Halfdeck

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Halfdeck

Halfdeck

@ArcadeHalf

Creator of The Arcade Time Capsule, VR retro arcade built with Unreal Engine. Download for free on Discord

Toronto Katılım Ocak 2021
73 Takip Edilen518 Takipçiler
Halfdeck
Halfdeck@ArcadeHalf·
@aifilmmaker They're saying that the bottom one looks too real to be a game. Yet over the years they've been paying for games that look more and more realistic. They don't complain about RE Requiem looking more realistic than the first RE but they complain if its AI.
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Ian Sharar
Ian Sharar@aifilmmaker·
There are really people on this site trying to claim that the top one looks natural and the bottom one looks “off.” Anti-AI nonsense has scrambled your brains.
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Halfdeck
Halfdeck@ArcadeHalf·
@UmbraInfinite The AI haters genuinely thought that DLSS5 generated realistic versions of characters' faces. That speaks volumes about how impactful the lighting changes are. Improvements to lighting has been a constant thing since Nvidia announced ray tracing and UE5 introduced lumin.
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𝕀𝕟𝕗𝕚𝕟𝕚𝕥𝕖 𝕌𝕞𝕓𝕣𝕒
I'm sorry, I'm not on the "A.I. slop" hate train. Much of this looks amazing and I can see so much potential for it in the future and how it can be tweaked for whichever devs needs. Can't wait to talk about this on the FiX this week. 👀
NVIDIA GeForce@NVIDIAGeForce

Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall. DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality. Learn More → nvidia.com/en-us/geforce/…

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Halfdeck
Halfdeck@ArcadeHalf·
@ThatNgonGuy I don't see much difference at even high resolution.
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Jordan Cain
Jordan Cain@ThatNgonGuy·
Taking this a step further to mention the opportunity cost of using bevel shader baking vs subdiv. You see some minor differences between the two at full res, but those differences disappear the lower res you go. So why bother with subdiv for small details like that?
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Joe Wilson@JoeWilsonEQ1

Let’s talk about the opportunity cost of fixation in hard surface modeling (for games). The first question is how important is the thing? Is it a critical element that will be seen up close, or is it a small detail that will be baked to a 5x5px area in the final texture? 🧵→

