Escaping Reality (CClub Talk)

Escaping Reality: VR from Sci-Fi to Practice

Introduction

Hello, and welcome to “Welcome to Reality with Ben Scott” with me, Ben Scott.


Overview of Terms

  • Hey so what even is VR?
    • VR is both the broad category and a specific category within itself
    • there’s going to be a lot of this sort of thing, so start taking notes
  • Hey so anyways what is “VR”?
    • VR is a type of “VR” where your entire reality is supplanted by digital media
    • head-mounted-displays are ubiquitous in VR and in “VR”
    • Stereoscopic rendering is really quite common across all of “VR”, not just in VR
    • head tracking is a hard-and-fast requirement, a cornerstone of VR and “VR”
    • 3D motion controllers are pretty dang cool, I personally think they’re required
    • Some of us would consider spatialized audio to be critical to VR, but not “VR”
  • Hey could you make the broader category of “VR” like, I don’t know, more confusing?
    • No. In VR as in life, nothing in the world makes sense anymore, actions don’t have consequences, effects don’t seem to follow causes, and my best working theory is that we’re living in a simulation, authored by some kind of all-powerful deity who likes postmodern science fiction
    • If virtual reality is wrong, I don’t want to be right

Has VR ever happened before?

  • reality didn’t exist until the 1940s
    • then came “postmodern-ish” sci-fi, e.g. Ubik (Philip K Dick)
    • also a part of Do Androids Dream of Electric Sheep? that wasn’t in Bladerunner
    • Star Trek had the HoloDeck, a room-scale? whatever-scale VR space
    • Starship Troopers (Heinlein) had some sort of AR going on with those suits
  • virtual reality was invented in 1966
    • brought to you by ya boy Ivan Sutherland
    • I met Ivan Sutherland last year at Carnival!!!!11!!!!!1!!!
    • the initial experiment was called “The Sword of Damocles”
    • why? because you literally strap a damn CRT monitor to your face, using an engine hoist so it doesn’t shatter your spine
  • virtual reality happened in the 90s too, so radical!
    • (this section really doesn’t need content, I’ll just play the Dactyl Nightmare 2 video in its entirety)

Interface / Experience / “User Temperament Problems”

  • why oh why would such a wonderful thing not take off in 1990?!
    • it weren’t so great, as you still had to strap a CRT to your face
    • (Sometimes they didn’t have to use a engine hoist, though!)
    • framerate was literally the worst, graphics were literally the worst
  • people still have a hard time acting right in VR
    • wait patiently as I go on a rant or two about laser pointers and exit burritos
    • people never turn around in VR, it’s always “oh, look at all this stuff in view!”
    • VR can have real, measurable, physical effects on people
      • I tried to start a research project once to study the physical effects:
        • the hypothesis was that people would get pushed off ledges in VR
        • then we’d push people off ledges in real life
        • then we’d push people off ledges in VR and in real life
      • I’m not fantastic at science

Rendering Pipeline + Hardware

  • it’s just all so confusing! How does it work?
    • brief, brief review of 3D graphics
    • rushed, ad-libbed explanation of how eyes work
    • refer to infographic of 3D graphics going into eye sockets
    • something something distance-based flattening, single-pass render, next slide
    • gloss over a point about focal distance because the 3D graphics took too long
  • Has to render two perspectives, sometimes four if you’re lucky
    • so it takes a grizzly GPU to be able to do things properly
    • like, such as this GTX 1080, of which the club has two!
    • not just sometimes 4x the load, but twice as fast, refreshes at 120 Hz
  • “6 juicy hacks for the modern graphics programmer (Number 3 will bore you!)”
    • Distance-Based Flattening
      • beyond a certain distance (conservatively, 100m) perspective stops mattering, so the discerning rendering pipeline will only render stereoscopically for 100m
    • GPU Flushing
      • to keep the framerate above a certain threshold (avoiding pipeline “bubbles”), some renderers up and flush the GPU at the end of the frame
      • this ensures that the card is always fed draw calls in a timely fashion
    • Frame Interpolation (“TimeWarp ©®™”)
      • applies some kind of transformation to the image between cycles, to allow extremely rapid recalculations of the frame if the head moves
      • will also render and store to a buffer the pixels outside the user’s FOV
      • difficult to warp pixels in a nearly accurate way
  • “Wow, that’s an extremely low-level graphics thing they’re doing there!”
    • fun fact, John Carmack works at Oculus

Ben Scott’s Laws of VR Dev - Speed Round

  • VR Dev Law #1: The Shia LaBeouf Principle®
    • the most important thing is to just get in there and build something
    • people love to think “Oh, I can design this from afar! Oh, that aught to work!”
    • people who think like that are wrong and should feel ashamed
  • VR Dev Law #2: Stay Outta My Personal Space®
    • it’s a “3D” display, don’t stick a bunch of nonsense in peoples’ faces
    • when allowing a 3rd person perspective in a spaceship / driving game, be aware that dirt and exhaust get in your face and is gross
    • everything should be at least 0.5m from the Player’s face
  • VR Dev Law #3: Substance Abuse is Fine®
    • Physically Based Rendering / Shading (PBR) is clutch in VR
    • PBR approximates real, physical materials that have surface details
    • without them it’s impossible to gage if an object is spinning / far away
    • flat shading can take a bracing shot at the moon for all I care
  • VR Dev Law #4: So Maybe Sometimes Do Not Throw People off Ledges®
    • not all people are trapeze artists
    • just leave the player’s camera in mostly the same place if you can
    • don’t spin them around or throw them off… too many ledges