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BUENAS A TODOS ES UN GUSTO QUE SE LLEGUEN POR RSTE NUESTRO LUGAR QUE LO DSIFRUTEN
domingo, 31 de marzo de 2019
Luz Marina Ocampo Orozco, 50 - ¿Quieres ser amigos?
viernes, 29 de marzo de 2019
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(Latest) Top 16 Best Highest Paying URL Shortener To Earn Money 2019
Clk.sh
Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
Cut-win
Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.- The payout for 1000 views-$10
- Minimum payout-$1
- Referral commission-22%
- Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
- Payment time-daily
CPMlink
CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
Linkbucks
Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
Short.am
Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.Ouo.io
Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
Linkrex.net
Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
- Minimum payout-$5
- Referral commission-25%
- Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
- Payment time-daily
Wi.cr
Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
Bc.vc
Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.- The payout for 1000 views-$10
- Minimum payout -$10
- Referral commission-10%
- Payment method -Paypal
- Payment time-daily
Oke.io
Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.- The payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-20%
- Payout options-PayPal, Payza, Bitcoin and Skrill
- Payment time-daily
Short.pe
Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
Adf.ly
Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.LINK.TL
LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
Fas.li
Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.BIT-URL
It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.- The payout for 1000 views-$8.10
- Minimum payout-$3
- Referral commission-20%
- Payment methods- Paypal, Payza, and Payeer
- Payment time-daily
Shrinkearn.com
Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
- Referral commission-25%
- Payment methods-PayPal
- Payment date-10th day of every month
Bulletstorm For PC In 500MB
Bulletstorm System Requirements (Minimum)
- CPU: Intel Core 2 Duo, AMD Athlon X2, or equivalent, running at 1.6 GHz or greater
- CPU SPEED: Intel Core 2 Duo, AMD Athlon X2, or equivalent, running at 1.6 GHz or greater
- RAM: 1.5 GB
- OS: Windows XP (SP3), Windows Vista (SP2), or Windows 7
- VIDEO CARD: DirectX 9.0c compatible, 256 MB of VRAM; NVIDIA GeForce 7600 GS, ATI Radeon HD 2400 Pro 256 MB, or greater
- TOTAL VIDEO RAM: 256 MB
- HARDWARE T&L: Yes
- PIXEL SHADER: 3.0
- VERTEX SHADER: 3.0
- SOUND CARD: Yes
- FREE DISK SPACE: 9 GB
Bulletstorm Recommended Requirements
- CPU: QuadCore
- CPU SPEED: QuadCore 2.0 GHz
- RAM: 2 GB
- OS: Windows Vista (SP2), or Windows 7
- VIDEO CARD: DirectX 9.0c compatible, 512 MB of VRAM; NVIDIA GeForce GTX 260, or ATI Radeon HD 4870
- TOTAL VIDEO RAM: 512 MB
- HARDWARE T&L: Yes
- PIXEL SHADER: 4.0
- VERTEX SHADER: 4.0
- SOUND CARD: Yes
- FREE DISK SPACE: 9 GB
DOWNLOAD GAMESIZE:4.8GB 500MB PARTS
PART 1
PART 2
PART 3
PART 4
PART 5
PART 6
PART 7
PART 8
PART 9
PART 10
PASSWORD
------------------------------------
WARNING:
• WE DO NOT ENCOURAGE PIRACY. THESE LINKS ARE INTENDED FOR BACKUP PURPOSES ONLY. DO NOT DOWNLOAD THE FILES IF YOU DO NOT OWN THE ORIGINAL MEDIA.
• FOR VISITORS OF THIS WEBSITE, PLEASE DONT FORGET TO SUPPORT THE SOFTWARE DEVELOPERS, IF YOU LIKE ANY GAME, BUY IT!
--------------------------------------------------------------------------------------------------------------BYE.
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BYE.
(106 MB) Download Hitman 3 Contracts Game Highly Compressed For Pc
Download Hitman 3 Contracts Game Highly Compressed For Pc
Screenshot
System Requirements of Hitman Contracts PC Game
Before you start Hitman Contracts Free Download make sure your PC meets minimum system requirements
- Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
- CPU:Pentium 4 1.6 GHz
- RAM: 256 MB
- Setup Size: 106 MB
jueves, 28 de marzo de 2019
PUBG / Player Unknown'S Battlleground PC Game Download Free
Screenshots:
PUBG Game you can find it on steam. 100 Players parachute onto a remote 8×8 km island for a winner-takes-all showdown Player have to locate and scavenge their own weapons, vehicles, and supplies and defeat every player in a graphically and tactically rich battleground that forces the player into a shrinking play zone. get ready to land loot do whatever it takes to survive and be the last man standing.
The Power unreal Engine 4 Creates a jaw-dropping visual experience with rich details, realistic gameplay effects and a massive HD map for Battle Royale feel like you're in the thick of the action as you play with high- quality audio, immersive 3D sound effects, and 7.1 channel surround sound.
Minimum System Requirements:
CPU: Dual core from Intel or AMD at 1.8 GHz.
GPU: Intel 512 MB
Download Link:
Thanks... But No Thanks Microsoft & Sony
I love technology, electronics and gaming. It's in my DNA... if it has a circuit board, chances are I like it! I've watched all the major keynotes (Apple, Microsoft, and Sony) and as it stands, I'm not going to purchase a console at or around launch. Granted this could all change in the months to come, at this point Microsoft and Sony have a hard sell ahead of them if they want my money this holiday season!
As a disclaimer, I make a living as a mobile games consultant on the NativeX Games Task Force. We collaborate with mobile game developers to increase the engagement, retention, and monetization of their freemium games. With that said, I am not biased towards mobile games, I'm simply not interested in the next generation consoles. Here's why:
Price: Sure it's $100 more than the PS4, and I'd be willing to pay the extra amount IF it had features or games that I deemed worthy. The sad reality is that it does not.
Not Interested in Exclusives: I won't buy a console for an exclusive title. I think that's ridiculous. Maybe I'm just too practical, or maybe I'm not alone and more gamers/consumers are thinking like this?
Online Connection: While the internet is up 98% of the time at my house, I do feel a little anxious that it "requires" a connection at least once every 24 hours. What happens if I have an outage and want to play? I feel it's unacceptable that Microsoft might dictate when I can play... or where since I want the option to take my Xbox somewhere that might not have an internet connect. Come on Microsoft! Really?
Kinect: Maybe kids enjoy playing it? Honestly I haven't met someone who really, REALLY liked the Kinect. The most positive responses I get sound like "yeah it's ok" or "it's kind of cool." I'll spare you the slew of negative reactions. It has the same gimmicky feel that the Wii did, but without stellar and/or nostalgic IPs.
Hardware: It's early but I think benchmarks will be similar between the Xbox One and PS4. I certainly don't think I would tell a difference between the two if I played them side by side. This would be acceptable IF I weren't paying $100 more.
Skepticism of Microsoft First Gens: I got burned with my Xbox 360. I literally spent more time without an Xbox in the first year because of the dreaded red ring of death. And what did I get for compensation? Nothing. Sure they sent me "new" (more accurately "other") Xbox's, but those broke too. I had 7 or 8 Xbox's before eventually buying a new one when the slimmer model came out, but only because my 8th Xbox broke again, I was outside of my "warranty" and I wanted to play with my brother in Japan.
After what I've been through I have every right to be bitter. I'm over it now, but in the heat of the moment I might've yelled at phone representatives or lost my cool. Fool me once Microsoft? Shame on you. Fool me twice? Not a chance in hell. :-)
I own a PS3 slim model as well as an Xbox 360. I play my 360 much more than my PS3 mostly due to Halo and the fact that my friends have Xboxes. If I had to buy a console today I would choose the PS4 over the Xbox One because what Sony is saying is appealing more to me, it's $100 less and will more likely support used game sales. However, there's one really big reason why I won't be buying a PS4 and that's the lack of need. Let me explain in the following areas...