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Halfdeck
Halfdeck@ArcadeHalf·
@synaesthesiajp Anyone claiming Starfield looks better with DLSS5 off is insane. The NPCs in that game is literally human slop.
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JP Kellams
JP Kellams@synaesthesiajp·
All you guys roasting DLSS 5 like it doesn’t look better/is detracting from art direction are absolutely insane. The lighting and shading improvements are bonkers. If that was shown as a next-gen hardware reveal and not “AI” you guys would be going nuts like the Watch Dogs demo.
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Halfdeck
Halfdeck@ArcadeHalf·
@_3Leon Actually very cool. I can't remember a game where I saw grass dancing in the wind better than this.
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Leôn
Leôn@_3Leon·
Okay the grass finally has textures Am i cool to the Unreal Engine guys now? 🥹
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Halfdeck
Halfdeck@ArcadeHalf·
@ThatNgonGuy It doesn't have to be perfect, but unless no one else is ever going to touch it again, it has to be easy to work with.
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Jordan Cain
Jordan Cain@ThatNgonGuy·
High poly wires -> baked low poly result Don't let things like "perfect topo" get in your way of finishing a project.
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Halfdeck
Halfdeck@ArcadeHalf·
I was having fun with Claude until I ran into this bullshit, which is the same as Grok.
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Halfdeck
Halfdeck@ArcadeHalf·
@RobbieArchitect @futureVrking I sympathize with the overall sentiment, but Batman in particular was as meaty as a flatscreen version. My problem with Batman was it felt too much like a flatscreen game and VR felt almost unnecessary.
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Robbie Campos
Robbie Campos@RobbieArchitect·
@futureVrking The meta game is good but come on, you have to be serious. You can't compare the Arkham trilogy to it. One of the reasons gamers don't like VR games is because they cost the same and last 1/10th as much as a regular game. More "flat" games should have VR support or ports imho. 🤷
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Henning Sanden
Henning Sanden@henningsanden·
The kaiju is in Unreal! A very early shot test - WIP anim and rig by @KielFiggins
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Halfdeck
Halfdeck@ArcadeHalf·
@GAMERTAGVR I read all those words and my feelings about the whole thing is still the same. I think it is terrible that people are overreacting on social media. At the same time, Luke opened the door and I'm not sure if he's learned any lessons.
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𝙂𝘼𝙈𝙀𝙍𝙏𝘼𝙂 𝙑𝙍
Dear Jan, the pleasure is mine. I understand the reasoning of course. However I don't think that it should apply to this case, because of several factors: 1. the software I write enables VR viewing for many games (40+ and counting), not just CP2077; 2. while I do need the support of my patrons in order to write this kind of highly complex software, the mod is not "for sale" (for example there are no restrictions in using it while not being my subscriber, or even not having an active Patreon account); 3. we did reach out to your team back in 2022, and your reply was "we are not looking for VR porting opportunities for Cyberpunk 2077 at the moment. If this should change on our end in the future, we will make sure to contact you directly." Apart from the upcoming legal answer, which I look forward to, what I'm trying to achieve here is a solution that is beneficial to all parties involved: you, your fans and customers, and the small but not negligible user base that just loves playing your game in VR. While it's somehow understandable that you would like all mods to be free of charge, the reality of the matter is that we are not talking about a simple tweaking of parameters or upscaling of textures that can be done in one's spare time. My framework takes a huge effort and time investment to develop and maintain. Actually, if you'll allow me a little tongue-in-cheek, keeping your game playable in VR during these years required more effort than most, because of your constant updates that kept breaking all mods :-) So, jokes aside, I cannot afford to keep the VR conversion working without the support of my patrons. And I really don't want to have this end up in a lose-lose scenario where I need to drop CP2077 (and possibly additional future conversions of games from your company, like the Witcher 3 which everybody has been asking me to make playable in VR) from the ever growing list of titles I support, with our mutual user bases being forcibly kicked out from one of the top experiences available in VR today. What do you say? Can we find a collaborative solution? I sincerely don't believe anybody is harming anyone here. No reply. There was no further contact for three days. Since it was becoming hard for me to keep this matter strictly hush-hush (a full week had gone by, and many Patron were wondering why the software was no longer available under their monthly subscription) I prompted CDPR again on Jan 16, and got dismissed by Jan Rosner who just said that Legal would follow up with me. Zero comments about what would happen to users. Legal of course simply restated what they have in their Fan Content Guidelines. On Jan 17 I could no longer hide the matter from subscribers, so I published the post "Another one bites the dust". On Jan 19 Jan Rosner put up a brief post of his own on X (x.com/jan_rosner/sta…), and my reply to it got half a million views and all the hate you can think of, and then some. I'm making this public because many people have been asking to hear my side of the story. I'm also leaving the comment section open. All kinds of constructive discussions and opinions are welcome, but refrain from personal attacks, name calling, profanity and insults or your comment will be deleted. [To be continued]
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𝙂𝘼𝙈𝙀𝙍𝙏𝘼𝙂 𝙑𝙍
