Vicon Heads to GDC 2019
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Miami US   15, Jul — 20, Jul
Orlando US   24, Jul — 27, Jul
Grapevine US   25, Jul — 29, Jul
Los Angeles US   28, Jul — 29, Jul
Los Angeles US   28, Jul — 2, Aug
Latest comments
by UtopiaNemo
2 hours ago

I have the utmost respect for each of these developers. I must say I think they’re mostly incorrect in their assessments of why the Dreamcast failed. The Dreamcast’s ultimate failure had so little to do with the way Sega handled the Dreamcast. Sega and their third party affiliates such as Namco and Capcom put out so many games of such stellar quality, that the Dreamcast won over a generation of gamers who had previously been diehard Nintendo or Sony fans. They even won me over, who had been a diehard Sega fan since the SMS days, but was so disillusioned by the Saturn’s handling that I had initially decided to sit the Dreamcast out. At that time, the Dreamcast launch was widely considered to be the strongest console launch in US history. In my opinion, the three issues leading to the fall of the Dreamcast were (in inverse order):1)piracy, 2)Sega’s great deficit of finances and cachet following the Saturn debacle, and 3)Sony’s masterful marketing of the PlayStation 2. Piracy’s effect on Dreamcast sales is a hotly debated topic, but I’ll say that the turn of the millennium, most college and post-college guys I knew pirated every bit of music or software they could. Regarding the Saturn debacle, the infighting between SOA and SOJ is well known, as are the number of hubristic decisions Mr. Nakayama made which left Sega in huge financial deficit. They were also directly responsible for erasing a lot of the respect and good will Sega had chiseled out worldwide during the Mega Drive/Genesis era. With the Dreamcast, Sega was digging itself out of a hole. They had seemingly done it as well, and would have surely continued along that path, had it not been for the PS2. There is no doubt in my mind that the overwhelming reason the Dreamcast failed was because of the PS2.

by Philip Ho
4 hours ago

Great stuff Fran!

What the hell are you saying? I can't make sense of it.

Vicon Heads to GDC 2019
12 March, 2019

OXFORD, UK – March 12, 2019 – At this year’s Game Developers Conference (GDC), Vicon, the industry leader in motion capture, will be showing off the latest refinements to its location-based virtual reality (LBVR) system, Origin. To showcase those advancements and give a practical look at the true potential of LBVR, Vicon is challenging GDC attendees to a Beat Saber-like game — but in Vicon’s version, the only controllers are the players themselves.

“Although Origin is less than a year old, we have only begun to scratch the surface of its vast capabilities,” said Vicon CEO, Imogen Moorhouse. “For GDC, we want to give showgoers a practical demonstration of how Vicon is developing its leading LBVR system while having a little fun at the same time.”

Since its launch in August 2018, Origin has quickly established itself as the preeminent LBVR solution and the only choice for partners like Dreamscape Immersive and VR Arcade. Part of the reason for Origin’s success is Characters from Clusters, a feature that carries out the solving while seamlessly integrating with Unity and Unreal Engine for up to six users at a time, all delivered in under 20 milliseconds. The results are fully tracked and animated characters within the game engine, all in real-time. For operators, it means the most powerful LBVR solution on the market, for users, it’s an immersive experience like no other.

To highlight the latest updates to the system, Vicon is challenging GDC attendees to try Shadow Shifter, a game where every movement counts. Developed exclusively for GDC 2019, Shadow Shifter challenges two users at a time to step into Vicon’s booth and work together to earn coins. Equipped with six Pulsar active clusters and tracked by 20 Vicon Viper cameras, participants stand in front of a large video screen and prepare themselves as Evoke virtually recreates their bodies in real-time. As images appear on the screen, the contestants need to match their bodies to the shapes while avoiding obstacles in order to earn their place on the leaderboard.

The game will take full advantage of the recent updates to the Origin system, including improvements to the Evoke software, improved tracking and the introduction of “Nova,” an active strand kit containing a set of sensors that can turn any real-world object into an in-game prop. Improved system communication and enhancements to the intelligent tracking will also help give VR and immersive reality developers more options than ever before.

In a first look at the upcoming Shōgun 1.3 scheduled for release later this year, Vicon VFX product manager Tim Doubleday will also host live, daily demonstrations emphasizing the new features, including retargeting and high-fidelity finger capture in real-time. To highlight the new features, veteran motion capture artist Gina Williamson will star as Ciri from CD Projekt Red’s The Witcher game series. She will be streamed complete with full finger capture and props into Epic’s Unreal Engine using Vicon’s new LiveLink plugin. The demo showcases the advancements in real-time capture while offering a look at how game developers can make use of high-fidelity motion capture within the Shōgun platform.

Both Origin and Shōgun 1.3 will be on display throughout GDC 2019, March 20-22, in the South Hall at Vicon’s booth #1027. Shadow Shifter will run all-day throughout the show, while the Shōgun demo will take place all three days at 11 a.m. and 1 p.m., with additional demos on Wednesday and Thursday at 3 p.m. For more details or to book an appointment, contact:

About Vicon

Academy Award®-winning Vicon is the world’s largest supplier of precision motion capture and tracking systems. It serves customers in the CG animation, object-tracking, virtual and augmented realities, engineering, broadcast, biomechanics, sports and clinical sciences arenas.

Vicon is a subsidiary of Oxford Metrics (LSE: OMG), the international software company servicing government, life sciences, entertainment and engineering markets. Other holdings include Yotta, a provider of software and services for infrastructure asset management.

Amongst many others, Vicon global clients include:

Entertainment: Framestore, Audiomotion, The Imaginarium, Quantic Dream, Ninja Theory, Konami, Activision, Sony, Dreamworks, ILM, USC, EA, Capture Lab, CD Projekt, Digic Pictures, IO Interactive, Creative Assembly, Plarium Games, Mocap Lab, Seasun

VR: Artanim, VR Tech, Dreamscape VR, Canon, Samsung

Broadcast: Vizrt, Hunan TV

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