It sure is easy to draw a lot of characters with acceptable frame rates if you don't have to draw anything else.
I'm confused what tech they were even trying to show off.
Was it just them stitching audio threads together to keep overhead for audio low? Or was it a literal murmur-track that just plays in response to large groups to obfuscate individual dialogue from individuals next to each other?
It sure is easy to draw a lot of characters with acceptable frame rates if you don't have to draw anything else.
I'm confused what tech they were even trying to show off.
Was it just them stitching audio threads together to keep overhead for audio low? Or was it a literal murmur-track that just plays in response to large groups to obfuscate individual dialogue from individuals next to each other?
I'm making a wild assumption, but I think the idea was that everyone in the room using voice at the same time and using distance to determine volume.
Currently, and I could be wrong, something like Vivox (what is typically used for voice comms in games) will allow you to hear people based on distance, but the volume is all equal so you can't tell how close or far the person is away.
Again, I'm not entirely sure that's what is going on here.
It sure is easy to draw a lot of characters with acceptable frame rates if you don't have to draw anything else.
I'm confused what tech they were even trying to show off.
Was it just them stitching audio threads together to keep overhead for audio low? Or was it a literal murmur-track that just plays in response to large groups to obfuscate individual dialogue from individuals next to each other?
I'm making a wild assumption, but I think the idea was that everyone in the room using voice at the same time and using distance to determine volume.
Currently, and I could be wrong, something like Vivox (what is typically used for voice comms in games) will allow you to hear people based on distance, but the volume is all equal so you can't tell how close or far the person is away.
Again, I'm not entirely sure that's what is going on here.
Meta-Hype is what's going on, but nothing much of any real value.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
It sure is easy to draw a lot of characters with acceptable frame rates if you don't have to draw anything else.
I'm confused what tech they were even trying to show off.
Was it just them stitching audio threads together to keep overhead for audio low? Or was it a literal murmur-track that just plays in response to large groups to obfuscate individual dialogue from individuals next to each other?
I'm making a wild assumption, but I think the idea was that everyone in the room using voice at the same time and using distance to determine volume.
Currently, and I could be wrong, something like Vivox (what is typically used for voice comms in games) will allow you to hear people based on distance, but the volume is all equal so you can't tell how close or far the person is away.
Again, I'm not entirely sure that's what is going on here.
Meta-Hype is what's going on, but nothing much of any real value.
For sure. Personally I don't even like voice comms outside of a group or perhaps a guild and prefer external tools like Teamspeak and Mumble (Discord needs to die in a fire).
The audio in Second Life has falloff over distance on it's voice. VR Chat does it too, it's just audio spatialization. Feel like that's actually a relatively normal feature for voice to fade over distance.
EDIT: Seems Vivox has it too, they call it 3D-Positional Audio though. Doesn't necessarily means every game uses it, but apparently it's used in the likes of PUBG to make sure audio is tracked relative to your facing as well as the volume on a falloff curve relative to distance from source.
Guess I'm still just confused what tech the audio demonstration there was supposed to even be about. They threw the word amalgam in there so I assumed it was trying to integrate something in the voices (such as their audio threads) together. Hype does seem to be the only quantifiable effect though.
It sure is easy to draw a lot of characters with acceptable frame rates if you don't have to draw anything else.
I'm confused what tech they were even trying to show off.
Was it just them stitching audio threads together to keep overhead for audio low? Or was it a literal murmur-track that just plays in response to large groups to obfuscate individual dialogue from individuals next to each other?
I'm making a wild assumption, but I think the idea was that everyone in the room using voice at the same time and using distance to determine volume.
Currently, and I could be wrong, something like Vivox (what is typically used for voice comms in games) will allow you to hear people based on distance, but the volume is all equal so you can't tell how close or far the person is away.
Again, I'm not entirely sure that's what is going on here.
That's not even hard to do. If it hasn't commonly been done in the past, it is only because people weren't interested in doing it.
What's with the desire to put all these people together, most gamers are socially awkward and like to solo.
It is yet another feature nobody requested.
It's a feature I've been requesting for years
Hell, its the defining feature of this genre: being massively multiplayer!
