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Tuesday, October 17, 2017


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I'm of the opinion that the more realism that one is immersed in, you start to consciously seek out the imperfections. I have blogged that the Japanese are totally comfortable relating to anime styled creations, be it mascots or avatars. Just human enough without the creepy uncanny valley not quite right detailing. SL avatars are good examples as well. I'm comfortable because it doesn't make an overt effort to do things that the tech can't do. While I appreciate the efforts, I don't see a personal need to immerse myself in a crazy level of detail that I can simply step outside to experience without tech.


Personally, I'm not really in agreement with John. It's not 1 system that runs a game. It is many completely different systems. Each 1 of those systems could and will see advancements in the future. Now, will it all as a whole continue to advance at the rates we've seen in the past? Likely not, but does that even matter? In many ways, when an improvement comes along, it is sometimes a tiny improvement, and sometimes the next big thing is a HUGE improvement, in some way or another, which is difficult to even calculate, as a measurement. With so many different systems, it is also practically impossible to understand what new improvements in each of those system will evolve, and why.

It sounds to me, like John's goal is to get more developers to drop the realism for what he and his people regard as better VR experiences. In a way, it almost seems as if they are trying to set up a scapegoat, if VR fails.

As a creator of 3D objects, my life's goal is not to create blocky, low poly items. There is not a whole lot exciting about creating such things.

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Wagner James Au
Wagner James "Hamlet" Au
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