No Hardware Upgrade Needed: Obviously this is personal, but the major reason why I won't buy a PS4 at launch. I don't "need" a new console. There's a reason why my TV isn't smart, 3D or 4k. I don't need those features. I'm also not buying a low end piece of crap from Wal-Mart, but I do my research, wait for the right deal and pull the trigger when it comes along. Sure the features mentioned might be nice to have, but as a consumer I don't buy nice to have features. I'm happy with my current generation consoles, their performance and will continue to play on them until there are games only for this generation and not my current 360/PS3.
No Vita: I, like most of you, don't have a Vita so the streaming functionalities doesn't matter to me. I also won't be buying another handheld gaming device because of the iPad and phones. In this day in age, with all our technological enhancements, there's no reason why I shouldn't be able to play any game I like on the platform of my choice. I know exclusives will never go away, but I wish they would. Call me crazy, but I just want to play what I want, where I want.
Here's an idea around streaming. Make an iOS & Android app that could stream content from my PS4 to my tablet. Join that with the ability to connect a PlayStation to Android devices and that iOS7 will have third party controller APIs. Console gaming + mobile capabilities = mind-blown!
Not Interested in Exclusives: Again, I won't buy a console for an exclusive title.
It's true that my profession is within the mobile industry so you might be thinking he's just biased, but I assure you, there are reports how consoles and software sales are declining. Before you send me hate mail, or begin trolling with negative comments let me clarify something... I'm not saying consoles are doomed or dying! The NPD is primarily retail sales so it's possible that online sales are making up for the decline but there's no way to prove it since there's no insight on digital sales. I'm just saying that we live in a more innovative and immersive world. Our games and how we digest them need to be too. Sony won't top PS2 sales until they realize and embrace this.
These keynotes have left me a little depressed as a gamer. I've had launch consoles with every system since the SNES (minus the Dreamcast, which I owned, but not at launch). I want to be excited about the next generation of gaming, I want to be excited about buying a new piece of technology but as it stands now I can't get excited. Perhaps I'm the minority? Have I changed that much? Perhaps it's not you Microsoft/Sony... it's me? Things could change within the upcoming months, but I certainly need some crazy good reasons why I should even consider buying.
In the meantime I'll be right here Microsoft/Sony. Contently playing on my current generation of consoles... and of course on my iPad and iPhone...
If you'd like to talk about this or any other games you can find me here at my blog or on Twitter.
As a disclaimer, I make a living as a mobile games consultant on the NativeX Games Task Force. We collaborate with mobile game developers to increase the engagement, retention, and monetization of their freemium games. With that said, I am not biased towards mobile games, I'm simply not interested in the next generation consoles. Here's why:
Xbox One
I really like my Xbox 360. I wouldn't say I'm a fanboy, but I did initially buy an Xbox 360 over a PS3 because it was cheaper and out first. Sure I've owned 6-8 Xboxes since I had a first gen that broke, BUT we've had a great run together. Here are some reasons why this savvy consumer isn't buying an Xbox One at launch...Price: Sure it's $100 more than the PS4, and I'd be willing to pay the extra amount IF it had features or games that I deemed worthy. The sad reality is that it does not.
Not Interested in Exclusives: I won't buy a console for an exclusive title. I think that's ridiculous. Maybe I'm just too practical, or maybe I'm not alone and more gamers/consumers are thinking like this?
Online Connection: While the internet is up 98% of the time at my house, I do feel a little anxious that it "requires" a connection at least once every 24 hours. What happens if I have an outage and want to play? I feel it's unacceptable that Microsoft might dictate when I can play... or where since I want the option to take my Xbox somewhere that might not have an internet connect. Come on Microsoft! Really?
Kinect: Maybe kids enjoy playing it? Honestly I haven't met someone who really, REALLY liked the Kinect. The most positive responses I get sound like "yeah it's ok" or "it's kind of cool." I'll spare you the slew of negative reactions. It has the same gimmicky feel that the Wii did, but without stellar and/or nostalgic IPs.
Hardware: It's early but I think benchmarks will be similar between the Xbox One and PS4. I certainly don't think I would tell a difference between the two if I played them side by side. This would be acceptable IF I weren't paying $100 more.
Skepticism of Microsoft First Gens: I got burned with my Xbox 360. I literally spent more time without an Xbox in the first year because of the dreaded red ring of death. And what did I get for compensation? Nothing. Sure they sent me "new" (more accurately "other") Xbox's, but those broke too. I had 7 or 8 Xbox's before eventually buying a new one when the slimmer model came out, but only because my 8th Xbox broke again, I was outside of my "warranty" and I wanted to play with my brother in Japan.
After what I've been through I have every right to be bitter. I'm over it now, but in the heat of the moment I might've yelled at phone representatives or lost my cool. Fool me once Microsoft? Shame on you. Fool me twice? Not a chance in hell. :-)
PS4
I own a PS3 slim model as well as an Xbox 360. I play my 360 much more than my PS3 mostly due to Halo and the fact that my friends have Xboxes. If I had to buy a console today I would choose the PS4 over the Xbox One because what Sony is saying is appealing more to me, it's $100 less and will more likely support used game sales. However, there's one really big reason why I won't be buying a PS4 and that's the lack of need. Let me explain in the following areas...
No Hardware Upgrade Needed: Obviously this is personal, but the major reason why I won't buy a PS4 at launch. I don't "need" a new console. There's a reason why my TV isn't smart, 3D or 4k. I don't need those features. I'm also not buying a low end piece of crap from Wal-Mart, but I do my research, wait for the right deal and pull the trigger when it comes along. Sure the features mentioned might be nice to have, but as a consumer I don't buy nice to have features. I'm happy with my current generation consoles, their performance and will continue to play on them until there are games only for this generation and not my current 360/PS3.
No Vita: I, like most of you, don't have a Vita so the streaming functionalities doesn't matter to me. I also won't be buying another handheld gaming device because of the iPad and phones. In this day in age, with all our technological enhancements, there's no reason why I shouldn't be able to play any game I like on the platform of my choice. I know exclusives will never go away, but I wish they would. Call me crazy, but I just want to play what I want, where I want.
Here's an idea around streaming. Make an iOS & Android app that could stream content from my PS4 to my tablet. Join that with the ability to connect a PlayStation to Android devices and that iOS7 will have third party controller APIs. Console gaming + mobile capabilities = mind-blown!
Not Interested in Exclusives: Again, I won't buy a console for an exclusive title.
The Evolving World
I feel like these consoles aren't really listening to what's been happening in the technological world. It's a little old school to just "improve graphics" with a new generation of consoles. Sure they might've added TV/online capabilities, but I already have solutions in place to serve those needs so why would I need what they're selling?It's true that my profession is within the mobile industry so you might be thinking he's just biased, but I assure you, there are reports how consoles and software sales are declining. Before you send me hate mail, or begin trolling with negative comments let me clarify something... I'm not saying consoles are doomed or dying! The NPD is primarily retail sales so it's possible that online sales are making up for the decline but there's no way to prove it since there's no insight on digital sales. I'm just saying that we live in a more innovative and immersive world. Our games and how we digest them need to be too. Sony won't top PS2 sales until they realize and embrace this.
