Once VR technology is here, would you watch anime through such a device on your head?
I mean I'd probably check it out since it's new tech and new anime, but I dont think it would be that comfy.
I'm just going to stay in bed and watch anime. My 3D life is finally over. The only thing I need to do is eat and go to the toilet. Wish I could be just a brain in a jar and anime would fed into my brain through wires. Nutrients would be pumped into my brain to keep it alive.
I've tried this attack on titan demo on dk2
better than the anime
from what I recall, the companies working on the current generation VR headsets advised to only use it for around 30 minutes to 1 hour at a time, solely because it is so damned heavy, it'll strain your neck if used for too long. I wouldn't be surprised if /a/ uses it while lying down, though.
I intend on it when mine arrives. With some of the garbage I watch, it'll be a lot nicer knowing nobody's going to interrupt.
That said, I don't think there's a cinema program for it yet which has h10p/MKV/subtitle support, but I've not tried the one designed for GearVR.
>full potential of VR come to reality until we are close to being on our deathbeds.
But wouldn't "full VR" make immortality possible? Couldn't it trick your brain into perceiving time differently?
Yeah I'm hyped for my own holodecks. Like imagine watching anime in a spaceship floating above earth
>Not including a neck brace in your helmet
Are they retarded or do they just want to come out with the slim version in 2 years?
Total bullshit! You have never used a headset. It's plain as day to see that. Even the DK2 isn't that heavy. You are probably thinking of those VR headsets from the 90's. I tried the consumer Rift at E3 last year and it was even lighter than the DK2. I have used my DK2 for over 2 hours with no neck aches.
And most games on the Rift are meant to be played sitting down. Games you play standing up will arrive when they release the touch controllers.
>from what I recall, the companies working on the current generation VR headsets advised to only use it for around 30 minutes to 1 hour at a time, solely because it is so damned heavy,
The same warning as those about not playing videogames too long or not get too close to the TV. You can ignore it, all it is for is to stop them from being sued when some retard died using VR while forgetting to eat or drink.
2D anime would make no sense and 3DCG anime usually looks like shit because it's really expensive to animate and you need Disney-tier budgets to make it look good and that's impossible for a niche product like anime.
You don't have to use it for interactive things, there have already been sports events broadcasted in VR.
I guess it would look something like this: https://www.youtube.com/watch?v=cmOAA063m40
this motherfucker is thinking ahead, he knows what's up.
seems more compatible for videogames though.
It may become like a "print book version vs digital version" for me. Where, 99.9% of the time, i will opt to watch anime on a screen 8 meters away than have it strapped to my head.
I don't want to an clockwork orange myself.
Dogakobo is already making VR anime. The VR mahou shoujo - Breetschlag
It`ll not become any relevant soon though, since will take probably least half decade for VR to really become common and worth consumer market for anime.
Just be careful you google some comments about whatever VR theater app you guys download to watch non-made-for-VR anime. (The best way to watch old content on a VR HMD is kinda like to project it on a screen inside the screen because of the aspect ratio or some shit I don't know.) because some people have reported some of the apps like to fuck with the viewer by putting weird shit in your peripherals, making unusual sounds, and other subtly creepy shit.
I think a big problem with VR in Japan is that the market there with a PC strong enough for VR is limited to a very small group of enthusiasts. They're definitely dedicated a quite a lot of Oculus content has come out from Japan but they're by no means a commercially viable group to target alone.
Also it's very expensive to compared to North America to buy a rift capable PC in Japan so their all-in price for first gen systems is way higher than it is here.
>I think a big problem with VR in Japan is that the market there with a PC strong enough for VR is limited to a very small group of enthusiasts. They're definitely dedicated a quite a lot of Oculus content has come out from Japan but they're by no means a commercially viable group to target alone.
The whole otaku market is about marketing overpriced niche product to a very small group of enthusiasts. VR in Japan will probably do great, because they just have to use their normal business plan. Most anime support themselves with very little sales.
Well in ~5 years when next gen consoles are starting to be released I think HTC and Vive will likely have locked down standalone HMDs with all the processing power on board. Those essentially will be the next generation of consoles.
PSVR is coming out for the PS4 but it remains to be seen if that will be good. If it's bad it could poison the well for VR in Japan.
I have a DK2. It's extremely comfy to watch anime in bed on a virtual screen while floating through space.
