http://gamingtrend.com
May 25, 2015, 12:41:08 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
  Home Help Search Calendar Login Register  
  Show Posts
Pages: 1 2 [3] 4 5 ... 176
81  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 08:54:02 PM
As mentioned, they have confirmed that it was a bug earlier. I suspect the "nerfed" wording in the patch notes doesn't mean what it typically means in patch notes.
82  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 08:20:40 PM

Quote from: Lee on March 19, 2015, 07:27:05 PM

So they nerfed the parks thing. It was intenional then.

What was intentional? They've confirmed that what we saw was an unintended bug.

After starting up my city and letting it run for a little while now, demand for commercial skyrockets, and when satisfied makes demand for regular industry skyrocket as well. The problems with getting normal industry (ie. not offices) running in a large city seem to have been another consequence of this bug. At last I can start to tear down some of my massive amounts of offices and replace a portion of them with commercial districts without hurting my industry.
83  Non-Gaming / Off-Topic / Re: This is my thread on: March 19, 2015, 05:19:10 PM
Nice thread. It'd be a shame if something were to happen to it.
84  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 04:02:07 PM
By the way, the first patch is out. Here are the patch notes:

Quote
Greetings Chirpies!

Colossal Order have been hard at work and we're now ready to release the first post-launch patch for Cities: Skylines. The main theme of this patch, as you can see, is bug fixing.

We have isolated and eliminated a large part of the most pressing technical issues, meaning this should get the game working for many who haven't been able to play before.

As we're rolling out the update via steam it might take up to two hours, or so, for it to go live everywhere. Please re-start your steam or verify the game cache if the game does not automatically download the patch.

You can see which version number you're running in the lower right corner of the main menu, if you're not sure that you've gotten it.

1.0.6b - Patch notes
Windows: dependencies to the visual studio runtime have been removed. Addresses the issue where ColossalNative.dll would fail to load for users missing/having wrong msvcrt dlls.
Windows/OSX: fixed an issue where some users would not have permissions to access an user folder
Linux: fixed some cases where the first time launch would show the game half way out of the screen on dual monitors
Linux: various runtime optimizations
Linux: hopefully fixed the performance problems and the log spam, we were unable to reproduce that issue so this is a bit of a blindfolded fix
Linux: added support for $XDG_DATA_HOME. If you are using a custom path for XDG and already played the game on that machine, you will need to manually move the user files from the default folder ~/.local/share/Colossal Order/Cities_Skylines to $XDG_DATA_HOME/Colossal Order/Cities_Skylines
Mac/Linux: fixed a crash when selecting a building in the Asset importer
All platforms: added some debug info which may be useful when trying to help users in trouble
All platforms: added support for -screen-height & -screen-width and lowered severity of argument error unsupported launch options so they would cause the new game button to be greyed
Modding API: fixed OnCalculateResidentialDemand, OnCalculateCommercialDemand and OnCalculateWorkplaceDemand to call their respective counterpart properly. Also fixed for office buildings calling industrial level up.
nerfed parks decreasing commercial demand
road upgrade tool now works between two-way and one-way roads and right mouse-button changes direction of one-way roads
building effect radius is more accurate
added a Film grain slider in the Graphics options, like for the Tilt shift. (Users with the Disable Film Grain mod subscribed from Steam workshop and enabled will be notified with a "Console warning" when the game start and the game will automatically disable the mod and set the film grain amount to 0 so that no action from users is required apart from closing the Console panel).
added a chirper volume slider in the Audio options
intro screen can be skipped with mouse click or key press
fixed a case where an error would occur if the Source folder was not found while sharing a Mod to the workshop
fixed Publish workshop panel caption to not always show Savegame regardless which asset type was selected
killed the clicking sounds that could be heard on a quiet night during full moon and near the end of the loading screen
buildings uploaded to the workshop will now go to their respective tags automatically. (Buildings already on the workshop will not, we are currently investigating how to make it happen without users having to do anything about it)
fixed holding down mouse button and release over ui keeps some tools active
fixed tooltip stays visible when using shortcut to open area view
fixed parking spaces still working for burned down buildings.
fixed mouse raycast use normal mesh for burned down buildings.
removed airplane engine sound from unlockpanel... :p
fixed minor text issues in different languages
fixed wrong tree shadow alpha with pollution or water
fixed bulldozeing ship/airplane paths in map editor even when they are not visible
fixed pedestrian bridge color slightly wrong from far distance

Please note: if your specific issue has not been fixed, it's of course still on our to-do list. Do not worry!

