Golden Kingdom is a tech demo in virtual reality. store.steampowered.com/app/3374970/Golden_Kingdom_VR/ www.golden-kingdom.com 💥Please don't forget to give it a thumbs up 👍 and subscribe with 🔔! 📃All important links to VoodooDE VR such as coupon codes, support links, email contact, other TH-cam channels, social media channels and my PC equipment can be found here: linktr.ee/voodoode
Hi I am one of the developers, Demo should be online tomorrow on steam, we are still pending approval. I think their machine burned after they tried it. ;)
I still love and play modded Skyrim VR all the time. With custom mods and new lands/quests it is almost like an endless adventure with pretty good graphics too. This looks even way better! I hope they actually finish something.
@@alegse i have alyx 2 mod ...very good ...not tryed yet to instal game with vr mods...this one was already in steam store ..download instal and ready ....im not zo good with progams ...only pc fot 1 year now ....was a console gamer
Not that far imo especially if VR continues to gain more traction into the Mainstream.. It's crazy how much action there is these days in VR and seems to just be growing. I'd guess within 5 Years for sure if things keep growing but who knows what the future holds for certainty. I wouldn't be surprised if they have full VR suits within the next Decade as well.
If you add more NPCs (including scripts) to such a map along with some interior details, even a 4090 won't handle it on headsets with 2K per eye :) Speaking as a VR developer who has worked on maps with large open spaces.
This looks interesting enough to keep an eye on. Seems like the demo isn't available yet, though. Damn, though, those recommended requirements! And I thought DCS had insanely high requirements for VR, haha.
Is there any way that VR recording software can remove the jitter. It always makes video look unnatural and difficult to watch. I really feel like VR companies need to tackle this first, before tackling anything else. It is very off putting to those who have never tried VR and if we want further adoption, we need to fix this first for recorded video and second for the actual device. Perhaps we need something as simple as image stabilisation through Topaz video. That all VR TH-camrs adhere to this, followed by Meta and other companies correcting the issue at the source.
Nothing special. Even assets and textures are not theirs but a quixel megascan library. Some landscape and scattered foliage... Castle modeling looks like their work because its mediocre at best. They did not even create one line of code to this. Just a simple vr example with their environment.
Thats a good start but I hope developer know or willing to learn how to create open world games in UE5 as it seems this demo use this engine. My advice would be to focus on HLODS and world partition as this tech demo seems to render whole level all at once thats why your 4090 suffer
Hi I am one of the developer. I am using world partition holds, no opacity maps the Vegetation blends into the texture about 1000 meters away. Did tons of optimization. The biggest problem for the GPU is nanites tesselation lumen and that you have to have high sampling for AA and even super sample to make it really look nice. It's not made for high resolution and high frame rates. The electric dream Demo does not run well in VR and you cannot look that far because you are in the jungle. Flat games with this features also struggle performance wise they then use dlss and frame Gen. I tried These in VR they did not worked for me for now. I can implement it in one of the next demos if Nvidia cares more for VR and fixes the build fail for VR I reported a year ago. So you can see it's a little bit more problematic then we think. When I started 3years ago I also thought it would not be that hard.
@hieblertom Yeah I completely agree with you. UE5 is bad with optimisation, specially for VR as I can see in your game you have some graphical issues, specially with shadows. It's possible to fix most of those issues but I belive Epic Games should fix it on their own, it's super annoying. You mentioned you have set loading range for world partition for 1km, did you set value to 100.000 or 10.000. If 100.000 then is way to much. Do you use instanced or merged hlods? What quality of lod did you set and what loading range did you set for hlods? I'm just trying to help as I'm currently developing also game in UE5.4 and I'm able to set settings to high, resolution to ultra in virtual desktop and Im getting stable 90fps and I hlods loading range is also very high Edit: And yeah I also don't use DLSS or FSR as I don't like the look in the headset even on quality setting
How does it look on a real PCVR headset with a DisplayPort connection? I’m very surprised you chose quest three headset for this. Grab a card has to work twice as hard for quest three then when using DisplayPort cable.
@@WikiPeoples It doesn't. Saying 'twice as hard' is simply not true. You might argue that some extra work is done for data compression... but its minimal in the grand scheme of things. The work the graphics card does is based *primarily* on the resolution and the framerate. NOT which type of cable/interface is used. (That having been said, some interfaces do support higher resolutions/framerates than others, but I dont think thats an issue here.) However, I always like to see testing and comparisons... its usful for both potential purchasers, and developers both. Quest 3 is a perfectly fine headset to test PC VR with, and if you have a decent wifi setup (dedicated for just the VR use, wifi 6+) the wireless is pretty much as good as cabled. (if you live in a house with other people streaming crap 24/7 on your only wifi router, then dont expect as smooth an experience.) If you use it cabled, with a USB C (probably fibre optic to avoid voltage drop), then its also fine. If one headset has a specifically higher resolution than another, it will require the graphics card to work harder to render those increased pixels, if the game is setup to render in the full resolution which the headset supports. (barring upscaling and certain other 'tricks'). Whatever mechanism is used to get the graphics from the PC to the headset will employ various tricks to reduce the overall bandwidth required, to strike an acceptable balance, etc. Quest 3 admittedly does NOT have eye tracking, which is something that *might* be used in this scenario with foveation to further reduce rendering times; as it draws in high detail only what the eye is directly looking at, and the periphery is lower resolution. You can do it on Quest 3 also, the difference is, without eye tracking, its fixed to the centre of the view, meaning if you turn your eyes to the edges, you can see the lower res. And, all things being equal; who wants to be dragging cables around unless you get a MUCH HIGER quality experience?
