Forums » General Pantheon Discussion

VR Support (pun unavoidable :D)

    • 187 posts
    August 19, 2016 5:17 PM PDT

    Do you guys think that they will eventually work in some VR (virtual reality) support post-launch? I need a reason to throw my money at that tech + I'd love to be even more immersed in Pantheon. It might be the case that VR becomes an industry standard when Pantheon is officially released, who knows? What do you guys think?


    This post was edited by Syntro at August 19, 2016 5:17 PM PDT
    • 40 posts
    August 19, 2016 11:49 PM PDT

    Probably but a MMO not made just for VR can't really take full advantage of the technology. VR opens up a lot of possibilities, with a Vive you could cast spells with handmovement and keywords instead of fastkeys to mention one thing.

    Of course the games isn't really there yet. At the moment VR is best for different kinds of simulators (air, car and so on). So Pantheon with VR would be as good as any other MMO ported for the mechanics but VR wont truly be as good as it should be until someone makes a VR only MMO (and I am willing to bet money that the first true VR MMO will come from Japan, anime series like Swordart Online, Log Horizon and .Hack are so popular that getting funding for a game there will be easy).

    • 1434 posts
    August 20, 2016 3:53 AM PDT

    We've talked about this a bit before. Unity (the engine Pantheon is built on) supports VR. They say they would like to have it eventually, but its probably down in the list.

    • 166 posts
    August 20, 2016 4:07 AM PDT

    Virtual reality may have it's big time, but I don't believe this will be in the near (2 years) future. So this may in the long term be a feature for the game, but I don't think it will be supported at release. I believe, before this technology is ready for a MMORPG, it has to be more widespread and the technology need some more tuning. At the moment I would not buy the neccessary hardware to play the game this way.

    • 763 posts
    August 20, 2016 4:25 AM PDT

    I would assume this would come under the heading 'would be nice, but mark it as #42 on the wish-list'.

    What they *can* do, though, would be to attempt to ensure nothing they do going forwards precludes adoption/integration later for VR.

    There are know requirements(-ish) for Occulus Rft and some other (semi-)'industry standard' VR extensions.

     

    NB: Was promised

    a Jet-Pack since 1969,

    Flying cars since 1972 and

    a 'paperless office' since 1974.

     

    BUT - Example of Fail: Best the UK Govt can come up with is:

    a High Speed Train : London to Leeds (270 km) overground for $72 Billion US by 2033

    ... while the Swiss recently completed

    a High Speed Train through a mountain (160 km) underground for $12 Billion US in 10 years.

    IT WOULD BE CHEAPER TO MOVE LEEDS CLOLSER TO LONDON!

    • 34 posts
    August 20, 2016 4:37 AM PDT

    Many current games have unofficial VR support through the use of injection drivers such as Vorpx. Since unity is a supported engine for vorpx, its highly likely that you could get VR working in Pantheon. It may not be as perfect as official support, but it could work. For instance, No man's sky doesn't have VR support, but people are playing it in VR. Elder Scrolls online doesn't have VR support, but you can absolutely play it in full 3D via the Oculus or Vive.

    • 16 posts
    August 20, 2016 5:40 AM PDT

    I have been saying for years... that if you had to mimic your characters movements IRL while playing we'd all be olympic condition!

    Cast spell = Wave your hands around like you just don't care.

    Melee Combat = Various Hack and Slash movements while grimacing

    Regaining Mana = sit and grab a book to read

    Train to zone = Yelling while doing the locomotion

    Etc... 

    • 40 posts
    August 20, 2016 6:10 AM PDT

    Evoras said:

    I would assume this would come under the heading 'would be nice, but mark it as #42 on the wish-list'.

    What they *can* do, though, would be to attempt to ensure nothing they do going forwards precludes adoption/integration later for VR.

    There are know requirements(-ish) for Occulus Rft and some other (semi-)'industry standard' VR extensions.

    NB: Was promised

    a Jet-Pack since 1969,

    Flying cars since 1972 and

    a 'paperless office' since 1974.

    BUT - Example of Fail: Best the UK Govt can come up with is:

    a High Speed Train : London to Leeds (270 km) overground for $72 Billion US by 2033

    ... while the Swiss recently completed

    a High Speed Train through a mountain (160 km) underground for $12 Billion US in 10 years.

    IT WOULD BE CHEAPER TO MOVE LEEDS CLOLSER TO LONDON!

    To be fair did the jetpack work excellent but the physical need for something very expensive and pretty heavy with a fuel capacity of 30 seconds is limited. If you wanted one you could have bought it in '69.

    The flying car is not such a great idea as it sounds, a hybrid is and will always be worse then either of the specific machines. Why anyone thought it would be such a great idea is beyond me.

    The paperless office is a different matter, offices are just so conservative that they think changing the binders from 3 to 4 rings...