Huge thanks to everyone who has contributed to bug researching, reporting and helping us smile

Regards,
The Cities: Skylines Team
85  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 03:59:25 PM

Quote from: Caine on March 19, 2015, 03:24:47 PM

Cims also have a pretty short lifespan.  I didn't really notice it until seeing someone made a mod for it.

If they had normal lifespans, you would almost never have to deal with death. The number of people in your city is compressed, and to compensate for this, so is their lifespan.
86  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 02:45:06 PM
Do you have one-way roads that are preventing services from reaching their targets? Is there heavy traffic?

Also, lots of people will die no matter what. That's just the nature of life. Make sure they've got a place to be buried/cremated and that the hearses can reach them in a reasonable amount of time.
87  Non-Gaming / Off-Topic / Re: This is my thread on: March 19, 2015, 07:26:42 AM
There are many like it, but this one is yours?
88  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 06:15:12 AM

Quote from: Lee on March 19, 2015, 05:53:41 AM

It would be impressive, if there were pillars.  Tongue

Yeah, it kind of loses its charm when it's essentially cheating.
89  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 05:24:08 AM

Quote from: jztemple2 on March 19, 2015, 02:27:47 AM

OK, this is really cool, I didn't realize that the TransportLineColorMod mod mentioned above not only colored the transportation lines if you brought up the Public Transport view, but it also in-game changes the color of the vehicles as well:[/img]

That's part of the base game. Buses have the same color as their route.
90  Gaming / Console / PC Gaming / Re: [PS4/XB1] Rock Band 4 on: March 18, 2015, 09:15:37 PM

Quote from: Gratch on March 18, 2015, 08:54:15 PM

You're right, killing people in a game and killing people in real life are (I assume) quite vastly different.  As are crashing in a sports car in a game and crashing one in real life.  However, the ability to play the exact same song on Rock Band drums or on my electronic drum set are extremely comparable experiences.  

You're talking about the pro drums, I suppose? Those aren't the same as the other instruments on offer in Rock Band, though they are the only pro instrument that will be brought into Rock Band 4. The Pro Drums are close to the real thing (YellowKing's anecdote is probably caused by latency, understandably confusing the drummer).

However, you mentioned a real guitar as well, and that's the part I responded to. The pro guitar is not in Rock Band 4.

I've seen a number of people share your attitude towards these games publicly, and I have to admit that it almost always comes off as them saying "look at you amateurs playing with your plastic instruments. I'm too cool for that shit." Linking to fancy electronic drums for no reason doesn't help combat that impression.
91  Gaming / Console / PC Gaming / Re: [PS4/XB1] Rock Band 4 on: March 18, 2015, 07:44:50 PM

Quote from: Gratch on March 18, 2015, 03:43:31 PM

While I loved my time with plastic instruments, I can't ever see myself going back to them again.  I have a real electric guitar and a real electronic drumset now...why would I go play pretend?

Why play Call of Duty when you can shoot real guns? Why use virtual reality when we have reality? Why play a racing game when you've got a driving license and a car? Why play Pong when you can play real table tennis?

It's a game. Playing a real guitar and a Rock Band guitar are two completely different things that have little in common. One is not meant to duplicate the experience of the other.
92  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 17, 2015, 02:17:14 PM

Quote from: naednek on March 17, 2015, 02:14:15 PM

Quote from: TiLT on March 17, 2015, 01:59:34 PM

Quote from: wonderpug on March 17, 2015, 12:58:11 PM

What speed do you guys play at?

Mostly just max speed, pausing when I need to do something in the game. Sometimes I'll turn it down to the lowest speed when I just want to watch my city in motion.

Wrong game...

