silentbob Comments

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  • 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
  • silentbob 04/01/2014

    I'd dearly love to know how people are defining 'mainstream'. I say this because there's no reason why this needs to be accepted immediately by the Majority of COD exclusive Luddites for it to a) be significant and b) be a success commercially.

    People seem to believe that the only way a new gaming ... anything can be judged a success is if it appears on all gaming platforms. The PC gaming market is in resurgence and will only continue to do so with the advent of Steam boxes this year. The OR doesn't have to be bought by every console owner to thrive, in fact I'd rather it wasn't.

    RE social - I've no idea why it's assumed that playing games on the Rift can't be as social as playing games via Xbox live, PSN etc. as this is how the vast majority of so called social games are played now anyway. In fact, having experienced so early teleconferencing software with Rift support, I can tell you that the feeling of being in the vicinity of others whilst in VR is far more powerful than anything else I've experienced.
    Reply -1
  • silentbob 04/01/2014

    I'm not sure why you think TrackIR on it's own is comparable to the Rift. A track IR solution in conjunction with the Rift is what we're likely to see at CES in a few days. Reply -2
  • silentbob 04/01/2014

    @SvennoJ Trust me, the Rift is the most effective, comfortable and compelling demonstration of 3D I've ever experienced - even at the DK1's current Rez. Eyes focused at infinity is extremely comfortable even after long periods.

    Further, it's likely that the consumer model will include front mounted stereo cameras for AR and 'see thru' functionality. There are already demonstrations of this in action on user modded Rifts.
    Reply +1
  • silentbob 04/01/2014

    @jackshepard The Rift is a pure VR headset and will perform and evolve as such. It's FOV is the biggest win over CastAR currently and we're likely to see Oculus exceeding their tracking system with their CES announcements.

    I'll be trying the CastAR in a few days, stay tuned to roadtovr.com for updates.
    Reply 0
  • silentbob 04/01/2014

    @ATARI I was specifically talking about the Rift. The Sony rumours as I mentioned persist, and Sony have form with the HMZ series.

    I hope to hear more when I attend Kaz Hirai's keynote in a few days. Regardless, it'll be the poor relation in terms of performance, the Rift will benefit from an evolving he platform pushing framerates to 4k 120hz which is where it needs to be.
    Reply +1
  • silentbob 04/01/2014

    @Dismiss Yup, the advent of Next Gen consoles mean that the baseline for in-game visuals is pushed higher. This is a benefit apart from VR but important.

    And yes, the Oculus Rift will support all platforms capable of doing so at acceptable levels. So that'll be PC then. ;)
    Reply 0
  • silentbob 04/01/2014

    @Jmog These are valid points. Except for the fact that mid-range PCs can already render at 1440p comfortably for games at medium detail and frankly by the time the consumer edition arrives, we'll have Steam Boxes shipped with specs capable of 4k and beyond.

    I've tried the 1080p Prototypes and it's a huge jump, but you're right it's not enough. Oculus VR know this and have stated as such since the beginning.

    What Palmer Luckey has gone on record as saying however is that he does see the requirements of VR (at least for the Rift) as beyond the capabilities of the so-called 'Next gen' consoles. This why the Rift remains a PC specific platform for now.
    Reply +2
  • silentbob 04/01/2014

    @Gotenks Google Sixense STEM, Razer Hydra, Tactical Haptics for just the tip of an IceBerg you haven't seen yet. :) Reply 0
  • silentbob 04/01/2014

    @WikiWikiWasp To add to this, the following game engines already fully support the Oculus Rift or will be imminently:

    - Unity
    - UDK
    - Unreal Engine 4
    - CryEngine
    - Valve's, Source Engine (and it's imminent update)

    Valve in particular are key to the adoption of VR. Their Steam OS is being pushed at next week's Steam Developer Days conference as the Platform for Virtual Reality in the coming months. Steam now has a Virtual Reality category and Valve's Half Life 2 series plus Team Fortress 2 have incredible, native support for the Rift.

    What I'm saying here is, Half Life 3 will have native virtual reality support. You don't get much more AAA than that. :)
    Reply +4
  • silentbob 04/01/2014

    @atarianer The rumours persist and we uncovered a patent last year that indicates Sony are certainly seriously looking at this.