    Things have moved incredible fast in other areas. For instance was a small portable computer on your phone something people thought was 60 years away in 1990. Aircrrafts changed from being toys that could at best be used for scouting in 1914 to fighter airplanes 1915, bombers 1916 and full metal armored attack planes (Junkers DI) in 1918. And IBMs prediction of the world wide future market for computers in the early 50s were: 3!

    VR have a lot of potential and the technology is finally getting good enough, we just need it to be affordable to the average user. It will probably earn most of it's early money from porn though, but also from movies since you actually can get a great movie experience from home with one. It can of course still fail miserably but I think it is unlikely this time (Nintendos first try was way too early).

    • 28 posts
    August 20, 2016 11:05 AM PDT

    I think/know that games have to be designed fundamentally from the ground up for VR. You can always tell people who have not used either an HTC Vive or Oculus for any real length of time when they say.. hey won't such and such and PFS/RPG etc be awesome in VR.... Sorry but the simple answer is no it won't, it doesn't work very well. Any type of "normal" classical 3D game movement (Push to Move) results in nausia for most people, don't underestimate how bad this is or that it wont affect you... I don't get travel sick but now have some idea how they feel..

    Personally after months of trying on an HTC Vive i'm topping out and 10-30 minutes (in PTM games - I've played hours on games designed specifically for VR) before i have to stop and the real kicker is the nausia doesn't stop when you stop playing it can last for hours afterwards. Yes some people have a higher tollerance but many don't. Out of all the people who have used my Vive I give them a test on a couple of classical push to move games... so far not one has ever managed more than 20 minutes with most only lasting a couple of minutes.. and some immediately stopping. All those exmaples of Fallout4 and Skyrim etc make you feel ill and that can't come across in the videos you see..

    Games that do port over ok to VR are things where the movement makes sense.. eg in the cockpit of a car.. feels ok but flick to a behind the car view etc and is sick bag city again.. there is a technical word for it i don't recall but it to do with it making sense experience & movement wise.. if it doesn't then you feel sick.

    Most FPS style PTM games games fix this via a teleportation system combined with room scale.. this completely removes the nausia as you eyes and inner ear match up, but to backfit this to PROTF..it will be PushTOMove, heck im feeling sick just thinking about it... :|


    This post was edited by rocketmagnet at August 20, 2016 11:14 AM PDT
    • 40 posts
    August 20, 2016 4:16 PM PDT

    rocketmagnet said:

    I think/know that games have to be designed fundamentally from the ground up for VR. You can always tell people who have not used either an HTC Vive or Oculus for any real length of time when they say.. hey won't such and such and PFS/RPG etc be awesome in VR.... Sorry but the simple answer is no it won't, it doesn't work very well. Any type of "normal" classical 3D game movement (Push to Move) results in nausia for most people, don't underestimate how bad this is or that it wont affect you... I don't get travel sick but now have some idea how they feel..

    Personally after months of trying on an HTC Vive i'm topping out and 10-30 minutes (in PTM games - I've played hours on games designed specifically for VR) before i have to stop and the real kicker is the nausia doesn't stop when you stop playing it can last for hours afterwards. Yes some people have a higher tollerance but many don't. Out of all the people who have used my Vive I give them a test on a couple of classical push to move games... so far not one has ever managed more than 20 minutes with most only lasting a couple of minutes.. and some immediately stopping. All those exmaples of Fallout4 and Skyrim etc make you feel ill and that can't come across in the videos you see..

    Games that do port over ok to VR are things where the movement makes sense.. eg in the cockpit of a car.. feels ok but flick to a behind the car view etc and is sick bag city again.. there is a technical word for it i don't recall but it to do with it making sense experience & movement wise.. if it doesn't then you feel sick.

    Most FPS style PTM games games fix this via a teleportation system combined with room scale.. this completely removes the nausia as you eyes and inner ear match up, but to backfit this to PROTF..it will be PushTOMove, heck im feeling sick just thinking about it... :|

     Agreed. There are mechanical solutions that replaces the teleportation thing (in one they hang you up in a backpack and you wear shoes with special soles makin it feel like you are walking when you actually stand still but that one is mainly for FPS games since swinging a sword like that seems a bit restricted).

    Just porting a regular game to VR ain't good unless it is a simulator. You could port it to AR and have your table as the screen with the figures looking like holograms (or you could use a hologram screen, they made a few but they are way to expensive). Pantheon would have to be totally remade control wise to work fine in VR and since the game isn't initially implemented like that I don't think it would be as fun. and honestly would you probable have to replace keys and mouse with movements for attacks and skills as well or you wouldn't use VRs potential.

    Of course if Pantheon would become a huge súccess it would be could be profitable but I think the days of 15M subs for a MMO is gone and with 250K-1M subs (which seems more realistic for a good but slightly niched game) it is better to put that money on new content and expanansions.

    Just porting the game to VR would probably not be that expensive but I think it would be a waste of money. But we can always wait and see if another MMO can pull off a convertion before taking things too serious.

    There is better things to do with the resources (but if the team want to make a real VR game once Pantheon is out Ill fund it).

     


    This post was edited by loke666 at August 20, 2016 4:17 PM PDT