But, getting 100s of players together is only step one. You then need to design gameplay systems that actually make use of all those players, otherwise what is the point of having them?
As most game engines / network engines / graphics engines cannot handle 100s of players in the same virtual environment, nobody ever gets around to creating gameplay for large amounts of players. The closest we tend to get is PvP, but we never get any systems in place to prevent it being anything other than zerg v zerg.
However, I'm looking forwards to the day when this starts to happen. I'm thinking of systems like group formations as a way to organise large scale gameplay. Standard block formations for infantry, line formations for archers, wedges for cavalry, squares for pikemen etc. Maybe there will be dedicated roles for commanders who would be able to draw directions on maps that their troops can see so they can direct battles (a bit like playing an RTS, except you're giving commands to players, not npcs).
Or, how about large scale building projects for the crafters out there? Perhaps your faction wants to build a new fortress, but it'll require 100s of crafters to contribute. It would be awesome to be able to see all those crafters actively delivering supplies and building that fortress in front of my eyes.
The possibilities for large scale content are pretty amazing, and we've barely scratched the surface. We need the technology to catch up and make it possible, and then we'll start seeing devs experimenting with different types of large scale gameplay.
And so, I applaud Improbable for their efforts, even if SpatialOS tanked. I'm glad they, like CU, are making the effort. Even if they don't succeed, eventually someone will.
What's with the desire to put all these people together, most gamers are socially awkward and like to solo.
It is yet another feature nobody requested.
It's a feature I've been requesting for years
Hell, its the defining feature of this genre: being massively multiplayer!
But, getting 100s of players together is only step one. You then need to design gameplay systems that actually make use of all those players, otherwise what is the point of having them?
As most game engines / network engines / graphics engines cannot handle 100s of players in the same virtual environment, nobody ever gets around to creating gameplay for large amounts of players. The closest we tend to get is PvP, but we never get any systems in place to prevent it being anything other than zerg v zerg.
However, I'm looking forwards to the day when this starts to happen. I'm thinking of systems like group formations as a way to organise large scale gameplay. Standard block formations for infantry, line formations for archers, wedges for cavalry, squares for pikemen etc. Maybe there will be dedicated roles for commanders who would be able to draw directions on maps that their troops can see so they can direct battles (a bit like playing an RTS, except you're giving commands to players, not npcs).
Or, how about large scale building projects for the crafters out there? Perhaps your faction wants to build a new fortress, but it'll require 100s of crafters to contribute. It would be awesome to be able to see all those crafters actively delivering supplies and building that fortress in front of my eyes.
The possibilities for large scale content are pretty amazing, and we've barely scratched the surface. We need the technology to catch up and make it possible, and then we'll start seeing devs experimenting with different types of large scale gameplay.
And so, I applaud Improbable for their efforts, even if SpatialOS tanked. I'm glad they, like CU, are making the effort. Even if they don't succeed, eventually someone will.
I've played with hundreds of people in the same area plenty of times.
What's with the desire to put all these people together, most gamers are socially awkward and like to solo.
What makes you think they are gamers?
Because non-gamers that want to go to a rave... just go to a rave, they don't sit home and log into their computers.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Another day, another "this is the future" thread.......
To be fair.. every new day is the future happening.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Comments
Was it just them stitching audio threads together to keep overhead for audio low?
Or was it a literal murmur-track that just plays in response to large groups to obfuscate individual dialogue from individuals next to each other?
Currently, and I could be wrong, something like Vivox (what is typically used for voice comms in games) will allow you to hear people based on distance, but the volume is all equal so you can't tell how close or far the person is away.
Again, I'm not entirely sure that's what is going on here.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
EDIT: Seems Vivox has it too, they call it 3D-Positional Audio though. Doesn't necessarily means every game uses it, but apparently it's used in the likes of PUBG to make sure audio is tracked relative to your facing as well as the volume on a falloff curve relative to distance from source.
Guess I'm still just confused what tech the audio demonstration there was supposed to even be about. They threw the word amalgam in there so I assumed it was trying to integrate something in the voices (such as their audio threads) together. Hype does seem to be the only quantifiable effect though.
https://biturl.top/rU7bY3
Beyond the shadows there's always light