting technology, the Rift is a hardware platform which delivers Virtual Reality. As I say, sticking to your bizarrely blinkered views of what is and isn't a peripheral in this context is misleading and unhelpful.

    Basically saying essentially "Yeah, well the Super Scope was an add on and that failed miserably" which is the thrust of your argument is completely incorrect.
    Reply -11
  • silentbob 06/05/2015

    @INSOMANiAC I appreciate your concerns, but why would you pre-judge a company owned by another company rather than, for example, Oculus' record to date? Facebook has a good track record of leaving it's acquisitions well alone to work as they did previously. I've talked to people at Oculus on and off record, before and after the acquisition, the only difference is more money. Reply -5
  • silentbob 06/05/2015

    @X-Alucard If we really are going to do the wiki thing:

    Virtual Reality very much is a computing platform. And my point was that, to label the Oculus Rift as a peripheral is simply unhelpful and misleading. Therefore using an analogy based on that premise is equally unhelpful and misleading.
    Reply -8
  • silentbob 06/05/2015

    @INSOMANiAC It's made by Oculus, owned by Facebook, which now employs many, many ex-Valve staff - including the man that headed up the Steam VR project. Reply -8
  • silentbob 06/05/2015

    @X-Alucard It's not a peripheral, it's a platform. Reply -6
  • Microsoft HoloLens is a new AR headset computer

  • silentbob 22/01/2015

    @IronSoldier I think it's just plain old misunderstanding. Which is also a trend when it comes to VR and AR around here. Reply 0
  • silentbob 22/01/2015

    @blarty What on earth are you talking about?! Reply 0
  • silentbob 22/01/2015

    @Ryze It was demo'd on stage in the same presentation. Furthermore, all attending journalists got to try it after the show. So, you awake yet? Reply +2
  • Axelay saw Konami at its 90s peak

  • silentbob 18/01/2015

    "Arms installation is completed, good luck!"

    Axelay had some of my favourite music from the era - it was unlike anything I'd heard on a game console before. Plus, the game rocked, even if the SNES did struggle keeping up with onscreen events at times.

    Epic gameplay, epic production design, epic audio. Love it.
    Reply +4
  • Elite: Dangerous review

  • silentbob 22/12/2014

    @patchbox360 A 10/10 in my opinion. :) Reply 0
  • Digital Foundry: Hands-on with DriveClub

  • silentbob 06/09/2014

    Kinda disappointing that a technical article that asks questions about Project Morpheus support, doesn't go further to explain how on earth they're going to hit the required minimum 60Hz VR requires. Reply +8
  • Five talking points from the Elite: Dangerous beta

  • silentbob 06/08/2014

    @skuzzbag It absolutely is. There has been no one I've showed E : D to on a DK2 that hasn't immediately wanted both right there and then.

    It is, frankly, incredible.
    Reply 0
  • Microsoft's E3 press conference

  • silentbob 09/06/2014

    Jesus - is this it? Is this really what the next generation is about. Reply 0
  • PS4 premieres pre-loading with Destiny

  • silentbob 21/05/2014

    Looks to me like US only at present. Here's hoping that's just a glitch. Reply +1
  • Reality Crumbles: Whatever happened to VR?

  • silentbob 23/03/2014

    @Azhrarn What about the current VR hype though? :) Reply +1
  • Spec Analysis: Project Morpheus

  • silentbob 21/03/2014

    Really shows how far the mainstream press have to catch up when the supposed tech analysis of a VR Headset doesn't once mention the criticality of low persistence of vision for VR.

    I respect DF a great deal, but they need to gen up more on this cutting edge technology before launching into comparisons.
    Reply +2
  • How does Project Morpheus compare to Oculus Rift?

  • silentbob 20/03/2014

    @Guy.J. The difference is your brain will make you hurl chunks if low persistence of vision is not present. VR actually is a great opportunity to dispell all the myths you've just highlighted. People WILL notice the difference and lose their lunches in all cases. ;) Reply +1
  • silentbob 20/03/2014

    @prettyboytim This is correct. When I tried Crystal Cove at CES, they switched between Low Persistence of vision and standard full frame persistence and the drop in perceived brightness was noticable.

    However, being an OLED panel, the contrast ratio is so good image quality barely suffered.