What, you don't appreciate my clever Cities in Motion reference? slywink
93  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 17, 2015, 01:59:34 PM

Quote from: wonderpug on March 17, 2015, 12:58:11 PM

What speed do you guys play at?

Mostly just max speed, pausing when I need to do something in the game. Sometimes I'll turn it down to the lowest speed when I just want to watch my city in motion.
94  Non-Gaming / Off-Topic / Re: Con Man - Alan Tudyk and Nathan Filiion on: March 16, 2015, 09:21:46 PM

Quote from: Blackjack on March 16, 2015, 07:28:20 PM

I trust the whole series isn't set in a restroom? Although that'd certainly trim production costs!  smirk

They've mentioned two pretty expensive sets: A con, and the spaceship from Spectrum. The con will require a bunch of extras too.
95  Gaming / Console / PC Gaming / Re: What are you buying this week? (3/17) on: March 16, 2015, 05:58:12 AM
Nothing.
96  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 15, 2015, 05:50:36 PM

Quote from: naednek on March 15, 2015, 04:23:24 PM

Tilt I'm curious about what your city looks like.  Care to post any screenshots?

Sure. It's not exactly a piece of art, but I've at least tried to keep it somewhat organic.



A view of the city from the beach. There used to be a harbor there, but I moved it after the residents complained about the noise. Now the beach is reserved for high-tech housing, with a ban on tall buildings.


The highway interchange that connects the various central parts of the city. It actually looks like it could have been a real place, which is to this game's credit.


The view from the other side of the city. Residential and office buildings dominate the landscape. Very little of it is commercial due to the park bug, but I expect that to change once the bug is fixed. The windmills I keep around as they've become part of the city's identity. In truth, the majority of the city's power is provided by a dam and a solar power plant.


The traffic situation. It's not ideal, but it's not bad either. I've spent many hours working on the city's complex network of roads, and the results have been very satisfying. The red sections are mostly new and untested (such as the area in the lower part of the image, which are still being built), or are long-term problems with one of my industrial areas. I haven't got a good solution for the latter yet, but I've been providing the population options to avoid the worst of it. It doesn't block anything important at this point, so I'm letting it slide.
97  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 15, 2015, 03:26:26 PM

Quote from: Autistic Angel on March 15, 2015, 11:24:00 AM

Have you had any problems with that bug where parks cause the demand for commercial real estate to crater?

-Autistic Angel

I was just about to post about this. I haven't had any commercial demand for many hours, and after a bit of googling figured out that it's related to parks. I hope they'll fix this soon. This could be one of the primary reasons why my industry is complaining about no demand for their goods. I'm up to 50k population, and there's only a small commercial area in the middle of the city. Even that barely manages to stay afloat.
98  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 10:37:12 PM

Quote from: jztemple2 on March 14, 2015, 10:24:41 PM

Alternatively you can use the Automatic Bulldoze mod.

Which solves nothing.
99  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 10:03:58 PM

Quote from: EngineNo9 on March 14, 2015, 09:57:35 PM

One thing is that I'm constantly struggling with having to plow down a ton of the industrial sites that can never find workers, even though I have tons of people that should be outside the basic education zones.

I see a lot of people talking about bulldozing abandoned buildings, but you don't have to do that. They get inhabited on their own again once the basic problem that caused them to be abandoned in the first place is fixed. Just leave them alone unless there's something about their situation that makes you think it's permanent, in which case your city has much bigger problems.

Also, I haven't checked, but I suspect bulldozing a building resets its level, and that's completely counterproductive to what you're trying to solve. Industrial buildings that level up require more educated workers. If your problem is that your population is too well educated, then you're making things worse for yourself by bulldozing buildings before they have a chance to grow.
100  Non-Gaming / Off-Topic / Re: Con Man - Alan Tudyk and Nathan Filiion on: March 13, 2015, 10:40:35 PM

Quote from: Bullwinkle on March 13, 2015, 10:12:22 PM

You are mentioning Deadwood in the same breath as Firefly?  Seriously?