Anime and anime-style graphics are actually probably some of the best stuff for VR because it's already abstract, clean, and simple.
Anime style graphics can be done on way less powerful machines if you take the time for it. The whole art style is about simplifying things.
A standalone HMD in 5 years should be perfectly capable of that. They'll still run probably around $600-700, but should be able to reach 4k fine. Probably only 90fps natively most of the time, but some devs should be able to hit 120.
I'm still waiting to see if the new Im@s has some VR capabilties, since it had a really basic demo a long while ago and Bamco are evidently a fan of PSVR with AC7 and Summer Lesson. Since it's the sort of thing that can go very wrong if it's not done just right, I'd imagine they've committed a fair few resources towards it.
Yeah. But.computer otaku spend shitloads on their hobby, and since they have a useful life skill don't have as many NEETs. I'm seeing VR in Japan as more of a doujin thing of mainly hobby companies, not a big mainstream thing. You already kind of see those kind of things forming at the Ocufes events.
PSVR is going to make VR mainstream in Japan considering the amount of devs making games for it, but PC-based VR will likely be limited to otaku and net cafes since the high end PC isn't as popular in Japan as it is here.
times are changing
it'll still be 2D, VR can add nothing to anime
you know what will happen? You'll have a small army of anons in trap/loli/old bald men avatars gathering on GMod or something to watch yet another toradora stream on christmas
and I'll be there waiting for you people
The vocabulary of cinematography in VR hasn't been worked out yet. If you can look at anything in the scene, how does the director control what you're supposed to be looking at? In this Ghost in the Shell trailer, there are several scenes where the environment behind you is just blacked out, which seems like a cheat:
Oh yeah, and it's also got Motoko's tits. Anyway, I keep getting the feeling that if I *can* look at everything in the scene, I'm *obligated* to look at everything in the scene. I keep pausing the movie just to look at things other than what I'm supposed to be looking at.
Guiding the viewer is a pretty big issue when doing 360 videos, audio cues might be a way to fix that but we don't know for sure. Another issue is locomotion in 360 videos causing nausea, which needs to be addressed by future directors as well. VR storytelling has a ways to go, but the potential is clearly there.
>Living in an anime
>Living the dream
Not sure but seems similar to an experience I just went through. I wrecked my mustang last week and spent 3 days in a coma, during which I practically lived in the fairy tail anime, guess it was because I was cramming episodes the day before. It was based and now I'm stuck with real world problems, like a 10,000 dollar hospital stay but some awesome memories. Felt like I was there longer...can't wait for full dive VR, I'm feeling bad right now.
What would you get out of it?
I think it would just be a more annoying way to watch things unfold
>oh man i was looking over here and missed everything over there
"rewatchability" or whatever is still bad everything is still the same I'm just looking a different way
If it's interactive then, how? Is it basically like a dating sim VN now? Also would it be "anime" or would it really be cell shading that looks too 3d to feel like anime?
I also can't see vr being comfortable for long periods of time for anyone any time soon. Not just because of the weight but all the other issues that come with shoving something that close to your eyes and the 3d etc.
What I'm saying is I can't see any good uses of VR for just watching anime.
There could be other cool uses that are /a/ related though
Here's the real question:
Would you watch SAO in VR?
I've taken screenshots of various parts of the SAO UI for reference. I mean, it's not all that hard to build the environment per se, no more so than any other vidya geimu.
>Not just because of the weight but all the other issues that come with shoving something that close to your eyes and the 3d etc.
You mean absolutely no issues at all? They are lenses in front of light. You can't tell it's close to your eyes. It's not any less comfortable for your eyes than putting on normal glasses.
>There could be other cool uses that are /a/ related though
Yeah, you can watch whatever you want, in any position you want, with whatever size screen you want. I just lay on my bed and put a large screen about a meter away to watch anime filling my vision. Also won't have to use a vertical monitor for manga/doujins, you can just size up your virtual screen so the page is as large as you want. And then there's the ability to have someone join you watching a stream or something. People really feel like people in there, so it will be cool when we can watch anime livestreams with other anons
I feel like VR would better serve anime by upping the immersion just a bit. Place you in the room with the characters but no real interactivity.
A sandbox game like AA2 but with an actually story could be cool though.
