Showing posts with label Valve. Show all posts
Showing posts with label Valve. Show all posts

February 15, 2016

What VR could, should, and almost certainly will be within two years

If you got an Oculus Rift you can already try out some great VR experiences. Parking a massive truck with it feels natural as you can just stick your head out of the window and look backwards. If driving a truck is a bit too mundane for you, locking the guns of your spacecruiser on a target has become much easier because now you can kill with your looks. Ever felt like going to the movies with friends on the other side of the world? Try out a virtual theater! On the other hand, if you are afraid of heights and spiders crawling all over your face you might want to skip on The Pit and Don't Let Go. The worlds of games like Half-Life, Skyrim and many others are waiting for you to immerse yourself in them... and if you are feeling really adventurous you can even play sexy gender swap games with your partner! http://vimeo.com/84150219 (NSFW)

Although all these experiences are completely bonkers in a good way, they are only scratching the surface and according to Valve they are missing something crucial that will take the experience from totally bonkers to dangerously addictive.

Valve, the renowned software developer, has teamed up with Oculus, the developers of the rift Virtual Reality headset, and together they recently unleashed the Crystal Cove Prototype onto the world. Almost anyone who tried it on described it as "the future of entertainment". Is the age of VR finally upon us? Almost, but not quite yet says Valve. They see the CC prototype they developed with Oculus as a massive step in the right direction but they believe that we still have to wait a little bit longer for VR to truly go mainstream. At least one more year to be exact.

The last couple of years they've been developing their own state of the art and extremely costly VRD prototype and at the SteamDevDays they've finally shown it off. Keep in mind that they have no intention to bring this particular headset to market but will instead help Oculus to create something similarly specced at a more realistic price point that consumers can actually afford. They only built this costly one to showcase what is to come and to get both industry and consumers ready for the revolution they think is almost at hand. Hyperbole on their part? I don't think so. It really seems to be blowing people's minds.

David Hensley of Tripwire was particularly hyperbolic, and said that going back to his Oculus Rift would be like switching from an Xbox to an 8-bit Nintendo. "Valve’s VR demo at SteamDevDays felt like being in a lucid dream state and very much like a holo deck."

Johnathan Blow (developer of Braid & The Witness) explains that he was skeptical of VR technology based on what he'd seen so far but that Valve turned him around; "It's so much better than anything else I had used that I was instantly very excited by it." "Right away I could see games you might design for this system that had been impossible before."

One of Valve's brainiacs, Michael Abrash, regularly spreads words of wisdom from his blog; http://blogs.valvesoftware.com/abrash/ and he did the same at the SteamDevDays event where he delivered a very interesting talk on the future of VR in which he outlined the somewhat magical experience of presence in VR and pointed to 2015 as the year that it's likely to be achieved on consumer devices.
http://media.steampowered.com/apps/abrashblog/Abrash%20Dev%20Days%202014.pdf

"Once hardware that supports presence ships, we think it has the potential to cause a sea change in the entertainment industry. Not only could VR rapidly evolve into a major platform, but it could actually tip the balance of the entire industry from traditional media toward computer entertainment."

If you think that sounds like he's overselling it, you might want to think again because already the film industry is beginning to pay attention. The Oculus booth at the Sundance Film festival pulled in a huge crowd and Alfonso Cuaron, director of Children of Men & Gravity even stopped by Oculus' headquarters for an extensive try out... One can only imagine the kind of adrenaline rush you'd get from experiencing Gravity through a VRD.

Valve's research into Virtual Reality has allowed them to really explore the space and they've found that the key ingredient we need for VR to go mainstream is something they call "presence".

