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Virtual Reality Game Development

Virtual Reality Game Development

A Brief History and Overview of the State of Virtual Reality as it pertains to Game Design and Development
By Daniel Buchanan

Knoxville Game Design

March 08, 2015
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  1. VIRTUAL REALITY GAME DEVELOPMENT A Brief History and Overview of

    the State of Virtual Reality as it pertains to Game Design and Development By Daniel Buchanan
  2. ABOUT DANIEL BUCHANAN • GetMorePC – IT Consulting firm started

    in Knoxville in 2004 • Agilibility – Web Design and Development company looking towards VR/AR for the future • VARDNet – Virtual Augmented Reality Developers Network • 4th Tuesday of Month at KEC • KEC in Market Square • Meet at 6pm • VARDNet.org mailing list and FB • Gamer, started in 1985 with Atari 7800 and Nintendo, has owned Intellivision, SNES, PS1, 2, 3, 4, Xbox, Xbox 360 • PC Gamer x4 • Learning Game Dev since 2014 • Graphics Design • NOT 3d modeler (love to meet one) • Has pushed out a couple apps in VR
  3. DEFINITIONS • Virtual Reality (VR), sometimes referred to as immersive

    multimedia, is a computer-simulated environment that can simulate physical presence in places in the real world or imagined worlds. • Doesn’t require Glasses or HMD necessarily • Not Augmented Reality (AR) Not immersive • Head Mounted Display (HMD)
  4. DEFINITIONS • Stereoscopy - Stereoscopy (also called stereoscopics or 3D

    imaging) is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision. • Stereopticon • 3-D • Tool 10,000 Days CD • 3-D - Three-dimensional space, the physical universe. Stereoscopy, any technique capable of recording three-dimensional visual information or creating the illusion of depth in an image.
  5. DEFINITIONS • Binaural Audio - Binaural recording is a method

    of recording sound that uses two microphones, arranged with the intent to create a 3-D stereo sound sensation for the listener of actually being in the room with the performers or instruments. • Positional Audio in 3 dimensions • Pearl Jam Binaural Album • Old Technology • Better than 5.1, 7.2, 9.12, etc
  6. HISTORY • Moving Reality Simulation • Not static, dynamic movement

    • RADAR defense System for Military during 50s
  7. MODERN VR • The Matrix (1999) – fictional VR depiction

    • Direct neural interface • Total Sensory immersion • Cultural representation of VR • Latency Problem • Simulator Sickness • Cost Prohibitive • $10,000+
  8. PALMER LUCKEY • Born 19 September 1992 • Kickstarter Project

    • Made the Matrix • Sold Oculus to Facebook • Revived VR
  9. OCULUS RIFT • Headmounted Display • stereoscopic 3d picture •

    persistent head tracking • Developers Kit • DK1 (2013) • DK2 (2014) • GearVR • Crescent Bay • Low Latency
  10. PROJECT MORPHEUS • Greek God of Sleep • The Matrix

    • Sony Morpheus • 1Q 2016 • Sony Playstation • Integrate with Playstation Camera • Playstation Move Hand Tracking • Low Latency, High Resolution
  11. GOOGLE CARDBOARD • Free Designs, $25 online • Stereoscopic •

    Works with iPhones and Android Phones • Accessible Platform • Affordable Platform • Google Android Play Store • Low Latency with better phones • High Res with better phones
  12. VR DEVELOPMENT • Now is the Time! • Free development

    tools • Cardboard requires $10 investment • Oculus $350 • Gear VR $200+Note 4 • HTC = Price Unknown • Unreal, Unity and Source = FREE!!!! • Move to enable VR Dev in 2015
  13. VR DEVELOPMENT PLATFORMS • Unity • OVR GameObject, Cardboard •

    Two Cameras • IPD • Controller Object • Drag and Drop Simplicity • Free until $100,000, then buy Pro
  14. UNREAL ENGINE 4 • Now free until $3000 profit •

    Superior graphics engine (IMHO) • Free because of VR
  15. UNIQUE VR CHALLENGES • Simulator Sickness • Conflicting Sickness •

    Worse than FPS • Internal accelerometer • Poison • Nausea • Expulsion
  16. TECH SPECS Oculus Rift • DK1 – 720p • DK2

    – 1080p • Gear VR – 1440p • Crescent Bay – 2K (guessed) • 75 Hz refresh rate (low latency) • Head Tracking Camera HTC Vive • Duel 1200x1080 panels (1 per eye) • 90Hz refresh rate (lower latency) • 15’x15’ movement area with base station
  17. VARDNET •Virtual and Augmented Reality Developers Network •Homebrew Computer Club

    of VR in Knoxville •KEC Fourth Tuesday of every month at 6pm •VARDNet.org for mailing list •Facebook group
  18. CONVRGE • Online Community • Convrge.co • Doesn’t require VR

    hardware • Hit Spacebar to talk • Low Poly environment • Devs frequent • Feed from Reddit and Facebook • Written in Unity
  19. ABOUT DANIEL BUCHANAN • GetMorePC – IT Consulting firm started

    in Knoxville in 2004 • Agilibility – Web Design and Development company looking towards VR/AR for the future • VARDNet – Virtual Augmented Reality Developers Network • 4th Tuesday of Month at KEC • KEC in Market Square • Meet at 6pm • VARDNet.org mailing list and FB • Gamer, started in 1985 with Atari 7800 and Nintendo, has owned Intellivision, SNES, PS1, 2, 3, 4, Xbox, Xbox 360 • PC Gamer x4 • Learning Game Dev since 2014 • Graphics Design • NOT 3d modeler (love to meet one) • Has pushed out a couple apps in VR