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LePawel

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Everything posted by LePawel

  1. It doesn't, processing can also mean something is done more efficiently. This the problem I have with most people talking about VR. They have absolutely no clue what they're talking about and/or they've never head all HMDs in question on their head. Games like The Brookhaven Experiment look good in the HMD, but aren't hard to run at all.
  2. When you only have to process half the shit, you can work well with half processing power, and that's exactly what PSVR does. PS4 it's weaker, so they've made sure the HMD is less demanding, resolution wise and FPS-wise. You can aim for 2 million pixels @ 60Hz instead of 2.5 @ 90Hz, and PSVR re-projects that to 120 anyway, that's more than 40% difference. If you're not going for graphics, you can of course turn up PS4 to 90 or 120. Also, Sony itself said it's not aiming to be the competition to Rift and Vive, they're a mid-range option compared to high-end stuff. Next, You don't have to care what these HMDs are about (although you should), the industry does, and its priorities are different to your flashy graphics. Next, 60FPS is enough for VR, GearVR runs at 60 and most of the games there feel smooth, although again, PSVR reprojects to 120, and it feels just as smooth if not smoother than the other two big guys. Regarding performance, PS4 get a lot more power out of its GPUs because devs talk straight to the metal, you're looking at equivalents a couple models higher as a result, overhead is still a thing for PC. Also, can you not understand that having an HMD connected doesn't mean everything now chugs and stutters unless you have a 970? You've said it yourself: these are just screens and we've had 90+ refresh rate screens for years. You sound ridiculous talking about base rendering performance, when rendering requirements are totally dependent on whatever developers decide to slap into a product. I can say it now: you can run VR on a 470 - there will be titles that aren't as demanding by nature, or some that can have their settings dropped enough to run on it with an acceptable performance I'm sorry bu there is enough performance on PS4, it's also on GearVR and even Cardboard, products are simply optimized for each platform, don't act like this isn't happening on PS4 already and it would be some sort of surprise to have some grass or hbao+ missing, which are completely useless in current VR. And devs currently are doing exactly miracles, inventing VR-specific optimization methods to improve performance across all platforms, in case you missed: Also, a question, have you even had any of these VR headsets, in their recent revisions, on your head? You seem like you try and show you know a lot, but none of that is true so far.
  3. You've put the if(transform.position.y < -2.0f) { Die(); } inside OncollisionEnter function. This only gets called when you collide with something (like an enemy) You want to put that if statement in Update() instead (after the translate to avoid 1-frame lag) so that it get's checked every frame. Your code would only work now if you collided with something while already falling through a world.
  4. Was C++ was your first language, this sounds like total BS.
  5. I believe VR support in Unity is built in, you just have to setup the rigs properly 2 minutes in google: http://www.mastersofpie.com/guide-to-building-gearvr-projects-in-unity-5/ http://www.samsung.com/us/samsungdeveloperconnection/developer-resources/gear-vr/apps-and-games/exercise-1-creating-a-unity-project.html
  6. Jesus fucking christ, read about PSVR, how it stacks up vs Vive and Rift, and what sort of requirements it has compared to them. You are clearly just flat-comparing Rift's 970 requirement, looking at PS4's GPU and going "omg its not gonna do it", and that's simply not how stuff works. Sure, PS4 is a low-range PC by 2016 standards and needs an upgrade, I'm fully behind that, but PSVR is has been designed for PS4's spec. If you can't understand that there's more to a VR ecosystem (PC+Rift/Vive vs PS4+PSVR) than a couple of numbers, you should read up a bit about development and console vs PC as a platform. Will it be challenging to get all cross platforms glassy smooth on PS4? Probably, but even good looking demo's I've seen on the Vive recently are keeping a 970 at about 60% of it's power target, clocks at around 900mhz, with the gpu chilling around 60C. For nth time people, this gen isn't about graphics, but about exposure to public and new ways to game. Also, you have to face it, regardless of how much your PCMR senses are tingling, PS4 is VR capable. Lastly, Developers really aren't as stupid as you think, they know the importance of FPS in VR compared to a TV and it's them that get headaches from FPS drops during testing, not you.
  7. And who told you that? Your tingling PCMR senses? PSVR interpolates 60 and 90 for very smooth experience, and actually feels the smoothest of all 3 regardless of internal settings. Your 2nd point is dumb as hell. How many SteamVR or Oculus titles that have top-notch AAA graphics have you seen so far? And how much have you actually read about VR? You do realize that >at the moment< the DPI of all HMD's limits the quality you can get in front of your face anyway? There's no point putting 4K textures and modelling grass straws in full 3D, because most of that detail will be rasterized down to a few pixels? Realistic graphics won't work at all until we hit 4-6k screens inside these headsets as a standard. For now, simpler graphics, with hard, defined edges work work much better in terms of the 3D effect and immersion, sorry to burst your bubble. And how exactly is the headset not up to far? Because I don't see any problems with it.