Yes, because Deadwood was also a show that had a strong push to get revived for many years after its run was over. It didn't happen within a reasonable length of time, and with that, the opportunity was gone forever. It's the same with Firefly. The opportunity is gone and won't come back.
101  Gaming / Console / PC Gaming / Re: So 2015 the year of VR? on: March 13, 2015, 09:44:57 PM
The whole isolation thing with VR is blown waaaaay out of proportion. You might not see people around you, but you'll be able to hear them unless you deliberately use noise-canceling headphones or similar equipment. If the real world interrupts, all you have to do is hit Pause and lift the goggles off your face.
102  Non-Gaming / Off-Topic / Re: Con Man - Alan Tudyk and Nathan Filiion on: March 13, 2015, 09:41:35 PM
People have got to realize at this point that Firefly is dead and will continue to be so, just like Deadwood won't ever see a continuation. It's dead Jim.

Con Man is a great way to have a little fun with the whole idea that the show is dead. It's not an attempt at resurrecting it, and it won't ever be.
103  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 13, 2015, 01:50:28 PM

Quote from: EngineNo9 on March 12, 2015, 09:25:34 PM

I'd say that the Cities In Motion games would be a better example of the DLC to expect, since that's the same developers (and publisher).

Nope, it's the Crusader Kings 2 and Europa Universalis 4 model. Here's a quote from the community manager on Reddit:

Quote
Yup, actually quite a large amount too. We're going with an expansion policy similar to CK2/EUIV where we bundle free content and updates with larger paid expansions. For example our first non--bug-fixing update to the game will be free tunnels and European wall-to-wall buildings. smile
104  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 12, 2015, 07:51:27 PM

Quote from: naednek on March 12, 2015, 07:11:31 PM

with steamworkshop being heavily used, I think I'd be fine without DLC unless it features being changed/added

You should have a look at their other games to see their DLC strategy in action. This is of course assuming that this game, which isn't developed by them, follows the same style. It's the ideal type of game for it, so I'd be surprised if it doesn't.

Essentially, Paradox releases a bunch of cheap cosmetic DLC, with 3-4 larger expansions per year. I'd expect new buildings and city styles to take the place of cosmetic DLC for Cities: Skylines, with a similar approach to expansions.
105  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 12, 2015, 06:01:19 PM
Expect tons of DLC for this game in typical Paradox style. Thankfully, they keep making great DLC for their other games, so it's a good thing. smile
106  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 12, 2015, 05:22:06 AM

Quote from: naednek on March 12, 2015, 04:35:08 AM

This is what modding can do

You don't need to mod to do that. You can do it entirely in-game if you like. Here's an example I made, in-game:

107  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 11, 2015, 09:18:59 PM

Quote from: EngineNo9 on March 11, 2015, 09:15:49 PM

I've only played for an hour or so, but couldn't you just create a residential area without access to the higher education to create uneducated residents that will take those lower skill jobs?  At least with my first elementary school it seemed to have an effective range and any houses outside of that stayed ignorant.

That's what we're discussing already. You don't even have to limit access to higher education, only the basics. If they can't get basic education, they can't move on to higher education either.
108  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 11, 2015, 08:30:40 PM

Quote from: wonderpug on March 11, 2015, 03:25:18 PM

Quote from: TiLT on March 11, 2015, 02:27:12 PM

Quote from: jztemple2 on March 11, 2015, 01:45:41 PM

Quote from: TiLT on March 11, 2015, 07:41:29 AM

You can click on a non-abandoned industry building to see the expected education level of its workers and the education they actually have. If there's the kind of mismatch I think you're having, the building will actually outright tell you that its workers are over-educated.

Oh, I did that and it does say that my workers are over-educated. It's just that it's just not a few buildings, every building in one several block area ended up being abandoned. I guess I'll have to build some run down neighborhoods Roll Eyes

I guess the moral of the story is that you can't expect to combine an urban city with farming. You should probably create a smaller town for the people who'll be doing the farming, next to the farms themselves, and then don't bother much with education in that area. Your highly educated cims (yeah, that's what they're called in this game) expect you to build offices, not farms.

I haven't fiddled with districts a whole lot yet, but maybe you could also make a residential district near your farming center that has policies to help keep education down?

