I think in the end we will end up with cloud based games. Just streaming the content to the devices. Of course high speed internet access would need to become more available to the majority.
I think in the end we will end up with cloud based games. Just streaming the content to the devices. Of course high speed internet access would need to become more available to the majority.
Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10
Nvidia hasn't posted any of their discussions yet.
But one by Phil Spencer from today is online
"The Future of Gaming Across the Microsoft Ecosystem"
http://channel9.msdn.com/Events/GDC/GDC-2015/The-Future-of-Gaming-Across-the-Microsoft-Ecosystem
[quote="GibsonRed"]TITAN X Announced!
http://uk.ign.com/articles/2015/03/04/gdc-2015-nvidia-unveils-its-titan-x-gpu
[/quote]
EVGA and Inno3D are releasing a 4GB GTX 960 version
http://tech4gamers.com/evga-and-inno3d-announce-the-first-4gb-nvidia-geforce-gtx-960-cards/
GDC talk on VRDirect from an NVidia engineer, and an Oculus Engineer:
http://www.roadtovr.com/vr-direct-how-nvidia-technology-is-improving-the-vr-experience-live-blog-2pm-pst/
Only real information I've been able to find. As far as I'm concerned, this talk is the only interesting thing to come from NVidia for this conference.
Short story is that VRDirect is not related to 3D Vision in any way, and is definitely not applying 3D Automatic to VR. The talk is about new APIs they are creating with VR in mind. The expectation is that game developers will build a rendering pipeline that calls the Oculus SDK, which calls new VRDirect APIs in the NVidia driver.
The goal of VRDirect is to reduce latency, not necessarily improve performance. They also have a unique VR style SLI setup that is different than prior versions. They state that they want it to be consolidated across the industry, and suggest it's not their goal to make something proprietary.
No OpenGL support at present, only DX11. That is also interesting in that they are specifically not targeting DX12. G-sync is in research phase but is tricky with Oculus Async Time Warp. This does prove my point that G-sync is not inherently incompatible with 3D, it's just hard.
The API is available right now in an NDA driver. Very new, not fully defined, expect changes to the API and approach as they learn new stuff.
Obviously it's not completely clear, but this talk suggests there isn't anything in VRDirect that directly helps us with modding or 3D Vision.
Only real information I've been able to find. As far as I'm concerned, this talk is the only interesting thing to come from NVidia for this conference.
Short story is that VRDirect is not related to 3D Vision in any way, and is definitely not applying 3D Automatic to VR. The talk is about new APIs they are creating with VR in mind. The expectation is that game developers will build a rendering pipeline that calls the Oculus SDK, which calls new VRDirect APIs in the NVidia driver.
The goal of VRDirect is to reduce latency, not necessarily improve performance. They also have a unique VR style SLI setup that is different than prior versions. They state that they want it to be consolidated across the industry, and suggest it's not their goal to make something proprietary.
No OpenGL support at present, only DX11. That is also interesting in that they are specifically not targeting DX12. G-sync is in research phase but is tricky with Oculus Async Time Warp. This does prove my point that G-sync is not inherently incompatible with 3D, it's just hard.
The API is available right now in an NDA driver. Very new, not fully defined, expect changes to the API and approach as they learn new stuff.
Obviously it's not completely clear, but this talk suggests there isn't anything in VRDirect that directly helps us with modding or 3D Vision.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
They are also giving the same or a similar presentation at the GPU Technology Conference in two weeks.
[url]https://registration.gputechconf.com/form/session-listing&doSearch=true&additional_parameter_selector=none&queryInput=&topic_selector=Game+Development&type_selector=none#_ga=1.20210173.418387093.1425576505[/url]
[quote="Shinra358"]That's when I'll stop getting new games. I do have one heck of a backlog that I'll probably never finish before I die xD[/quote]
LOL....that is my thinking on the matter.
Game design and creativity with game mechanics seems to be a dying thing. Next Gen games are so graphic centric that developers are controlling too much on how a game flows.....micro animations, QTE is the absolute shittiest game mechanic and reigns supreme in worst game design decisions. I'd rather watch a movie and eat popcorn than having to free up my hands to push the "E" or "Q" button every once in awhile.
