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Who will change the scene forever by coding using this?

category: code [glöplog]
By making a demo on the Oculus Rift and thus put the Scene into the VR world:


ps: I'm not affiliated with the company in any way and don't own options on their stock. I don't know anybody working there and have no link what so ever with them nor with facebook who owns them. This is not advertising for them either. It's just a question for something which seems big.
added on the 2015-02-20 16:01:48 by GOD GOD
added on the 2015-02-20 16:07:37 by break break
Wasn't cdak used as a demo for the Oculus Rift?
added on the 2015-02-20 16:12:59 by TomoAlien TomoAlien
added on the 2015-02-20 16:34:29 by leGend leGend
or was it valve demo...
added on the 2015-02-20 16:34:42 by leGend leGend
It will be inevitable as soon as the Oculus Rift game cracking scene emerges.
added on the 2015-02-20 19:04:28 by yzi yzi
Wow. Many words, such news.
added on the 2015-02-20 19:39:18 by raer raer
Latest version my demo scene inspired music visualizer has Oculus support as well. Just 20 scenes or so with some transitions and postprocessing. I didn't even scratch the surface of what can be done so proper demos for oculus will be awesome!
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added on the 2015-02-20 22:13:24 by Xetick Xetick
I fail to see how this will change the "big audience in front of big screen and big speakers" experience, which I consider a core part of the scene. Replace it perhaps, but I sure hope not.
added on the 2015-02-21 09:25:16 by Blueberry Blueberry
GOD: It's probably not as big as you might imagine. Maybe big in one particular form, but I dont think it will conquer the world that easily especially considering it still being a newborn or fresh technology.

Maybe one would think that in the future it will be included as one extra experimental competition to a party, (maybe there allready is, for all i know) but i dont think it will replace many of the other compos that easily. One of problems would be, not everyone would buy those glasses/helmets even if they would be affordable, not everyone want to watch everything with a head wear on their heads. I or someone else would probably come up with more arguments. And what if there are negative health effects for some people, I dont know. Another fact is A 3D environment that is projected onto a 2D surface screen has been part of compos for ages. I think people would complain if such a drastic shift would happen in a short period of time. People would still love to make intros and demos for oldschool platforms and rift-helmets dont play any role there. If this happens I put my dime on an extra compo alongside the other newschool competitions.
added on the 2015-02-21 16:19:46 by rudi rudi
I fail to see how this will change the "big audience in front of big screen and big speakers" experience, which I consider a core part of the scene. Replace it perhaps, but I sure hope not.

It better not, I like yelling at a huge screen together with a couple hundred drunks way too much :')
added on the 2015-02-21 17:18:19 by ___ ___
added on the 2015-02-21 18:14:40 by wysiwtf wysiwtf
This used the oculus headtracking to script the camera (shaky) movement.

Don't know how oculus would succesfuly work on a demo but I am all for bonus package that also runs in oculus if you wish too. I'd love to dive into the worlds of some classic demos, and I tried a bit but vorpx didn't seemed to work so far well, neither with games or demos.
added on the 2015-02-22 00:44:46 by Optimus Optimus
In short, it's like this:


A couple of us (fthr, kschzt, gaia, myself) are working on vizor.io, a kind of WebVR experience exploration platform, with a built-in flow programming authoring tool. After playing around with it for a little bit, it was pretty apparent that we would be able to "live inside of" demoscene productions, and that by itself would make these things orders of magnitude more accessible to people outside the normal circle. Hence why we posted this tweet:


Personally we all think this is seriously worth considering. If the artform follows this technology, it will certainly change in unknown but probably extremely interesting ways. fthr is now giving a talk at NVScene about it:


So, bring on the VR + demoscene experiments, by all means.
added on the 2015-02-22 03:22:48 by wad_ wad_
Believe it or not, I actually meant to post the *direct* NVScene link, not the tweet... http://nv.scene.org/2015/speakers/#fthr
added on the 2015-02-22 03:24:26 by wad_ wad_
Nothing wrong with adding VR to the resolution selector :) Having a camera path where you can look around freely will likely pose a challenge to some engines, but it should certainly be explored!

If you can't interact it's just a pair of lores goggles. Let me fly inside voxelscape and melt shaders by looking at them :)
added on the 2015-02-22 04:09:42 by Photon Photon
Well, not all kinds of demos are suited for VR per se (unless you show them inside a virtual scene on a monitor / bigscreen type of projection). Free camera position though could work nicely in some demos... but not all :)
added on the 2015-02-22 15:40:43 by visy visy
This "Virtual Reality" is a stupid fad that will go away as quickly as it came.

added on the 2015-02-22 20:18:42 by Foebane72 Foebane72
Well the current implementations are far from perfect and those I think are a passing fad, but virtual reality as a concept? Surely you jest.
added on the 2015-02-22 20:25:55 by noby noby
I think it's pretty much good enough. Especially the 90hz Oculus prototype.

Gear VR is also good enough for a mobile version.
added on the 2015-02-22 20:41:25 by visy visy
Sure amazing things, experiences may be possible, but it will likely always be too niche a platform to change the demoscene as a whole in any significant way.

This is just a push, like with the NVidia Shield to add a cachet of cool via the demoscene. (Notice the rules for the Android category for NVScene 2015 does not mention the Shield like the '14 one did)

How will 'glNext' (rumoured to be Khronos adopting Mantle) affect VR?
added on the 2015-02-24 16:35:30 by Canopy Canopy
Ah so one piece I missed. I figured it'd be silly not to cater for VR after the various grumblings I've seen about 'iffy' GL support on other VR headsets

So ahead of time valve are promoting steamvr & 'glnext' at GDC this year, plus untold news to come. (still not sold on SteamOS myself)
added on the 2015-02-24 17:52:37 by Canopy Canopy


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