Podręcznik rozwiązywania problemów 3mindwave Vr Agent Twin to interaktywna platforma szkoleniowa, która pomaga ludziom w nauce i rozwijaniu umiejętności w zakresie wirtualnej rzeczywistości. Podręcznik zawiera szczegółowy opis technik i narzędzi do tworzenia i wykorzystywania wirtualnej rzeczywistości do rozwiązywania problemów. Platforma zapewnia wyjaśnienia zarówno ogólne, jak i szczegółowe, a także instrukcje krok po kroku, jak tworzyć i wykorzystywać wirtualną rzeczywistość do rozwiązywania problemów. Platforma zawiera również ćwiczenia i narzędzia do wspomagania nauki oraz wsparcia w rozwiązywaniu problemów. Dzięki temu podręcznikowi rozwiązywania problemów 3mindwave Vr Agent Twin można łatwo nauczyć się tworzenia i wykorzystywania wirtualnej rzeczywistości oraz rozwiązywania problemów.
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Really interesting to hear your thoughts on this subject matter
As a starting VR developer, something I feel is obvious is that trailers should be in VR (360°), or at least have a VR version! But no developers are giving that option... Great video as always!
I do agree. I also find the lack of VR video content of these VR Trailers to be more disturbing. I should be able to go into YouTube in VR, play a VR Game trailer and be completely immersed in the trailer. I get what you are saying in terms of selling VR to those who never played it, but in general I mean. A lot of VR games would benefit if they also release 360 video content.
Wow I never really thought about it! I absolutely agree, VR game trailers should be made and treated the same way as pancake AAA titles
I remember watching both Gears 1 and 2 trailers back then and my reaction was "meh, show me gameplay, I want a video game, not a movie".
Eric 100% you are correct, the Trailers really need to be more compelling. I know you as well as me have played pretty much everything out there in VR and its just so hard to show how compelling a game can be but they REALLY need to do it. so many trailers focus on showing game play mechanics but its so hard to make a gameplay mechanic look fun when you do not have a VR Headset, gotta focus on what makes a game look fun to play from the average user. im very interested to see what Valve Flagship title shows off for its because we all know how the previous ones went!
Yeah I agree. The trailer for Space Junkies is a direct copy of the movie, Gamer, which regularly shows the mental, close-up reactions of the actual players in the game. The reason why it fails is that the viewer can't relate or connect with those people: they're weird and annoying and don't sell the game.
I just played space junkies at a VR arcade while I was out in Idaho. My nephew his friend and I all jumped into a few 2v1 matches. I had so much fun and saw how amazing it was first hand but was also really sad when I realized I missed a solid title.
I think VR games need demos first and foremost. So many times I've seen a game that looks good but think "I can spend $25 or 30 this, or I can get a case for my HMD, 3D printed Knuckle style controller holders, a VR cover etc. If a game is good and a Dev is proud of their work, a demo should be a given. Also, 2 of my favorite games I nearly passed on because I didn't know if I would like the controls/ gameplay (Ultrawings and Sairento)
You as a VR Youtuber, surely find creative Topics to create content.
Totally agree - if you have VR, you know the deal and want to know what the game is actually about, not what you already know. If you are not into VR, you probably have a negative view and switch off as soon as VR is pushed in your face. Far better to have someone watch a game trailer (as you say) on its own merits - then have them think 'Damn - this is in VR?.... now I am interested in VR'.
yes a game has to be able to stand on it's own. However I think With VR some games/activities can be more interesting than if there were in a pancake game. This having to do with presence and willing suspension of disbelief, something that many people seem to actively fight against. In the instance of the more 'artsy' trailers that don't convey the hook of a game, what you didn't include was that , to be successful, they are a part of a larger barrage of marketing that is shows why we should care. The initial GOW wild world trailer was after weeks(months?) of Cliffy B talking about how he had to get people to trust him about the chainsaw gun along with gameplay and tech showcases. Where the Spacejunkies commercial was pretty much on it's own as far as the wider VR public was concerned. If nothing else it looks like the end of a commercial campaign where now that we have had commercials 1-3 showing you the meat and bones mechanics here is some goofy fun you can do because you're in vr.
I agree with the fact that I already know it's a VR game so the trailer doesn't need to remind me every few seconds but, on the other hand I hate cinematic trailers because it's not the truth about the game, I want gameplay trailers.
Unfortunately the VR space is very young and the need to let gamers know in every trailer is a product of that. It doesn't really bother me but I do understand. It will get better and games with a narrative will have an easier time with this yet games like space junkies probably will put VR in your face first.
I agree with you there. I'm not buying a game because its VR, I'm buying a game because it looks good.
It's a good point. But it's a problem that's existed since VR first really exploded onto the scene, even as early as the 90's. People today are just more difficult to convince because they want instant results, or the final product. That's not how the first gen of VR works, so selling it to them is extra difficult because we're now in a gaming culture that likes the massive budget, pretty visuals spectacle over an actual game that seeks to push the envelope, and if it doesn't look good and have the pin sharp UHD visuals and 60fps watermark, then it'll get shit on or passed over. Convincing people what VR actually is, and that it has to run games with cut down visuals, but offers an immersion that a standard game just can't even remotely touch is a hard sell, because you have to experience the thing first hand with actual hardware than show it off in a trailer, because you just instantly lose the VR aspect of it doing that. I think you're spot on in that you have to show a game that stands up on its own merit, rather than trying to push the fact that its VR,. Not only this, but you have to show something that can only be done in VR to intrigue the viewer into wanting to try it. It's not going to be easily solved. Not currently at any rate.
All the bad vr trailer tell you ur in a vr game. Which is exactly what vr is trying not to do. You want that immersive experience not it telling you ur playing a game.
Your background is getting so many VR things. You brought up some really good points and we definently need to get some good trailers. How's work been?
Modern problems require modern solutions!