These keynotes have left me a little depressed as a gamer. I've had launch consoles with every system since the SNES (minus the Dreamcast, which I owned, but not at launch). I want to be excited about the next generation of gaming, I want to be excited about buying a new piece of technology but as it stands now I can't get excited. Perhaps I'm the minority? Have I changed that much? Perhaps it's not you Microsoft/Sony... it's me? Things could change within the upcoming months, but I certainly need some crazy good reasons why I should even consider buying.
In the meantime I'll be right here Microsoft/Sony. Contently playing on my current generation of consoles... and of course on my iPad and iPhone...
If you'd like to talk about this or any other games you can find me here at my blog or on Twitter.
Super Adventures In Amiga Fighting Games
This week on Super Adventures I'm writing about fighting games on the Amiga! Lots of fighting games, a dozen in fact! Why? Because I'm taking a two month break from Super Adventures after this and I wanted to give you something that took at least that long to read.
Plus the more of them I play, the less I have to write about each of them, which is good because I am the last person who should be writing anything about fighting games. The only technical terms I know are 'special move' and 'block' and I've had really limited success ever doing either. Though Amigas and I have something in common, as they suck at fighting games too! And not just because of the one-button joystick and floppy drive.
So far this sounds like a lot of reasons why I shouldn't be playing these games, but I think there must be some good screenshots hidden in them somewhere, maybe even some good gameplay. Plus it's given me an excuse to create that nightmare crossover between IK+ and Human Killing Machine's title screens up there.
Anyway, here are 12 fighting games in vaguely chronological order:
Read on »
Plus the more of them I play, the less I have to write about each of them, which is good because I am the last person who should be writing anything about fighting games. The only technical terms I know are 'special move' and 'block' and I've had really limited success ever doing either. Though Amigas and I have something in common, as they suck at fighting games too! And not just because of the one-button joystick and floppy drive.
So far this sounds like a lot of reasons why I shouldn't be playing these games, but I think there must be some good screenshots hidden in them somewhere, maybe even some good gameplay. Plus it's given me an excuse to create that nightmare crossover between IK+ and Human Killing Machine's title screens up there.
Anyway, here are 12 fighting games in vaguely chronological order:
Read on »
miércoles, 27 de marzo de 2019
Movie Review--Captive State
"We have one more chance to light a fire big enough for the whole world to see."
--Rafe, Captive State
Many movies about extraterrestrial invasions focus on depicting Earth's initial contact with the aliens or the first stages of resistance. Captive State summarizes both within the first ten minutes, instead showing the buildup to and aftermath of a major rebel plan against alien representatives known as Legislators. The story is in no way simple, and relatively little is communicated to the audience in a straightforward way, but those who give the movie a chance to slowly explain itself might be very impressed by the end. Consistent warnings by various characters against Greeks bearing gifts suggest the twists of the subversive third act. Seeing the various plot threads unify near the end will justify the entire film for some viewers, while others will likely find that the slow, complicated nature of the story dulls the excitement of waiting for the finale. After all, the themes and plot ideas are often far grander than their execution.
Production Values
Despite being about an alien occupation of Earth that is rebranded as a positive, beneficial arrangement for humanity, the movie scarcely shows its alien antagonists. Instead, much of the drama involves various human efforts to help or hinder the Legislators. The Legislators themselves enjoy a fairly original design, being creatures that can walk on all fours or stand upright, their skin covered by porcupine-like spines. Since the focus is placed on humans, however, Captive State succeeds only to the extent that the humans are portrayed well.
One of the biggest problems of the film is the manner in which the script completely sets key characters aside for a great deal of the runtime, leaving viewers uncertain if they are even still a part of the story. There are even characters with potential for holding the spotlight that are abandoned after the first few dozen minutes. Thankfully, the characters that do receive persistent attention from the script are acted well, even if the enigmatic, complex nature of the story means many of them are not particularly developed by the final shot.
Vera Farmiga (one of my favorite actresses, especially because of her performance in The Conjuring series) makes the most of her scenes, although she does not appear in very many of them. Her character does turn out to be quite different than initial perceptions imply, mirroring the plot as a whole. As the story progresses, though, it falls mostly on John Goodman and Ashton Sanders to keep viewers invested in the human-Legislator conflict, with their respective characters finding themselves at the center of the narrative. Both actors handle their roles admirably, with Goodman in particular being difficult to read in terms of personal motivation.
Story
Spoilers!
Almost ten years after alien beings successfully established themselves as the ultimate rulers of Earth, maintaining a dangerous peace with humanity that some perceive to be genuine, a young man named Gabriel discovers that his allegedly deceased brother is still alive, contributing towards a plan to strike back at the Legislators. When the scheme succeeds, tension between the Legislators and humans heightens. The ordeal leads to the exposure of a deeper resistance movement than the pro-Legislator police force expected.
Intellectual Content
Serving as a political thriller within the context of a extraterrestrial occupation, Captive State naturally features the explicitly political themes of oppression and liberty. Some viewers might be distracted from these themes by the complexity of the script, though. Still, even viewers who have trouble following the plot trajectory will be exposed to a relatively unique take on alien-human interaction, where the aliens strong arm humanity into a superficially prosperous unity. If genuine extraterrestrial creatures were ever discovered, they could range from powerless (by comparison to humans) to intelligent but manipulative to extremely hostile. The aliens of Captive State fall somewhere in between the latter two.
Conclusion
Captive State is certainly not for everyone, but those who are willing to watch all the way to the final scene will be rewarded with a grand payoff that strings many aspects of the story into a coherent whole. The movie's flaws are obvious, but so are its strengths: an intelligently constructed plot and talented performances. I would not be surprised if Captive State is relatively quiet in theaters--especially considering that it was released right between enormous titles like Captain Marvel, Shazam!, and Avengers: Endgame--but comes to be more widely admired several years later. The ideal viewer is someone who appreciates both science fiction and political thrillers, but that shouldn't stop people who enjoy complicated storytelling in general from considering the film.
Content:
1. Violence: Aliens are occasionally shown attacking humans, and a resistance member's wounded torso is seen.
--Rafe, Captive State
Many movies about extraterrestrial invasions focus on depicting Earth's initial contact with the aliens or the first stages of resistance. Captive State summarizes both within the first ten minutes, instead showing the buildup to and aftermath of a major rebel plan against alien representatives known as Legislators. The story is in no way simple, and relatively little is communicated to the audience in a straightforward way, but those who give the movie a chance to slowly explain itself might be very impressed by the end. Consistent warnings by various characters against Greeks bearing gifts suggest the twists of the subversive third act. Seeing the various plot threads unify near the end will justify the entire film for some viewers, while others will likely find that the slow, complicated nature of the story dulls the excitement of waiting for the finale. After all, the themes and plot ideas are often far grander than their execution.
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Production Values
Despite being about an alien occupation of Earth that is rebranded as a positive, beneficial arrangement for humanity, the movie scarcely shows its alien antagonists. Instead, much of the drama involves various human efforts to help or hinder the Legislators. The Legislators themselves enjoy a fairly original design, being creatures that can walk on all fours or stand upright, their skin covered by porcupine-like spines. Since the focus is placed on humans, however, Captive State succeeds only to the extent that the humans are portrayed well.
One of the biggest problems of the film is the manner in which the script completely sets key characters aside for a great deal of the runtime, leaving viewers uncertain if they are even still a part of the story. There are even characters with potential for holding the spotlight that are abandoned after the first few dozen minutes. Thankfully, the characters that do receive persistent attention from the script are acted well, even if the enigmatic, complex nature of the story means many of them are not particularly developed by the final shot.
