TEASER:
Morgen im #Podcast bei #DieStrategen gibt es ein Special mit @TCTomm , einem Experten im Bereich XR & Games.
Die Fragen: Was macht ein gutes #VR Spiel aus, taugt #XR auch für Strategiespiele & natürlich: Was erwarten wir von Civ7 VR?
https://t.co/GnH4wafnfk
Morgen, 12h!
Reminder: Wie verändert #KI die kreative #Arbeitswelt? Am Mittwoch diskutieren C. Pisarzowski, A. Lindemann (@scholzfriends) & @TCTomm im #DigitalerSalon über die Zukunft kreativer Jobs in Zeiten generativer KI. @ALEX_berlin_de
👉27.11. HIIG & Livestream: https://t.co/60XSw8ORjH
(◕‿◕) iPhone 16 missed opportunity? Bigger stereo separation would also help to make better spatial videos and photos. ^^ #iphone16#AppleEvent24#AppleEvent#cute
Meta Horizon OS
Meta already sells the Quest systems basically at production cost, and just ignores the development costs, so don’t expect this to result in cheaper VR headsets from other companies with Quest equivalent capabilities. Even if the other companies have greater efficiency, they can’t compete with that.
What it CAN do is enable a variety of high end “boutique” headsets, as you get with Varjo / Pimax / Bigscreen on SteamVR. Push on resolution, push on field of view, push on comfort. You could drive the Apple displays from Quest silicon. You could make a headset for people with extremely wide or narrow IPD or unusual head / face shapes. You could add crazy cooling systems and overclock everything. All with full app compatibility, but at higher price points. That would be great!
This brings with it a tension, because Meta as a company, as well as the individual engineers, want the shine of making industry leading high-end gear. If Meta cedes those “simple scaling” axes to other headset developers, they will be left leaning in with novel new hardware systems from the research pipeline for their high end systems, which is going to lead to poor decisions.
VR is held back more by software than hardware. This initiative will be a drag on software development at Meta. Unquestionably. Preparing the entire system for sharing, then maintaining good communication and trying not to break your partners will steal the focus of key developers that would be better spent improving the system. It is tempting to think this is just a matter of increasing the budget, but that is not the way it works in practice – sharing the system with partners is not a cost that can be cleanly factored out.
Just allowing partner access to the full OS build for standard Quest hardware could be done very cheaply, and would open up a lot of specialty applications and location based entertainment systems, but that would be a much lower key announcement.
Seid live dabei, wenn die Stars der Spielebranche eintreffen. 🌟
Freut euch auf eine unvergessliche Show und teilt eure Eindrücke unter dem Hashtag #derDCP!
Der Livestream mit @fisHC0p und @RayaOnAir beginnt um 18:30 Uhr. Die Links zum Stream findet ihr in unserem Profil. 🔗
Diese Woche ist es endlich soweit: Der DCP steht vor der Tür!✨
Ein herzliches Dankeschön an unsere fantastischen Moderator*innen @bobgod und @fraubauerfeind, wir freuen uns auf einen tollen Abend mit euch! 🎤💫
Alle Links zu den Livestreams findet ihr in unserer Bio🔗
#derDCP
My annual «End Of Year» blog post 2023 edition is available now. I recap what I worked on, what revenue my games made and what is in store for 2024. All the best and see you next year! #gamedevelopment#gamedev#indiegame
https://t.co/B9Ul32zSlM
@SirPatStew Greatly enjoyed listening to the story of your life! When i was asked in an interview who would be my 5 famous dinner guests i replied Albert Einstein, Michael Jordan, MacGyver, Ct Picard and Don Norman. Thanks for making me feel a bit like experiencing it by listening to y book!
Today marks the three-year anniversary of @yullbe.official in Rust! Nowadays, our visitors can enjoy over 10 experiences across multiple #YULLBE locations. Here's to countless more adventures in the endless possibilities of #virtualreality! Cheers on YULLBE!
Let's remember what has always been the biggest strength and success factor of @Unity essential for its brand. I have been embracing #Unity3D for over a decade and I will most likely continue. Is the current change worth the impact it has on the #brand and #community?
🔭🌛✈️ Love experimenting with my @CanonDEU R6 camera. Just recorded a #plane flying in front of the #moon from Berlin. Really cool how fast the moon moves / earth rotates and how much you can see flicker from the atmosphere. #canonphotography
💫 Compelling stories are a hallmark of great #videogames. In the future, they could also be personalised & adapt to present ever-new experiences.
Curious about the impact #AI may have on #GameDevelopment?
@TCTomm looks at a range of aspects in our blog: https://t.co/Q2kNVIiqwP
#AI#Ecosystem@nvidia Reception in Berlin today with Jensen Huang, with Jaroslaw (Jarek) Kutylowski, Michael Putz and Eric Steinberger Looking forward to some networking representing @endava
@benz145 This is an issue for sure, but don't we have similar issues when turning on a PS5 instead of an NES or an iPad that wants to force new features onto you.
While users still have limited exposure to this medium and experience with it, it is the task of the designer to prevent as much of this unwanted behaviour that could trigger discomfort as possible.
Sometimes when I'm watching people play VR I see them doing behaviors that I know will cause motion discomfort... but they don't seem to realize it. It's possible to stay much more comfortable in VR if you know what *not* to do, but how can that be communicated to users?