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Facebook Acquires POPULATION: ONE Developer BigBox VR

kevinw729
Honored Visionary

kevinw729_0-1623456571904.png

 

 

https://uploadvr.com/population-one-facebook-bigbox-acquire

https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959
6 REPLIES 6

RuneSR2
Grand Champion

Nice, let's have the original Rift version back then, it surely looked awesome!

 

 

 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"

hoppingbunny123
Rising Star

gotta add in the ps4 ps5 controller to play i think?


@RuneSR2 wrote:

Nice, let's have the original Rift version back then, it surely looked awesome!

 

 


It's safe to assume then that you never actually played the original Rift version. I played it. And it did not look awesome. An enhanced screenshot,  often taken from running the game engine locally, doesn't depict what the actual final product looks like.

 

This game, even the PCVR version, was never about "looking awesome." It was about providing an awesome experience for those who enjoy this type of genre.

 

As any true VR Enthusiasts knows, VR is about the experience, not the graphics.

 

These developers understand that making a great game has nothing to do with focusing simply on how it "looks," but instead focusing on the things VR Enthusiasts will be doing inside of their virtual world. 


These developers are achieving great success by focusing on the things that are actually important about gaming, not the cheap and easy route of clicking a few boxes to get lighting and shadows around polys.

 

Every single game that has become a honorable classic throughout the whole of gaming history earned their place by focusing on more than just "looks" and instead putting far more emphasis on the experience. That's what makes a game memorable.

 

To that end, congratulations to BigBox VR! While this particular type of game isn't my cup 'o tea, they put a lot of hard work in to it. And judging from all the gamers enjoying this in the Facebook VR community, it is clearly doing quite well. And the team is excited about their next venture as well.

 

Hard work (e.g. NOT just focusing on graphics) pays off.

 

https://twitter.com/chiachinlee/status/1403451903682367488

hoppingbunny123
Rising Star

must feel nice to have a game you make do so well and make money too. like speaking a foreign language naturally.

 


@Zenbane expressed 

 


 

This game, even the PCVR version, was never about "looking awesome." It was about providing an awesome experience for those who enjoy this type of genre.

 

As any true VR Enthusiasts knows, VR is about the experience, not the graphics.

 

These developers understand that making a great game has nothing to do with focusing simply on how it "looks," but instead focusing on the things VR Enthusiasts will be doing inside of their virtual world. 


These developers are achieving great success by focusing on the things that are actually important about gaming, not the cheap and easy route of clicking a few boxes to get lighting and shadows around polys.

 

Every single game that has become a honorable classic throughout the whole of gaming history earned their place by focusing on more than just "looks" and instead putting far more emphasis on the experience. That's what makes a game memorable.

 


https://developer.oculus.com/blog/carmacks-app-reviews-space-shooter/

 

One of the most straightforward ways to maximize the visual quality of an app is to use sufficiently high resolution textures that you don’t wind up with stretched out, blurry pixels. In VR, the user can always walk so close to a surface that it will be magnified, but you should strive to have everything near optimal resolution when the user is in the default position, and especially on UI panels. The radio buttons in the UI are far too low of resolution, and the cockpit is mostly untextured. You should be using ASTC compressed textures with mip maps.

 

Carmack wastes too much time on graphics.  I agree with Zenbane.

 

unleashGraphics

 

i suggest watching a documentary GET LAMP.  it has the founder of GDC saying graphics cards will kill human imagination .

 

in zork my lamp was silver with dilithium crystals from star trek that bounced light at 42 (hhgttg) degrees off the interior walls of the lamp that had shimmering mini waterfalls around the light source.  which poured out rainbow brony pony lasers.  what did your lamp look like?

 

wws.getlamp.com

getlamp vr

 


@SpaceForceRoswell wrote:

Carmack wastes too much time on graphics.  I agree with Zenbane.

Thanks! And welcome back the forum, Atari. 😉