I have no interest in cloud gaming and I'll probably retire to the back log of my game library.
Shinra358 said:That's when I'll stop getting new games. I do have one heck of a backlog that I'll probably never finish before I die xD
LOL....that is my thinking on the matter.
Game design and creativity with game mechanics seems to be a dying thing. Next Gen games are so graphic centric that developers are controlling too much on how a game flows.....micro animations, QTE is the absolute shittiest game mechanic and reigns supreme in worst game design decisions. I'd rather watch a movie and eat popcorn than having to free up my hands to push the "E" or "Q" button every once in awhile.
I have no interest in cloud gaming and I'll probably retire to the back log of my game library.
AMD's Liquid VR seems to be substantially beyond Nvidia at this point. Not just because of the rhetoric, but simply based on how quickly Valve could get 2X performance in SLI (and AMD is doing the same latency optimizations that everyone in VR is harping about. You could argue more, since their goal is to not even need to have the Oculus SDK plugged in to render directly from the GPU to VR.)
[quote="Stryker_66"][quote="Shinra358"]That's when I'll stop getting new games. I do have one heck of a backlog that I'll probably never finish before I die xD[/quote]
LOL....that is my thinking on the matter.
Game design and creativity with game mechanics seems to be a dying thing. Next Gen games are so graphic centric that developers are controlling too much on how a game flows.....micro animations, QTE is the absolute shittiest game mechanic and reigns supreme in worst game design decisions. I'd rather watch a movie and eat popcorn than having to free up my hands to push the "E" or "Q" button every once in awhile.
I have no interest in cloud gaming and I'll probably retire to the back log of my game library.[/quote]
I'm having more fun than I've ever had in gaming. Of course, I've also almost completely abandoned the major publishers. Every once in a while, they have something that interests me (GTA V), but it's an extreme rarity these days.
AMD's Liquid VR seems to be substantially beyond Nvidia at this point. Not just because of the rhetoric, but simply based on how quickly Valve could get 2X performance in SLI (and AMD is doing the same latency optimizations that everyone in VR is harping about. You could argue more, since their goal is to not even need to have the Oculus SDK plugged in to render directly from the GPU to VR.)
Stryker_66 said:
Shinra358 said:That's when I'll stop getting new games. I do have one heck of a backlog that I'll probably never finish before I die xD
LOL....that is my thinking on the matter.
Game design and creativity with game mechanics seems to be a dying thing. Next Gen games are so graphic centric that developers are controlling too much on how a game flows.....micro animations, QTE is the absolute shittiest game mechanic and reigns supreme in worst game design decisions. I'd rather watch a movie and eat popcorn than having to free up my hands to push the "E" or "Q" button every once in awhile.
I have no interest in cloud gaming and I'll probably retire to the back log of my game library.
I'm having more fun than I've ever had in gaming. Of course, I've also almost completely abandoned the major publishers. Every once in a while, they have something that interests me (GTA V), but it's an extreme rarity these days.
[quote="Stryker_66"]
Next Gen games are so graphic centric that developers are controlling too much on how a game flows[/quote]
What makes it so bad is that most of the time, there's one set of ppl doing the coding and a completely different set of ppl doing the graphics. So they really can't use the excuse of "the graphics are taking away from the coding". Not to mention, coding ranges to less than 100mb in a game more or less because it's just text. It's the textures and meshes that use all that other space.
Stryker_66 said:
Next Gen games are so graphic centric that developers are controlling too much on how a game flows
What makes it so bad is that most of the time, there's one set of ppl doing the coding and a completely different set of ppl doing the graphics. So they really can't use the excuse of "the graphics are taking away from the coding". Not to mention, coding ranges to less than 100mb in a game more or less because it's just text. It's the textures and meshes that use all that other space.
