....what you know about this new opensim viewer?
Future SceneGate 2.0
- Gusher Castaignede
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Future SceneGate 2.0
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- Ilan Tochner • Christine Nyn • Kimm Starr
- Christine Nyn
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Re: Future SceneGate 2.0
Some interesting stuff there but essentially it's about playing with development concepts and trying to see what is viable. The thought behind it seems to be trying to bridge the current gap between what gaming engines are capable of in terms of detailing, quick response and sound capabilities and the level of response a VR viewer can deliver.
The approach being used rather presupposes that computers in general are becoming, or will need to become, capable of much more intense and demanding processing than is currently asked of them in VR. Just introducing an API between the graphics processor of choice and the raw input adds a layer we don't currently have and hence more overheads. The reluctance to engage with the questions about usability on cell phones demonstrates very clearly that they are aware that their approach is increasing the processing demand rather than optimising it.
Still, it's nice to know that people are working on improving the VR experience for us all.
The approach being used rather presupposes that computers in general are becoming, or will need to become, capable of much more intense and demanding processing than is currently asked of them in VR. Just introducing an API between the graphics processor of choice and the raw input adds a layer we don't currently have and hence more overheads. The reluctance to engage with the questions about usability on cell phones demonstrates very clearly that they are aware that their approach is increasing the processing demand rather than optimising it.
Still, it's nice to know that people are working on improving the VR experience for us all.
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- Gusher Castaignede • Graham Mills
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Re: Future SceneGate 2.0
Not an expert and obviously early days but doesn't it replace the current rendering engine with a (potentially at least) more feature-rich, better engineered one rather than simply add another layer? Can't speak to usability (and quite likely they hadn't the info to hand) but the feature set appears to include export to iOS and Android. Obviously this could be a protracted development program but, like you, I wish them well.
https://godotengine.org/features
https://godotengine.org/features
Christine Nyn wrote: ↑Mon Mar 14, 2022 8:41 pmSome interesting stuff there but essentially it's about playing with development concepts and trying to see what is viable. The thought behind it seems to be trying to bridge the current gap between what gaming engines are capable of in terms of detailing, quick response and sound capabilities and the level of response a VR viewer can deliver.
The approach being used rather presupposes that computers in general are becoming, or will need to become, capable of much more intense and demanding processing than is currently asked of them in VR. Just introducing an API between the graphics processor of choice and the raw input adds a layer we don't currently have and hence more overheads. The reluctance to engage with the questions about usability on cell phones demonstrates very clearly that they are aware that their approach is increasing the processing demand rather than optimising it.
Still, it's nice to know that people are working on improving the VR experience for us all.
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- Gusher Castaignede
- Gusher Castaignede
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Re: Future SceneGate 2.0
Why Godot Engine link?
Graham Mills wrote: ↑Wed Mar 23, 2022 7:03 pmNot an expert and obviously early days but doesn't it replace the current rendering engine with a (potentially at least) more feature-rich, better engineered one rather than simply add another layer? Can't speak to usability (and quite likely they hadn't the info to hand) but the feature set appears to include export to iOS and Android. Obviously this could be a protracted development program but, like you, I wish them well.
https://godotengine.org/features
Christine Nyn wrote: ↑Mon Mar 14, 2022 8:41 pmSome interesting stuff there but essentially it's about playing with development concepts and trying to see what is viable. The thought behind it seems to be trying to bridge the current gap between what gaming engines are capable of in terms of detailing, quick response and sound capabilities and the level of response a VR viewer can deliver.
The approach being used rather presupposes that computers in general are becoming, or will need to become, capable of much more intense and demanding processing than is currently asked of them in VR. Just introducing an API between the graphics processor of choice and the raw input adds a layer we don't currently have and hence more overheads. The reluctance to engage with the questions about usability on cell phones demonstrates very clearly that they are aware that their approach is increasing the processing demand rather than optimising it.
Still, it's nice to know that people are working on improving the VR experience for us all.
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Re: Future SceneGate 2.0
Because it's based on the Godot engine which was new to me and I thought others might be interested.
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- Gusher Castaignede
- Gusher Castaignede
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Re: Future SceneGate 2.0
Oh I see, then yes... GODOT 4.0 is what they are after... Vulkan render engine..
Graham Mills wrote: ↑Tue Mar 29, 2022 1:54 pmBecause it's based on the Godot engine which was new to me and I thought others might be interested.
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- Graham Mills