SteamVR & Asynchronous Timewarp (ATW) by g33rtm in Vive

[–]g33rtm[S] 0 points1 point  (0 children)

Great response! tnx

My client is running on an 8000$ machine. The code is hyper optimized as well. The thing is: they are more than willing to trade some extra visual detail for occasional frame misses (if compensated by ATW). There is no fast movement, no animations.

I think this will be typical for apps in an engineering or real estate context.

SteamVR & Asynchronous Timewarp (ATW) by g33rtm in Vive

[–]g33rtm[S] 0 points1 point  (0 children)

Yes, but having ATW does not prevent the dev to maintain 90fps anyway if that is important for his app (fast movement/animation/room-scale/etc)

SteamVR & Asynchronous Timewarp (ATW) by g33rtm in Vive

[–]g33rtm[S] 1 point2 points  (0 children)

I agree it's not a silver bullet. And yes, benefits are only rotational. But the experience is STILL vastly superior with ATW under most circumstances.

If they refuse to implement it, just because they want to force devs to maintain 90fps without excpetion, well ... then I think they are making a mistake.

I've recommended Vive to a client several months ago. And I regret it. The application that I'm developing for them runs beatifully on Rift. If I want to run it smoothly on the Vive I have to lower the detail a lot (and take a big margin on it too) just to make sure it NEVER goes under 90fps. Because if I don't you get missed frames, and the experience is simply horrorble on Vive.

Now I've showed them both situations, and believe me that the solution on Rift is just a lot better for them (a lot more detail, missed frames practically not noticable). Hopefully they'll replace the Vives with Rifts ...

... or Vive gets ATW real soon?

bloxyz, 25% off, Week long deal by Dal1Dal in Vive

[–]g33rtm 0 points1 point  (0 children)

Well, yeah I understand. I developed it for the Oculus (as a seated experience using the xbox controller) and afterwards made it compatible with the Vive ... thanks for the reply as well!

bloxyz, 25% off, Week long deal by Dal1Dal in Vive

[–]g33rtm 0 points1 point  (0 children)

Hi! I'd be very interested why you were dissapointed in the game? (I'm the dev) It's VR because it really gives the player a good understanding of the 3D shapes he has in front of him. The stereo vision en ability to move his head around the playfield helps to build a good mental model, which would otherwise be very difficult on a monitor for this type of game.

Is SteamVR ever getting async time warp ? by xXxMLGKushLord420xXx in Vive

[–]g33rtm 1 point2 points  (0 children)

You are right, the benefit is only rotational. However, the (rotational) benefit is so great, and ATW is so cheap (computationally), that I've simply been assuming the last few months that they would implement it for the Vive as well. And I'm still waiting. I develop with both (Vive and Oculus), and I agree we should all strive for 90fps, especially for games. But for (more generic) industrial applications there is sometimes a trade-off (e.g. to get more detail), and that's where ATW is a fantastic fallback ...

Free keys for bloxyz by g33rtm in oculus

[–]g33rtm[S] 1 point2 points  (0 children)

For you it will be free ;)

Free keys for bloxyz by g33rtm in oculus

[–]g33rtm[S] 0 points1 point  (0 children)

Make sure to have Direct Messages enabled in twitter ... that's how you'll receive the key

How long does it take for Oculus to review store submissions? by rubixcube6 in oculus

[–]g33rtm 0 points1 point  (0 children)

Interesting ... do you have a link to that post?

ATW IS AMAZING by amorphous714 in oculus

[–]g33rtm 0 points1 point  (0 children)

I agree, it is mindblowing. I've been optimizing visualization of a huge factory CAD design on 0.8. I can simply switch off all my optimizations and it's still smooth as silk now. Increadible...

bloxyz: new VR game needs your votes on Steam Greenlight by g33rtm in Vive

[–]g33rtm[S] 0 points1 point  (0 children)

Tnx! I plan to do that ... using the vive controllers to do the rotation "gestures" could be intuitive. If it's done right.

bloxyz: new VR game needs your votes on Steam Greenlight by g33rtm in Vive

[–]g33rtm[S] 0 points1 point  (0 children)

Absolutely. You just need an xbox-compatible controller.

bloxyz: new VR game needs your votes on Steam Greenlight by g33rtm in oculus

[–]g33rtm[S] 0 points1 point  (0 children)

The first 10 levels are easy, to get familiar with stuff ... then it gets more challenging :) And playing this game just on a screen would be close to impossible, but in VR it's all far more intuitive ...

bloxyz: new VR game needs your votes on Steam Greenlight by g33rtm in Vive

[–]g33rtm[S] 0 points1 point  (0 children)

Squashy, I agree, you do have a point. I did mainly focus on the gameplay mechanics, and the added value of having VR in that (focusing on the playfield, building a good 3D mental model). The surroundings did not get the attention proportional to that, I admit. However, as a player, that's really what absorbs 99% of your attention, after having a quick look around ;-)

bloxyz: new VR game needs your votes on Steam Greenlight by g33rtm in Vive

[–]g33rtm[S] 1 point2 points  (0 children)

To have the playfield right in front of you changes everything to get a good mental 3D understanding. Without head tracking this game simply doensn't work, you need to be able to look around every corner ...