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Really important tip from your guidelines: https://www.supermedium.com/blog/webvr-guidelines https://www.supermedium.com/blog/webvr-guidelines > Add any form
by strictnein 9y ago
Really important tip from your guidelines:
https://www.supermedium.com/blog/webvr-guidelines https://www.supermedium.com/blog/webvr-guidelines
> Add any form of audio. ... anything is better than complete silence.
Early on a lot of the VR tech demos for the Oculus DK1 and DK2 had no sound and it was almost maddening. I can't remember the name, but one of my favorite things to show people new to VR is little more than a music video. Starts out dark, this weird blocky figure appears, a blocky sun rises, then huge giants appear, all set to this electronic, pulsating song. First came out with the DK1 or DK2 and now works on the Vive as well.
Edit: Found it. It's called Surge:
http://store.steampowered.com/app/477130/Surge/ http://store.steampowered.com/app/477130/Surge/
Anyways. It's a simple thing, but quite compelling because of the sound, so make sure to keep audio in mind when crafting VR experiences.
- ngokevin 9y agoCool! Audio visualizations and music videos were the first things I toyed with when getting into VR. My first WebVR app was a waveform visualization of Darude - Sandstorm.
- feiss 9y agoYeah, audio & music play a big role in VR, they can make the difference. In Supermedium we have some fantastic examples like Obsidian, Dance Tonite (LCD Soundsystem) or Under Neon Lights (Chemical Brothers), among others.
- strictnein 9y agoAwesome. I'll hopefully have time to check them out tonight.
- dmarcos 9y agoAny feedback is super appreciated. We would love to hear what you think. You can reach us out at team@supermedium.com or real time chat on supermedium itself (via intercom) with any questions, suggestions or criticism.
- bigiain 9y agoThe first VR thing to really hit home for me was Björk's Stonemilker VR app thing. It really feels _intimate_ to me in a way nothing before ever had.