There will be a month or so, PSVR will be officially released, it is estimated that many cable powders are already waiting for a good order, waiting for delivery. As early as two months ago, Lei Fengwang (searching "Lei Feng Net" public concern) was invited to deeply experience the PSVR. He thought that although the PSVR has content for protection, it is not the best in the three big headshots in terms of VR experience. . However, game developers still have a variety of reasons and are desperate to join the list of PSVR's long list of developers.
"Code 12" game concept design, VR version of the game will be released with PSVR in October
"VR cannot be singled out"Upon seeing Yao Yao (more people call him Yao Yaowan), he immediately told me that "VR cannot be singled out and is an accessory." PSVR's relationship with PS4 is equivalent to that of a mouse on a computer. relationship. This view seems to be consistent with the characteristics of the PSVR itself - based on the host PS4, cheaper, handle and helmet can be purchased separately.
If PSVR is equivalent to accessories, what attracts many game developers to join? He believes that VR is a big screen, bigger than usual, is a giant screen and ring. Previous large screen entertainment includes console games such as Xbox, PS4, and even arcade. Get a high quality experience on the big screen. The other is freshness. Take mobile games, the emergence of mobile games, so that people play games by touching the screen of the mobile phone, these people commonly known as the "entrance." On the surface, the number of people playing mobile games has increased and the growth rate is very fast. Some people think that mobile games are king. But it only brings people new experiences.
Therefore, VR games and traditional games cannot be called together because PSVRs rely on mainframes. PC-based VRs rely on highly-configured computers. VR cannot be separated from the base of the host computer or PC. It exists alone. “ VR is only a complementary, more enjoyable experience. Hardware ."
Why PSVR?
Long live game company corner
Since VR games only exist as supplements, why do they do this? Obviously, this relates not only to his previous experience in game development in Japan, but also to the planning of his company's Long live game. As the developer of the "Final Fantasy" series of games, console games have always been the direction of his return to business. After getting the Sony PSVR development version last year, the experience of a submarine shark made him feel that “this is a good thingâ€.
Later, the three VR headlines (Ouclus, HTC Vive, PSVR) announced the launch of the consumer version one after another, so they decided to develop the two host games "Your Toy" and "Project 12" (code 12) that are under development. ), Released with the corresponding PSVR version, thus giving the player an intensive purchase period. For example, the VR version of Code Number 12 and the host version of Your Toys will be released next year.
Yao Yao Pill also admitted that the Sony PSVR used the handle PS Move's top ball of light, from time to time to be blocked, easy for players to play. However, he did not take it for granted that "forcing ground and gas" was the goal he wanted to achieve and his understanding of Sony's console games.
"Forcing high" lies in the high quality of console games and the long development cycle. The development team must be personally selected by Sony. After a long period of verification, Sony will help users filter out 80% of games and leave excellent and complete works. The "grounding gas" is more prominent on the PSVR. After all, it is only an attachment. The price of the helmet will not allow the player to deter, and the handle can be obtained at a lower price on a certain treasure. This kind of business model is like Starbucks and McDonald's. Although it is a coffee shop and a fast food restaurant, consumers still feel different when they talk about it. This means that it is a “branding†effect.
At the same time, more than 40 million PS4 sales are presumably the most persuasive data for PS4 game developers. He calculated for me an account. If Microsoft Xbox One's sales are based on 20 million units (assuming data), a total of 60 million units will be sold, and one game will be sold to 1% of users, which is 600,000 users. 100,000 is the passing line, 200,000 has passed the pass, and 300,000 is already a very good result, and a game that sells 400,000 and 500,000 can be called a god. Similarly, even if the PSVR as an accessory, as long as 10% of users purchase, sales can easily over a million.
VR is "incurable" but full of fun
Posters placed in the office
Although external factors dominate, the key is how to develop a high-quality game, especially new VR games. For the old game Yao Yao Pill, VR is an innovation and a challenge. As experienced doctors, " You have seen all the diseases , and you have a lot of hard work. VR is the 'difficult disease' ."
Naturally, when developing a game for the PSVR, it encountered many different experiences than before. Technically it becomes cumbersome, the number of models is large, and the degree of construction of the scene is high. For example, fly the ashtray to this trivial matter. The guns were fired first, the guns opened fire, and the bullets flew out. The gun fired and the fire disappeared. The bullets flew out and hit the ashtray and the ashtray flew away. During this period there will be sound effects, including the sound effects of the gun, the sound effects of the gunshot, the sound effects of the bullets flying out, and the sound effects of the ashtray dropped on the ground. Numerous small details “occupy a lot of system resources, and the 60-frame picture has to be processed twiceâ€, which involves optimization models, special effects, and compression algorithms.
In terms of experience, the game begins after you open the PSVR box. The layout it lays down, the direction of each line will be clear to see, because each interface has a corresponding logo, such as a ring fork. When designing games, consider the features of VR. For example, in a turn in a VR game, the angle of the curve is not suitable for VR, the curve is large, and the player does not feel the turn; the curve is small, the ray tracing of the PSVR may be lost, and the user may be dizzy. For puzzle-type games, players who previously opened the door to the key will enter the next scene, but in VR, the door is broken. The player must first repair the door and find a screw to fix it. The player needs more initiative and participation.
In addition, in terms of game effects, if you are caught by a pawn and you are harmed in the console game, you can only do a cut, but in VR, soldiers will rush to insert a knife into your stomach, which will be true.
Yao Yaowan, who claimed to be developing the "3A Wind" game, believes that the picture is more important. Because the ranking of 3A is investment, screen, and gameplay respectively, the realism of the screen is more in line with the requirements of virtual reality. "The reality must be true, and it should be the feeling of entering the show." In terms of gameplay, games such as shooting games, designing, and solving mysteries are basically fixed, so “innovation should be, but be cautiousâ€.
Due to his previous experience with Playroom, he particularly liked its gameplay. In this game, a player wears a PSVR and plays the monster in the game. The other three players use the handle to play as a villain to avoid the monster. Out of curiosity, I asked him, "Why does Sony create a game like Palyroom for PSVR?"
Yao Yaowan frankly stated, “This is the game of the first party. PSVR developers have not yet given it to other developers. They may have already done it. Developers are very good at hardware features because they understand hardware well. Latecomers need to be familiar with it, first in the safest form."
postscriptPerhaps the PSVR player's range of motion is limited to sitting or standing in place, and the PS Move handle will be blocked, but when I mention these deficiencies to him, he will laugh and jokingly replied, "This is so "And added that Sony is definitely solving these problems." Because "Sony believes that the content is king, the product release has just begun, and the content must match the hardware, but the latter may need hardware to match the content. This is a long way away."
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