Seems like a fairly typical VRUI. Clean, simple, easy to use.
>I wouldn't be surprised if /a/ uses it while lying down, though.
Wouldn't be the worst habit /a/ has picked up from anime.
I am a member of the Oculus VR lab at University of Maryland and I can confirm that VR anime is certainly possible but it likely won’t meet your expectations in near future.
One of the biggest problems we are facing now is about very noticeable delay in video feedback on head movement and resolution.
In fact, you will easily notice the pixels even with the latest Oculus.
Right now our most commonly used interface for complicated action is the mouse which as you can guess is not very immersive.
>I am a member of the Oculus VR lab at University of Maryland
Have you by chance ever watched SAO?
Sure, people have made the UI in leapmotion already. And it's works, but it's not really VR, and by the time a VRMMO exists people will have moved beyond that type of UI. You don't need it. You have a lot of space and 360.
How my game does items and equipment is you basically press the inventory button and you have infinite virtual shelves wrapped around you with all your virtual items there on the shelf, which you can just pick up. It's fast to pull things out, it's like having quickslots for everything in inventory.
Stop running VR on crap computers and learn to make UIs that work with a controller. Also pixel density is easily overcome with quality content, and it's not really an issue on consumer headsets anyway.
Every uni VR group has seen SAO, I'd be surprised if there's one who hasn't.
Yeah, until there's at least a decent effective 4K display in lieu of 2 * 1200x1024 text is still going to be a problem at small sizes, which is especially relevant if you're trying to read subtitled content on an already condensed screen.
So basically https://www.youtube.com/watch?v=Y70vcs3oV14 then.
What's the point of VR anime? VR is about immersion, you would have to make 100% 1st person POV anime with completely featureless non-existent MC. Hint: it would be even worse than usual
VR only has use for rpgs and hentai games
>One of the biggest problems we are facing now is about very noticeable delay in video feedback on head movement
What? You shouldn't be having that anymore. What APIs are you using? I get 12ms mtp latency and very stable headtracking even on a DK2.
There's a need for simplicity also in UIs, as well as unobtrusiveness. You need an ability to do things without obstructing too much of your field of view. That sort of thing would be better used as a kind of "virtual closet" in one's home location.
When new technologies are developed, historically two things have influenced their design: previous technologies, and fiction. The old flip phones were initially inspired by the communicators from Star Trek. Also given the menu system's resemblance to current touch screen interfaces, a generation raised on smart phones will likely find it instantly intuitive.
Good to hear. Maybe one day I'll have the pleasure of collaborating with you.
It’s not a matter of how fast your computer is. The bottleneck lies in the speed at which the signal can be mapped, interpreted, and transferred before then being finally rendered on the display of the VR headset.
Moreover the Oculus mapping of head movements from the gyroscope sensor is just pretty slow at this point due to hardware restrictions in development and there only so much you can optimize in a compact design.
Another trade-off is that as you increase the resolution the rendering refresh rate drops. Hence is why 4K and 8K TVs have pretty low refresh rates.
>There's a need for simplicity also in UIs, as well as unobtrusiveness. You need an ability to do things without obstructing too much of your field of view. That sort of thing would be better used as a kind of "virtual closet" in one's home location.
The shelves are transparent, you can see how hover junkers does it in their devblog, it's kind of like that.
You have the full ability to set it up as you want, whether you want shelves at your sides, in front, back, or even over you. It's not going to block your vision.
I'm also not kidding about how fast it is to grab items. If you are playing a game using it you'll see. Your eye-hand coordination is alot faster to pick up items where you placed them rather than scrolling through a list of items. When you are in the zone, you don't even have to look.
>It’s not a matter of how fast your computer is. The bottleneck lies in the speed at which the signal can be mapped, interpreted, and transferred before then being finally rendered on the display of the VR headset.
Uh, yeah it is. The majority of the delay is in the gameloop and graphics drivers. Their sensor is a 1000hz sensor even in the DK1.
Yes, but that bottleneck isn't significant enough to matter if you have a GPU capable of handling a high enough framerate. I certainly haven't had any issues with latency so far.
Yes, you don't want to just be copying everyone else, but as the good book says, there's nothing new under the sun. Since SAO has kinda already mapped out some of the terrain, it's not a bad source to take inspiration from. If there later turns out to be a better way of doing things, then you can move on. Just like how those Star Trek-inspired flip phones were ultimately replaced by solid-bodied touch phones.