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
[quote="bo3b"]GDC talk on VRDirect from an NVidia engineer, and an Oculus Engineer:
http://www.roadtovr.com/vr-direct-how-nvidia-technology-is-improving-the-vr-experience-live-blog-2pm-pst/
Only real information I've been able to find. As far as I'm concerned, this talk is the only interesting thing to come from NVidia for this conference.
Short story is that VRDirect is not related to 3D Vision in any way, and is definitely not applying 3D Automatic to VR. The talk is about new APIs they are creating with VR in mind. The expectation is that game developers will build a rendering pipeline that calls the Oculus SDK, which calls new VRDirect APIs in the NVidia driver.
The goal of VRDirect is to reduce latency, not necessarily improve performance. They also have a unique VR style SLI setup that is different than prior versions. They state that they want it to be consolidated across the industry, and suggest it's not their goal to make something proprietary.
No OpenGL support at present, only DX11. That is also interesting in that they are specifically not targeting DX12. G-sync is in research phase but is tricky with Oculus Async Time Warp. This does prove my point that G-sync is not inherently incompatible with 3D, it's just hard.
The API is available right now in an NDA driver. Very new, not fully defined, expect changes to the API and approach as they learn new stuff.
Obviously it's not completely clear, but this talk suggests there isn't anything in VRDirect that directly helps us with modding or 3D Vision.[/quote]
So 3D Vision is dead...3D Vision Automatic will never get ported...all the hype is now about a damn "mask-goggle" thingy called VR... Funny I remember people complaining about 3D GLASSES but they are willing to wear 2-3 kilograms on their heads ? Anyway... sad... as I still believe 3D Vision had/has such big potential (which was never fully exploited)... But let's get enthusiastic about VR !!! Yuppy-DO! (just because the screen+glasses are combined into a "helmet" that you need to wear... I really wanna see the opinion of the "masses" that complained about wearing glasses...) Like somebody said once: "Are the people (mass) ready for this technology? or not ?"
I have a strange feeling that VR will end up just as "Stereo 3D with glasses" or even worse... :( (can't shake the feeling...)
Only real information I've been able to find. As far as I'm concerned, this talk is the only interesting thing to come from NVidia for this conference.
Short story is that VRDirect is not related to 3D Vision in any way, and is definitely not applying 3D Automatic to VR. The talk is about new APIs they are creating with VR in mind. The expectation is that game developers will build a rendering pipeline that calls the Oculus SDK, which calls new VRDirect APIs in the NVidia driver.
The goal of VRDirect is to reduce latency, not necessarily improve performance. They also have a unique VR style SLI setup that is different than prior versions. They state that they want it to be consolidated across the industry, and suggest it's not their goal to make something proprietary.
No OpenGL support at present, only DX11. That is also interesting in that they are specifically not targeting DX12. G-sync is in research phase but is tricky with Oculus Async Time Warp. This does prove my point that G-sync is not inherently incompatible with 3D, it's just hard.
The API is available right now in an NDA driver. Very new, not fully defined, expect changes to the API and approach as they learn new stuff.
Obviously it's not completely clear, but this talk suggests there isn't anything in VRDirect that directly helps us with modding or 3D Vision.
So 3D Vision is dead...3D Vision Automatic will never get ported...all the hype is now about a damn "mask-goggle" thingy called VR... Funny I remember people complaining about 3D GLASSES but they are willing to wear 2-3 kilograms on their heads ? Anyway... sad... as I still believe 3D Vision had/has such big potential (which was never fully exploited)... But let's get enthusiastic about VR !!! Yuppy-DO! (just because the screen+glasses are combined into a "helmet" that you need to wear... I really wanna see the opinion of the "masses" that complained about wearing glasses...) Like somebody said once: "Are the people (mass) ready for this technology? or not ?"
I have a strange feeling that VR will end up just as "Stereo 3D with glasses" or even worse... :( (can't shake the feeling...)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
I ready for VR but I ready for any thing new in video gaming. It's funny most people complain about 3D glasses as stated above but will be fine with a scuba mask device.
All this hype reminds me 3D became a big thing (2010-2011).
I ready for VR but I ready for any thing new in video gaming. It's funny most people complain about 3D glasses as stated above but will be fine with a scuba mask device.