Vera Farmiga (one of my favorite actresses, especially because of her performance in The Conjuring series) makes the most of her scenes, although she does not appear in very many of them. Her character does turn out to be quite different than initial perceptions imply, mirroring the plot as a whole. As the story progresses, though, it falls mostly on John Goodman and Ashton Sanders to keep viewers invested in the human-Legislator conflict, with their respective characters finding themselves at the center of the narrative. Both actors handle their roles admirably, with Goodman in particular being difficult to read in terms of personal motivation.
Story
Spoilers!
Almost ten years after alien beings successfully established themselves as the ultimate rulers of Earth, maintaining a dangerous peace with humanity that some perceive to be genuine, a young man named Gabriel discovers that his allegedly deceased brother is still alive, contributing towards a plan to strike back at the Legislators. When the scheme succeeds, tension between the Legislators and humans heightens. The ordeal leads to the exposure of a deeper resistance movement than the pro-Legislator police force expected.
Intellectual Content
Serving as a political thriller within the context of a extraterrestrial occupation, Captive State naturally features the explicitly political themes of oppression and liberty. Some viewers might be distracted from these themes by the complexity of the script, though. Still, even viewers who have trouble following the plot trajectory will be exposed to a relatively unique take on alien-human interaction, where the aliens strong arm humanity into a superficially prosperous unity. If genuine extraterrestrial creatures were ever discovered, they could range from powerless (by comparison to humans) to intelligent but manipulative to extremely hostile. The aliens of Captive State fall somewhere in between the latter two.
Conclusion
Captive State is certainly not for everyone, but those who are willing to watch all the way to the final scene will be rewarded with a grand payoff that strings many aspects of the story into a coherent whole. The movie's flaws are obvious, but so are its strengths: an intelligently constructed plot and talented performances. I would not be surprised if Captive State is relatively quiet in theaters--especially considering that it was released right between enormous titles like Captain Marvel, Shazam!, and Avengers: Endgame--but comes to be more widely admired several years later. The ideal viewer is someone who appreciates both science fiction and political thrillers, but that shouldn't stop people who enjoy complicated storytelling in general from considering the film.
Content:
1. Violence: Aliens are occasionally shown attacking humans, and a resistance member's wounded torso is seen.
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martes, 26 de marzo de 2019
A Wild Side Quest Appears
I spent a few days training on Route 11 with Shakespear, Royal and Dustin. I really wanted Royal to evolve before moving on to my next challenge in the Kanto region. I felt strongly that he and Dustin were about to replace Arnold as my star Pokémon, but they weren't ready for that yet. Dustin's only ability when I met him was to put opponents to sleep. As I knew from working with Arnold, that was incredibly useful, but also required you to actually harm your opponent to win a match. Royal could now slap his body into his opponent's body, but I really needed more than flopping around like a fish out of water before I could rely on him.
My training was interrupted after a few days by one of Professor Oak's lab technicians. Royal had just finished tackling and scaring off a wild Ekans when I saw him approaching, his lab coat flapping around his waist in the breeze. I stooped down to rub Royal's scales and watched as the aide approached. He looked utterly exhausted and completely out of his element out on the road and not behind a microscope.
"Fox!" he called out to me. "I've been looking everywhere for you!"
"Here I am," I smiled weakly.
"Professor Oak hasn't heard from you in a while. Don't you check your emails?" The aide had a brief angry look cross his face. "Well, never mind that. I can see you're busy with training and research. Can I see your Pokédex?" he asked and extended a hand. I stood up and Royal began to flop around aimlessly. I pulled the Pokédex out of my back pocket and handed it to the lab tech. He pushed a few buttons and nodded to himself while I wondered what this was all about. "I see your work is coming along nicely. The Professor wanted me to make a detailed report on your progress. He also wanted me to give you this." He handed me back the Pokédex and pulled a strange device out of his lab coat.
"What is this?" I asked as I took the two-pronged instrument from his hands.
"The Professor calls that an Item Finder." He laughed. "Pretty simple, right? Basically it will light up when you are near a Pokémon enhancing item." He held out a small technical machine and the lights on the end began to flash brightly. "It's designed to pick up on the subtle radio waves… well, you don't need the boring details. The gift comes at a small cost, however. Professor Oak wants you to head to Lavender Town to do some research there. There have been some very strange sightings in that town and we believe Pokémon are involved."
"I don't understand," I admitted. Surely, I could just bike over to Lavender Town and there was no need for this strange contraption.
"The only way into Lavender Town these days is through the Rock Tunnel and to get through the Rock Tunnel, the Professor believes you will need to teach one of your Pokémon the hidden move called Flash. And well, you see, the thing is… the Hidden Machine that will teach Pokémon Flash was lost while doing research at the far end of Diglett Cave." He stammered to get out the last sentence. I could tell it was his fault the machine was lost and finding me was his penance.
"So let me get this straight," I began. "I need to use the Item Finder and head through Diglett's Cave. Once I find the HM Flash, I need to head to the Rock Tunnel and take that path to Lavender Town to investigate something for Professor Oak." This felt like a real round-about way to get somewhere. Diglett's Cave would dump me out near Pewter City in western Kanto, and Lavender Town was about as far east as you could get and still be in the Kanto region. Still, I owed the Pokémon Professor a great deal of gratitude and I was out here doing his field testing on the Pokédex. I didn't feel I had much of a choice. At first I was a bit irritated, but after the aide had dismissed himself I began to think Diglett's Cave might be a great place to train up Royal. There was some silver lining after all.
I had been given what you might call a side quest. At the risk of being too brief, I don't want to bore you with all the details. I biked over to Diglett's Cave and began my trek through with Royal tackling any curious Diglett or Dugtrio that came to protect their territory. I affixed the Item Finder to the handlebars of my bike and carefully and slowly walked the bicycle from one end of this narrow little tunnel to the other. Along the way, something equal parts amazing and claustrophobia inducing happened - Royal evolved from a silly, little Magikarp into a massive, intimidating Gyrados. Digletts, beware! This massive monster filled up the entirety of the tunnel! It was spectacular. Now, Royal was the master and he would take Dustin under his wing and guide his training alongside me.
I found HM Flash as well as a surprise Technical Machine (TM) that taught Pokémon the move Dream Eater. While Hidden Machines had the capacity to teach moves repeatedly, Technical Machines at the time did not. Dustin was the easy and obvious choice for Dream Eater. After lulling Pokémon to sleep with his powers of Hypnosis, he could then feed on their hopes and fears with this devastating psychic attack. Unfortunately, he was also the only Pokémon on my roster who was able to learn Flash and so Flash he would learn - a move I would come to regret.
I emerged from Diglett's Cave on the Pewter City side. I spent a day there recovering. I had a nice visit with Rascal Sr. at the Pewter City Pokémon Gym where he was thriving. I can't believe a month has passed since I was last in Pewter saying goodbye to Rascal Sr. So much had changed since then! I was tempted to challenge him to a battle against Rascal Jr., but I really didn't want to waste too much time in Pewter City when Professor Oak was counting on me to head to Lavender Town. So the next day, I biked over to Cerulean City. I left a small food offering for Nibbles as I passed Mount Moon, but I'll never know if he found it. I really missed that guy. Beyond Cerulean City was the rocky path up to the Rock Tunnel. I didn't see any wild Pokémon as I quickly pedaled through, but I would be set upon by non-stop Zubats as soon as I set foot inside the pitch black caverns of Rock Tunnel.
Now, I need to get this off my chest. I hate Rock Tunnel. This very moment of this very day all these years later, I still absolutely hate it. I hate that I was in Kanto at a time it was nearly mandatory to pass through to get to Lavender Town - thanks to the Saffron City lockdown and a couple of tremendously frustrating Snorlax. Like Mount Moon, the Rock Tunnel is absolutely infested with Zubat. I love all Pokémon, but my tremendously bad experiences with trying to desperately train Vesper to be worth using in a battle had left me pretty jaded. I couldn't even bring myself to catch another Zubat because Vesper was such a disappointment.