"Presence is hard to quantify, but our demos have shown that it is a very real and compelling phenomenon, one that hooks far deeper into the perceptual system than anything that’s come before, and it’s why we’re so excited about the future of VR. It’s our belief that great VR will be built on presence, because it engages you at a deeper, more visceral level than any other form of entertainment, and can only be experienced in VR. "

"Presence requires a wide field of view, adequate resolution, low pixel persistence, a high enough refresh rate, global display, specialized optics, rock solid tracking, low latency and fine tuned calibration. I want to emphasize that presence is not a property of any one of these elements; it’s a property that emerges when all of the elements are good enough. If the optics aren’t calibrated perfectly, then the scene will warp as you turn your head no matter how good everything else is. Likewise, no amount of fidelity will convince your visual system that a virtual scene is real if latency is too high. Presence can’t be induced if even one of the key elements is subpar. It's worth noting that inducing presence reduces motion sickness because what your eyes see will more closely respond with what your vestibular system reports.

According to Abrash presence requires the following minimum specs;
• 20 ms motion-to-last-photon latency
• 3 ms pixel persistence
• 95 Hz refresh
• 110-degree FOV
• 1k x 1k resolution per eye
• High quality, well calibrated optics
• Tracking
- millimeter accurate resolution translation
- quarter degree accurate rotation
- volume of 2 meters cubed

"This head-mounted display would support a powerful sense of presence and would have an excellent shot at widespread adoption. VR can certainly get much better yet down the road, but that’ll require time and major hardware R&D. In contrast, we believe everything on this slide is doable with relatively minor tweaks of existing technology; no breakthroughs or miracles are needed, just solid engineering."

Still, it's important to note these are the minimum specs to achieve presence. When these arrive in 2015 they will enable us to step into other worlds but there will still be A LOT of room for further improvement. "For one thing, presence would benefit from every one of the key elements getting better than what’s in our prototypes. We could literally use up to 100 times as many pixels, and a wider field of view, lower latency, and all the rest would also improve the experience; the optics in particular are far from optimal. Also getting per user lens positioning right is a challenge. As I mentioned, we think we’re close on head tracking, but we don’t have a shippable solution yet, and then there’s eye tracking, which could greatly enhance presence but is nowhere near solved. Going to a wireless connection and eliminating the tether would
be a big plus."

Full presentation;
http://media.steampowered.com/apps/abrashblog/Abrash%20Dev%20Days%202014.pdf

http://www.wired.com/underwire/2014/01/oculus-movies/

http://www.engadget.com/2014/01/09/the-oculus-rift-crystal-cove-prototype-is-2014s-best-of-c/

Virtual travel, think of the possibilities!
Athens Tech Demo Siggraph 2013

Virtual Reality pain relief
http://www.hitl.washington.edu/projects/vrpain/

AR-Rift: Stereo camera rig and augmented reality showcase

3D webcam mechanics with oculus


HydraDeck Humans (NSFW)

http://vimeo.com/79173606
(NSFW)

Omni in Skyrim - with Kinect 2 (head sensitivity adjusted)

Substituted Reality - https://plus.google.com/108487783243149848473/posts/NPJQvoRT5FS

http://en.wikipedia.org/wiki/Virtual_reality

March 2, 2015

Welcome to a new reality

HTC has just announced the Vive, a virtual reality headset developed in collaboration with Valve. It will be available to consumers later this year, with a developer edition coming out this spring. The company has promised to have a significant presence at the Game Developers Conference next week, where devs will have a chance to play with Valve's VR technology.

The Vive Developer Edition uses two 1200 x 1080 displays that refresh at 90 frames per second, "eliminating jitter" and achieving "photorealistic imagery," according to HTC. The displays are said to envelope your entire field of vision with 360-degree views. The company says in a press release that it's the first device to offer a "full room-scale" experience, "letting you get up, walk around and explore your virtual space, inspect objects from every angle and truly interact with your surroundings."

