Tom’s Hardware Giveaway – Elite Dangerous: Deluxe Edition

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My question to a VR developer: In what manner are you improving your VR experience so that it drives the appeal of the technology and helps sustain growth for the hardware?
 


BRO! That is amazing! Looks kinda Star-Wars-ee, but- really promising nonetheless.
 
I am almost certain that this question has been asked and reiterated multiple times before me. However, i must ask; as a developer what are some possible avenues that you have considered to make VR gaming more accessible? In terms of pricing and availability? As of this post the entry price for VR is a premium, in the foreseeable future how can we expect VR to evolve?
 
What are their thoughts on incorporating force-feedback into hardware? Is this a necessary step for users to feel connected to the game environment, or an overrated pipe dream? I know there have been few products out that have ever incorporated force feedback in any way, let alone successfully, but it seems like it would increase immersion greatly.
 
My question is:

"Do you think as computing and graphics power increases, so will the demands of vr, leaving the latest vr games still out of reach for most people, as they are now?"
 
How long until we may see games that can take more advanyage of more advanced gpu hardware (ie 980ti and above, and sli/crossfire)
 
How far off do you think a haptic suit and gloves (like in Ready Player One), that would provide feedback from e.g. walls and objects, are?
 
I would ask, should aspiring game devs aim to make every game from here on out VR compatible, or what kind of games should be accessible to the VR medium?
 
VR Dev Question: If you develop a game or app for VR and non-VR user's, how do you reconcile with the different methods of interacting? Do you not include features only usable by one of the use cases, or do you include features exclusive to each of the two methods? How important is feature parity essentially.
 
I would like to ask about the possibility of adding integrated external peripherals, like gloves or directional audio.
 
My question would be as followed:

The HTC vive has the ability to sense a person's play space and existing furniture and such around it (for room scale and prevent collisions of course! As time go on I suspect this technology will improve and become even more accurate. My question is the following: How can a VR developer use their ability to sense the users play area (tables, desks, couches, clear space and more) to their advantage towards interesting features and a sense of presence to the user. Simple example of this could be sensing a table in the real life and creating a virtual table to put your controllers on so you don’t drop them without breaking immersion. That being said there has to be much more interesting things you could do then this!
 

Or will we be able to control and live through robots using VR?

 
My question is would you please consider working with a medical professional to create VR training for first aid and CPR? If this were widely available for home use on gaming VR equipment, I feel it would have tremendous potential to help save lives that are too often lost because bystanders lack the necessary first aid skills.
 
If you could ask a VR developer one thing, what would it be?

What would be the next step in the development of the VR? How much can we achieve and what do you think will be the peak of VR technology (not necessarily gaming related).

Also, VR is rather expensive right now for an average consumer. Do you think we'll see some new competitors entering the VR consumer market in order to make it's technology more affordable?
 
SmelloVision. Need I say more? What about those rolling hills/meadows in Witcher or Elderscrolls. How about the aroma of fresh fired gunpowder in COD? Don't forget the many available scents of GTA and those yummy tangs of burnt flesh in DOOM.
 
We know that VR magic or control work with gesture sensor and a room as play space, i imagine in the future we shall improve this magic so the player might have better control over the games world, for example using driving wheel for racing game, virtuix omni for shooter, is there something else in the work to improve this VR control ?. There is another problem in MMO with melee combat and pvp, first person melee combat in VR MMO might be good but MMO is a grind, some people might find it boring after a while, we wont see flashy combos like we seen in third person combat, but after watching kingdom come deliverence melee combat and darksouls first person mod pvp it might have chances to be good and different, kingdom come deliverence have different hit box for each body part while darksouls slow, heavy, and short combo looks great in first person, so my question is there non shooter VR MMO or medieval MMO that involve melee combat in the works?
 
My Question to a VR Dev would be, when making a game how do you think of so many different things that people might attempt to do? speaking of the job simulator in specific, it allows you to copy your head and print out a brain, and your hand to print out another hand. even picking things up from the bin and eating it making you throw up. I would like to know how you think of all these types of things.
 
My question is how do you develop VR in a way where the user will still be engaged in the real world that is happening around him? I love the idea that we will see things that we would probably never be able to see in a normal lifetime, but how do you make it so that we all aren't stuck in a chair with our vr goggles on for most of our life?
 
How is developing software for VR different from developing for a traditional display? More specifically, what additional considerations have to be made? (...besides preventing motion sickness. I already know about that one.) Or, are there tricks you can get away with for traditional displays that won't work in VR?
 
For the VR developer, find a new way to reduce the weight of the VR unit since even from the current unit being produced, it still look heavy