Seriously. They are two different VR platforms as far as I'm concerned. Who is behind this conspiracy against mouse and keyboard?! At this point I'm considering it a foregone conclusion to be the evil marketing people.
My 3D Vision 2 has been sitting on the shelf for almost a couple years, now. I just got tired of trying to deal with the annoying little bugs, like misbehaving UI/HUD elements and aiming reticles. I've just tonight discovered that there is a community cranking out mods to improve matters in a lot of games, so I'll need to break it out and try it again.
Going forward does not look promising, though. It seems the industry just assumes that the interest in VR means everyone prefers to get up and move around the room while gaming. Maybe I'm in the minority, but I just want to game with mouse and keyboard while enjoying 3D graphics on my PC display.
Seriously. They are two different VR platforms as far as I'm concerned. Who is behind this conspiracy against mouse and keyboard?! At this point I'm considering it a foregone conclusion to be the evil marketing people.
My 3D Vision 2 has been sitting on the shelf for almost a couple years, now. I just got tired of trying to deal with the annoying little bugs, like misbehaving UI/HUD elements and aiming reticles. I've just tonight discovered that there is a community cranking out mods to improve matters in a lot of games, so I'll need to break it out and try it again.
Going forward does not look promising, though. It seems the industry just assumes that the interest in VR means everyone prefers to get up and move around the room while gaming. Maybe I'm in the minority, but I just want to game with mouse and keyboard while enjoying 3D graphics on my PC display.
They can and do. That doesn't mean you'll see Valve and Oculus/Facebook willingly pumping dev time and money into another company's dying solution, though.
They can and do. That doesn't mean you'll see Valve and Oculus/Facebook willingly pumping dev time and money into another company's dying solution, though.
Even though 3D Vision and VR have things in common (stereoscopic 3D rendering), they are very different beasts.
3D vision is almost 100% backwards compatible with existing games. All the game mechanics, camera effects and controls are identical. Any bugs in the rendering usually ends up in a small visual glitch (very rarely a game breaking issue).
VR on the other hand mandates that the user be given total control of the camera, not only in rotation but also in translation. The addition of these features cannot be done simply using a driver, (you cna already see some rendering glitches in some games with a few degrees off axis with 3D vision, imagine how broken it would be if you turned the camera more than that).
Not strictly applying to these VR rules results in simulator sickness (the vomit stuff).
You need deep game integration (either modding if possible, or straight game code changes) to guarantee this kind of camera control.
In addition VR hardware makers strongly push for the use of new controllers with motion detection (it's the Wii/Kinect motion controller thing all over again).
These controllers promise new gameplay experiences which add to the VR experience, but which are consequently not compatible with previous games.
VR developers prefer modifying games individually or programming games from scratch to support VR successfully than try and fail with a generic solution.
Even though 3D Vision and VR have things in common (stereoscopic 3D rendering), they are very different beasts.
3D vision is almost 100% backwards compatible with existing games. All the game mechanics, camera effects and controls are identical. Any bugs in the rendering usually ends up in a small visual glitch (very rarely a game breaking issue).
VR on the other hand mandates that the user be given total control of the camera, not only in rotation but also in translation. The addition of these features cannot be done simply using a driver, (you cna already see some rendering glitches in some games with a few degrees off axis with 3D vision, imagine how broken it would be if you turned the camera more than that).
Not strictly applying to these VR rules results in simulator sickness (the vomit stuff).
You need deep game integration (either modding if possible, or straight game code changes) to guarantee this kind of camera control.
In addition VR hardware makers strongly push for the use of new controllers with motion detection (it's the Wii/Kinect motion controller thing all over again).
These controllers promise new gameplay experiences which add to the VR experience, but which are consequently not compatible with previous games.
VR developers prefer modifying games individually or programming games from scratch to support VR successfully than try and fail with a generic solution.
Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter
[quote="aeliusg"]They can and do. That doesn't mean you'll see Valve and Oculus/Facebook willingly pumping dev time and money into another company's dying solution, though.[/quote]
That's just it. There is little reason for 3D Vision to be dying. Game developers don't have to do all that much to support it. The biggest thing it needs is driver support from Nvidia (and not all that much, at that), but they seem to have thrown in the towel with it, putting all their eggs in the VR basket. I just don't understand why Nvidia looks at it as an either/or situation. It's going to be a long time before VR can offer much of interest to me, but I could be enjoying practically every AAA game out there in 3D right now.
aeliusg said:They can and do. That doesn't mean you'll see Valve and Oculus/Facebook willingly pumping dev time and money into another company's dying solution, though.
