On 2/14/2022 at 9:52 AM, Aglaia said:
Last thing: i have tried Sansar and VR Chat as well. In Sansar, i got sick very fast, and the world i was in looked buggy, i was not able to choose some destination, so i abandonned after a few minutes. VR Chat was fine, i had some good time, i played a chess game and visited several pretty places. But the graphics are very far from what is SL. I enjoyed much more my time in SL, even if i had to struggle with the keyboard and interface and even if i could not really move fast around, than in VR Chat.
That was what Sansar was for. A sort of SL2 with VR. I'm surprised you could run SL better than Sansar, for me I can run Sansar better (using Desktop) than SL - but am limited during streaming events (probably need a dedicated sound card cuz multiple streams, voices, etc lag me out - CPU usage)
On 2/14/2022 at 9:52 AM, Aglaia said:
About FPS, i've heared it's a problem because most sims run with a too low FPS. But it is a wrong problem, isn't it? FPS depend on many factors like what objects are in the sims, how complex avatars are, etc. It is the same for any VR game. If VR gets popular, for sure we will see some sim builders creating sims with VR in mind, using lower poly objects, etc, and people will also learn that for a good VR experience, they will have to be careful about their avatar complexity, what scripts they are running, etc. This effort will be naturally done by everybody (sim owners, builders, end users, etc)It is already the case right now, actually. VR just moves the limits more down than where they are right now.
In general, people just put what they want in their worlds, and do not consider high poly objects, the size of their textures or anything else, and their sim quickly grows to many GBs in many cases. Most do not understand the concept of low poly and low impact assets, and many creators don't care about it either - as high poly 4k textures get sales - and without any care as to how it will impact their customer.
Those who do the extra work to make such efficient models waste their talent on doing so - as there is no way to show this to a customer - who again may not even understand such concepts or care to. This will always be a problem with virtual worlds with people of different skills and knowledge.
At least in Sansar, as I've said before, a world that is not optimized will eventually be punished as many users will not be able to load their world very quickly, if ever and after a while they will just leave a loading screen that seemingly is taking forever to download. So that's a good thing, and will actually REWARD those who keep their worlds very efficient. A fast loading optimized high FPS world and with something to experience, see and do (and come back to evolving content) will eventually rise to the top.
In SL there is no limiting factor in that matter, and there will always be someone around with a $20,000 workstation computer telling you "Oh I have no problem, why do you" lol
That being said, I've tried VR and it was fun as a novelty, but won't be adopting it anytime soon. It isn't worth the investment for me, and actually would become a LIMITING factor for me as to my real life workflow, goals, multitasking, cant be bound with headsets, gloves and other on my body at all.
I would think if VR wanted to be experienced though, that SL is not the place for it, and energy better spent on engines that are newer (eg. Sansar) though I do use Sansar only as a desktopper and would have a mild interest in testing my worlds in VR just to see what they see. If Sansar had taken off (or returns to taking off I dunno....) and before the Covid thing destroyed my livelihood as well - I would have considered purchasing a VR set for testing only - to get different view for design considerations.
Glad you had a good experience. It is fun, but certainly not anywhere near it should be quite yet for mass adoption (and 99% of gamers are still desktopping it)
Edited by Codex Alpha