I also want to say that the darkness of Rock Tunnel is the worst. Mount Moon had enough light filtering in from outside combined with lights set up by fossil hunters at famous dig sites that there really weren't many issues finding your way through the twisty tunnels. Rock Tunnel is absolute darkness. Without a Pokémon capable of lighting up like a Christmas tree, you can't see your hand in front of your face. For such a well traversed passage, much like Mount Moon, I couldn't understand why someone didn't think to set up lights along the trail to guide you through this senseless labyrinth of stone.
Which brings me to Hidden Move Flash itself - what a worthless waste of Pokémon talent. No one told me that I wouldn't be able to remove this obstacle from my Pokémon's arsenal of abilities. I was a fresh, young trainer and I didn't know any better. Techniques to delete these hard-wired moves wouldn't be developed for several years yet and so now my Dustin was going to be stuck with Flash for the rest of his days. Hypnosis and Dream Eater were so powerful a combination that there really wasn't much of a need for my tried and true method of lowering accuracy - something Flash actually did better than Kiwi ever could with all his sand attacks. As long as a Pokémon could be hypnotized, Dustin would prevail regardless of their accuracy. And as a result of his tremendous successes, Dustin evolved into a Hypno on our journey through Rock Cave.
I guess all those Zubat were good for something after all.
Current Team:
Attacks in Blue are recently learned.
Bill's Storage: Kiwi (Pidgeotto) & Vesper (Zubat)
Old Man Daycare: Charlie (Pidgey)
Eureka Trojan War Comparison
Here is a Comparison image of upcoming Eureka Miniatures 28mm Trojan Wars. Middle figure is Foundry. 2nd from left if a leader from upcoming Stone Age Denisovan (chief). Fantastic sculpts begging to be panted up. Lovely match for Foundry and Redoubt etc.
2017 State Of Virtual Reality #1: Platforms & Content
This two-part article describes the state of virtual reality technology and research at the beginning of 2017. I'm writing it for a technical audience. For a more philosophical discussion for a general audience, see my Virtual Reality: The Actuality of Total Cinema talk video.
Telepresence requires at least real-time 3D rendering, 6 degrees-of-freedom tracking of the player's head (and ideally hands), a wide field of view, and low latency (delay) between motion and the image updating.
It is easy to spot when a first-time VR player is experiencing telepresence. They start laughing hysterically and keep saying, "I'm really in this other place." And it is indeed a magical feeling, even after having experienced it many times.
To me, the ultimate goal of VR is the Holodeck on Star Trek: a room that you enter which can become any location.
Objects appear indistinguishable from reality with physical form, weight, smell, and every other property. You can walk without limitation in any direction and don't have to wear any special equipment because it is built in to the room.
The Holodeck is probably long way in the future. The primary challenge is having the player unencumbered.
A more near-term goal is something like the VR shown in The Matrix, Harsh Realm, eXistenZ, or Total Recall, in which the computer simulation interfaces directly with the player's mind.
This avoids the mechanical problems of physical senses by simply bypassing them, while providing an experience identical to the Holodeck.
This kind of technology could be practical within a decade, if there was really demand for it. However, like most people, I have reservations about using technology that directly interfaces with my nervous system.
For a non-invasive VR experience the most practical near-term goal matches the systems described in Snow Crash, Ready Player One, Avalon, or The Lawnmower Man.
The VR systems in those books and films have head-mounted displays, haptic harnesses, and lots of tracking devices. These bear great physical resemblance to products available today. However, the specifications on today's products are far below what is necessary for total immersion.
I hope that in the next five years we'll see consumer technology for VR that resembles this "Avalon VR" vision. Most of this article is devoted to describing progress and future challenges towards this goal.
Players will have seamless and convincing physical interaction with objects through audio, haptic, and visual feedback; be able to move relatively freely (although perhaps not by walking); make changes to the virtual world; and have virtual bodies. The book Ready Player One proposes many solutions for heterogeneous input devices, user interfaces, and even economics of such an environment.
Today, many panoramic, stereo films (also known as "360 video") are marketed as "virtual reality". These lack any interaction, the player has no avatar, and the player can't move in 3D. These are really just personal versions of a stereo OmniMax film.
This is still interesting content to view with a head-mounted display, but it doesn't really capture the full potential of the VR vision. In the extreme, some that don't even use a head-mounted display are called "VR": these are just panoramic videos played through viewers that notice when you've rotated a hand-held mobile device. That's a nice user interface, but I think labeling it "VR" is disingenuous.
Some head mounted displays for watching traditional movies are called "VR" platforms, even though they lack every element of VR--they are really just fixed displays seen through lenses to make them easier to focus on.
The most significant reason to use a cable is just power consumption. Think about how fast your phone battery runs down if you stream video from the web or run the camera for a long time. Desktop VR content is about ten times as rich as a streamed HD movie, so you'd run out of power in about fifteen minutes with a cell phone-sized battery or about an hour with an external head-mounted power pack. A cable allows the display to be light and run cool.
The image quality and delay in frames can also be several times better when using a wired connection than a wireless one. This is why professional e-sports game players use wired mice and gamepads even though wireless ones are more convenient...and why they use low-latency monitors.
It is just possible to transmit video to a head-mounted display wirelessly today, but only for short periods and at a risk of increasing latency (some of which can be hidden by software if you are moving very smoothly). The announced TPCast add-on product for HTC Vive makes it wireless and there are rumors that Hololens and the next Oculus Rift will be wireless as well. However, when VR resolutions and frame rates jump in late 2017 or 2018, wireless solutions will again become impractical...at least until there are comparable advances in that technology.
This arms race will likely continue for a decade for desktop VR. Mobile VR entirely avoids the problem by simply rendering on the display itself, but has quality limitations as a result.
The lenses in a VR display allow you to focus at an apparent depth of about a meter even though the device is only centimeters from your eyes. Unfortunately, they also create chromatic aberration (color fringing), barrel distortion (fisheye), and glare. The images shown are pre-distorted to attempt to counter some of this, but at today's resolutions it is impossible to make the entire screen look good.
There's a big difference between latency and throughput. Throughput can be measured in frames per second or pixels per second. Latency is just time.
Consider a car assembly line. With 1000 stations of robots and humans working on a car as it moves through the factory, one finished car might emerge every minute from the factory. That's high throughput. It is what we're used to worrying about for 3D games.
Now, think about the path of one individual car. It might take two days for that car to go from raw metal at the front of the factory to a finished car at the back after the 1000 different assembly operations are performed. This is the latency. It doesn't matter how many cars were produced in two days if we're waiting for one specific car.
When you move your head in VR, you don't care about the throughput of how quickly you can see out-of-date image frames update. What you want is for the latency to be very low for the new frame showing the rotated view to display.
That is, in VR, if latency is too high (say, around 50 milliseconds), then it appears that you are dragging the world with you as you move, and it then snaps into place after a moment. This makes your visual system react as if it is malfunctioning, and you essentially get sea sick. The best VR systems keep perceived latency down to about 10 ms today through a combination of prediction, fast components and algorithms, and warping.
The power of the GPU and quality of the software greatly affect latency as well. Unfortunately, the last two decades of computer architecture all increased latency to increase throughput. This means that a lot of the image quality that we see in the best 3D games is not possible in VR right now. We have to strip down rendering pipelines to make them render with low latency.
For the images on the display to update correctly, your head must be tracked very accurately in the real world. Inside-out tracking systems such as the HTC Vive compute the position of the head and hands by looking at reference points in the world from the head-mounted display.
