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Moving To 
Virtual Reality 
Chet Faliszek
 Je
23
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Questions? 
@ChetFaliszek 
chetf@valvesoftware.com

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Moving to virtual reality chet faliszek

Editor's Notes

  1. Hello I’m Chet Faliszek from Valve. Not technical. Moving to Virtual Reality.
  2. Physical manifestation of VR - Sensorama circa 1957 3D motion picture image- Stereo sound-Wind -Smell
  3. Telesphere Mask - Morton L. Heilig same guy Dual CRTs Two piece optics Integrated audio 1960 has almost all of the modern parts - missing tracking modern pc VR takes hold of pop culture in the 80
  4. many of the ideas of the 80s have faded, this one keeps coming back.
  5. it was as real as flying cars.
  6. Tried since 90s - headaches nausea. New round of HMDS - continued tradition.
  7. Too close to TV. Screens in Face. It didn’t transport me anywhere, it didn’t inspire me to think of new story telling ideas.
  8. Made me sick. Dismissed it. Dismissed it so much
  9. Important enough to move projects. What changed - saw our demo. Valve tradition - rolled down to 4th floor.
  10. Spend time in room - markers for tracking - why?
  11. I mean, I’ve lead projects.
  12. written on awesome games, and generally had fun making games at Valve. Until you see the room, not get it - i didn’t.
  13. At first, I thought VR was about graphics. - self-shadowing normal maps Didn’t change how i tell stories. Not graphics guy. VR just graphic trick.
  14. Giant HMD for better graphics? But the thing the room delivers, what real VR delivers is different.
  15. It can deliver Presence. I’m not going to describe to you what you need to achieve presence. Michael Abrash gave an entire talk on how to achieve it - punchline.
  16. Cat - explain what is Fail as well. room or at Oculus Connect with Crescent Bay. For the rest, trying to describe it to you will fail. First started demoing Needed new word. Presence - vr!=presence
  17. It’s so bad… (if you are reading these notes that aren’t for prime time - this is not a bad game, this is Matt Scott’s game Faceted Flight he let me use as an example - go buy it and his other games you snooping kids).
  18. But I get it. Until you experience it - the difference between immersion and presence is meaningless. immersion is the feeling the scene is around you. Presence is being in the scene. You aren’t looking at it, you are in it.
  19. Wife Demo That’s presence.
  20. For me, not just explore but take people there. This changed everything. This wasn’t a graphical trick -transform Other aspects of VR - Positional tracking = physical. Standing.
  21. Chair for person running the demo. Sitting v standing. Room to move and react - changes everything.
  22. Lizard brain - start without presence but with it - It is both a mental and physical reaction - you can’t control it.
  23. People reaching out with their hands. Room in Room - light switch. pro pree seption Not just body but where other object are as fact.
  24. Funny to watch - has other uses. Bathysphere We don’t have to trick them into believing it, they have to fight to not believe it. Just creating a real construct and putting someone there now with presence will make it real. It isn’t about of graphic tricks, it is about building a consistent world to trick their brain.
  25. Evil - horror games look away from screen - in the screen.
  26. Ball bot 3.
  27. That physical reaction works in other ways as well. chat heads.
  28. Coop and social games are going to be different now. Walk a mile. Vocabulary for this space. Non-realistic. In a cartoon - smart brain dumb brain.
  29. Ignoring technical - 60/30 - need 90.
  30. For real VR, for presence, you need 90 fps. Start and stay there dev.
  31. But the content problem is bigger, iPhone 2004. pop culture weighing in on what they think VR is.
  32. We need to step back from those ideas and find out what it really is. Preconceived notion - star trek holodeck. FPS - our bad examples. Real life better - not a limitation. Explore where we are limited now - empathy.
  33. But there is still so little we know Good tracking tricks your brain in all sorts of ways like with objects in your hands. Tracked ball. Input - gorilla arms. pro pree caption Minority report/disclosure dota2
  34. Moving from horse and buggy. Control schemes copied ships. steering wheel obvious.
  35. If anyone tells you they know - stop. Cloud head. Experiment.
  36. Right now, we are in the equivalent space as First Person Shooters before mouselook. Start there don’t know the problems - haven’t found the killer VR app past that first experience of the room.
  37. Why we have the tags. You know, in this room. But for now, I sit in that room because I’m trying to get other people to see what the future will be in VR.
  38. At Valve we could make one or two experiences, we will. But that alone won’t help us understand the experiences that will define this platform.
  39. And at the end of the day, that’s what I am trying to do. To inspire people to find out what will define the platform, story telling equivalent of those tags, what problems are still hiding that we don’t know about because we still aren’t there yet? Take away - ignore. no presence, not all the resources, open mind, experiment. If you can experience it.
  40. Come to Valve. Will change how you think about VR.