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Displays Graphics Programming Games

Unreal Engine Will Soon Allow Developers To Build Games Inside of VR (roadtovr.com) 37

An anonymous reader writes: Epic Games, the creators of Unreal Engine, has been a longstanding supporter of VR. They were on board way back when Oculus sparked the VR industry in 2012 with a Kickstarter that would snowball into a rekindling of consumer virtual reality. Having been one of the first major game engines to support VR headsets like the Rift, the company has been aggressively positioning Unreal Engine as the go-to tool for VR developers. Now they're taking a massive next step, showing the first look at bringing developers themselves inside of virtual reality to craft games with the full set of UE4 tools at their fingertips. That means that developers can place and manipulate objects from right within a world in progress; the video demo in the linked story is impressive.
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Unreal Engine Will Soon Allow Developers To Build Games Inside of VR

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  • Even watching the video made me sick. This ain't gonna work for the vast majority of people.
    • Re:Sick (Score:5, Insightful)

      by X0563511 ( 793323 ) on Saturday February 06, 2016 @06:19PM (#51454703) Homepage Journal

      Watching someone else' head motions is never anything like it matching your own. Unless you've worn one, you can't speak to that with any basis in reality.

      • I have friends who get nauseous simply from the head bobbing in minecraft.

        There are a lot of people who get nauseous from VR.
        There are a lot of people who get headaches from VR.

        It's still a very real thing
        http://www.wired.com/2015/04/r... [wired.com]

        Unless you are a person that gets sick from VR or have formally studied it, I don't think you can speak to that with even as a good a basis in reality as the parent poster.

        • Re: (Score:3, Interesting)

          by rtb61 ( 674572 )

          That short term use doesn't even touch the physiological impact of extended use, hours per day, days per week, weeks per year and of course years, as the likely very poor outcomes that would result. Most people don't even being to realise how tiring and painful it is to continuously bob and weave you head about for hours on end. It really does put paid to the idea of sitting back at the end of the day and gaming, phsyically not possible with VR unless you turn off motion detection and rely on hand controll

    • by Anonymous Coward

      And it looks exhausting. Who's going to do that 8+ hours a day while a game is being developed?

  • In my game the player will have to move rocks around a place and beat on them with his or her fists. Then nothing will happen for a long time, then you will DIE! Farting is not allowed in my game.

  • Request (Score:4, Funny)

    by AmiMoJo ( 196126 ) on Saturday February 06, 2016 @06:05PM (#51454669) Homepage Journal

    I want to take a photo of a room in my house and have it converted to VR, and then be able to style it and move furniture around.

    • I want to take a photo of a room in my house and have it converted to VR, and then be able to style it and move furniture around.

      I want to take a photo of a room in my house and have it converted to VR, and then have a virtual Bella Thorne come and take her clothes off. And then be able to move furniture around.

  • I got some vr sets. One thing I don't like them is that they are too heavy for long time wearing. Wearing them make my neck sore. I wonder VR can't sell a lot unless they solve this problem.
  • This will be interesting. I have been developing for VR with Unity. I suspect motion sickness will be a real problem here. The video shows the dev walking around and manipulating objects, i.e. moving around in-game via walking around in the real world. That's fine, but when you zoom out and zoom around in the world without your body moving, that's when the nausea starts. Maybe one develops an immunity to it with time; maybe such an immunity will become an important thing for game developers to have.
  • And they're FINALLY catching up to the City of Heroes base builder?

  • Comment removed based on user account deletion
  • Multiple monitors pretty much give you the same thing. VR is useful when you're working on something you can walk around, but since there's really no such thing as a natural walking controller that truly naturally emulates a space larger than your available playroom, it's not really sensible here. We already have tools for moving around 3d spaces that we're not actually in, and they work pretty well.

    A creature modeling tool that lets you work in a VR space is useful. A level modeling tool that does the same

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