The HTC Vive specifically uses "light house" laser beacons for a kind of radar-like triangulation, but it is possible to do this based solely on cameras. The laser beacon approach scales well to many objects in the VR space and gives the lowest latency and highest accuracy of technologies available today
Outside-in systems such as the PSVR and Oculus Rift use a camera mounted near the computer to look at the head-mounted display. When properly calibrated, these can be very accurate and have the ability to potentially track individual fingers and whole bodies in the style of Microsoft's Kinect devices. Outside-in systems also don't require power sources for the tracked objects, which is why Oculus Rift's controllers rarely need the batteries changed--they are primarily there for transmitting button presses.
Most tracking systems are augmented by accelerometers in the display and controllers, which drift over time but provide very low-latency updates of rapid or unpredictable movement.
It is of course hard to create room-scale content because the experience designer doesn't know what size your room is. Content has to be designed to automatically resize or to choose the smallest common size, perhaps something like 1.5mx1.5m.
Standing VR captures some of the telepresence of room scale by making the player stand in a single place. The player has freedom to duck, jump, lean, and turn, but not to walk. Locomotion must be accomplished by other mechanics such as teleportation or driving a vehicle.
Seated VR is the most restrictive. The player is seated, ideally in a swivel chair to at least allow continuous rotation. Sitting can greatly reduce telepresence and limits player head motion and thus parallax. However, it is a natural fit for experiences and is the most practical to deploy...especially for mobile VR, which tends to lack good absolute tracking today and could leave the player stumbling into real-world objects if standing or walking.
The first steps on the path to Avalon VR-style technology began long ago. Stereo viewing glasses are at least 150 years old. Sutherland and Sproull built a head-mounted computer display with positional tracking in the 1960's.
Even early Holodeck VR technology began in the 1990's. Technology similar to today's consumer head-mounted displays has been in research labs for over a decade.
However, only recently was this technology available to the general public. Economies of scale from cell phone production drove down the cost of two key technologies for virtual reality: cameras (for tracking) and high-resolution display panels (for the head-mounted display). This made it possible to build consumer VR platforms for about US$500. Simultaneously, US$200 consumer GPUs became powerful enough to drive these displays in real-time.
In 2016, the first mass-market consumer VR platforms launched. New platforms are now being announced every month, and the existing ones are rapidly being upgraded. At this moment (January 2017), the most significant platforms are:
Expect new devices, such as midrange Windows 10 head mounted displays, to emerge very soon. Lenovo announced their low-cost headset shortly after this article was first published.
It would be reasonable to assume that every major peripheral vendor and tech company from Amazon and Apple to Dell and Razer has a VR product currently in development. Likewise, expect rapid iteration from Google, Oculus, and Valve (co-maker of the Vive) on their tracking and controllers this year and in the future.
Several augmented reality devices are also coming to market. Microsoft Hololens is the most sophisticated that has been announced so far, but many more are coming soon, including CastAR, Magic Leap, Meta, ORA-2, AiR, and Moverio. VR is just in its infancy. AR has much farther to go, and few of these are likely to survive the technological and economic hurdles of the market, let alone provide a good consumer experience in the next year. However, they are really important for engineering and research applications.
As a rule of thumb for the high end, right now PSVR has a great lineup of games and films, Oculus Rift is second, and HTC Vive has the smallest library of good content. Expect that to change significantly in the next six months as vendors start creating more of their own content and platform-exclusive deals expire.
Some fully interactive experiences that I recommend are:
These will soon be eclipsed by many others, but right now offer the best blend of comfort (i.e., not making the player motion sick), interesting content, good controls and mechanics, and quality visuals.
There are plenty of other experiences such as ADR1FT, EVE: Valkyrie, I Expect You To Die, and Edge of Nowhere that have amazing elements, but which I can't recommend to general audiences because of some design flaw or motion sickness issue.
Although there are some VR patches and fan tributes, there are some worlds that haven't yet received full VR releases which I think most gamers are eagerly hoping to see announced. For example, Portal, Ethan Carter, Skyrim, The Witness, Star Wars, DayZ, Left 4 Dead, Mechwarrior, and Deus Ex. It is hard to imagine that the owners of that intellectual property won't follow through on this market potential.
There are thousands of VR "films" available. Some of these, like Henry and Allumette, are rendered in real-time so that you can move freely in the environment by walking around. You can't affect the story or change the world, but it feels solid and three dimensional.
The best two real-time non-interactive VR experiences I've had are:
Others are "360 video"...stereo panoramas in which you can look around, but not move from the center of the world. These are the most common, because they are the easiest to produce and can be live action. White Room 02B3 is a nice example.
A few of the 360 video films allow some limited interaction, changing the story or at least its pace slightly based on your gaze. Colosse and WILD - the experience are both in this category. I think we'll see some more of this.
I have yet to see a VR film that wouldn't have been better as a conventional film with faster pacing and tighter editing. However, I expect that to change. Content creators are still bravely exploring the medium, and largely have to move cautiously as they work out the conventions and capabilities of this new medium.
That said, I think that the killer application of passive virtual reality content will be 360 videos of sports games and theatrical performances. This is content that is relatively cost-effective to capture compared to new narrative experiences.
It is reasonable to expect audiences to pay something like US$10 to see an event in VR that they would pay US$300 per seat for live, when VR can increasingly capture a significant portion of the experience of being present. Apps such as FOX Sports VR, Lionvision VR, NextVR, and VOKE TrueVR are currently available for this purpose, and I think major networks are likely to launch their own native applications in 2017.
For mobile VR, the other great killer application is watching regular non-VR films inside a virtual reality theatre. This allows you to watch any movie on your phone on a bus or plane and feel as if you were in a theatre. Several apps are available for each of the mobile VR platforms today for this experience.
The same technique could theoretically be used to create virtual monitors to provide a desktop-computing experience with only a keyboard, phone, and network connection to a virtualized PC. However, software for doing so in a turnkey fashion doesn't exist--yet.
Part 2 of this article describes the hardware, software, and user interface challenges we face for virtual reality in 2017.
Peeking out from under a virtual reality display prototype |
Setting the Standard
Virtual reality (VR) is a collection of technological visions for an immersive computer-driven experience. Different groups have different definitions, and definitions are important for technology--scientists and engineers need to specify what they're building.Telepresence
I put the base level of VR technology at telepresence: the point at which the player's senses and instincts treat the virtual world as real. This happens even through the player knows at a cognitive level that it is not. Today's best VR experiences already achieve this, although many low-end "VR" experiences fall a little short.Telepresence requires at least real-time 3D rendering, 6 degrees-of-freedom tracking of the player's head (and ideally hands), a wide field of view, and low latency (delay) between motion and the image updating.
It is easy to spot when a first-time VR player is experiencing telepresence. They start laughing hysterically and keep saying, "I'm really in this other place." And it is indeed a magical feeling, even after having experienced it many times.
Holodeck VR
Holodeck VR: The Holodeck fictional virtual reality technology depicted in Star Trek: The Next Generation |
Objects appear indistinguishable from reality with physical form, weight, smell, and every other property. You can walk without limitation in any direction and don't have to wear any special equipment because it is built in to the room.
The Holodeck is probably long way in the future. The primary challenge is having the player unencumbered.
Matrix VR
Matrix VR: The Matrix is a dystopian film featuring fictional virtual reality technology and martial arts |
This avoids the mechanical problems of physical senses by simply bypassing them, while providing an experience identical to the Holodeck.
This kind of technology could be practical within a decade, if there was really demand for it. However, like most people, I have reservations about using technology that directly interfaces with my nervous system.
