Forums » General Pantheon Discussion

Virtual Reality Interface Lets Gooooooo

    • 1436 posts
    March 11, 2021 1:19 AM PST

    Visionary Realms, support for Virtual Reality! Mouse Look ties to headset still use keyboard to input commands still use mouse for clickies and targeting ultra basic support however... for more indepth vr support select abilities and movement with left controller right controller for flicking and targeting abilities more ways to get motion sickness. more ways to game! moar ways to innovate!

    ooh let me pitch it better, one u can bring in players from the vr community, two u can use it as a sales pitch for potential investors, three vrvr baby!


    This post was edited by VR-Mod1 at March 11, 2021 1:43 AM PST
    • 9115 posts
    March 11, 2021 1:44 AM PST

    I added your double post (which is against the guidelines!!) to your original post ;)

    • 2756 posts
    March 11, 2021 2:41 AM PST

    VR VR, huh?  Hmm...  I suppose if Unity can do it without much dev effort it should be a thing, but otherwise... nah ;^)

    • 817 posts
    March 11, 2021 6:38 AM PST

    I have and love VR.  I think it would be way too expensive to build around the game in any meaningful way.  Just remember the cash cow kickstarter game with well over 300 million dollars invested worth of backing dropped VR from their core goals because it was too hard to implement along side the normal game.  Even VR games like Elite Dangerous have dropped VR from their expansion to save time/money. 

    I would pay way too much money for blade and sorcery combat in elder scrolls 6 but not the millions they would need to make it work.  

    • 394 posts
    March 11, 2021 9:01 AM PST

    The thing about VR changing over to support VR is VR would need to build the VR features to be more integrated and not just tacked on.

    VR coding is a whole different beast complared to the coding VR has done up till now and would just add way more time/work onto VRs plate.

    Plus all that standing around for 2+ hours sounds exausting, also would Joppa go full Sword Art Online on us and trap us in the VR?

    • 903 posts
    March 11, 2021 11:59 AM PST
    A reasonably well made virtual reality MMO would be the holy grail of gaming. But it would have to be built entirely for VR with an entirely different interface (dominated by kinetic movements). Current MMOs require constant and complex keyboard use, which is basically impossible to do without being able to see the keyboard (in quick glances). I'm a touch-typist and while I custom keybind tons of things near WASD, not everything fits close enough to hit blind. The only way I could see a standard MMO having a VR option would be if the visor had an opening below the screen to allow us to view the keyboard, but I suspect that wouldn't work well and would greatly degrade the quality of the VR.

    Sure, a MMO interface could be greatly simplified, but the remaining game would probably feel very slow and limited, like trying to play Counter-Strike on an old 1980s Nintendo controller.

    Personality, I'm willing to pay quite a lot of money if I can have a AAA quality VR MMO that fully utilizes VR (with things like casting spells being done with specific hand/arm gestures). I'd probably be willing to donate a kidney if the VR goggles were stereo vision and filled my entire peripheral vision. Add in haptic feedback and I'll start a whole pyramid scheme of kidney donations to pay for it.
    • 1436 posts
    March 11, 2021 1:09 PM PST
    it isn't expensive if you attract the right investors.... say occulus rift.
    for starters, the vr gaming industry is an untapped source of revenue. u can take analytical data from how many mmo players their are, how many are willing to purchase a headset and calculate the cash flow on headsets that occulus rift could make if they invested in protf.

    for example, there's no full functioning mmos that have basic vr headset support. when i say basic just being able to look and perceive the game space with very little vr controller support. i can still use mouse and keyboard to play the game(elite dangerous can be played by perceiving the space with a headset, but i use a hotas in combination with my keyboard and mouse to control my spaceship)

    lets say there's 100k players, 40% by a VR headset, each occulus rift is about 500USD(subject to change).
    we can estimate that half that money is all profit for occulus rift at 250 dollars times 40k(in the grim dark future) equals 10 million, apologize if my maf is bad, i'm a bit dum.