There is no such policy that I've heard of. Regardless, I myself ran into the over-educated for industry situation today, and I did indeed solve it by creating a smaller residential community nearby without education.
109  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 11, 2015, 02:27:12 PM

Quote from: jztemple2 on March 11, 2015, 01:45:41 PM

Quote from: TiLT on March 11, 2015, 07:41:29 AM

You can click on a non-abandoned industry building to see the expected education level of its workers and the education they actually have. If there's the kind of mismatch I think you're having, the building will actually outright tell you that its workers are over-educated.

Oh, I did that and it does say that my workers are over-educated. It's just that it's just not a few buildings, every building in one several block area ended up being abandoned. I guess I'll have to build some run down neighborhoods Roll Eyes

I guess the moral of the story is that you can't expect to combine an urban city with farming. You should probably create a smaller town for the people who'll be doing the farming, next to the farms themselves, and then don't bother much with education in that area. Your highly educated cims (yeah, that's what they're called in this game) expect you to build offices, not farms.
110  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 11, 2015, 07:41:29 AM
You can click on a non-abandoned industry building to see the expected education level of its workers and the education they actually have. If there's the kind of mismatch I think you're having, the building will actually outright tell you that its workers are over-educated.
111  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 11, 2015, 05:52:59 AM

Quote from: jztemple2 on March 11, 2015, 05:48:59 AM

Anyone else having a problem keeping their farms and forestry industries from being abandoned? I'm having a rash of it right now.

Could it be something like your population being too well educated for those kinds of jobs?
112  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 10, 2015, 08:19:47 PM
My first city is doing quite well at the moment. I've passed a population of 10,000, and I'm keeping traffic under control so far. A couple of screenshots:

An overview of the city:


One of the residential areas, close to the local ore mines, with a view towards the city:


A look at some of my design decisions in order to deal with traffic problems:


The ore mines, which are a controversial topic among the population. I expect to repurpose the mines into farmland later, so everyone should eventually end up happy:


I've seen many people fall into the trap of designing their cities on a grid, as if they were still playing SimCity 4. There's no need to do that for the majority of your city. You've got plenty of space to grow on, and your city will look much, much more organic and interesting if you're willing to think outside the box. Also, a grid seems to be a recipe for traffic disaster in this game.
113  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 10, 2015, 06:46:20 PM

Quote from: Caine on March 10, 2015, 05:52:51 PM

Everything you wanted out of a simcity game that Maxis was too stupid to deliver.

Don't blame Maxis for the corporate requirements given to them by their publisher. What happened to SimCity and The Sims is entirely EA's fault.
114  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 10, 2015, 12:20:06 PM

Quote from: Punisher on March 10, 2015, 11:14:22 AM

I wonder what the holdup in the release is. Other games have no problem unlocking at midnight from Steam, but they are saying that Steam is the reason for the delay. I think it is unlocking at 2:00PM EST.

It's unlocking in a little under 5 hours from now. That's the standard release time for Steam games that aren't deliberately going for a staggered release for each time zone. Steam always does its updates at that time, at least in Europe, and it's one I've become quite familiar with. Remember, the development team consists of 13 people and is in Finland. You can't expect them to do this in the same way that huge AAA studios can.
115  Gaming / Console / PC Gaming / Re: What are you buying this week? (3/10) on: March 09, 2015, 05:16:24 AM
Cities: Skylines is pre-ordered. Ori and the Blind Forest has had me intrigued since its first reveal trailer, so I'm keeping an eye on that for PC.
116  Gaming / Console / PC Gaming / Re: So 2015 the year of VR? on: March 07, 2015, 07:35:44 AM

Quote from: wonderpug on March 07, 2015, 04:37:10 AM

Quote from: Teggy on March 07, 2015, 04:31:39 AM

Well still then I'll need to decide if I want to invest in my PS4 or my PC.

Have to wait and see, of course, but I think indie devs will put the Rift ahead. You can already do the Death Star trench run in VR using the Rift; who knows how long it'll take before you can do it on the Morpheus.