All this hype reminds me 3D became a big thing (2010-2011).
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
[quote="helifax"]I have a strange feeling that VR will end up just as "Stereo 3D with glasses" or even worse... :( (can't shake the feeling...)[/quote]
I believe it's a matter of advertisement. 3D Vision had zero advert really.
Plus you needed to buy 150$ glasses + "special" monitor (400$+)
Now you need 300-500$ device with much better immersive.
I don't think VR will and up so much badly really
helifax said:I have a strange feeling that VR will end up just as "Stereo 3D with glasses" or even worse... :( (can't shake the feeling...)
I believe it's a matter of advertisement. 3D Vision had zero advert really.
Plus you needed to buy 150$ glasses + "special" monitor (400$+)
Now you need 300-500$ device with much better immersive.
I don't think VR will and up so much badly really
[quote="Shinra358"]That's when I'll stop getting new games. I do have one heck of a backlog that I'll probably never finish before I die xD[/quote]
Sees big sales. Buys 50 more games.
[quote="helifax"][quote="bo3b"]GDC talk on VRDirect from an NVidia engineer, and an Oculus Engineer:
http://www.roadtovr.com/vr-direct-how-nvidia-technology-is-improving-the-vr-experience-live-blog-2pm-pst/
Only real information I've been able to find. As far as I'm concerned, this talk is the only interesting thing to come from NVidia for this conference.
Short story is that VRDirect is not related to 3D Vision in any way, and is definitely not applying 3D Automatic to VR. The talk is about new APIs they are creating with VR in mind. The expectation is that game developers will build a rendering pipeline that calls the Oculus SDK, which calls new VRDirect APIs in the NVidia driver.
The goal of VRDirect is to reduce latency, not necessarily improve performance. They also have a unique VR style SLI setup that is different than prior versions. They state that they want it to be consolidated across the industry, and suggest it's not their goal to make something proprietary.
No OpenGL support at present, only DX11. That is also interesting in that they are specifically not targeting DX12. G-sync is in research phase but is tricky with Oculus Async Time Warp. This does prove my point that G-sync is not inherently incompatible with 3D, it's just hard.
The API is available right now in an NDA driver. Very new, not fully defined, expect changes to the API and approach as they learn new stuff.
Obviously it's not completely clear, but this talk suggests there isn't anything in VRDirect that directly helps us with modding or 3D Vision.[/quote]
So 3D Vision is dead...3D Vision Automatic will never get ported...all the hype is now about a damn "mask-goggle" thingy called VR... Funny I remember people complaining about 3D GLASSES but they are willing to wear 2-3 kilograms on their heads ? Anyway... sad... as I still believe 3D Vision had/has such big potential (which was never fully exploited)... But let's get enthusiastic about VR !!! Yuppy-DO! (just because the screen+glasses are combined into a "helmet" that you need to wear... I really wanna see the opinion of the "masses" that complained about wearing glasses...) Like somebody said once: "Are the people (mass) ready for this technology? or not ?"
I have a strange feeling that VR will end up just as "Stereo 3D with glasses" or even worse... :( (can't shake the feeling...)[/quote]
I guess I'm in the minority who's already fully on board with the DK2. Even in it's limited state, there have been enough circumstances where I do prefer it to 3D Vision. Once all the kinks are out, I could see it totally replacing 3D Vision for me.
Having said that, that showcase was the ultimate tease. When they said they were introducing three products, and one was a revolutionary new TV, my mind immediately sprang to thinking they partnered and developed an ultra-low lag HDTV using Ultra-D (glassless 3D). Which only added to my disgust when I realized it was OnLive 2.0.
Only real information I've been able to find. As far as I'm concerned, this talk is the only interesting thing to come from NVidia for this conference.
Short story is that VRDirect is not related to 3D Vision in any way, and is definitely not applying 3D Automatic to VR. The talk is about new APIs they are creating with VR in mind. The expectation is that game developers will build a rendering pipeline that calls the Oculus SDK, which calls new VRDirect APIs in the NVidia driver.