    Kaz Hirai is making one of the first Keynotes at CES this year, and there's a chance something might be announced here. I'll be in the audience listening. Follow us on twitter (@RtoVR) for the latest updates on this.
    Reply -1
  • silentbob 04/01/2014

    @sir_tripod CastAR isn't close to being a Holodeck. It's great but your projected image only works where you have sheets of retro-reflective material in place. So, unless you're willing to kit out all the walls, ceiling and floor with it, it's hardly a Star Trek beater. :)

    We'll be meeting with Rick and Jeri from CastAR to give it a try at CES this week. Keep up to date with us over at: www.RoadToVr.com
    Reply 0
  • silentbob 04/01/2014

    @pantherjag To get this straight, you're saying you will ignore the next gaming revolution because you can't stuff your face whilst using it? Deary me.

    As for your other points - you realise this only covers your eyes right? :)
    Reply +5
  • silentbob 04/01/2014

    This is the first article Eurogamer has written about the Oculus Rift and VR in general where I've felt they've looked beyond the end of their NextGen console noses and taken note of the paradigm shift that's been occurring in gaming over the last 18 months. Really glad Dan went out and grabbed a Rift for himself as you need to live with it for a little while to get beyond the initial "Holy shit ZOMG!" - moments and understand why this is revolutionary step for games and gamers.

    I'm in Las Vegas for CES 2014 right now and we'll be meeting with Oculus VR during the week to witness what we think will be their next generation prototype headset with positional tracking and (perhaps) and even higher resolution display than last year's 1080p Prototype.

    Keep up with our CES VR Adventures over at www.RoadToVR.com and follow us on twitter: here - 2014 IS the year of Virtual Reality, no question mark required. :)
    Reply 0
  • Tech Analysis: Next-generation game broadcasting

  • silentbob 09/12/2013

    @graysonavich Surely it's referring to those wanting to stream console footage live, at least that was the context. Reply 0
  • Next-Gen Face-Off: Need for Speed: Rivals

  • silentbob 06/12/2013

    @globalisateur RE FPS - You have absolutely no idea what you're talking about and join the legion of others over the years that have made the same assumptions based on Wiki knowledge. Reply 0
  • Valve set to demo its own Virtual Reality hardware

  • silentbob 21/11/2013

    Blatantly nicked from our story - but you know, flattering. ;)

    We went into more depth:

    http://www.roadtovr.com/vr-headset-valve-virtual-reality-steam/
    Reply 0
  • What the hell is that?

  • silentbob 16/11/2013

    Can I direct you to the Oculus Rift sir? Where every game is a 'What the hell is that?!' .. game. Reply +11
  • This could be Oculus Rift's killer app

  • silentbob 30/08/2013

    Ours is a little more detailed:
    http://www.roadtovr.com/2013/08/28/gamescom-2013-hands-on-with-eve-valkyrie-and-the-oculus-rift-hd-prototype-7661

    And I managed to get a video interview with Jon Lander, Executive Producer of EVE Online and now Valkyrie:

    http://www.roadtovr.com/2013/08/24/gamescom-2013-interview-with-jon-lander-executive-producer-of-eve-valkyrie-7622
    Reply 0
  • Happy Go Luckey: Meet the 20-year-old creator of Oculus Rift

  • silentbob 13/07/2013

    @twot I run a website dedicated to to VR, I'm aware of the Rift HD's origin. :)

    My point was - the Dev Kit is incredible even with the resolution limitations, and there's a reason for that. The headtracking is immediate, the FOV is encompassing and you soon forget the low res panel in most cases. So why on earth weren't you stoked about the Dev Kit when it's already revolutionary?

    Also, according to leaked development timelines from GTC (http://www.roadtovr.com/2013/06/11/oculus-rift-1080p-prototype-everything-we-know-6472) there may well be another Dev Kit in Q3 of this year, and it's extremely possible that it'll carry a new 1080p panel.

    In Summary: Be excited now, the Rift is incredible even without 1080p, trust me. :)
    Reply +1
  • silentbob 12/07/2013

    @twot This doesn't make an awful lot of sense. The current version is a Dev Kit and as such resolution wasn't the highest of priorities. Despite this it offers an incredible experience. Going from 'not much interest' to 'hell yes' despite the incredible reception it's been getting is really quite odd. Reply +1
  • silentbob 11/07/2013

    How many would be interested in a UK Oculus Rift meetup? There's quite a few of us backers who could bring a rift. Reply +3
  • Virtual reality adult adventure Wicked Paradise coming for Oculus Rift

  • silentbob 17/06/2013

    EG covering our stories will never get old to me. :)

    Also - genuinely interesting interview for those with any interest in the future of VR.
    Reply +1
  • Virtual reality omnidirectional treadmill funded on Kickstarter in a matter of hours

  • silentbob 04/06/2013

    My site's quoted in the Kickstarter video at 0.08 :) Reply 0
  • Half-Life 2 gets official Oculus Rift support

  • silentbob 11/05/2013

    @TheApologist The opening chase sequence is heart stopping I can tell you. :) Reply +1
  • silentbob 11/05/2013

    @Melonfodder It's much better as you're missing out on the FOV surrounding lenses that fill encompass your peripheral vision.

