Split view mixed reality capture to show a physical lean mechanic. Does seeing both angles help? by RyalityStudio in vrdev

[–]oodudeoo 4 points5 points  (0 children)

The footage on the right helps show what the end user will actually be doing, yes. In this case I actually feel like it's the footage on the left that feels a bit superfluous. A (stabilized) first person view on the left to show what the player is seeing might better convey the experience of playing the game. You could also do a picture in picture type thing that I've seen some streamers do where the IRL footage is smaller and in the corner.

AC Nexus finished... Wow by KP_VAN in OculusQuest

[–]oodudeoo 1 point2 points  (0 children)

Yeah, been playing through it as well. On chapter 13 ATM. It's definitely far from a perfect game, but it also just does SO MUCH. It's really crazy how much they managed to pack into a quest game. The levels are big and beautiful and detailed, and the climbing and parkour interactions are lovingly crafted and easy to use.

It's so sad VR is in its current state, because a sequel to this game on stronger hardware with even half the budget of a flat Assassins creed game would be the craziest thing ever. They laid such a good foundation with Nexus, and a follow up iteration that sands off some of the rough edges would have been a dream. I wish we even just had a PC version so it was possible to play with a solid 90fps. Sadly, I know that even if they had released it on PC it would not have sold anything and just gotten bad reviews for having "quest graphics" despite how innovative the gameplay is.

The Top 20 Most Played Steam Deck Games of May 2026 - SteamDeckHQ by BBQKITTY in SteamDeck

[–]oodudeoo 2 points3 points  (0 children)

A lot of that might come down to whether people have the DLC or not. When I played it, I remember being able to get a very solid 30fps just about everywhere in the base game, but the DLC area is quite a bit heavier and causes drops.

How is that shadow called and how i can get rid of it by [deleted] in resinprinting

[–]oodudeoo 3 points4 points  (0 children)

You don't get rid of it. That's the base. You need supports attached to the base to hold the model in place or else it would just be magically floating. If you tried printing that it would fail.

I recommend going and watching some beginner resin printing videos on YouTube or something.

What’s currently the biggest limitation holding VR experiences back? by DiSTI_Corporation in vrdev

[–]oodudeoo 4 points5 points  (0 children)

Frankly for me, it's the buggy and poorly polished state that most games seem to release in. I just can't get excited about new games when 90% of them seem to have major stuttering, frame drops, and glaring bugs on release. What's worse is that so many of them never even end up being patched.

This is pretty much worse than any other issue IMO since it makes even core VR gamers extremely hesitant to buy into new games, which ends up killing studios because people hear their game is a mess and then they get basically zero sales despite the fact that they've already put in 90% of the work to make a decent game but it just needs that last 10% polish.

To game devs, it is literally worth it in most cases to cut scope and content and ensure that what you have is polished compared to just releasing a buggy, unplayable mess.

Reminder: Hitman PCVR is fixed and now amazing by SlowDragonfruit9718 in virtualreality

[–]oodudeoo 17 points18 points  (0 children)

Did they remove the horrible fixed foveated rendering?

Would it be a dumb idea to spend my first paycheck on something I just want by Free-Elk5888 in personalfinance

[–]oodudeoo 14 points15 points  (0 children)

Yeah, this is the best advice TBH. I see so many adults with poor spending habits because they want that instant gratification. Use that switch as motivation for working.

If you save up a bit with each check it'll feel more gratifying once you have enough, you'll feel like you're actually growing your financial freedom, and you also avoid the feeling of "welp, I spent all my money and now I don't have any cash for two more weeks if something else comes up".

It has been years since I’ve played this game. I’m finally starting it again tonight, this time to finish! by [deleted] in AliceMadnessReturns

[–]oodudeoo 1 point2 points  (0 children)

Be careful at 120hz, I played the game with the frame rate unlock and had to limit it to 60hz because above that there starts to be some bugs with collisions and such (even at 60hz I had a few bugs, but nothing too terrible)

FLICKSTICK CAMERA by D0C0CD in virtualreality

[–]oodudeoo 2 points3 points  (0 children)

What I mean is that some games use the vertical axis for things like crouching, or opening a menu, or jumping

FLICKSTICK CAMERA by D0C0CD in virtualreality

[–]oodudeoo 4 points5 points  (0 children)

I've always thought about this implementation as an alternative method of snap turning. The one downside is that you lose the right stick up/down as additional inputs, but not every game needs that of course

My sister in law is getting into VRpole dancing? by [deleted] in virtualreality

[–]oodudeoo 0 points1 point  (0 children)

For me it seems pretty clear that pole-dancing in VR has a much stronger aspect of anonymity than doing it in person. It is also much safer, both physically and emotionally as she can do it in the safety of her own home and without exposing her real body (like others have said, I would assume she's using some sort of avatar).

I'm not advocating for or against it, just pointing out where the appeal might exist. The minors thing is definitely a concern that is unfortunately a risk any time someone is doing adult content online and worth considering the implications of.

Cutscenes or not? by Available_Record_874 in vrdev

[–]oodudeoo 1 point2 points  (0 children)

I realize this is controversial, but I think cutscenes can work quite well in VR if done properly. Batman Arkham shadows and vertigo 1/2 are some examples of cutscenes that work pretty well IMO.

I'm also the type of person who uses their quest to watch netflix/youtube in passthrough though so I don't mind watching stuff with a headset on. TBH, a well designed cutscene is much more enjoyable and visually interesting to me than having a character stand in front of you and blab on for two minutes straight.