I suspect it won't take long. Indies are probably going to be the primary source of VR experiences on the Morpheus for a while, except for in those cases where Sony has a partnership with some larger company (if that'll even happen. We don't know). Most indies with a VR game are probably going to be very eager to spread their game across as many platforms as possible, and as of now that means PC -> PS4.
117  Gaming / Console / PC Gaming / Re: So 2015 the year of VR? on: March 06, 2015, 10:23:19 PM

Quote from: Teggy on March 06, 2015, 05:07:07 PM

Quote from: TiLT on March 06, 2015, 07:31:08 AM

Quote from: Teggy on March 06, 2015, 01:00:23 AM

I really can't get into VR until I start seeing how games support it. No way am I buying more than one of these headsets because EA only supports one and Ubisoft supports another or whatever.

That's not going to happen. Unless a title is a paid exclusive, it's in those companies best interests to make their titles work on both available VR sets. The market will be small enough initially anyway, and they don't need to make it smaller.

Both? We've already got Valve, Sony, Oculus and I assume Microsoft.

Yes, both. Morpheus probably won't work on PC, and Gear VR runs off a phone. The only PC competitors are Valve and Oculus. Microsoft is going for AR instead of VR, two very, very different technologies that are in no way compatible with each other.
118  Gaming / Console / PC Gaming / Re: So 2015 the year of VR? on: March 06, 2015, 07:31:08 AM

Quote from: Teggy on March 06, 2015, 01:00:23 AM

I really can't get into VR until I start seeing how games support it. No way am I buying more than one of these headsets because EA only supports one and Ubisoft supports another or whatever.

That's not going to happen. Unless a title is a paid exclusive, it's in those companies best interests to make their titles work on both available VR sets. The market will be small enough initially anyway, and they don't need to make it smaller.
119  Gaming / Console / PC Gaming / Re: So 2015 the year of VR? on: March 05, 2015, 07:35:46 PM

Quote from: wonderpug on March 05, 2015, 07:25:37 PM

Quote from: TiLT on March 05, 2015, 07:12:14 PM

Quote from: wonderpug on March 05, 2015, 07:03:35 PM

How well does your right eye see up close?  Since the VR screen is going to be just a few inches away from your eyes, even if something is very distant in the virtual game world, your right eye will only have to focus on an actual object that's just those few inches away.

This isn't true, which might sound crazy. There's a lens in front of each eye that bends the light so that it hits your eyes straight on. As far as your eyes can tell, what you're looking at is way off in the distance. Your ability (or lack of) to look at objects up close doesn't come into the picture.

If the display screen just showed nothing more than "Hello World", just how far would you say the lens would shift the apparent distance?

edit: Huh. Now I'm really confused. Poking around the internet, I see some people say the lenses let you focus all the way out to infinity, while others say they can use the Rift without glasses despite being extremely nearsighted.

I'm particularly interested in knowing how this will work since my wife has even worse vision than Zinfan.

I don't remember quite how it goes, but supposedly one kind of sight deficiency (near or far) isn't a problem with the Rift, from what I've been told.

And yes, the lenses make things physically appear at infinite distance from your eyes. You'll actually change your focus based on what part of the VR world you're looking at, but the distance to the screen isn't a factor in this. The only odd thing about this solution is that everything will be just as clear, regardless of distance. Future VR sets may implement eye tracking to detect what you're looking at, and then applying a field of view effect to the rest of the scene.
120  Gaming / Console / PC Gaming / Re: So 2015 the year of VR? on: March 05, 2015, 07:12:14 PM

Quote from: wonderpug on March 05, 2015, 07:03:35 PM

How well does your right eye see up close?  Since the VR screen is going to be just a few inches away from your eyes, even if something is very distant in the virtual game world, your right eye will only have to focus on an actual object that's just those few inches away.

This isn't true, which might sound crazy. There's a lens in front of each eye that bends the light so that it hits your eyes straight on. As far as your eyes can tell, what you're looking at is way off in the distance. Your ability (or lack of) to look at objects up close doesn't come into the picture.
Pages: 1 2 [3] 4 5 ... 176
Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2013, Simple Machines
Valid XHTML 1.0! Valid CSS!
Page created in 0.316 seconds with 20 queries. (Pretty URLs adds 0.158s, 1q)