As I just showed above, there are several instances where the SAO/Cardinal system provides an "exploded" view similar to what you're asking.
>It’s not a matter of how fast your computer is.
Confirmed for not knowing what you're talking about.
If you're running anything under 75fps (on the DK2) shit is going to be laggy as fuck. It's gonna be 90fps for the CV1.
>Moreover the Oculus mapping of head movements from the gyroscope sensor is just pretty slow at this point due to hardware restrictions in development and there only so much you can optimize in a compact design.
Yeah, no. That's a complete lie. The gyros work at (if I remember) at 1000hz which is far more than enough. And the head movements are captured by the camera, which analyses the IR leds in the headset.
Motherfucker, it's accurate enough to measure your goddamn heartbeat by just wearing the headset.
>Another trade-off is that as you increase the resolution the rendering refresh rate drops.
Not entirely true. There are a few 4k displays for mobile being dev'd that have way higher refresh rate than 30.
We use the ones that come with the standard SDK and Runtime. We check for updates about every semester. Last time I played with one during the Winter 2015/2016 semester. I still noticed a decent amount of lag 13-20ms depending on the game.
>Not entirely true. There are a few 4k displays for mobile being dev'd that have way higher refresh rate than 30.
It's true enough. It's a lot harder to manufacture at higher refresh rates. Hence why the higher resolutions usually start at lower framerates until enough are being manufactured ones at higher framerates are reasonable to make.
Everything else he said was pretty much bullshit by some lazy student.
>I still noticed a decent amount of lag 13-20ms depending on the game.
Noticed or measured? If you are able to notice it, you are doing something wrong. 12ms MTP latency is definitely good enough to be imperceptible, especially with async timewarp.
>Since SAO has kinda already mapped out some of the terrain, it's not a bad source to take inspiration from
I understand what you are trying to say, I think you are just letting your love for a chinese cartoon blind you to the fact that it's not really a good source of inspiration for VR things. It wasn't written with a good understanding of either VR or games.
The fun thing about living in these times, anon, is watching science fiction come to life, even if only approximately. This is still a very exciting field, and my fond personal hope is that it will become yet another thing that draws that great big global village of ours closer together, like the world wide web did before it.
So let me dream. Because dreams are the stuff tomorrow is made of.
We test it on very simple games consisting of usually less than 500k polys with barely any complex shaders. Any modern GPU can easily handle this amount. It’s definitely not due to
Also, we can push about max of 45-50fps on a lab-made tank game. I’d be interested in seeing how you got it work at 75fps. Just to confirm in case you may be misunderstanding fps is not the same as refresh rate. The refresh rate is a constant 90 Hz but fps can vary greatly.
>There are a few 4k displays for mobile being dev'd that have way higher refresh rate than 30.
That may be true, but generally it is the case that refreshing more pixels takes longer.
>The head movements are captured
Actually, that's a different setup from what I'm talking about. That is not only for head movement. Its also for more general motion tracking such as hand motion. Also, adding the camera degrades the performance further.
>Also, we can push about max of 45-50fps on a lab-made tank game. I’d be interested in seeing how you got it work at 75fps. Just to confirm in case you may be misunderstanding fps is not the same as refresh rate. The refresh rate is a constant 90 Hz but fps can vary greatly.
You are definitely doing something wrong. How can you even have a 90hz prototype, those aren't publicly available? You should be able to get like 300 fps on a simple game easy. This isn't a laptop is it?
>yet another thing that draws that great big global village of ours closer together
Because that's worked out so great so far.
I get the social aspects of VR but I'd like to think that the majority doesn't give a shit.
Just wanna strap on a headset and grind in some rpg with cute magical girls and do crazy shit.
Multiplayer stuff is fine, hell, MMOs are gonna be fucking amazing but forcing this whole social bullshit is just stupid.
Otherwise it's just gonna turn into Second Life.
Only the most rejected outcasts of society would play that shit.
Measure at It displays on the screen what fps is. I don't have it recorder with me because I was just playing for fun during that time. But those are ranges I can remember. I can definitely say there was a very noticeable amount of lag.
>Also, we can push about max of 45-50fps on a lab-made tank game.
You lab is a shit. A SHIT!