The goal of VRDirect is to reduce latency, not necessarily improve performance. They also have a unique VR style SLI setup that is different than prior versions. They state that they want it to be consolidated across the industry, and suggest it's not their goal to make something proprietary.
No OpenGL support at present, only DX11. That is also interesting in that they are specifically not targeting DX12. G-sync is in research phase but is tricky with Oculus Async Time Warp. This does prove my point that G-sync is not inherently incompatible with 3D, it's just hard.
The API is available right now in an NDA driver. Very new, not fully defined, expect changes to the API and approach as they learn new stuff.
Obviously it's not completely clear, but this talk suggests there isn't anything in VRDirect that directly helps us with modding or 3D Vision.
So 3D Vision is dead...3D Vision Automatic will never get ported...all the hype is now about a damn "mask-goggle" thingy called VR... Funny I remember people complaining about 3D GLASSES but they are willing to wear 2-3 kilograms on their heads ? Anyway... sad... as I still believe 3D Vision had/has such big potential (which was never fully exploited)... But let's get enthusiastic about VR !!! Yuppy-DO! (just because the screen+glasses are combined into a "helmet" that you need to wear... I really wanna see the opinion of the "masses" that complained about wearing glasses...) Like somebody said once: "Are the people (mass) ready for this technology? or not ?"
I have a strange feeling that VR will end up just as "Stereo 3D with glasses" or even worse... :( (can't shake the feeling...)
I guess I'm in the minority who's already fully on board with the DK2. Even in it's limited state, there have been enough circumstances where I do prefer it to 3D Vision. Once all the kinks are out, I could see it totally replacing 3D Vision for me.
Having said that, that showcase was the ultimate tease. When they said they were introducing three products, and one was a revolutionary new TV, my mind immediately sprang to thinking they partnered and developed an ultra-low lag HDTV using Ultra-D (glassless 3D). Which only added to my disgust when I realized it was OnLive 2.0.
Yuck Onlive
Good or Bad, it does have a new owner.
"OnLive now includes two different services — PlayPack and CloudLift. PlayPack is simply a $10 per month subscription that gives you access to the full library of 250 games in the cloud and no offline play. These can be streamed to computers, smartphones, tablets, and some TVs. It’s basically the old OnLive service without the requirement that you buy each game."
"CloudLift aims to provide gamers with choices. If you subscribe to this $15 per month service, any Steam games you own (and are supported by CloudLift) are automatically available for streaming from OnLive’s servers. Saves are also kept in sync across your local installation and the OnLive version."
http://www.extremetech.com/gaming/177981-onlive-resurrected-allows-you-to-stream-your-steam-games-to-any-device
"OnLive now includes two different services — PlayPack and CloudLift. PlayPack is simply a $10 per month subscription that gives you access to the full library of 250 games in the cloud and no offline play. These can be streamed to computers, smartphones, tablets, and some TVs. It’s basically the old OnLive service without the requirement that you buy each game."
Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
But one by Phil Spencer from today is online
"The Future of Gaming Across the Microsoft Ecosystem"
http://channel9.msdn.com/Events/GDC/GDC-2015/The-Future-of-Gaming-Across-the-Microsoft-Ecosystem
EVGA and Inno3D are releasing a 4GB GTX 960 version
http://tech4gamers.com/evga-and-inno3d-announce-the-first-4gb-nvidia-geforce-gtx-960-cards/
http://www.roadtovr.com/vr-direct-how-nvidia-technology-is-improving-the-vr-experience-live-blog-2pm-pst/
Only real information I've been able to find. As far as I'm concerned, this talk is the only interesting thing to come from NVidia for this conference.
Short story is that VRDirect is not related to 3D Vision in any way, and is definitely not applying 3D Automatic to VR. The talk is about new APIs they are creating with VR in mind. The expectation is that game developers will build a rendering pipeline that calls the Oculus SDK, which calls new VRDirect APIs in the NVidia driver.
The goal of VRDirect is to reduce latency, not necessarily improve performance. They also have a unique VR style SLI setup that is different than prior versions. They state that they want it to be consolidated across the industry, and suggest it's not their goal to make something proprietary.