The device uses a gyrosensor, accelerometer, and laser position sensor to track your head's movements as precisely as one-tenth of a degree. Most surprisingly, there will be something called the Steam VR base station, which will let you walk around the virtual space instead of using a controller. A pair of the base stations can "track your physical location ... in spaces up to 15 feet by 15 feet."

http://www.htcvr.com/

Of course we don't yet know the precise specs that Oculus' consumer headset will launch with. The specs of this headset are leaps beyond those of their current crescent bay prototype. Considering we still don't have a firm idea of when the rift will launch, it's beginning to look like Oculus might have spent just a bit too much time perfecting their HMD. Unless they've got something in the works that blows this out of the water, their drive for perfection might just have lose them the race to market. Either way, Google, Sony, LG, Apple, ... are all working on VR headsets as well so this space was bound to get increasingly hot... We as consumers will no doubt benefit from this heated competition.

March 15, 2014

This next test may involve trace amounts of time travel.

Glados tries her best to explain what the testing initiative entails and below Cave Johnson clarifies how Aperture exploits other universes to make sure they never run out of new tests.

Aperture Investment Opportunities

Cave Johnson breaks it down to the basics.

Aperture Investment Opportunity #1: Panels



Aperture Investment Opportunity #3: Turrets

Aperture Investment Opportunity #4: Boots

Exile Vilify

A little something to make the wait even harder.

A red letter day; November 19, 1998

Happy Birthday Half-Life!

"Time, Dr. Freeman? Is it really that time again? It seems as if you only just arrived."

15 years... Can you believe it?

"Wisely done, Mr. Freeman. I will see you up ahead."

What better way to celebrate that Half-Life turned 15 today than by taking a look at some of the most beautiful fan art the community has spawned? During this decade and a half the community has been very busy indeed. DeviantART, a website where artists mingle, houses more than 50 000 original works inspired by Half-Life! I've tried to gather some of the best, if you are a fan I am sure you'll enjoy these. Check 'em out!

A love letter to Hλlf-Life

Hλlf-Life, the best game ever made (average rating; 96%), showed the world how to do it right. The hero in this game, Gordon Freeman, is a recent MIT graduated theoretical physicist who is tricked into unleashing a "resonance cascade" when something goes horribly wrong during the routine mass spectrometry of a fixed sample. The entire game, from its title to the setting, is a love letter to science and to physics in particular.

The name itself not only refers to an early death, but also to the period of time it takes for the amount of a substance undergoing radioactive decay to decrease by half. The lambda sign in the tile, λ, confirms this because although it points towards the Lambda core, an experimental reactor that plays a large part in the later half of the game, it's also the scientific symbol used to denote the radioactivity decay constant in nuclear physics. This constant is very simply related to the half-life of any radioactive material.

Valve director Gabe Newell himself has confirmed that the name of the character; Freeman, is a homage to the physicist and philosopher Freeman Dyson.

"If anyone can handle this catastrophe, it's the science team in the Lambda Complex"

It portrayed scientists as heroes, out to save the world. Sure, at first sight Gordon might have looked like an unlikely action hero; he has a PhD, wears glasses, wasn't trained in combat, nor did he have the physique to take a beating or the muscles to deal it out... What he does have is brains! Any dumb-ass can swing a crowbar and wear a hazardous environment suit (armor), but it takes a physicist to activate reactor cores, launch intercontinental missiles, clean up radioactive waste, ... It took brains to save the planet.

It's worth noting that all its expansions folow a naming scheme similar to Half-Life; Opposing Force deals with a military strike team that is sent in to silence the science crew, while Blue Shift deals with the late night shift of a security guard. Looks straightforward but both refer to scientific concepts in physics as well. Half-Life's follow up took this love for physics to the next level by introducing a revolutionary physics engine that allowed you to interact with the game world through the use of physics based simulation! Valve really loves physics.

The following is a tribute to the game's opening, and even after 14 years, it still touches upon my heartstrings! I am pretty sure that it helped fire up my interest in physics and for that I will be eternally grateful. It looks a bit dated, but you will forget all about that after 5 minutes of game-time. It's a real classic! If you haven't played it yet, you should give it a shot.

Half-Life 2 E3 2003 Tech Demo

A trip back in time to 2003. IGN's Half-Life 2 Demo Impressions.