Gamers show no interest in VR in 2016
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Latest comments
by Trilo Byte
19 hours ago

If you rig your character up as a standard SineSpace avatar and getting it working properly, then any clothing purchased (or that you make) in SineSpace should just work properly (if not, file a bug report). If you're rigging up your Daz3D content as a costume replacement (also known as a bypass avatar, since it bypasses the entire avatar, clothing, and attachment system), then you're on your own.

by ariana pham
20 hours ago

play game happy wheels

by Kaji
1 days ago

Nice article. I would love to know if there is any cloth rigging tutorial or tool/plugin that could solve the typical mesh bleeding issue. For reference, I have issues with getting custom or bought clothes on a custom animated Daz3D Character in Unity. So far, the character looks good and work. The clothes fit in T-Position but once the animation starts, the vertices from the character bleeds through certain parts again and again. I've looked into the bones skin-weights but was not able to see anything to improve there. the problem grows once certain body-morphs alter the character (giving him more weight or muscles)

Gamers show no interest in VR in 2016
2 March, 2016
News

Games Network presented the results of its new survey. It appears that only 15% of players are going to buy  any of the VR platforms in 2016.

Gamers show no interest in VR in 2016

VR is one of the top trends of games industry as of today. Gamers can already choose from a variety platforms: Oculus Rift, Vive and PlayStation VR. Still there appears to be little demand – out of 13,000 respondents who answered, only 15 percent actually said they intend to get their VR headset this year, with 60 percent flat-out saying they would not consider a purchase.

Price might be the case, ranked most important by almost 32 percent of gamers. Gamers will have to spend $600 and $800 for the Oculus Rift and Vive, respectively. PlayStation VR’s price is yet to be discovered.

It worth mentioning that 75 percent of respondents were the ones owning a gaming PC, who are said to be the target audience of VR-oriented companies.

Source: gamesindustry.biz

 

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