There have been countless attempts at bringing WoW to the VR gaming space though I don’t think there has been one capable of granting a fully immersive experience in WoW.
You’d need a Vision Pro, Coders capable of modifying the spatial environment to not reflect a still image but to react to the movement of the player. A simplified button interface that reacts to eye tracking and finger pinching. (We’ve gotten this with Plunder Event.) If you really want to get physical, pair this concept with a tool like the OmniOne Standing VR System. The issue with most VR Devices is that THEY DO NOT TALK TO EACH OTHER. (This is from a project management perspective, I do not know the intricacies required to bring this to life.)
With the new game mode this now solidifies a new way to view World of Warcraft. Those that have been playing for 20+ years understand that change happens no matter how much you try to stay original.
Those that complain: Classic and it’s variations are available to you.
With this new game mode you’ve unlocked something unseen before in WoW (Solid player models that react to live action combat.)
This opens up a new way to play your character especially if we’re moving towards a Ready Player! Pun intended Universe.
I’ve always said WoW is better up to scale and that requires a first person view and engine rehaul. NOT a graphics rehaul, but the way the game is interacted with.
It is time to change the way the game is played. Much like real life, the generations before us had their time, their guidance is out of touch with what resonates with NEW, FRESH, PLAYERS.
Older players capable of knowing what the past was will always complain about what the future holds… it adjusts the blueprint that they have been use to…
10 years from now we’ll have a entirely new player base and perhaps one that fuels the dream of Imagination and reactive gameplay that WoW is heading into.
Let me know your thoughts below, this is an ongoing WoW Experience.
Do you have a video or image to show what you’re talking about?
“Just remake the entire game from scratch! Ez pz.”
2 Likes
funnily enough it probably would not be that hard for the devs to remake it from scratch but they would have to hire a whole new team to do so or to take over retail
VisionPro by Apple leans on the idea of what I’m referring to. WoW would have to engineer what it means to be a Avatar in an “Spatial Environment” OS/Feature. This when turned to max envelops the person in an 360% interactive space. More details here:
(Search)
apple-vision-pro use-environments
Sadly the image I have is nothing but a Vision to be made real. We have the tools, but need the brainwork to implement it.
You are all overthinking this too much. The base character would be the only thing that needs to be recreated, the class architypes overtly do not. There are only 4 layers in difference from a Third Person Character and a VR pawn. The scope isn’t granular whatsoever, and I speak from experience.
The overlooked aspect is, VR players get absolutely trashed in RPG styled gameplay when coupled with cross platform play.
This is why, in order to make something mainstream, you have to change the foundation.
When VR begins to excel over Keyboard/Mouse/Console gameplay and the results make for a positive gaming experience, incorporating Exercise/Fitness along with Virtual Dopamine rewards.
Much like how Gameboys and PSPs took the crowd by storm, you need to make the in-home VR gaming experience something that every family would want to invest in.
This requires a unique one-size-fits-all device rather than several fragmented ideas with no cohesive planning. Cost-effectiveness is key, with a program that offers one device for all purposes. Additionally, assistance from the corporate teams involved in creating these experiences is crucial.
(In my opinion, Vision Pro is the best with its productivity features alongside gaming, but there needs to be a reason to get people off the couch to engage in moving their Avatars. The community has to change the stigma behind what comes with being an Avid-Gamer.)
what dispensary do you go to ?
Unless you are doing some form of pixel streaming, we are still a few decades away from achieving VR > PC general functionality and operations. And don’t even get me started with having a massive faceheater over your forehead.
I have two titles that are cross platform, un-named as this is a public forum, and the one critical take away is VR devices lack power, achieving desired gameplay(MMORPG Scale to cross play with PC users, using WoW as a reference) on a VR device required the power of at minimum, 64 gb of RAM(main rig is 128gb), a 4K series card, and even then the difference was too drastic causing the titles to be postponed for hardware advances. Don’t get me wrong, looked amazing, played amazing, but for MMORPG instancing scale + graphical prowess such as WoW for a baseline, it’s still too heavy for current devices alone.
