Virtual reality is a brand new field in which games are rapidly developed. However, the production of virtual reality games needs to abandon some of the traditional games and open the door to a new century. At the Australian Game Animation Exhibition (PAX Australia) held last Friday, program and seminar host Nic Healey asked a question: "When will I see the appearance of "The Elder Scrolls 5: Skyline"?"

Five important local forces in the VR field gathered in Melbourne to discuss how many things the VR industry should learn from traditional games, and how many things should be abandoned? Most people remember that the most commendable games in recent years usually bring a In an immersive world, players can immerse themselves in a few days.

But as Healey pointed out, most VR experiences today are only a few minutes long, not hours. Emre Deniz, a developer at Opaque Media, points out that we should consider whether it is feasible to have body control instead of working on the screen with the thumb. He said: "No one can swing the axe for 8 hours."

Virtual reality is a new thing that needs to abandon some traditional games.

Users may need to relearn for VR, and the maximum length does not always indicate its value. Zero Latency is a Melbourne startup that uses wireless tracking technology to track player movements in a warehouse-sized space for a free-roaming VR experience. Its senior VR audio designer Sally Kellaway said the team's immersive zombie experience can last at least 40 minutes, but they are looking for a shorter experience.

She explained: "We just did two 12-minute experiences so that we can offer a range of different categories and experiences. I think the 'snap to eat' content is quite good, which means you can jump in, Then jump out and try something new.” The seminar also agreed that most of the shorter VR experiences should not be considered a failure. Game designer Jennifer Scheurle suggests that the creator community should be responsible for making it easier for novices to integrate into the technology by developing shorter content. “VR design and game design are not mutually exclusive, but they don’t always overlap.”

Virtual reality is a new thing that needs to abandon some traditional games.

With htc vive and PSVR already on the market, this is the time to teach others how to move and interact in immersive formats.

Stephanie Andrews, Creative Director of Liminal VR, added: “When people need to adapt to a new medium, they will always experience this classic period. We don’t want people to feel overwhelmed, unable to accept, and flee.” In many ways In short, a shorter duration VR experience can be defined as experimental content. After all, as developers, they still have a lot to learn from traditional games, but there are also many places to abandon and relearn. Scheurle pointed out: "We have to give up the railroad track that traditional games are driving." She also explained that some people suspect that the reason for VR is that they see the mechanism that developers try to copy traditional games in VR, and then find that this is not possible. Row.

Scheurle said: "How should I move in virtual reality and not feel sick? We feel that we are moving, but our body does not feel the same. This is definitely a problem related to traditional game development."

Virtual reality is a new thing that needs to abandon some traditional games.

Another challenge is to let go of the control as a developer. She added: “It's almost like you are designing games with other people (game experiencers). There will be more sense of substitution and dominance in their experience. But that doesn't mean VR designers can stop using them. Responsible for what the user might experience. In the past, once you pressed the "Start" button in a traditional game, this means you have agreed. But given the physical nature of virtual reality, the experience may be more diverse and personal. The concept of consent is vague. For example, if you put a person in the VR and put it on a rickety bridge above the canyon, if they have a fear of heights, then the feeling will be very deep.

Andrews added: "VR can affect users on a very personal level, stronger than any other format." Deniz emphasizes that developers need to abandon more traditional game development content instead of bringing more content Go to VR.

He said: "VR is not just a game. We basically take up the field that has existed since the 1960s... VR design and game design are not mutually exclusive, but they don't always overlap."

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A flange can also be a plate or ring to form a rim at the end of a pipe when fastened to the pipe. A blind flange is a plate for covering or closing the end of a pipe. A flange joint is a connection of pipes, where the connecting pieces have flanges by which the parts are bolted together.

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