    if i had the means or the brains, i would create a wrist mounted handset with a taptic pressure senstitive floating keyboard.
    reasons for taptic(basically the iphone interface but it can pick up all the fingers) reduces the amount of mechanical parts, can be calibrated for each individual, provides tactility to the user. easier to clean, lighter slims down the design. there's hand motion capture, but nothing beats being able to 'feel'

    if someone reading develops this, remember me i'm just a poor man with crazy ideas, no capital and edumication to develop this product. hell you can even pitch this idea to occulus rift and hit the entire mmo market. there's probably about 10-15million mmo players. imagine every one of the players buying a vr headset and a new type of unique interface controller(this would probably cost about 1-200 dollars to make so it would have to be sold around 3-400 dollars)
    350+400USD(15million X 0.4)= MONNNAYYYYY
    lets go occulus rift, invest 80million into visionary realms
    • 1436 posts
    March 11, 2021 1:14 PM PST
    i wanted to note that there's no need to remove the keyboard as an interface and replace it with Virtual reality gestures. it works perfectly fine until we can control things with thoughts.
    might as well adapt the keyboard design for vr, instead of inventing a way to create a new way to interface in the game space
    • 218 posts
    March 11, 2021 1:15 PM PST

    Love VR but too little too late for this game, its had enough delays.

    Lets get THIS game out!

    • 1436 posts
    March 11, 2021 1:24 PM PST
    its never too late for the future! this about attracting investors to push out the game faster without compromising quality :O
    • 2644 posts
    March 11, 2021 1:35 PM PST

    stellarmind said: it isn't expensive if you attract the right investors....   lets go occulus rift, invest 80million into visionary realms

    Sadly, Occulus Rift was bought by Facebook, one of the big tech companies that I would LEAST expect to accept having no creative control over Pantheon while pouring a boatload of money into it. Not to mention that 'the Zuck' is more interested in making vr a part of social media -think: hanging on a virtual beach with your friends - than a gaming platform.

     

    Of course if Pantheon is wildly successful and 5 years after release is flush with money and looking for its next expansion theme, adding vr support wouldn't offend me none.

    • 1436 posts
    March 11, 2021 1:47 PM PST
    facebook owns occulus? even better they have a monster platform to advertise! well if a deal cant be readhed, thats when u look at competitors like samsung >:D
    • 2419 posts
    March 11, 2021 2:02 PM PST

    stellarmind said:

    Visionary Realms, support for Virtual Reality! Mouse Look ties to headset..

    One errant sneeze and you run off a cliff.

    • 1436 posts
    March 11, 2021 2:04 PM PST
    muh immersion is worth a sneeze of death
    • 1315 posts
    March 12, 2021 6:29 AM PST

    stellarmind said: muh immersion is worth a sneeze of death

    As usual, I enjoy your enthusiasm and perspective.

    I love the idea of a VR MMORPG.  I think one can be made with current VR tech or at least within the next couple of hardware iterations.  I however do not thing it can be blended properly with a traditional screen mmorpg.

    Virtual reality has different strengths and needs.  The total polygon count that VR headsets can handle is much lower than a top of the line screen and GPU, maybe by as many as 3 orders of magnitude.  This drives both the models and the target clipping plane, both hard and soft limits.  Something that will run well and look good on VR headsets will look like crap on a 4k gaming screen.

    VR is also better suited to vector mechanics and action style rather than turn based or tab target + button powers.  Not that you can’t do tab target style of play but its not really playing to its strength.

    The only way I can think to blend the two is if you go for a low poly non realistic stylized art theme and then still use a keyboard and mouse.  The headset would need to be able to know the location of your mouse, keyboard and hands so that you could look down and actually see them in virtual space without taking your headset off.  Then you could use a much more traditional interface control system rather than wands.  In this way you could choose to either use a headset or a screen.

    It ends up being a lot of tech pioneering work that VR really just isn’t large enough or well funded enough to take on.

    • 2138 posts
    March 12, 2021 7:12 AM PST

    Yakuza series by Sega (real Yakuza use controllers- they even say so in game!)