> I’d be interested in seeing how you got it work at 75fps.
I had a 650ti, that piece of shit could handle every single demo with no problem at 75fps.
>The refresh rate is a constant 90 Hz
No. I really doubt you have a Crystal Cove or CV1 prototype. Not with your lack of knowledge.
> Its also for more general motion tracking such as hand motion.
Also a complete lie. Without the camera we'd have no positional tracking you stupid fuck.
>Also, adding the camera degrades the performance further.
Then you are doing something so wrong that I can't even retort to that.
Fuck off, you're just trolling now.
10/10 because I replied.
As someone who has used an Occulus rift, it's not all that comfy because you have to focus your eyes on an image that is only an inch or two from your face, and after about 5 minutes it not only looks blurry but it's very uncomfortable for my eyes.
>Because that's worked out so great so far.
So far, it's toppled dictatorships, brought relief aid to natural disaster victims, enabled international scientific collaboration, given children in remote regions a voice and an education, made political censorship almost impossible, shone a light on the darker practices of our governments, and has given us the ability to get our news directly from the experiences of the people making it.
The more we unite, the more of our chains we shatter. I get that's not what most people are paying attention to right now, but I am, because I know that games are just the beginning.
>enabled international scientific collaboration
That is a positive side.
>made political censorship almost impossible, shone a light on the darker practices of our governments
And yet nothing changes.
Look, I'm only salty because it's one of those "feel-good" topics people like to brag about whereas in reality fuckall has changed.
Yes, that is true. Another issue is getting it to work for people who are farsighted glasses. What we are thinking of right now is proposing an adjustable lens similar in many eye centers.
It's not an insult if it's the truth.
All of what you said is either wrong or made up.
If you'd explain yourself better we'd be able to understand what you're saying.
Because what you're saying just isn't possible.
Aw, don't be such a sourpuss. Things have changed, and still are changing. I can hear the whole human race marching towards its own liberation, and the sound I hear in those footsteps is "HTTP/1.1".
Either you are a liar, or an idiot. Since I know Maryland, it's possible you are just an idiot.
But what you are saying is just dumb. Only being able to get 45fps on a simple game means you are doing something really, really wrong or your hardware is beyond shitty. Without an external tool to measure position, ie a camera, you can't have positional tracking, that is a fact and it doesn't degrade performance at all. 90hz headsets aren't publically available and not knowing the two facts above makes you unlikely to have one.
I don't get that attitude. I mean, I certainly won't be able to afford a unit any time soon, but I'm still excited for the technology. You don't have to have cancer to be excited about a new cancer treatment.
I was pretty taken aback when the price was announced but calmed down since, considering the price is okay for what you're getting.
Some people just don't like innovation.
Plus, some are super salty that Oculus was bought by Facebook.
>that it's too pricey for them.
I've said it before and I'll say it again. The pricing is a double edged sword.
On the one hand, you're pricing a lot of people out of early adoption which isn't necessarily a good idea.
But on the other hand, if you can't realistically afford to blow a lot of money on a niche new device, you likely haven't blown enough money on the top-end machine needed to run the thing. And considering that VR can make you -ill- if it doesn't run right, not being able to buy one isn't necessary a bad thing.
Welcome to capitalism folks. I don't like it much either, but that's no excuse to go all Ned Ludd on shit.
As a dev, I'm perfectly fine on them pricing people out. You don't want to know how much work goes into optimization just to get things working smoothly for the 970 target. Whenever I saw someone claiming you don't really need a 970 or 290, or that running at lower than 90fps could be ok, I was scared.
I was expecting 500, but not upset about the 600. I'm only expecting to break even at best, I think any dev expecting significant profits from the people that were priced out were just deluding themselves.
I don't particularly look forward to replacing the placeholder assets in a project I'm working on, considering the amount of power the thing draws. All the machines I've tested a Rift with were basically my configuration, and they started to struggle on pretty basic demos at times. I can believe it's a bit of a difficult task.
Game optimisation will finally be a thing again. Not saying it isn't being done but now it's way more important.
What rig are you dev'ing on?
I'm making stuff on a 4790k/980ti so I can't really say that I've run into any lags.
4670k/970, so not quite as high end.
