190°

Epic Games Founder Slams Oculus for Blocking VR Content Not Sold in Home

VRFocus - Epic Games has been a keen supporter of the Oculus Rift and virtual reality (VR) technology in general over the past few years. The company’s Unreal Engine 4 middleware is fully compatible with all major head-mounted displays (HMDs), and Epic Games has even built its fair share of VR demos to showcase the potential of the tech, including Oculus Touch shooter, Bullet Train. But that shared history isn’t stopping company founder Tim Sweeney from expressing his disappointment in Oculus VR this week.

Eonjay3376d ago

I gotta agree with Tim here. One of the MAJOR benefits of VR on the Rift is that you should have access to all sorts of content on the PC. For its part, I can understand why Facebook may want to limit content to approved material (for quality reasons), but thats not open at all.

“In what possible sense is this an “open platform”?” he asked. “Developers have to “request keys” for @Oculus DRM.”

Pandamobile3376d ago

It's dumb that it's not enabled by default, but it takes (quite literally) 5 seconds of work to allow unsupported content.

Scatpants3376d ago

That's cool. Is it a setting or some kind of hack?

bleedsoe9mm3376d ago (Edited 3376d ago )

probably just a legal thing so oculus isn't responsible for you hurting yourself with non approved software

joab7773376d ago

It was supposed to be the PC VR. It should be very open. Bad idea.

Bit a huge window of opportunity for the the "other" PC VR.

NegativeCreepWA3376d ago

It is open, all it takes is for you to check a box in the options, pretty simple. And oculus gets to cover their butt for anything that happens with third party software. It's a smart idea actually, considering all the possible law suites that can come their way with vr.

DEEBO3376d ago

Off topic but what's the best way to build a pc ready for vr or should i do a bundle deal?

I can't wait for oct.

Eonjay3376d ago

I think there is a build on YouTube. Search for '$900 Rift build' although there are two caveats:

I have seen similarly priced bundles on Amazon and

Eurogamer received a review build with a slightly lower spec CPU then the min requirements. But they did note issues on Project Cars.

GameBoyColor3376d ago

PCPartpicker will get you what you need. For example I made this little list of parts for you - http://pcpartpicker.com/p/2...

Things to note, It's better to get an AMD gpu because of dx12 and more developers taking advantage of the hardware unlike nvidia. And you don't need anything more that an i5 CPU but it's better to get a K series so you can get more out of it by Overclocking, which helps for running vr.

ShadowKnight3376d ago (Edited 3376d ago )

Lol I use pcpartpicker too

ONESHOTV23376d ago

check this cyberpower pc i have bought 2 pc from them laptop for 1500$ and a rig for 1800$ the sales are great http://www.cyberpowerpc.com...

kraenk123376d ago (Edited 3376d ago )

1800 for a PC is hardly a great deal..lol

ONESHOTV23376d ago

no it came to that because it was custom build the original price was 1400 but i bought i added a few things to it just check the site they have deals that fits your budget.

vanity293376d ago

Cyberpower kinda overcharges really.

Black0ut3376d ago (Edited 3376d ago )

@kraenk12

True, ONE's example isn't the best.

Depending on where you live though, prices can be stupidly high. I'm from Aus and just upgraded my CPU, Liq Cooler, PSU & MOBO (already had my case, 970 G1 & Ram); those new parts set me back over $800 including shipping... They were the best prices around here as well.

Outside the US prices can suck big time unfortunately, especially in Australia.

+ Show (1) more replyLast reply 3376d ago
Black0ut3376d ago

Like others have said; Pcpartpicker would be your best bet. If you're not sure on what exactly you need, ask around, look at PC forums. Read up about everything before you buy it. Makes life a LOT easier for when you receive the parts and set it all up.

+ Show (1) more replyLast reply 3376d ago
Hoffmann3376d ago

Looks like the company has too much control over their hardware.

Hope it can be hacked.

Pandamobile3376d ago

The "hack" you're speaking of is in the general settings menu and just needs to be enabled by the user. It helps if you read more than just the title before commenting.

cartoonx13376d ago

ever sideload an app on mac? its pretty similar where u allow an app to be installed even without signature. not sure why ppl commenting without actually knowing the real thing.

OoglyBoogly3376d ago

VR headsets are going to become the next console war. Oculus vr. Vive vr. all the other headsets out there.

