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It's not a technology issue, it's a content issue. There's huge cliff between being able to build easy to consume 2D content(the web) and 3D content(VR/3D). Th
by vvanders 10y ago
It's not a technology issue, it's a content issue.
There's huge cliff between being able to build easy to consume 2D content(the web) and 3D content(VR/3D). The reason AAA game budgets have exploded exponentially is due to the increased complexity and work required to build a compelling experience.
There's a reason 3D UIs never took off and it's the same reason this is dead in the water aside from a few niche markets.
- magicalist 10y ago> The reason AAA game budgets have exploded exponentially is due to the increased complexity and work required to build a compelling experience The indie scene is exploding with compelling experiences. AAA budgets are not necessary for (I would guess) a large majority of what makes up a 3d "compelling experience".
- vvanders 10y agoSure and a good majority of them are 2D or using art styles that have the lower production costs(space sims excel at this for instance, House of the Dying Sun being the latest great example). Once you go 2D -> 3D you have to worry about: Matrix math Import pipelines Skeletal animation and skinning Perspective, z-buffers and z-fighting Culling, LoD, etc Texturing, mipmaps and shaders and more... From a technical perspective I think it's totally a cool thing. However from a user perspective it's normally a net-loss. As someone who's been in the 2D/3D IxD space I'd love for it to be the other way around but sadly it's not. I do think there are areas like architectural and space visualization where VR could be compelling but that's a small market and probably not something we'll ever see at 'web scale'.