I'm pretty tempted to swap out the 970 later in the year for something which can push 4K a little more readily, despite having three screens already I always find I run out of screen space. I foresee the 970's VRAM issue being a problem with 1440p+, too.
Yeah, I'm hoping the next gen of cards is gonna be worth the upgrade.
> despite having three screens already I always find I run out of screen space.
Geez, what are you running that you need that much space? I feel like I'm wasting space when I'm using two monitors.
Then again, I'm not at a professional level yet.
Usually just Unity/IDE/Miscellaneous stuff.
My eyes strain easily though, so most things have fuckhuge text if I'm looking at them for a long time (case in point being this browser window being at 200% zoom).
Something that incorporates the fact that you're actually in the game.
Or at least proper reactions from NPCs if you stare at them or try to get too close to them etc.
Something like that, just better.
>proper reactions from NPCs if you stare at them
Does that mean giving you dirty looks back? Or does it mean having the NPCs going on tumblr and writing screeds on "stare rape"?
Heh, I had fun playing around with something like that before. Had the character trigger an event where they act irritated if you aim at their chest area for too long.
I think that sort of thing relies pretty heavily on gaze detection to be properly executed, but that also seems like it's one of the most 'product ready' innovations for a later revision, there's a fair few demos of it already.
>Or at least proper reactions from NPCs if you stare at them or try to get too close to them etc.
Any serious game with NPCs is going to have that.
It just seems too weird otherwise.
If there's a computer in the game, you see their entry.
Dito, played around with it too. Problem was that it was relatively unprecise. You might be looking at boobies but the raycast (emitted from the dead center of your view) might not be hitting the trigger. Eye tracking when.
>You might be looking at boobies but the raycast (emitted from the dead center of your view) might not be hitting the trigger
It's kind of like real life, If you glance at her boobs quickly, she may not call you out on it, but if you are being obvious, she generally will.
Summer Lesson is pretty much just a tech demo
so Harada can perfect an Iori VR dating sim later.
Aw, I forgot about that one. It looked really great, but it's gonna be PSVR exclusive.
Hoping someone makes a game with that quality for PC.
We don't have dev team working on that yet, do we?
>watching some idol anime in VR
>girls performing, stars flying everywhere and shit, perfect surround sound in your headset during OP
>classroom scenes are produced so it's like some shots are you as a student in the classroom looking on
>scenes take up your entire vision as you watch
>as the ED starts, the GateWay helium delivery system which has been priming your facemask since the middle of the episode kicks to full helium
>pleasantly drift off to the anime world timed perfectly with the ED pulling away and fading to black
We've finally made it /a/
The future is here
Nekopara devs are working on a VR version of their VN, but that's the only major project I know of. PSVR exclusivity doesn't bother me since I'm buying one anyway. Summer Lesson is in development hell right now, so it'll be a long time before we get a chance to see it.
Why the fuck would you bother with VR peripherals just to watch videos? How does it accomplish anything that couldn't be done with by just putting your monitor under a sheet and then sticking your head underneath with it?
I think they mean that they want to be in the video.
Think more of interactive story than actual video.
Of course that won't be an actual thing for quite a while as the pipeline for that would be intense.
On the other hand, it's pretty damn cool watching anime in VR.
Watched a few episodes of
Kantaiwith that VR desktop program that lets you watch videos in a cinema surrounding.
Imagine a VR VN where your eyes lingering on people for too long
causes them to suffer increasingly brutal acts of violence, maybe even enough to get them killed.
"I wish I could hate you to death" would be the VN's tagline.
Why would I hate imaginary cartoon characters so much.
And how exactly is this dependent on VR. Surely pre-existing methods of game controls such as "clicking" or "selecting from a menu" would be more than sufficient for choosing who you wish to inflict such acts on.
I'm guessing 13 year olds don't put a lot of logic into their edgy fantasies.
But those methods are from your hands, not your eyes. Do you not leer at someone who slights you? "Staring daggers"?
In a more subdued example, looking too intensely causes the target to fidget, triggers their paranoia. You lack imagination.
> yfw VR will end all harems shows since it all haremfags just will stay all day playing their shitty games
Yeah, I generally watch all my batches of anime there now. I usually just use a space theme though and lay in bed. Even with DK2, it's not too bad, and should be great with the newer headsets. I bet in the future you'll be able to download environments to watch your shows in. Like downloading wallpapers.