It is very weird to see these first careful steps back into the West, but Illusion correctly guesses that there's money to be made from sexy VR. This must be the first Illusion game with native English subtitles, these hover in mid-air near her desk. The jaggies are bad, but they always are an issue for 1st Gen VR unless you supersample, which I don't yet have the horsepower to do. Godrays coming in the window is nice, and the room is better lighted than Illusion games have been in the past, although that really isn't saying a lot.įinally, the overall experience seems pretty polished to me, and I think they're really coming to know the Unity engine. The room details are nice but not mind-blowing there is still that fake Illusion style that tells you you're not at all in a real space. I just wish we could get close enough to enjoy the detail. Secondly, her skin texture is very good and they're starting to understand subsurface scattering. If they go full motion-capture for H in this game, um, I'm pretty sure that will be incredible. Illusion's H animation has always been procedural, animated (to varying degrees of 'good') by artists, but there's always been that animation-uncanny-valley with them. First, the motion-capture is excellent, way beyond anything they've done so far, although her movements are pretty exaggerated in a Japanese-schoolgirl-cartoon way, which doesn't really fit the realistic environment. There are a lot of good things about this demo (and the game I'm sure) that bode really well for Illusion's direction. Over time I'm sure they'll sort out the weird IPS and scaling issues they've got. Her scale is a little wonky, when she's crouched down to the floor or if she's more than a few feet away she looks tiny, but then she stands up near you and she's taller than you are. The best games just make Oculus support room-scale from a particular seated spot. If that's what Oculus has been like, I'm glad to have gone room-scale- but I don't mean that as a dig in any way. You can't reach her, you can't touch her or be creepy (except for certain scripted moments), you can't explore her room or her space, you just get to come along for the ride. This game neuters all that, making it a kind of glorified 3D movie. You can breathe down the model's neck, or you can lie down and hang out, or you could be an ass and go lay on her bed (EEE's mods allows you to shift the world space by grabbing and dragging in mid-air, so you can create your own floor level to, say, lay down on a bed if you like). The compelling part of room-scale is to simply "be" in a given space. The model already has eye- and head-tracking in place, so it's not like she cares too much about where you lurk. There's nothing special about seated support, it's simply room-scale from a particular spot.
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