Future of VR in Beam

Discussion in 'Ideas and Suggestions' started by Jakerknot697, Feb 15, 2018.

  1. Jakerknot697

    Jakerknot697
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    With new devices such as Windows Mixed Reality headsets and with new standards being developed, such as OpenXR, could we expect to see more emphasis for VR in Beam in the future? I ask this because many VR threads I have read are now getting a little out of date, and I feel we need an update. This is NOT something I would expect to happen now, but with more widespread adoption of VR, could we expect it at all in the future?
     
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  2. TechnicolorDalek

    TechnicolorDalek
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    it'll happen as soon as they make splitscreen multiplayer work ( ͡° ͜ʖ ͡°)
     
  3. Driv3r1142

    Driv3r1142
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    Which, is also a decade after we get the Bluebuck, right?
     
  4. Jakerknot697

    Jakerknot697
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    Well, the issue is that based on what I've read in older threads, it's very difficult to implement VR because it essentially requires a rework of the entire game engine. Split screen is even worse because I haven't found a single person or Torque3D game that supports proper split screen due to complications with the game engine. It's not impossible, but would require a lot of manpower to implement.
     
  5. TechnicolorDalek

    TechnicolorDalek
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    right
    rendering multiple full camera views is the problem
    rendering multiple camera views at all is a problem
    if mirrors can't even work well, split screen and VR sure won't
     
  6. Jakerknot697

    Jakerknot697
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    I just finished conducting some tests to see if the rasterization (in pixels per second) was feasible. Assuming that the vr is 2880x1440 @ 90 fps, I was able to find that there were 373.248 megapixels rendered per second! To put that into perspective, 1080p @ 60 fps is 124.416 megapixels per second. So to match my monitors resolution to the PPS of vr, I used the equation (W x H) x F = PPS, (where W=width, H=height, F=frame rate target, and PPS=pixels per second). My monitor is 2560x1080, so I have a 135 fps target. And with a mildly overclocked RX 470 4GB I was able to use a mix of low and lowest settings, and all other graphics options turned off to achieve a consistent frame rate near 125 fps, this disparity from the equation could be down to a number of factors including the API and CPU utilization. This, based on trends in the computer graphics industry, could mean that in the next 2-3 years we could see low end hardware meeting the minimum requirements for VR. As I said earlier, with new standards and more widespread adoption of VR there's more reason for the developers to support its implementation. If I'm honest, I would rather a developer use their time to implement a feature right than to waste it half baking it for a couple niche users. I see a future for VR in Beam, but it's gonna take some serious work, and more importantly, time for the VR industry to mature.
    --- Post updated ---
    Yes, this is a problem that I observed in a forum post when I was doing research into split screen render, but that's not really what I'm trying to cover here, though; I'm trying to cover VR. BTW, split screen and VR are entirely different, and have different inherent difficulties to implement. So it might not be harmful for you to create a new "split screen" thread in the Ideas and Suggestions section of the forum. VR was implemented at one time, for Oculus, if I'm not mistaken, but it is no longer supported due to game engine updates.
     
    #6 Jakerknot697, Feb 15, 2018
    Last edited: Feb 15, 2018
  7. LeSpecialist01

    LeSpecialist01
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    well i dont think its a must need at this time because for real, how many ppl have vr set?, it was really imformative all what you sayd but i dont think they will implant vr, if splitscreen mp or online mp is not planned in near futur i dont think vr will
     
  8. atv_123

    atv_123
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    Well... at one time or another several years ago, there was a picture floating around of someone that got it to work on an oculus rift. I don't remember if it was the devs or just some really ambitious person, but I know I saw it somewhere. So it is possible to do. How well it worked I have no idea, but it did exist at some point, I can tell you that.

    Edit: Found it
    http://blog.beamng.com/Oculus-Rift-Support/

    Edit 2: After more digging I rescind my original answer.

    It appears that was done when Oculus Rift was still compatible with DX9 games and when BeamNG was still using DX9. Oculus moved on and dropped DX9 support and it got removed in BeamNG for that reason. Granted BeamNG uses DX11 now, but I do not know how that would affect running in VR and what kind of code implementation would be required.
     
    #8 atv_123, Feb 15, 2018
    Last edited: Feb 15, 2018
  9. LeSpecialist01

    LeSpecialist01
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    i found this video but its from 2015

     
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  10. Jakerknot697

    Jakerknot697
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    Yes, this is a problem that I observed in a forum post when I was doing research into split screen render, but that's not really what I'm trying to cover here, though; I'm trying to cover VR. So it might not be harmful forto create a new "split screen" thread in the Ideas and Suggestions section of the forum. But make sure to check to make sure there's nothing still relevant about the topic already.
    Oculus was supported by Torque3D, which is the game engine that BeamNG is based on. But I don't know why they dropped support for it. You may be right about DX9 no longer being supported. The real difficulty in supporting VR in any game right now is that there are no real standards regulating how games and VR capable devices interact, so there are a number of different proprietary APIs making it very hard to get widespread support. OpenXR should help with this, but we won't really see much of it till mid-2018. I have hopes that in one to three years when much of the career mode and in game content have been developed, then they may look into implementing more complex features like VR and split screen, and maybe even an online multiplayer, though online multiplayer would be a stretch.
     
  11. Jakerknot697

    Jakerknot697
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    Well, I mentioned this. It's not something I would expect to see now, but maybe in the next couple of years. I mean, since 2012 the price of entry to VR has gone from $700 to now it's just $200. Considering that BeamNG is a game exclusive to the PC, it makes sense that there would be more people adopting the technology on this platform. HTC and Oculus are not the only options today, we have Dell, HP, Lenovo, Acer, Samsung and many more making headsets in the $200-300 range, all with their own inherent advantages and disadvantages. And the cost of the HTC has adjusted to just $400, which is still high, but it's much cheaper than the $700 price tag it launched with initially. I don't expect anything with VR now in Beam, quite the contrary, but there might be more reason to support it in the upcoming years.
     
  12. LeSpecialist01

    LeSpecialist01
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    well that something i didnt know but where i live, all i can see is oculust and vive i cant find anything else under 500$:/
     
  13. TechnicolorDalek

    TechnicolorDalek
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    but I'm talking from a purely graphical implementationed point of view

    two cameras looking at the same thing but side by side

    and two cameras looking at different things

    and not being shitty like the mirrors

    it's basically the same thing
     
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