Why though? Common users can’t afford full blown dev rigs to game with, bleeding edge users can pull it off somewhat, but it’s just not worth the development time, regardless how little it actually is as a feature, the feedback post production would be lackluster to stakeholders. Better to hold off until it’s truly time to make the leap to avoid complaints about disparity.
Your post makes complete sense, but I use to game in WoW using a 2013 Macbook with hardly the best graphics cards. It ran the game smoothly minus some environment features such as extra viewing distance.
The Vision Pro has along side its M2 Processing Chip and up to 1TB of Storage:
Both of which are highly capable of running WoW even to a low setting that most players are using.
The issue is the Community, the perspective of what it means to game, the monetary costs required to make these gaming experiences affordable. (If you want to make something mainstream it has to be affordable to each person.)
During the rise of in house computers the wave of “I need one to function.” took families by storm.
You cannot allow greed to mix in when trying to revolutionize a space.
frankly, that’s an absolutely wild claim.
Technical jargon still surpasses me, instead of saying what it can’t do, can you tell me what the Vision Pro is missing so it CAN do it?
I understand your stance with the old hardware requirements, but the framework of WoW has aged to a point the graphical impact is still far too great for VR currently, the class structures for VFX were vastly different years back, now, they are quite rich, even on the lowest settings if you ask me. Imagine doing Nym on a VR device in DF for example, a 8GB laptop utterly chokes when the grass spawns, VR devices are even worse.
And to answer “Technical jargon still surpasses me, instead of saying what it can’t do, can you tell me what the Vision Pro is missing so it CAN do it?”
Technically, it can be done, today even, but it wouldn’t be done up to snuff. AAA is AAA, and has extremely high standards for production models.
There isn’t much to answer, which I apologize for. Limitations are limitations unless you decide to rework a new chipset for headsets, it’s locked down. Or once a viable route for pixel streaming that won’t cost a arm and leg to achieve, it’s also locked down. Additionally, if players had access to transform data, someone could write a addon that links all of this together and sends the haptic transform data from hand locomotion to their player character and map their user button config to wow’s keybinds right now, but still the playability wouldn’t be there because of dizziness from screen tears due to the influx of screen space graphical requirements.
In a sense, it would have to transition to a chip/processing-friendly environment like Plunderstorm, removing clutter from added abilities to focus on a select few (or an infinite amount of creative spells) that do not strain the cores or memory when collectively used.
The way I see it, perhaps we don’t need just one headset. Maybe you need to connect the headset to the rig you already have, trigger the spatial environment, stand on a treadmill to register movement, and begin.
What programs would you suggest that could assist with accessing Transform Data or Haptic Response data?
I’ve always said the way of the future with VR is streaming the data from a external processing unit as a graphical power supply, so you are correct in that line of thinking. I say this for two reasons, the first one being, I’d personally never want hardware at that scale sitting on my face for extended periods, and secondly, streaming the data will also provide longer play sessions, reducing the power consumption the headset would use.
As for programs that could push haptic information to/from another api, it’s a mute point because that type of access isn’t open source from WoW to end users, it would be akin to packet injection if attempted, so not a route that’s viable whatsoever and could result in a immediate ban I’d assume.
That said, I am unable to make any suggestions, open source or proprietary sadly. I just wanted to answer your previous question, and in a technicality, it’s achievable.
Thanks, not only did you answer the question, but you also provided hope with your response.
I believe the route that needs to be taken for development is the combination of a Headset and an External Processing Unit (the PC). We would need a way to integrate feedback with standing Treadmill Desks (for those who may not know, these do exist and are quite affordable).
For developers and engineers reading this, what are your thoughts?
Plunderstorm is FUN! This is exactly what we need in WoW… revolutionized simplicity <3 Love you Blizzard!
No, what we need is for VR to be cheap enough for the mass market. A $3500 headset is far out of reach for your average gamer. You can get a high end PC for less than that.
What do you think about the Big Beyond Headset?