    The one thing that irks me about the DK2 I ordered yesterday is that it uses a pentile matrix, which I've never been a fan of. We'll see what it's like come July I guess.
    Reply +2
  • silentbob 20/03/2014

    @Axepriest What you describe wouldn't work well enough for VR and is more akin to Z-Buffer based 3D rendering, it only provides pseudo 3D and for close convergence looks flat and unconvincing. True geometry based 3D rendering is an absolute must for proper 3D and a feeling of "presence" in VR.

    We're trying to find out more about this mysterious box, because there's no evidence it's anything other than a clever scaler that removed the warping from the image fed to the headset.
    Reply +1
  • No multiplayer in PS4 exclusive The Order: 1886

  • silentbob 06/02/2014

    @Esppiral Absolutely. The need for every publisher to shoehorn multiplayer into every game regardless means diluted quality for the single player campaign for all but the largest developers out there.

    I welcome this statement with open arms.
    Reply +1
  • Sony shows off 79.99 PlayStation 4 wireless headset

  • silentbob 04/02/2014

    @SaintDaveUK Indeed. And to reverse it, anyone who believes that cramming multiple drivers into a tiny space means you get true directional audio in the same way you'd receive with a real surround speaker setup is sorely mistaken. I'd take 2 x good sized, quality drivers and virtual surround any day. Reply +1
  • Valve launches SteamVR beta for Oculus Rift

  • silentbob 14/01/2014

    Also, before I forget - It's Joe Ludwig, not Pudwig. :) Reply 0
  • silentbob 14/01/2014

    @sethsez You'll find that Oculus have and are working extremely closely with Valve on both hardware and software. Don't underestimate the closeness or the tactical importance of this relationship. Reply 0
  • silentbob 14/01/2014

    Our story, nice to see it get picked up.

    This is the first in a weeks worth of emphasis Valve are giving VR. The majority of talks are based around VR and how to develop for it. We'll be seeing the launch of their VR SDK too this week.

    2014 is the year of VR.
    Reply 0
  • Is 2014 the year of virtual reality?

  • silentbob 05/01/2014

    @zzkj Indeed - complete mistype on my part. Thanks. Reply 0
  • silentbob 05/01/2014

    @SvennoJ You're comparing polarised light based displays with two entirely segregated images. Eye strain is mostly caused when your brain is having to account for the fact that neither in shutter based or rotated polarised based 3D do they completely offer up to your eyes a clean image for each eye. Passive lenses are generally easier as you don't have the shuttering but ghosting is still an issue. The Rift's 3D quality is clean and absolute as your eyes get 2 images at full brightness completely free of ghosting issues.

    RE focusing on different depths, although technically true, in reality this simply doesn't pose that much of an issue. Your brain manages to accept the focal length and deal with the fact that objects at different depths do not require focussing on. Now, eye tracking linked to dynamically focussing images are definitely better and probably the future, but I can assure you after spending hours at a time in my Rift that the biggest issues are by far display resolution and the lack of lateral / positional head tracking, both of these should be solved (and I hope to see an example of this on Thursday) very soon.

    However, your point on games having to be developed for VR for it to work optimally is entirely correct, but for different reasons. Games that are developed today are tuned towards flat, 2D displays with a low FOV. One of the biggest tricks console developers pull to yield more performance and reduce motion sickness (which can still be triggered by 2D flat displays, even small ones) is to opt for an extremely low and unnatural FOV. As you render less of the view, you do less and gain performance. With the Oculus Rift with a horizontal FOV of 90 degrees, this is suddenly off the table. Not only do you have to render this extra information for your brain to accept the view you also have to ensure it's rendered naturally and glitch free.

    In addition, developers currently rarely opt for a realistic world scale. Games which are converted to run on the Rift often suffer from huge doorways or the player feeling unrealistically small in the environment.

    Trust me, eye strain caused by stereoscopy is way down the list when it comes to issues that we have to solve before VR works for gaming. I should also point out that after trying for years to like shutter based 3D I gave up - it sucks mostly and simply isn't good enough even at high refresh rates. This hopefully should tell you how highly I regard the 3D on offer with the Rift. 3D is dead, long live VR! :)
    Reply +2
  • silentbob 04/01/2014

    @coply23 It's generally the same with any new technology I've been interested in. People find it difficult to see beyond the end of their nose. It was the same for widescreen 16:9 displays, the same for HD and Blu-Ray and it's the same for Virtual Reality. Reply +3