  8. Most of you complain the console hardware is outdated. Now that they want to upgrade it you all complain... hypocrites...
  9. I want to see how well this thing can replace a pleb-box.
  10. Projects can be split into 3 parts: the Must Haves, the Would Be Nice and Bells and Whistles. What these guys seem to do all the time, is create 1 Must Have, look at all Bells and Whistles that relate to it, work all of those, and only then move onto something else. They could have had much more of their game mechanics done if they didn't spend some much of their pre-release time on stuff that's not important. Sure you can have precise destruction effects going from one module to another and have them spin away from the hull based on some force and whatever, or just have it spin off for now, create another "module" and do an update after release of the full game.
  11. Someone is on his period... Dropping down to your communication level... I don't give a fuck about a fun factor of driving a car if I can reduce accidents significantly and be productive during commute time. And people will not give a shit about how fun it is to drive once it becomes obvious how bad human drivers are when compared to driverless ones. Traditional cars will become horse carriages of 21st century. I'm done wasting my cherry blues on you.
  12. Well then go ahead and live in 1930s. Are humans 100% safe? There are enough self driving cars on the roads to cover millions of miles without a death to this day. Not one thing stands in favor of human drivers, which is addressed in the video I mentioned.
  13. No crash involving a self driving car was caused by the computer so far Watch "Humans need not apply".
  14. It's sort of offensive to say sitting in a corner of a sofa and tapping a screen to get +100g in an endless stream of random shapes or other bullshit is classified as gaming.
  15. https://www.ljmu.ac.uk/, I've done Computer Games. They do have computer science, animation and visualization (aka computer graphics), and a few more around computers and coding, but I'm not sure if any of them focus strictly on web development. I had a module about web in year one that went through html, css and js, but nothing too complicated.
  16. pretty sure he meant Crimea the region, but it falls under crimes add well so i guess its no difference
  17. But we're far away from the which laptop topic at this point, aren't we?
  18. Is it marked as solved? Is there discussion going on in the topic? You clearly running out of arguments does not equate to a topic being finished.
  19. Read the title of the topic. It's about school not work, and you tend to have a choice about both anyway. Someone is salty as fuck, and the topic look far from answered to me. And yes, speaking from my experience, something like university should reflect the investment, which by the way, I made on my own, because that's how it works in UK, can I ask where are you from for an informed contrast? And lastly, I never said that something is not good or that I don't like something. All I've said is that you shouldn't be forced to a commercial lockdown by a school of all things, and gave you a simple example of how it is solved here. Learn to read, both of you.
  20. Yay for out of context replies! Anyway, it doesn't necessarily apply in computing. If you want to go for one of those ".net, html, css, js, jquery c# java etc wtf omg" then it's probably true. If you're after a specific fraction of the industry (e.g. games) it's often a strong knowledge of X rather than average knowledge of everything including X that's preferred, especially when average knowledge of everything can be achieved relatively easily, which transfers to the fact that especially in programming, mastering one language makes learning others much easier, This is why being a master of none often means you know the basics, but have no knowledge of the advanced stuff, regardless of language, which makes you barely useful. And if you want to be picky, according to the dreaded wikipedia source, neither "master of none" or "certainly/often times better than a master of one" were originally part of the saying, and it has a buttload of versions of the last line on the internet.
  21. Just finished university, so I kind of know how a good one should work. If a course does not state you'll need one, you shouldn't be forced to buy one. I've had access to standard, shit library computers, available almost 24/7, followed by better, computing-only labs with all specialist software, weekdays till 8, followed by game dev dedicated machines specifically for my course, again, weekdays till 8. That's exactly how it works in real world, "matey".
  22. If you think you'll "learn" all of these on a single course you'll be disappointed. As a fresh Games Dev graduate, start learning at home, now, a lot. The fact you will work in more than 1 language means you're going for "jack of all trades, master of none" route. If you want to get into programming, select between Java and C# and turn that into a hobby. Personally I think C# has a much better development environment, despite being a closed (ish) system.
  23. Sorry, but this is plain retarded statement... If an establishment uses Macs they should make sure that whatever they use is cross platform or provide facilities equipped with all the hardware and software needed.
  24. When I played with unreal, I remember there being a possibility to use a mesh for collision of an object, so all you need is to create a simpler collision shape on top of the mesh, export it separately and use that for collision on that object... I think.
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