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Hi I am one of the developer. Yes that's a weird bug in ue5.4.4 that comes with cranking up the VR pixel density. Virtual shadow maps start to disappear. I already reported this to epic but they do not care a lot if this happen only in VR. When you use med graphic settings it's almost disappeared. Hope I can fix that in the next demo.
men if you use unreal you can load electric dreams A BIG SAVAGE FOREST WITH KIOLMETRE OF JUNGLE..AND THE GRAFICS IN VR ARE MORRE ULTRA REALISTIC..THIS DEMO YOU WALKING ITS GREAT BUT is a normal demo made perpsaps in unreal...try the electric dreams demo in vr and you see
Golden Kingdom is a tech demo in virtual reality.
store.steampowered.com/app/3374970/Golden_Kingdom_VR/
www.golden-kingdom.com
💥Please don't forget to give it a thumbs up 👍 and subscribe with 🔔! 📃All important links to VoodooDE VR such as coupon codes, support links, email contact, other TH-cam channels, social media channels and my PC equipment can be found here: linktr.ee/voodoode
This game is not yet available on Steam
Planned Release Date: To be announced
Hi I am one of the developers, Demo should be online tomorrow on steam, we are still pending approval. I think their machine burned after they tried it. ;)
@@hieblertom Hey congrats! looking forward to test it!
Coming to a £3000 PC near you!
I still love and play modded Skyrim VR all the time. With custom mods and new lands/quests it is almost like an endless adventure with pretty good graphics too. This looks even way better! I hope they actually finish something.
Perhaps one day we’ll get a Skyrim 6 vr, though Bethesda seems to have really forgotten about fallout vr, so maybe not.
Skyrim MGO is where it's at right now
@@alegse i have alyx 2 mod ...very good ...not tryed yet to instal game with vr mods...this one was already in steam store ..download instal and ready ....im not zo good with progams ...only pc fot 1 year now ....was a console gamer
how many years before we can get graphics this good on standalone headsets 😁
10
Not that far imo especially if VR continues to gain more traction into the Mainstream.. It's crazy how much action there is these days in VR and seems to just be growing. I'd guess within 5 Years for sure if things keep growing but who knows what the future holds for certainty. I wouldn't be surprised if they have full VR suits within the next Decade as well.
@@peejae082004 its amazing how far it is already
@@peejae082004 i came from pong 1980 and now this ...again its amazing ....in pc its even more amazing
If you add more NPCs (including scripts) to such a map along with some interior details, even a 4090 won't handle it on headsets with 2K per eye :) Speaking as a VR developer who has worked on maps with large open spaces.
Arriving Castle: Let me show you it's features
This looks interesting enough to keep an eye on. Seems like the demo isn't available yet, though.
Damn, though, those recommended requirements! And I thought DCS had insanely high requirements for VR, haha.
Is there any way that VR recording software can remove the jitter. It always makes video look unnatural and difficult to watch. I really feel like VR companies need to tackle this first, before tackling anything else. It is very off putting to those who have never tried VR and if we want further adoption, we need to fix this first for recorded video and second for the actual device. Perhaps we need something as simple as image stabilisation through Topaz video. That all VR TH-camrs adhere to this, followed by Meta and other companies correcting the issue at the source.
You can stabilize video in video editor but it will reduce FoV
Cosmetics. They will implement more stuff to make VR more expensive, useless. VR is to play, not make YT videos.
Demo is no longer available on steam anymore?
I know I wanted to try it
Great video bu no Demo on steam at present. What a shame but will purchase when it comes out.
Using the Virtual Desktop may remove a lot of this stuttering if settings are properly set.
Where did you get the demo?
Another great video Thomas - auch - froelich neues jahr!
And how does it look/run on low? As 4090 performance is still years away before it will be mainstream, and many more before it'll be lowend.
If there is FOV feature with eye tracking than it can run also on GTX1060
thats nice bro but im busy right now
That feeling, HAHA, I CHEATED! that is GOLD!
Nothing special. Even assets and textures are not theirs but a quixel megascan library. Some landscape and scattered foliage... Castle modeling looks like their work because its mediocre at best. They did not even create one line of code to this. Just a simple vr example with their environment.
