• Geologist@lemmy.zip
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    2 days ago

    I’m not denying that this is a big technical achievement, but for valve to release a new $1000+ headset with no new software feels like such a massive self goal.

    Why not put all this effort into something new and exciting? Feels like we’ve been in a VR drought for years, and a big new headset release from valve just coincides with the same game they used to market their last headset like 6 or 7 years ago…

  • poVoq@slrpnk.net
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    3 days ago

    I will never get why there are no VR studios just taking the HL:Alyx engine and make games with that. I think maybe Bonelabs is?

    It is by far the best VR FPS game engine available, yet studios reinvent the wheel or use Unity3D 😒

    • actualaccount@sopuli.xyz
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      2 days ago

      Gunman Contracts started out as a HL:A mod, it just released.

      Boneworks had a homemade engine called Marrow I think, so I assume Bonelab is too? I just looked it up:

      The 1Marrow Interaction Engine (or just the Marrow Engine), is a proprietary physics framework developed by Stress Level Zero for the Unity engine. Originating from BONEWORKS’ mechanics, it contains all physics, solvers and logic used to create physics-based VR games such as BONELAB.

    • inmate_p01135809@lemmy.world
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      3 days ago

      Do you mean the Source 2 engine? I don’t believe Valve has released it for third-party developers to use, even though Valve released the first game with it 11 years ago.

        • rmuk@feddit.uk
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          2 days ago

          I asked and they said “no” and “get out” and “it’s 3 am” and “this is HSBC” and “put some pants on” so that’s you told.

        • Cethin@lemmy.zip
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          3 days ago

          Yeah, you can license it with their permission. It’s not something large studios want to deal with, and it’s not something small studios usually have the influence to do. It’s also a risk, as the engine isn’t as documented as the major ones, and you don’t know if it’ll work for you.

            • linsenchip@piefed.zip
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              2 days ago

              Half-Life Alyx uses a mix of dynamic and pre-baked lighting. That’s how it manages to run butter smooth while still looking really good.

              But as we can see in Deadlock, the engine also supports more modern techniques such as Ray tracing and upscaling

    • AgentSeven@lemmy.zip
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      3 days ago

      I didn’t understand this so I looked it up. The game literally can run on the headset’s mobile chipset, no computer needed. Possible through foveated rendering. Absolutely insane. And there are 131 verified titles at launch.

      • Juki@lemmy.world
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        2 days ago

        Without altering any of the game assets either, all optimisations, driver fixes, and steamvr. Getting that to run on a ~20W budget is absolutely bonkers

      • iturnedintoanewt@lemmy.world
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        2 days ago

        Yup! Although using the Frame’s own CPU to render all this seemed to reduce by quite a large chunk the battery life. Did I read somewhere around 45min for high intensive games at 144Hz? There’s a battery saving 72Hz or so, but that might make you more motion-sick, specially in more active games.

    • Cethin@lemmy.zip
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      3 days ago

      I agree. It’s been my prediction that Valve will use this to publish mobile games. They already have the Steam app. There’s also an app that already uses this that lets you play your Steam library on mobile (GameNative). I think Valve would be stupid to not push a patch to the Steam app that allows you to play your games on mobile.

      • iturnedintoanewt@lemmy.world
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        2 days ago

        Specially after Epic Games already did the dirty work of fighting Google for having their own store besides the Google app store.