I really wish all this started with like a DirectX VR or some universal API so we don't have to play this exclusive BULLSHIT with these. No way in HELL am I going to own multiple VR headsets for this or that game. Ridiculous.

Let's hope VR can survive long enough to get past this selfish closed off systems crap.

Pandamobile3376d ago

Well no one wants that, but the ball is firmly in Oculus' corner right now.

Valve is pushing for open VR standards so that all VR devices are treated equally (like a monitor), but Oculus has their own storefront, which currently doesn't support third party VR devices.

This absolutely needs to change in the next few months if they truly want VR to proliferate. There's no sense in a company like Oculus pushing hardware. No one wants to sell hardware unless that absolutely have to. Software is where the money is. It's high margin and less risky for them.

nitus103376d ago

I know this may come as a shock to you but DirectX is Microsoft's proprietary suite of API's. It is what is commonly known as a de-facto standard mainly due to it's lock-in factor.

If you want something more open then you basically have to look at Linux distributions, however Linux on the desktop is extremely small (approx 1.5%) although it totally dominates on supercomputers and over a billion people on this planet use Android which has a Linux kernel.

As for open API's you could look at OpenGL and Vulkcan but then again all you can really hope for is for developers to use those API's unless you want to write your own applications to take advantage of them.

OoglyBoogly3376d ago

I know DX isn't open but it is the standard and openly available for anyone to use. That was my point. I didn't say it necessarily had to be "open".

Someone always gotta drag Linux into this...

Scatpants3376d ago

Wow I didn't know they did that, that sucks. I wonder if the Vive is the same way. I might have to rethink my purchase. Sounds like they're trying to pull a Microsoft.

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90°

Epic Games Asks Judge to Force Apple to Unblock Fortnite on iOS

The saga of the legal battle that sees Epic Games fight Apple in the attempt to bring Fortnite back to iOS has just gained another chapter.

Read Full Story >>
simulationdaily.com
PapaBop37d ago

Damn, I'm going to need to restock my popcorn if this keeps up.

50°

Zombie Army VR: Everything You Need to Know

Zombie Army VR is creeping onto VR headsets later this month, and here's everything you need to know about Rebellion's latest.

Read Full Story >>
xrsource.net
24d ago
230°

Epic's Tim Sweeney shares first details about Unreal Engine 6

In an interview with Lex Fridman, Epic Games' Tim Sweeney shared the first details about the next version of Unreal Engine, Unreal Engine 6.

Read Full Story >>
dsogaming.com
Vits50d ago

It’s going to come packed with a bunch of flashy, buzzword-filled features that no one will actually be able to use without tanking performance. And just like every iteration of that engine before it, the excuse won’t be that it’s poorly optimized, no, it’s "forward-thinking" and the hardware just isn’t ready to keep up.

But since it saves studios from having to invest in developing their own internal engines, it’ll still end up being widely adopted across the industry.

VenomUK50d ago

But will it have micro-stutters?

Vits49d ago

But of course, even compatible with VRR, so you can really feel it.

rlow149d ago

What cracks me up, is a lot of games utilize Unreal 5 and yet gaming has become more expensive. So all that BS that they shoveled out the last big reveal hasn’t translated into savings and if it has, then the industry is just plain ol’ lying.

1nsomniac49d ago (Edited 49d ago )

You mean like “going digital will bring down costs for customer dramatically. Because there will be no packaging/distribution.” Or maybe the “games going forward, will be cross-buy so you buy it once and will be able to access it across all platforms you own.” Or even the “if we increase the rrp it will mean we can get rid of micro transactions altogether.”

… I could be here all day quoting the lies from this industry.

abstractel49d ago

Scope of games are way bigger than even just 10 years ago. Also keep in mind that Epic charges 5% for using their engine, Steam charges 30% just like Sony, Nintendo and Microsoft's stores. That's 35% of your revenue gone. Steam infuriates me because they don't have nearly the overhead console manufacturers have but they know people are unlikely to migrate to Epic Games Store (which charges 15% instead but has a shit storefront compared to steam). I love UE5 (for the most part) and it has pushed the envelope in ways that would be too long to list here. I think UE6 will push things further and make it possible for devs who don't have Rockstar resources to make amazing games even further. Time will tell.

barom49d ago

@1nsomniac Going digital did make things cheaper though. Games are dropping in prices at much faster rate than before and you’ll find plenty of sub $10 games on sale all the time, whereas before we had to wait for “greatest hits” label. Not to mention the indies basically have a levelled playing field now.