Thats a good start but I hope developer know or willing to learn how to create open world games in UE5 as it seems this demo use this engine. My advice would be to focus on HLODS and world partition as this tech demo seems to render whole level all at once thats why your 4090 suffer
Hi I am one of the developer. I am using world partition holds, no opacity maps the Vegetation blends into the texture about 1000 meters away. Did tons of optimization. The biggest problem for the GPU is nanites tesselation lumen and that you have to have high sampling for AA and even super sample to make it really look nice. It's not made for high resolution and high frame rates. The electric dream Demo does not run well in VR and you cannot look that far because you are in the jungle. Flat games with this features also struggle performance wise they then use dlss and frame Gen. I tried These in VR they did not worked for me for now. I can implement it in one of the next demos if Nvidia cares more for VR and fixes the build fail for VR I reported a year ago. So you can see it's a little bit more problematic then we think. When I started 3years ago I also thought it would not be that hard.
@hieblertom Yeah I completely agree with you. UE5 is bad with optimisation, specially for VR as I can see in your game you have some graphical issues, specially with shadows. It's possible to fix most of those issues but I belive Epic Games should fix it on their own, it's super annoying. You mentioned you have set loading range for world partition for 1km, did you set value to 100.000 or 10.000. If 100.000 then is way to much. Do you use instanced or merged hlods? What quality of lod did you set and what loading range did you set for hlods? I'm just trying to help as I'm currently developing also game in UE5.4 and I'm able to set settings to high, resolution to ultra in virtual desktop and Im getting stable 90fps and I hlods loading range is also very high
Edit:
And yeah I also don't use DLSS or FSR as I don't like the look in the headset even on quality setting
Also, the experience does not appear on the link?
Very nice. Thanks Thomas.
Bethesda will NOT in any shape or form create this GOOD graphics or any animation that looks acceptable.
How does it look on a real PCVR headset with a DisplayPort connection? I’m very surprised you chose quest three headset for this. Grab a card has to work twice as hard for quest three then when using DisplayPort cable.
what? I've never heard that before (that wireless Q3 hits graphics card harder)
@@WikiPeoples It doesn't. Saying 'twice as hard' is simply not true. You might argue that some extra work is done for data compression... but its minimal in the grand scheme of things.
The work the graphics card does is based *primarily* on the resolution and the framerate. NOT which type of cable/interface is used.
(That having been said, some interfaces do support higher resolutions/framerates than others, but I dont think thats an issue here.)
However, I always like to see testing and comparisons... its usful for both potential purchasers, and developers both.
Quest 3 is a perfectly fine headset to test PC VR with, and if you have a decent wifi setup (dedicated for just the VR use, wifi 6+) the wireless is pretty much as good as cabled. (if you live in a house with other people streaming crap 24/7 on your only wifi router, then dont expect as smooth an experience.)
If you use it cabled, with a USB C (probably fibre optic to avoid voltage drop), then its also fine.
If one headset has a specifically higher resolution than another, it will require the graphics card to work harder to render those increased pixels, if the game is setup to render in the full resolution which the headset supports. (barring upscaling and certain other 'tricks').
Whatever mechanism is used to get the graphics from the PC to the headset will employ various tricks to reduce the overall bandwidth required, to strike an acceptable balance, etc.
Quest 3 admittedly does NOT have eye tracking, which is something that *might* be used in this scenario with foveation to further reduce rendering times; as it draws in high detail only what the eye is directly looking at, and the periphery is lower resolution.
You can do it on Quest 3 also, the difference is, without eye tracking, its fixed to the centre of the view, meaning if you turn your eyes to the edges, you can see the lower res.
And, all things being equal; who wants to be dragging cables around unless you get a MUCH HIGER quality experience?
Thanks for the breakdown! I need some advice: My OKX wallet holds some USDT, and I have the seed phrase. (alarm fetch churn bridge exercise tape speak race clerk couch crater letter). Could you explain how to move them to Binance?
It is interesting that you didn't mention that obviously landscape shadows are dead broken
Hi I am one of the developer. Yes that's a weird bug in ue5.4.4 that comes with cranking up the VR pixel density. Virtual shadow maps start to disappear. I already reported this to epic but they do not care a lot if this happen only in VR. When you use med graphic settings it's almost disappeared. Hope I can fix that in the next demo.
For everbody with a 4090 or better …like 2 % or so😂😂😂
1.99% being youtubers
Future games
🦆
men if you use unreal you can load electric dreams A BIG SAVAGE FOREST WITH KIOLMETRE OF JUNGLE..AND THE GRAFICS IN VR ARE MORRE ULTRA REALISTIC..THIS DEMO YOU WALKING ITS GREAT BUT is a normal demo made perpsaps in unreal...try the electric dreams demo in vr and you see
So where is the game !?
its a tech demo. its showcasing the graphics not gameplay