That's just it. There is little reason for 3D Vision to be dying. Game developers don't have to do all that much to support it. The biggest thing it needs is driver support from Nvidia (and not all that much, at that), but they seem to have thrown in the towel with it, putting all their eggs in the VR basket. I just don't understand why Nvidia looks at it as an either/or situation. It's going to be a long time before VR can offer much of interest to me, but I could be enjoying practically every AAA game out there in 3D right now.
3D Vision and VR are two different beasts.
Like I said before the best of both worlds would be
The crisp 3D 1080p like image we get on our 3D monitors
wrapped around our face in a VR headset.
3D Vision and VR are two different beasts.
Like I said before the best of both worlds would be
The crisp 3D 1080p like image we get on our 3D monitors
wrapped around our face in a VR headset.
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
[quote="Geek_Verve"]That's just it. There is little reason for 3D Vision to be dying. Game developers don't have to do all that much to support it. The biggest thing it needs is driver support from Nvidia (and not all that much, at that), but they seem to have thrown in the towel with it, putting all their eggs in the VR basket. I just don't understand why Nvidia looks at it as an either/or situation. It's going to be a long time before VR can offer much of interest to me, but I could be enjoying practically every AAA game out there in 3D right now.[/quote]
I lament it as well, but if you look at all the work guys here do to fix it, the implementation is not trivial (it's easier from devside with source code, but still not a matter of flipping the switch so to speak). Devs always being pressed for time and money, it doesn't make sense for them to support 3D without financial incentive, which Nvidia is no longer willing to provide given the "failure" of 3D. Unfortunately, it seems like VR is hitting the same roadblock, and implementation there is more time-consuming. So you rarely see AAA games with even cursory VR support despite the hype right now.
Geek_Verve said:That's just it. There is little reason for 3D Vision to be dying. Game developers don't have to do all that much to support it. The biggest thing it needs is driver support from Nvidia (and not all that much, at that), but they seem to have thrown in the towel with it, putting all their eggs in the VR basket. I just don't understand why Nvidia looks at it as an either/or situation. It's going to be a long time before VR can offer much of interest to me, but I could be enjoying practically every AAA game out there in 3D right now.
I lament it as well, but if you look at all the work guys here do to fix it, the implementation is not trivial (it's easier from devside with source code, but still not a matter of flipping the switch so to speak). Devs always being pressed for time and money, it doesn't make sense for them to support 3D without financial incentive, which Nvidia is no longer willing to provide given the "failure" of 3D. Unfortunately, it seems like VR is hitting the same roadblock, and implementation there is more time-consuming. So you rarely see AAA games with even cursory VR support despite the hype right now.
I wonder if VR will at least help the devs to put an SBS 3D option on their games.
In theory i think it should not be hard as the image for both eyes for VR are already there right?
I wouldn't care much for 3D vision if games had SBS 3D option.
I wonder if VR will at least help the devs to put an SBS 3D option on their games.
In theory i think it should not be hard as the image for both eyes for VR are already there right?
I wouldn't care much for 3D vision if games had SBS 3D option.
EVGA GTX 1070 FTW
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It seems to me that the only developers still deliberately making games compatible with 3D Vision are the ones who actually enjoy playing in 3D themselves. There's no financial incentive to do so. Most games either work by accident or with heavy input from our dear modders. I certainly echo the OP - If I want to exercise, it's on a mountain bike riding trails, not stumbling around a room with a wired-in headset.
It seems to me that the only developers still deliberately making games compatible with 3D Vision are the ones who actually enjoy playing in 3D themselves. There's no financial incentive to do so. Most games either work by accident or with heavy input from our dear modders. I certainly echo the OP - If I want to exercise, it's on a mountain bike riding trails, not stumbling around a room with a wired-in headset.
|CPU: i7-2700k @ 4.5Ghz
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Honestly, the best solution in my mind would be VR that allows me to use keyboard and mouse for control (which would require that I be able to actually *see* them). Oh, and higher res displays in the headset. I would happily pay hundreds more for that setup.