Pyrofire9549d ago

In the same way that you make all these assumptions and judgments on the future of UE, I see you making these assumptions and disregard any opinion you hold.
I see no value.
There is nothing constructive, just ire on what was and the willingness to believe nothing will get better.
You have given up on the possibility of joy and will not find it.

Profchaos50d ago

Will it have games or just more decade long projects

IanTH49d ago (Edited 49d ago )

I find this odd. How am I expected to be excited with future promises when mired by the current legacy of UE5 and its myriad of technical shortcomings that have yet to be solved, even years after release.

Of course they should be working towards the future, but talking about it while UE5 still has many unsolved issues years after it has been the de facto standard? An engine used by so many, after so many years, with the backing of a company as grossly cash-rich as Epic shouldn't have so many problems still.

And the optics - even if not the truth of the matter - is you're putting time & resources into UE6 at the expense of UE5; your current product still needs quite a lot of attention. Unless the message is "we're abandoning UE5 because it's issues are systemic, and we hope UE6 can address that mess by moving on as quickly as possible".

IanTH49d ago

I was attempting to reframe my comment as I watched more of the video, but the edit timed out. So here is a nearly completely different comment lol:

The number forks/fragmentations of UE5 feels like - from a laymen's perspective - a plausible explanation for why the engine, 3 years post release, has continued to have the same problems today as it did from day 1. Sounding as if they can't really find a way to cleanly coalesce each of the seven disparate variants, it seems hopes lie with being able to do so in the years leading up to the launch of UE6.

That said, if they have so many specific versions, then it does still kind of boggle the mind why issues, like compilation stutter, are still so pervasive. Seems in this specific scenario, the fragmentation could potentially be useful for at least helping to narrow down platform specific issues/solutions.

Clearly not the case, so hopefully they can make UE6 more unified to allow for more focused, streamline engine development.

PixelOmen49d ago

Compilation stutter hasn't really been much of an issue for a couple years now if the devs know what they're doing. The problem is not all the devs know what they're doing in that regard. The real problem is traversal stutter. That is nearly universal.

IanTH49d ago (Edited 49d ago )

I sort of ended up mentally putting both of those under the category of compilation stutter, which is surely too reductive. I should have just said "stuttering/fametime issues in all their incarnations". Because while there are improvements to comp stutter, even games that force you through long, even 30 minutes shader compilation stages before playing haven't managed to fully solve that issue. Heck, even consoles, with fixed hardware that can ship with pre-compiled shaders can't even seem to fully escape it.

Traversal stutter is definitely its own issue, though, and has only been exacerbated thanks to older cards being held onto longer, and companies - primarily Nvidia - opting to put 8GB VRAM buffers into cards for way the eff too long. If you don't have the top of the line CPU and high-end, overclocked RAM kits - most of the PC playing population - to help shuffle that info between system memory and the GPU, you're more screwed than most. And Nvidia could help the issue as well, if they could improve their years-long issue with high driver overhead. Freeing up any extra CPU usage, especially for those with weaker CPUs, would really benefit.

I really hope these things can have some kind of solution found for them sooner than later. As it is, it just feels like games are taking two steps forwards and two steps back a lot of the time. Improved pixel quality (world detail, lighting, etc), at the expense of degraded image clarity (softer image, heavy reliance on upscaling, increased artificing) and smoothness/performance (stuttering/poor frametimes).

And the fact this stuff occurs, when dev times are longer than they've ever been, with budgets creeping ever higher, it's that much worse to feel like a lot of experiences just aren't wins across the board. Especially as deep into this generation as we are, and with as much time as devs & engine makers have had to iron out issues. It feels like we may need to pump the brakes on the pace of research into graphics tech and rebalance towards optimization. Image clarity (native res, especially) continuing to fall further, with poor frametimes for a myriad of reasons, as the generation goes on doesn't feel the best.

PixelOmen49d ago

I'm not just talking about shader compilation stages. There are games like Expedition 33 that barely have any pre-compilation stages (in the background on the main menu) and have almost zero comp stutter. It has to do with the way you use shaders and make your materials. It still has some small traversal stutter though.

Noskypeno49d ago

It feels too soon to talk about UE6. It feels like UE5 barely got tapped, only a handfull of games really showed its potential.

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