    Amazon: Controller purchase with PC to controller interface. usb-type antenea you plug into PC and controller, viola can use controller on PC (although PC is master race, controllers are for the lesser-thans that could not fathom the sophistication of PC's)

    going on

    Those cheapo "VR" goggles your grandparents get from the side stall at a fair and send you as a gift where you put your smart phone in sideways in front of your eyes?  jack in the speakers... scan the sqrl code for content- move head see 3-D environment change- yeah... thanks grandma *hug tight*

    -hang on- Pokemon Go

    Pokemon Go Coding, Controller to PC interface, Cheapo-grandma Sideways Phone "VR" that works- disn't someone at EQ next or somewhere say "doesn't everyone have smart phones?". Slap them together and...maybe? you'll be walking around your living room with a phone in front of your eyes and a controller using both hands, but.... you can swivel your head around and depending on your Signal and maps, go outside a bit? Give a whole new meaning to LAN parties- WIFI parties- you've seen the picture with the guy duct-taped to the ceiling. You have also seen Promos- well I have- when Pokemon Go was big at Jaguars stadium they had a pokemon go "hunt" in the stadium for the fans- all around the stadium in the general bowl  and around "allowed" areas in back- along the side of the field- it was cool. That would mean conventions or fantheons could be....remember laser tag? how about a twist on paintball? Im talking dedicated spaces.

    From a sub perspective keep it lean, can opt for the VR set or stay as is. add a + to your sub to kickstart funding for possible exploration for legit VR that includes- mapping the space you want to play in OR- cross selling a walk-pad. That way PC players can still play with VR players, it will all look the same- I think- a bit grey here. How will this rig handle the input from other Player characters over Wifi?

    I think you will still need a controller that will use up both hands *sigh* 

    Wait- FitBit- there's where you get Step tracking- yeah? link link link and ta da? Maybe get a something with Samsung- put some competition squeeze on Oculus. I mean if you can run your whole kitchen with Samsung, how hard would it be to link your samsung phone with your samsung watch to your controller and interface with your PC with  your google account.

    The puzzle pieces are already there it seems, with the cut-outs to fit? 

     


    This post was edited by Manouk at March 12, 2021 7:15 AM PST
    • 2644 posts
    March 12, 2021 11:23 AM PST

    stellarmind said: a sneeze of death

    Ok Kilsin, tell the Dev's they HAVE to put a "Sneeze of Death" into the game, somewhere!

    (perhaps in a dangerous forest, where it could trigger a Drop Bear attack)

    • 1436 posts
    March 12, 2021 11:55 AM PST
    The point of allowing VR is for the experience of perceiving the mmo space as if you're actually there.
    I use to think it didn't make a difference. on personal experience, going into vrchat on a 2d plane was fun, but when u slap on a occulus GOODbye time. in large part, mmos are social games too. there's something... alluring about communicably experiencing that with other players. you take the social aspect away and well... u end up with world of warcraft in it's current state.

    I'm not tech savvy to understand the ins and outs, but playing in occulus at a lower resolution was way cooler than playing on a 4k monitor. maybe the graphics settings could be adjusted for vr users? i've experienced ppl using unity in vrchat to mess around with rpg like rooms and breaking the cap on polycounts(some where rendered 70k to 120k) and i haven't seen any kind of weird glitchy stuff unless it was a dirty app crasher. there is a limit to how much vrchat will let u do with unity and models unless you're a bad boy. graphics and gameplay become a bit of a back burner if the community experience is amazing. just look at among us(werewolf mafia copycat)

    i've played alot of different types of mmos, tbh i've been waiting for a good one that supports VR. I actually think the slower pace combat is a huge boon for the VR experience plus with an LAS it makes it much easier to intergrate a vr interface later.

    VR would be a positive for tab targetting. think about it like this. the mouse has two functions when playing on a monitior: it serves as a targeting and looking. utilizing a vr headset frees up the mouse from handling the looking and allows the mouse to solely function as a targeting hand.

    u can draw a very good experience when u play the forest(survival game) if a buddy is playing traditional monitor and keyboard and someone else is playing on a vr headset. it's definitely easier to build with a keyboard and mouse even precision aiming, but when it came to awareness and 'running and gunning' the vr user had the edge, even pulling some awkward off angle shooting, which traditional interface would not allow. so what i did was i had my keyboard near me to build when i needed to and still interacted normally with vr. hell just attaching a bluetooth keyboard to my hip might not be a bad idea. thanks manouk XD

    I don't need to 'see' my mouse and keyboard when i play in vr. how many ppl look at their actual keyboard and mouse when gaming?
    • 90 posts
    March 15, 2021 10:09 PM PDT

     

    Skip VR and go Straight for Full Dive. VR should hook up with Elon Musk and work something out :3 imagine actually being in Terminus with all 5 senses. 


    This post was edited by Sunglare at April 3, 2021 11:40 PM PDT