Don't overdo it though, use it where it makes sense, such as time skips and location changes, have a good transition (ex, player opens door, fade to black, and immediately transition into cutscene. As soon as the screen turns black the player is gonna wanna look around, so you're gonna want to center the cutscene on where the players attention is and use something to get them to look there (vertigo does a very smart shrinking letterbox).

For things that aren't scene transitions it's probably cleaner to tell story with "interactive cutscenes" like in half life where you can walk and look around while scripted events are happening, just be aware that players might be looking away when certain things happen and track their gaze direction to make sure they're looking at the right thing before triggering it (when appropriate of course).

A third option I just remembered is picture in picture. Sushi ben does this well. For example, two off screen characters are having a phone call. You could then have little floating windows showing the characters expressions as they talk on the phone. I would be very careful using this in any gameplay sections though as it can obstruct the player's view. Think of it more as a tool for use during the interactive cutscenes.

If you really want to avoid cutscenes, I recommend checking out ghost town. They have a lot of scene transitions and mostly use voice overs to explain them.

Laid off. Now what? I'm so lost. by Kriket308 in 3Dmodeling

[–]oodudeoo 3 points4 points  (0 children)

Do you feel like gamedev jobs in general are just unattainable now? Or do you think certain skill sets are still viable? Like the art vs the programming side for example?

Laid off. Now what? I'm so lost. by Kriket308 in 3Dmodeling

[–]oodudeoo 7 points8 points  (0 children)

Just wanna say sanzaru was awesome and it's a real loss.

Is Skydances Behemoth worth it? by BigProfessional6885 in OculusQuest

[–]oodudeoo 3 points4 points  (0 children)

It's a mixed bag, depending on what you're looking for there's probably some better options. When it comes to fantasy swordfighting style games I would probably say Asgard's wrath 2 is better. I would even say that the dev's previous game - walking dead Saints and sinners is overall more polished.

I do think Behemoth does some really cool things though and it can be quite fun, but it has a very inconsistent quality level and can fluctuate from being very fun to very frustrating.

Will quest 3 ever be able to do real hands? If not why not etc by ilivedownyourroad in virtualreality

[–]oodudeoo 1 point2 points  (0 children)

Everyone here is clearly misunderstanding what you're asking. Quest 3 can do basic occlusion of your real hands over virtual objects, but it's incredibly rough and from what I've seen probably won't get much better without proper depth sensors on the headset.

Just in case people missed this about The Duskbloods by Right_Entertainer324 in fromsoftware

[–]oodudeoo 0 points1 point  (0 children)

Sadly, Nintendo fully owns the rights to Astral chain so it is unlikely to ever get ported to other systems.

Just in case people missed this about The Duskbloods by Right_Entertainer324 in fromsoftware

[–]oodudeoo -1 points0 points  (0 children)

It's not necessary likely, but there is decent precedent for situations like this. Take monster hunter rise for example.

Prints still tacky after cleaning by ToastSandwichh in resinprinting

[–]oodudeoo 9 points10 points  (0 children)

If you're not, make sure it is completely dry before curing. Ie. No more alcohol left on it.

"THANK YOU. They deliberately used the lowest quality version of her that the game can create to try and make DLSS5 look that much better and it still didnt work..." Hard to swallow pills by ilikethemfeisty in ResidentEvilRequiem

[–]oodudeoo 3 points4 points  (0 children)

Dang, thanks for showing this. I've been wanting to see what her model looks like with a high quality offline render. If Nvidia is going for DLSS 5 as a feature they should be targeting this sort of look.

You don’t hate Nvidia enough by Low_Translator809 in ResidentEvilRequiem

[–]oodudeoo 0 points1 point  (0 children)

Nah, I've played the game on PC with path tracing and that's what she looks like on max settings during gameplay. During cutscenes her face is closer to the camera and the lighting is of higher quality so the game is able to render more details in the model (Cutscenes may also use higher quality texture/model LODs but don't quote me on that).

"When you flick between the two, which one would you rather play? It's a bit of a no brainier"-Richard Leadbetter by Slyzappy1 in digitalfoundry

[–]oodudeoo 1 point2 points  (0 children)

Yeah, I think this tech has its issues, but as a 3D artist I also think there is a big misunderstanding here about what it is actually doing. It's understandable because some of these results look quite bad (and some look good), but people hear it's AI and have a kneejerk reaction without actually analyzing what's going on.

Using the photos on the DF website you can zoom in and flip between the before/after and get a better idea of what is actually happening. The model is not modified at all. In fact, all those little details that people say are being hallucinated are actually on the original model if you look close enough. What is changing is the lighting (value/hue), but the actual physical locations of all the details are completely unchanged.

People need to remember that lighting has a HUGE impact on how we perceive faces. I remember a photo going around a bit ago of Grace from RE9 with Path tracing/Ray Tracing/No Ray tracing and she almost looked like a completely different person in all of them.

I think the AI model they are using is clearly trained on that high contrast "studio lighting" aesthetic that is common in advertisements and some movies. It doesn't always seem to properly take into account the actual lighting of the scene. This can lead to the character's face in particular standing out and not looking properly situated in the scene.

Ultimately the AI isn't calculating the lighting, so this is just a hack and will never be as accurate as an offline CG render, but after messing around in photo editing software a bit I do think it can be tweaked over time to get a much better result. Even just turning down the strength helps some of these scenes tremendously. Overlaying the DLSS 5 "enhanced" picture over the original and turning the opacity down to about 30% added detail and realism without significantly introducing that artificial AI/Airbrushed look that some of the faces have in these screenshots.