Honestly, the best solution in my mind would be VR that allows me to use keyboard and mouse for control (which would require that I be able to actually *see* them). Oh, and higher res displays in the headset. I would happily pay hundreds more for that setup.
My 3D Vision 2 has been sitting on the shelf for almost a couple years, now. I just got tired of trying to deal with the annoying little bugs, like misbehaving UI/HUD elements and aiming reticles. I've just tonight discovered that there is a community cranking out mods to improve matters in a lot of games, so I'll need to break it out and try it again.
Going forward does not look promising, though. It seems the industry just assumes that the interest in VR means everyone prefers to get up and move around the room while gaming. Maybe I'm in the minority, but I just want to game with mouse and keyboard while enjoying 3D graphics on my PC display.
3D vision is almost 100% backwards compatible with existing games. All the game mechanics, camera effects and controls are identical. Any bugs in the rendering usually ends up in a small visual glitch (very rarely a game breaking issue).
VR on the other hand mandates that the user be given total control of the camera, not only in rotation but also in translation. The addition of these features cannot be done simply using a driver, (you cna already see some rendering glitches in some games with a few degrees off axis with 3D vision, imagine how broken it would be if you turned the camera more than that).
Not strictly applying to these VR rules results in simulator sickness (the vomit stuff).
You need deep game integration (either modding if possible, or straight game code changes) to guarantee this kind of camera control.
In addition VR hardware makers strongly push for the use of new controllers with motion detection (it's the Wii/Kinect motion controller thing all over again).
These controllers promise new gameplay experiences which add to the VR experience, but which are consequently not compatible with previous games.
VR developers prefer modifying games individually or programming games from scratch to support VR successfully than try and fail with a generic solution.
Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter
That's just it. There is little reason for 3D Vision to be dying. Game developers don't have to do all that much to support it. The biggest thing it needs is driver support from Nvidia (and not all that much, at that), but they seem to have thrown in the towel with it, putting all their eggs in the VR basket. I just don't understand why Nvidia looks at it as an either/or situation. It's going to be a long time before VR can offer much of interest to me, but I could be enjoying practically every AAA game out there in 3D right now.
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
Like I said before the best of both worlds would be
The crisp 3D 1080p like image we get on our 3D monitors
wrapped around our face in a VR headset.
Gaming Rig 1
i7 5820K 3.3ghz (Stock Clock)
GTX 1080 Founders Edition (Stock Clock)
16GB DDR4 2400 RAM
512 SAMSUNG 840 PRO
Gaming Rig 2
My new build
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
I lament it as well, but if you look at all the work guys here do to fix it, the implementation is not trivial (it's easier from devside with source code, but still not a matter of flipping the switch so to speak). Devs always being pressed for time and money, it doesn't make sense for them to support 3D without financial incentive, which Nvidia is no longer willing to provide given the "failure" of 3D. Unfortunately, it seems like VR is hitting the same roadblock, and implementation there is more time-consuming. So you rarely see AAA games with even cursory VR support despite the hype right now.
In theory i think it should not be hard as the image for both eyes for VR are already there right?
I wouldn't care much for 3D vision if games had SBS 3D option.
EVGA GTX 1070 FTW
Motherboard MSI Z370 SLI PLUS
Processor i5-8600K @ 4.2 | Cooler SilverStone AR02
Corsair Vengeance 8GB 3000Mhz | Windows 10 Pro
SSD 240gb Kingston UV400 | 2x HDs 1TB RAID0 | 2x HD 2TB RAID1
TV LG Cinema 3D 49lb6200 | ACER EDID override | Oculus Rift CV1
Steam: http://steamcommunity.com/id/J0hnnieW4lker
Screenshots: http://phereo.com/583b3a2f8884282d5d000007
|CPU: i7-2700k @ 4.5Ghz
|Cooler: Zalman 9900 Max
|MB: MSI Military Class II Z68 GD-80
|RAM: Corsair Vengence 16GB DDR3
|SSDs: Seagate 600 240GB; Crucial M4 128GB
|HDDs: Seagate Barracuda 1TB; Seagate Barracuda 500GB
|PS: OCZ ZX Series 1250watt
|Case: Antec 1200 V3
|Monitors: Asus 3D VG278HE; Asus 3D VG236H; Samsung 3D 51" Plasma;
|GPU:MSI 1080GTX "Duke"
|OS: Windows 10 Pro X64