A lengthy update and some backstory on the Luke Ross and Cyberpunk 2077 VR mod situation via his Patron: Hey folks. I tried my best to ignore the staggering amount of hate that the Internet vomited at me during the last few weeks. I've been called retarded, a faggot, a disgrace to all, a greedy shit, a fucking greedy loser, an entitled idiot, delusional, a pretentious fuckin asswipe, an awful money hungry demon, one of the dumbest people alive, an absolute scumbag, a lazy corrupt ignorant POS, human garbage, moron, imbecile, clown, stupid ass nigga, greedy cunt. The list just goes on forever. If you can think of an insult, no matter how far-fetched, it was there. In all its possible variations. They say that my work is a cancer to the gaming industry. That I deserve one of two things, be sued into oblivion, or have my work implemented into games by the devs, without giving me any credit, under the threat of retaliatory litigation.  And so on. Not only that, but disinformation piled up exponentially. With the sole exception of IGN, whose Director of News Wesley Yin-Poole was very professional and actually behaved like a journalist, corresponding with me to hear out my side of things, EVERY other news outlet just posted and reposted what read more and more like AI slop, hallucinations that grew further away from reality as each day went by. Can I have a side of facts to go with those hallucinations, please? So, even though haters are not going to bother reading through this, and journalists are now an endangered species which is fast disappearing from the planet, I'm going to post here my full conversation with CD PROJEKT as it actually unfolded. Due to privacy law restrictions I will only publish my own side of the exchange verbatim, and sum up the other side (although I'm fine making the entire thread public if CDPR gives me explicit permission to do so). When the DMCA notice arrived on Jan 9, 2026, my R.E.A.L. VR framework (a flat-to-VR conversion software that analyzes and interfaces with games to provide immersive VR output) had been supporting Cyberpunk 2077 for almost 4 years; since Feb 26, 2022, to be precise. During that 4-year period, there had been only one official contact between me/my business associates and CDPR. The text of our email to them, dated Sep 14, 2022, follows (some names have been redacted for privacy): Dear Business Team, Thank you for your exceptional games and services. [Redacted] commented that I should drop your team a note about a potential joint marketing opportunity around Cyberpunk 2077. My colleagues and I are VR enthusiasts, seeking to expand the experience of games with exceptional art for re-discovery in the use of HDMI connected VR headsets. Cyberpunk 2077 plays very well when ported to support stereoscopic view in VR Head Mounted Displays. We would like to explore the opportunity to package the VR porting framework of Luke Ross for a distributed DLC (via Gog and Steam) which would unlock a new level of experience for your customers who have already purchased the game and which would likely generate extensive new interest in new customer purchases among first-time VR players who tether to a PC. Could you put us in touch with the appropriate person to discuss a branded DLC file that we could jointly promote/distribute? Warm Regards, [Redacted] Some examples of the gameplay rendered: Cyberpunk 2077 R.E.A.L. VR Teaser This disclosure and business enquiry email got a reply from CDPR's Business Development & Legal on Oct 12, 2022, stating that they were not looking for VR porting opportunities for Cyberpunk 2077 at the moment, but that if things should change on their end in the future they would make sure to contact us directly
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Halfdeck
Halfdeck@ArcadeHalf·
@GAMERTAGVR No, this email doesn't read like a declaration that a Cyberpunk VR mod exists. It reads to me like a business proposal for a future venture. The appropriate message would've been: "I created a VR mod for Cyberpunk. I like to charge money for it. Where do we go from here?"
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Halfdeck
Halfdeck@ArcadeHalf·
@ASychov @martydudeVR I spent 1K on Bigscreen Beyond and it was the first purchase I honestly regretted. My purchase was based on MANY YouTubers saying how awesome this thing was.
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Halfdeck
Halfdeck@ArcadeHalf·
@gleb_alexandrov Yeah, what sometimes happens in real life is there's so much to do, its a struggle to find time to make it good later :) Sometimes, you get it to 90% before you walk away because you don't know you'll ever be back.
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Gleb Alexandrov
Gleb Alexandrov@gleb_alexandrov·
Just make it exist first, you can make it good later
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Halfdeck
Halfdeck@ArcadeHalf·
@GAMERTAGVR I own the first one and it was initially a nightmare. Extreme glare, warped visuals (until they sent me a replacement), high rez limited to 72hz, tiniest sweet spot ever, darkish colors... For 1k, I wasn't too happy, but I got used to it. It is great to dev with at least.
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𝙂𝘼𝙈𝙀𝙍𝙏𝘼𝙂 𝙑𝙍
It’s only when you see and hold the Bigscreen Beyond 2 do you understand what an incredible fest of engineering this thing is…
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Alex
Alex@alexfredo87·
I'm testing hurricane particle effects and moving clouds with birds in the sky for mobile VR. I'm going to use these on the game's first map (which isn't finished yet) the goal is to give the map a nice atmosphere.
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Halfdeck
Halfdeck@ArcadeHalf·
Thanks to PSVR2, it looks like the VR gamers finally evolved out of the "I won't use any headset with wires" mentality.
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Khena B
Khena B@Khena_B·
@AlexBeyman Not for Subside, when I first started I planned on doing sci-fi/fantasy stuff like this but it didn't work out with the non ocean environments so I decided to go with a more realistic theme for consistency, maybe for a future project.
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Khena B
Khena B@Khena_B·
Was recording a video of the new environment and HOLY that scared me
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Khena B
Khena B@Khena_B·
@echolead_ai Still using UE4, haven't made the switch to UE5 yet for performance reasons with VR
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