Avalon VR
Avalon VR: The fictional VR headset from the film Avalon resembles today's real-world products. |
The VR systems in those books and films have head-mounted displays, haptic harnesses, and lots of tracking devices. These bear great physical resemblance to products available today. However, the specifications on today's products are far below what is necessary for total immersion.
I hope that in the next five years we'll see consumer technology for VR that resembles this "Avalon VR" vision. Most of this article is devoted to describing progress and future challenges towards this goal.
Players will have seamless and convincing physical interaction with objects through audio, haptic, and visual feedback; be able to move relatively freely (although perhaps not by walking); make changes to the virtual world; and have virtual bodies. The book Ready Player One proposes many solutions for heterogeneous input devices, user interfaces, and even economics of such an environment.
Augmented Reality
Visualization of what augmented reality would seem like, by Magic Leap |
Augmented reality takes the real world and seamlessly adds virtual 3D content. The fictional hologram displays in Star Wars, Minority Report, Iron Man, and Avatar are a weak form of AR.
The Microsoft Hololens demo is actually a better depiction of the goal of AR than most films. Just beware that this demo as captured on video doesn't really match the experience you'd have today with the product: the camera's limited field of view and editing out of failure cases makes an admittedly impressive technology seem too much like magic.
Arguably, the Holodeck experience is augmented reality, although the point in the Holodeck is to replace everything except the players so I consider it more VR than AR.
Limited AR experiences, such as Google Glass, just provide a kind of heads-up display over the real world. These are useful for maintaining situational awareness and eye contact in scenarios where today we would look down at a cell phone or tablet. However, they are only a small step towards the much greater application of integrating apparently-3D virtual objects into the real world.
What I've been describing so far is free-space AR that can appear anywhere in a room around you and is observed through some kind of special glasses. There are also two variants that are much more limited, but also sufficiently practical as a result of those limitations that they are already widely deployed.
Projection mapping re-colors an existing real-world surface. There are several firms that specialize in applications of this technology, such as watershed simulation in a real sandbox or public art shows.
Hand-held display AR superimposes virtual elements onto a live viewfinder video feed, such as on a cell phone. Pokemon Go was a recent low-end example of this, where the compositing of real and virtual objects was ignorant of lighting and depth. Ikea's AR tablet and phone app is a more compelling example that allows visualizing furniture in real environments.
Limited AR experiences, such as Google Glass, just provide a kind of heads-up display over the real world. These are useful for maintaining situational awareness and eye contact in scenarios where today we would look down at a cell phone or tablet. However, they are only a small step towards the much greater application of integrating apparently-3D virtual objects into the real world.
What I've been describing so far is free-space AR that can appear anywhere in a room around you and is observed through some kind of special glasses. There are also two variants that are much more limited, but also sufficiently practical as a result of those limitations that they are already widely deployed.
Projection mapping re-colors an existing real-world surface. There are several firms that specialize in applications of this technology, such as watershed simulation in a real sandbox or public art shows.
Hand-held display AR superimposes virtual elements onto a live viewfinder video feed, such as on a cell phone. Pokemon Go was a recent low-end example of this, where the compositing of real and virtual objects was ignorant of lighting and depth. Ikea's AR tablet and phone app is a more compelling example that allows visualizing furniture in real environments.
Marketing VR
Anything remotely 3D and interactive has probably been marketed as VR in the past. For example, in 1993, the original DOOM game. The practice of using the term "virtual reality" loosely in marketing continues.id Software's DOOM in 1993 |
This is still interesting content to view with a head-mounted display, but it doesn't really capture the full potential of the VR vision. In the extreme, some that don't even use a head-mounted display are called "VR": these are just panoramic videos played through viewers that notice when you've rotated a hand-held mobile device. That's a nice user interface, but I think labeling it "VR" is disingenuous.
Some head mounted displays for watching traditional movies are called "VR" platforms, even though they lack every element of VR--they are really just fixed displays seen through lenses to make them easier to focus on.
Current Technology
Components
A consumer VR system features:- a head-mounted display (the "goggles") containing a cell-phone panel and two lenses to make it possible to focus on the device up close
- audio, usually through headphones connected to the head-mounted display
- head tracking
- hand tracking, typically through a hand-held controller
- a computer, which is built into the display for mobile
Displays
Current displays provide about 1080p resolution to each eye at 90-120 Hz, which is about 2-3x smoother updates than a typical console game. They offer about 110 degrees for a horizontal field of view, which is only half of what you can see in real life but is enough to at least feeling claustrophobic.Cables
For high-end, desktop-powered VR platforms, there's a thick cable connecting the display to the computer. This is needed for several reasons.Desktop VR requires a thick power and video cable today |
The most significant reason to use a cable is just power consumption. Think about how fast your phone battery runs down if you stream video from the web or run the camera for a long time. Desktop VR content is about ten times as rich as a streamed HD movie, so you'd run out of power in about fifteen minutes with a cell phone-sized battery or about an hour with an external head-mounted power pack. A cable allows the display to be light and run cool.
The image quality and delay in frames can also be several times better when using a wired connection than a wireless one. This is why professional e-sports game players use wired mice and gamepads even though wireless ones are more convenient...and why they use low-latency monitors.
It is just possible to transmit video to a head-mounted display wirelessly today, but only for short periods and at a risk of increasing latency (some of which can be hidden by software if you are moving very smoothly). The announced TPCast add-on product for HTC Vive makes it wireless and there are rumors that Hololens and the next Oculus Rift will be wireless as well. However, when VR resolutions and frame rates jump in late 2017 or 2018, wireless solutions will again become impractical...at least until there are comparable advances in that technology.
This arms race will likely continue for a decade for desktop VR. Mobile VR entirely avoids the problem by simply rendering on the display itself, but has quality limitations as a result.
Lenses
The pre-distorted image sent to the display of the Oculus Rift. When viewed through the lenses, this looks relatively normal. |
Latency
To avoid headaches and motion sickness in VR, the platform must provide not only high frame rates and a reasonable resolution and field of view, but also low latency. Latency is the delay between when you move your head and when the image on the screen updates.There's a big difference between latency and throughput. Throughput can be measured in frames per second or pixels per second. Latency is just time.
Consider a car assembly line. With 1000 stations of robots and humans working on a car as it moves through the factory, one finished car might emerge every minute from the factory. That's high throughput. It is what we're used to worrying about for 3D games.
Now, think about the path of one individual car. It might take two days for that car to go from raw metal at the front of the factory to a finished car at the back after the 1000 different assembly operations are performed. This is the latency. It doesn't matter how many cars were produced in two days if we're waiting for one specific car.
When you move your head in VR, you don't care about the throughput of how quickly you can see out-of-date image frames update. What you want is for the latency to be very low for the new frame showing the rotated view to display.
That is, in VR, if latency is too high (say, around 50 milliseconds), then it appears that you are dragging the world with you as you move, and it then snaps into place after a moment. This makes your visual system react as if it is malfunctioning, and you essentially get sea sick. The best VR systems keep perceived latency down to about 10 ms today through a combination of prediction, fast components and algorithms, and warping.
The power of the GPU and quality of the software greatly affect latency as well. Unfortunately, the last two decades of computer architecture all increased latency to increase throughput. This means that a lot of the image quality that we see in the best 3D games is not possible in VR right now. We have to strip down rendering pipelines to make them render with low latency.