    Check out out site www.roadtovr.com for some informed, up to date coverage .
    Reply +4
  • silentbob 11/05/2013

    Also Dishonored support is provided by Vireio open source injection drivers which can be found here:

    http://vire.io

    ..and nothing to do with the user that posted the video.
    Reply +4
  • silentbob 11/05/2013

    Cymatic Bruce's video isn't the official Valve Half-Life 2 Oculus Support - it's a video of a mod that was posted ages ago. Reply +7
  • Team Fortress 2 played on omnidirectional treadmill and Oculus Rift

  • silentbob 21/04/2013

    @persus-9 Check out our article which explains it all:
    http://www.roadtovr.com/2013/04/16/virtuix-omni-kickstarter-omnidirectional-treadmill-4906/2

    ..also, never thought one day my site would be covered by Eurogamer. ;)
    Reply +1
  • Saturday Soapbox: Stop Motion

  • silentbob 20/10/2012

    Called it. Reply 0
  • Oculus Rift impressions: It's amazing until it makes you want to hurl

  • silentbob 06/09/2012

    As I'm a bit mental over the rift, I started a website some of you might be interested in: www.riftvr.com

    ..loads of stuff over there, including some thoughts on this article and the issues it raises.
    Reply 0
  • Snazzy VR headset takes to Kickstarter with the Oculus Rift

  • silentbob 01/08/2012

    $300 pledged! Small price to pay for something I've always been fascinated with. Jesus, even if it didn't take off I'd be happy tinkering in Doom 3 'til it broke!

    Very excited!
    Reply +6
  • Blizzard addresses Diablo 3 account hacks, outlines security measures

  • silentbob 22/05/2012

    They're basically calling the EG contact who had his account compromised a dopey little bitch with all the IT wherewithal of a gay sponge! Reply +1
  • Always Online: What Diablo 3's Battle.net Does Wrong

  • silentbob 18/05/2012

    @5h1nj1 And some people have difficulty in believing or understanding this game wouldn't work as an offline entity. I think connectivity is key to the way the system doles out rewards in-game and then balances other player's rewards based on this.

    Now, could they have developed and balanced a truly single player, disconnected experience, of course. I just think combined with the other factors anti-piracy, always available co-op) they felt it wasn't a compelling enough reason to spend development time on.

    I think my main point is, until Blizzard candidly respond to the question "What exactly is my Internet connection used for when playing single player?" a lot (not all) of criticisms and 'solutions' are completely pointless.
    Reply 0
  • silentbob 18/05/2012

    I find articles filled with assertions based on technical assumptions pointless, especially when those people seem to have little in the way of technical nous.

    Further, I find articles using those assumptions to then assume a developer who has worked on a game for a decade hadn't perhaps considered the options available and have good and valid reasons for opting for choosing this route. A particularly crass example is the "Hey! Why not keep shit offline, dur!" statement which negates the particularly obvious problem of: "If it's offline, it's a file. If it's a file, people can get at it, If people can get at, they can hack it!".

    I personally that believing D3 is an offline game (or that indeed it would work as well if it was) is proceeding from a false assumption. I reckon the loot drops are key to why this is online only, not just DRM and not just the auction house itself.

    However, none of the above is an excuse for poor execution and aside from first day server clogging, there are fundamental issues with the way character data is stored on a per session basis. A random disconnection should not result in the loss of your loot for example, this is unforgivable.

    My 2p. I now await the rampant hordes of comment muppetry to smite me with their -2 sword of 'reason'.
    Reply 0
  • PlayStation 4 codenamed Orbis, has anti-pre-owned system - report

  • silentbob 28/03/2012

    The PS4 will apparently be capable of playing games at a resolution up to 4096x2160 ..
    Oh FFS, not this shit again!

    On Pre-owned software, why on earth do they not adopt a trade system, where you can transfer ownership to someone else that incurs a fee, a portion of which goes to the publisher? I'm sure there were rumours of such a system being developed for the Steam platform.

    Any other draconian attempts to stem the trade of games will increase the thirst for pirated software and mark the enforcer as anti-competitive. Neither of which is overly desirable for an ailing consumer electronics giant.
    Reply +9