Thursday, 10 October 2024
News with tag Future  RSS
Recap: The Future of MMORPGs with Chris Roberts, Richard Garriott, Luminaries - PAX

Added: 08.03.2015 15:21 | 4 views | 0 comments


GamersNexus: "PAX East 2015 kicked-off to an energetic, populous crowd earlier today, and the days activities concluded with similar veracity: A panel of MMO RPG veterans collected to discuss the future of massively online gaming, filling-in the entirety of the assigned theater."

From: n4g.com

PAX East 2015: How Back to the Future 2 Influenced Final Fantasy XV

Added: 08.03.2015 5:19 | 8 views | 0 comments


IGN - In the Final Fantasy XV World Building panel at PAX East 2015, we learned that the much-anticipated RPG drew influence from an unexpected source: Back to the Future Part II. The panel focused on world design, and was led by two of XV's lead game designers. Wan Hazmer, who leads the Buddy team focused on the interactions you'll have with your AI pals, and Prasert Prasertvithyakarn, head of the Culture team working on the civilizations and towns that you visit throughout the game. The latter of the two brought up Robert Zemeckis' incredible sequel.

From: n4g.com

Destiny: Next Week's Nightfall and Xur's Future Stock Leaked

Added: 07.03.2015 4:23 | 1 views | 0 comments


Gamespresso writes: If you were eagerly waiting to find out what next week holds in store for Destiny, then wait no longer. Thanks to an alleged leak, sourcing information data mined from Destiny, we already know what next week's Heroic and Nightfall will be, as well as Xur's stock for the following weekend.

From: n4g.com

How 2K Sports Is Inspiring The Future of Sports Video Games

Added: 06.03.2015 5:13 | 2 views | 0 comments


Sport video game franchises are amongst some of the most successful of all time, but where does the future lie? 2K sports may have the answers.

From: n4g.com

Valve Demonstrates the Future of VR Better Than Anyone

Added: 06.03.2015 1:01 | 2 views | 0 comments


Valve has experimented with virtual reality for years, but the is the first anyone outside the company and its tight-knit circles have seen of its efforts. It's an impressive piece of kit, featuring a high-res, independent display for each eye, and a chassis that's packed with sensors to monitor your movements so that they can be replicated in VR. It's a great VR headset, but so are the Oculus Rift and Sony Morpheus, which have seen great improvements over the last year. Yet, after my demo during GDC this week, I can say one thing with certainty: Valve has taken the lead in the VR arms race.

VR isn't just about the headset, because for a VR system to work its magic, it needs to account for more than just what you see and where your head is. For a VR experience to truly shine, you need to be able to move and interact with your surroundings. Granted, I've experienced these capabilities on both Oculus Rift and Morpheus, but Valve's solution to these problems is far and away the best yet.

Valve set me up in an empty room about 15' x 15' in size. I was handed a belt in order to secure the Vive's cables to my waist, rather than having them pull down on the headset as I moved around the room. The Vive was placed on my head, and for a moment, I stared at a white landscape with pillars surrounding me, bobbing slightly in place. I began to walk around, and the pillars moved out of my way. Then the person running the demo told me to look down. There were one-handed, virtual controllers on either side of me. When he told me to grab them, I did so with ease, because they were exactly where my brain expected them to be.

Similar to Sony's Move controllers, Valve's prototype VR controller features positional tracking, but that's where the similarities end. It's closer to a Wii nunchuck than a Move controller, just larger and flatter. Where you would find the analog stick on a Wii nunchuck, Valve has placed a large touch-sensitive pad on the front, a trigger in the back, and two buttons on either side that you activate by tightening your grip on the controller. They're comfortable and simple; everything a controller should be.

Valve's VR demos aren't a far cry from what I've seen before, but the hardware component coupled with the small touches in the demos was what sold me. I was able to move in a relatively large area and explore my surroundings, intuitively interact with objects, fall into a trance as I created color and shapes out of thin air, and revel in my ineptitude as I floundered in the world of robots and AI. Yes, the HTC Vive is a great VR headset, and Valve's controllers felt great, but it's the marriage of all of that tech with thoughtfully designed software that really sold me on Valve's flavor of VR. Valve has a reputation as the PC gamer's company, which is probably because they listen to their users and respond in line. If they manage to deliver what I experienced today before any of the competition catches up, both on a hardware and software level, it's going to be hard for anyone, Oculus or otherwise, to topple the current king of the hill.

From: www.gamespot.com

Valve Demonstrates the Future of VR Better Than Anyone

Added: 06.03.2015 1:01 | 2 views | 0 comments


Valve has experimented with virtual reality for years, but the is the first anyone outside the company and its tight-knit circles have seen of its efforts. It's an impressive piece of kit, featuring a high-res, independent display for each eye, and a chassis that's packed with sensors to monitor your movements so that they can be replicated in VR. It's a great VR headset, but so are the Oculus Rift and Sony Morpheus, which have seen great improvements over the last year. Yet, after my demo during GDC this week, I can say one thing with certainty: Valve has taken the lead in the VR arms race.

VR isn't just about the headset, because for a VR system to work its magic, it needs to account for more than just what you see and where your head is. For a VR experience to truly shine, you need to be able to move and interact with your surroundings. Granted, I've experienced these capabilities on both Oculus Rift and Morpheus, but Valve's solution to these problems is far and away the best yet.

Valve set me up in an empty room about 15' x 15' in size. I was handed a belt in order to secure the Vive's cables to my waist, rather than having them pull down on the headset as I moved around the room. The Vive was placed on my head, and for a moment, I stared at a white landscape with pillars surrounding me, bobbing slightly in place. I began to walk around, and the pillars moved out of my way. Then the person running the demo told me to look down. There were one-handed, virtual controllers on either side of me. When he told me to grab them, I did so with ease, because they were exactly where my brain expected them to be.

Similar to Sony's Move controllers, Valve's prototype VR controller features positional tracking, but that's where the similarities end. It's closer to a Wii nunchuck than a Move controller, just larger and flatter. Where you would find the analog stick on a Wii nunchuck, Valve has placed a large touch-sensitive pad on the front, a trigger in the back, and two buttons on either side that you activate by tightening your grip on the controller. They're comfortable and simple; everything a controller should be.

Valve's VR demos aren't a far cry from what I've seen before, but the hardware component coupled with the small touches in the demos was what sold me. I was able to move in a relatively large area and explore my surroundings, intuitively interact with objects, fall into a trance as I created color and shapes out of thin air, and revel in my ineptitude as I floundered in the world of robots and AI. Yes, the HTC Vive is a great VR headset, and Valve's controllers felt great, but it's the marriage of all of that tech with thoughtfully designed software that really sold me on Valve's flavor of VR. Valve has a reputation as the PC gamer's company, which is probably because they listen to their users and respond in line. If they manage to deliver what I experienced today before any of the competition catches up, both on a hardware and software level, it's going to be hard for anyone, Oculus or otherwise, to topple the current king of the hill.

From: www.gamespot.com


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