Tracking
Valve's diagram of their inside-out tracking of the signal from light house beacons |
The HTC Vive specifically uses "light house" laser beacons for a kind of radar-like triangulation, but it is possible to do this based solely on cameras. The laser beacon approach scales well to many objects in the VR space and gives the lowest latency and highest accuracy of technologies available today
Outside-in systems such as the PSVR and Oculus Rift use a camera mounted near the computer to look at the head-mounted display. When properly calibrated, these can be very accurate and have the ability to potentially track individual fingers and whole bodies in the style of Microsoft's Kinect devices. Outside-in systems also don't require power sources for the tracked objects, which is why Oculus Rift's controllers rarely need the batteries changed--they are primarily there for transmitting button presses.
Most tracking systems are augmented by accelerometers in the display and controllers, which drift over time but provide very low-latency updates of rapid or unpredictable movement.
Scales
The best VR experiences today are called "nomad VR" or "room scale". These allow you to walk freely around an area of at least a few square meters. Cleverly designed applications can make that area feel much larger by adjusting content to steer you back towards the center of the space.The SteamVR tool accepts both room-scale and standing configurations |
Standing VR captures some of the telepresence of room scale by making the player stand in a single place. The player has freedom to duck, jump, lean, and turn, but not to walk. Locomotion must be accomplished by other mechanics such as teleportation or driving a vehicle.
Seated VR is the most restrictive. The player is seated, ideally in a swivel chair to at least allow continuous rotation. Sitting can greatly reduce telepresence and limits player head motion and thus parallax. However, it is a natural fit for experiences and is the most practical to deploy...especially for mobile VR, which tends to lack good absolute tracking today and could leave the player stumbling into real-world objects if standing or walking.
Specific Hardware
Brewster stereoscope...circa 1870 |
Even early Holodeck VR technology began in the 1990's. Technology similar to today's consumer head-mounted displays has been in research labs for over a decade.
However, only recently was this technology available to the general public. Economies of scale from cell phone production drove down the cost of two key technologies for virtual reality: cameras (for tracking) and high-resolution display panels (for the head-mounted display). This made it possible to build consumer VR platforms for about US$500. Simultaneously, US$200 consumer GPUs became powerful enough to drive these displays in real-time.
Sutherland and Sproull's "Sword of Damocles" ...circa 1964 |
- HTC Vive, which has the best tracking and display for freedom of movement and visual immersion
- Oculus Rift, which has the best controllers for natural interaction
- PSVR, which has the best movies and games available for it
- GearVR, Google Daydream, and Google cardboard, which are the most affordable and the easiest to use
Expect new devices, such as midrange Windows 10 head mounted displays, to emerge very soon. Lenovo announced their low-cost headset shortly after this article was first published.
It would be reasonable to assume that every major peripheral vendor and tech company from Amazon and Apple to Dell and Razer has a VR product currently in development. Likewise, expect rapid iteration from Google, Oculus, and Valve (co-maker of the Vive) on their tracking and controllers this year and in the future.
Several augmented reality devices are also coming to market. Microsoft Hololens is the most sophisticated that has been announced so far, but many more are coming soon, including CastAR, Magic Leap, Meta, ORA-2, AiR, and Moverio. VR is just in its infancy. AR has much farther to go, and few of these are likely to survive the technological and economic hurdles of the market, let alone provide a good consumer experience in the next year. However, they are really important for engineering and research applications.
Content
The virtual reality experiences available are rapidly expanding, with an average of one significant game or film releasing per day. Some are cross-platform, but most are platform-exclusives funded by the platform vendors.As a rule of thumb for the high end, right now PSVR has a great lineup of games and films, Oculus Rift is second, and HTC Vive has the smallest library of good content. Expect that to change significantly in the next six months as vendors start creating more of their own content and platform-exclusive deals expire.
Games
The Climb is an action-packed VR game that is extremely comfortable, self-paced, and nonviolent |
Fans couldn't wait for Valve to make an official VR game and released their own, quite good, Portal Stories |
- The Lab - Valve's free demo suite provides some of the most comfortable and immersive content available
- The Climb - a beautiful and well-designed arcade interpretation of extreme rock climbing
- Google Earth - fly over the entire 3D planet, from satellite height to street level. It is easy to lose track of hours here with virtual travel despite a confusing control scheme.
- Vanishing Realms - a dungeon-crawling experience with some of the best movement controls and satisfying hack and slash action
- Superhot VR - a fully-formed, native VR experience that is also a great post-modern video game
- Playstation VR Worlds - PSVR's answer to The Lab, which sadly is not free. However, the London Heist and Ocean Descent portions are worth the price of the whole bundle.
- Star Wars: Battlefront X-Wing VR: exactly what you'd hope it would be
- Fast Action Hero - a rapidly iterating shootout simulator available while in development
- Portal Stories - a free fan game set in the world of Valve's Portal games makes clear how great a full-budget PortalVR title could be.
- Robo Recall - the trailer makes this look like yet-another-shooter, but Epic has polished the VR gameplay for two years to make the world feel completely solid and the gameplay maximally fun. Slightly limited by confusing teleportation mechanic and lousy hand tracking on the rift.
- Budget Cuts - James Bond meets satire in this promising demo of an in-production title
- AudioShield - an aerobics class disguised as something reminiscent of TRON
These will soon be eclipsed by many others, but right now offer the best blend of comfort (i.e., not making the player motion sick), interesting content, good controls and mechanics, and quality visuals.
ADR1FT is a great game if your stomach can handle tumbling in zero-G. Unfortunately, many people's can't. |
Although there are some VR patches and fan tributes, there are some worlds that haven't yet received full VR releases which I think most gamers are eagerly hoping to see announced. For example, Portal, Ethan Carter, Skyrim, The Witness, Star Wars, DayZ, Left 4 Dead, Mechwarrior, and Deus Ex. It is hard to imagine that the owners of that intellectual property won't follow through on this market potential.
Films
Allumette |
The best two real-time non-interactive VR experiences I've had are:
- Pearl - Google's upbeat and interesting father-daughter story, marred only by some awkward cuts and rendering dropouts during them.
- Dear Angelica - Oculus' gorgeous mother-daughter story...with somewhat buggy camera placement and the usual Rift distortion in the perphiphy.
Others are "360 video"...stereo panoramas in which you can look around, but not move from the center of the world. These are the most common, because they are the easiest to produce and can be live action. White Room 02B3 is a nice example.
A few of the 360 video films allow some limited interaction, changing the story or at least its pace slightly based on your gaze. Colosse and WILD - the experience are both in this category. I think we'll see some more of this.
I have yet to see a VR film that wouldn't have been better as a conventional film with faster pacing and tighter editing. However, I expect that to change. Content creators are still bravely exploring the medium, and largely have to move cautiously as they work out the conventions and capabilities of this new medium.
NextVR's live VR sports viewer |
It is reasonable to expect audiences to pay something like US$10 to see an event in VR that they would pay US$300 per seat for live, when VR can increasingly capture a significant portion of the experience of being present. Apps such as FOX Sports VR, Lionvision VR, NextVR, and VOKE TrueVR are currently available for this purpose, and I think major networks are likely to launch their own native applications in 2017.
For mobile VR, the other great killer application is watching regular non-VR films inside a virtual reality theatre. This allows you to watch any movie on your phone on a bus or plane and feel as if you were in a theatre. Several apps are available for each of the mobile VR platforms today for this experience.
The same technique could theoretically be used to create virtual monitors to provide a desktop-computing experience with only a keyboard, phone, and network connection to a virtualized PC. However, software for doing so in a turnkey fashion doesn't exist--yet.
Part 2 of this article describes the hardware, software, and user interface challenges we face for virtual reality in 2017.
Morgan McGuire (@morgan3d) is a professor of Computer Science at Williams College, a researcher at NVIDIA, and a professional game developer. He is the author of the Graphics Codex, an essential reference for computer graphics now available in iOS and Web Editions.
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