No OpenGL support at present, only DX11. That is also interesting in that they are specifically not targeting DX12. G-sync is in research phase but is tricky with Oculus Async Time Warp. This does prove my point that G-sync is not inherently incompatible with 3D, it's just hard.
The API is available right now in an NDA driver. Very new, not fully defined, expect changes to the API and approach as they learn new stuff.
Obviously it's not completely clear, but this talk suggests there isn't anything in VRDirect that directly helps us with modding or 3D Vision.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
https://registration.gputechconf.com/form/session-listing&doSearch=true&additional_parameter_selector=none&queryInput=&topic_selector=Game+Development&type_selector=none#_ga=1.20210173.418387093.1425576505
LOL....that is my thinking on the matter.
Game design and creativity with game mechanics seems to be a dying thing. Next Gen games are so graphic centric that developers are controlling too much on how a game flows.....micro animations, QTE is the absolute shittiest game mechanic and reigns supreme in worst game design decisions. I'd rather watch a movie and eat popcorn than having to free up my hands to push the "E" or "Q" button every once in awhile.
I have no interest in cloud gaming and I'll probably retire to the back log of my game library.
I'm having more fun than I've ever had in gaming. Of course, I've also almost completely abandoned the major publishers. Every once in a while, they have something that interests me (GTA V), but it's an extreme rarity these days.
What makes it so bad is that most of the time, there's one set of ppl doing the coding and a completely different set of ppl doing the graphics. So they really can't use the excuse of "the graphics are taking away from the coding". Not to mention, coding ranges to less than 100mb in a game more or less because it's just text. It's the textures and meshes that use all that other space.
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
So 3D Vision is dead...3D Vision Automatic will never get ported...all the hype is now about a damn "mask-goggle" thingy called VR... Funny I remember people complaining about 3D GLASSES but they are willing to wear 2-3 kilograms on their heads ? Anyway... sad... as I still believe 3D Vision had/has such big potential (which was never fully exploited)... But let's get enthusiastic about VR !!! Yuppy-DO! (just because the screen+glasses are combined into a "helmet" that you need to wear... I really wanna see the opinion of the "masses" that complained about wearing glasses...) Like somebody said once: "Are the people (mass) ready for this technology? or not ?"
I have a strange feeling that VR will end up just as "Stereo 3D with glasses" or even worse... :( (can't shake the feeling...)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
All this hype reminds me 3D became a big thing (2010-2011).
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
I believe it's a matter of advertisement. 3D Vision had zero advert really.
Plus you needed to buy 150$ glasses + "special" monitor (400$+)
Now you need 300-500$ device with much better immersive.
I don't think VR will and up so much badly really
Sees big sales. Buys 50 more games.
i5 2500K/16gb/GTX 970/Asus VG278H + Sony HMZ-T1
I guess I'm in the minority who's already fully on board with the DK2. Even in it's limited state, there have been enough circumstances where I do prefer it to 3D Vision. Once all the kinks are out, I could see it totally replacing 3D Vision for me.
Having said that, that showcase was the ultimate tease. When they said they were introducing three products, and one was a revolutionary new TV, my mind immediately sprang to thinking they partnered and developed an ultra-low lag HDTV using Ultra-D (glassless 3D). Which only added to my disgust when I realized it was OnLive 2.0.
Good or Bad, it does have a new owner.
"OnLive now includes two different services — PlayPack and CloudLift. PlayPack is simply a $10 per month subscription that gives you access to the full library of 250 games in the cloud and no offline play. These can be streamed to computers, smartphones, tablets, and some TVs. It’s basically the old OnLive service without the requirement that you buy each game."
"CloudLift aims to provide gamers with choices. If you subscribe to this $15 per month service, any Steam games you own (and are supported by CloudLift) are automatically available for streaming from OnLive’s servers. Saves are also kept in sync across your local installation and the OnLive version."
http://www.extremetech.com/gaming/177981-onlive-resurrected-allows-you-to-stream-your-steam-games-to-any-device