What Gives Me HOPE For VR's Future.

Published 2024-06-14
Words cannot describe how Excited I am for this project, Project TX is a physics based VR Engine With innovative systems as well as tried and tested VR mechanics. Let me show you the Brilliance of a man named Nim…
~ Sincerely GRINN


💗 YouTube Membership & ShoutOut Here: youtube.com/channel/UCvB--pYkAUsSkHyIE6riLHA/join

●Please Go Support NIM & Project TX●    / @nimsostudios  
~Here's My Playlist i made for myself~    • Project TX  

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●Social Media●
➤ WE Stream Every THUR, FIR, SAT.: GRINN -    / @grinn   & www.twitch.tv/grinn_jf
➤ Anime Channel Here:    / @shareyourgrinn3852  
➤Discord | www.discord.gg/ds3wa6X
➤Twitter | twitter.com/Frost00003
▶ Business Inquiry Here: [email protected]
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IF YOU LIKE THIS, TRY THESE!●
➜ The One Thing BONELAB NEEDS Is Here! |    • The One Thing BONELAB NEEDS Is Here!  
➜ The Most Satisfying VR Game EVER… |    • The Most Satisfying VR Game EVER…  
➜ This Could CHANGE VR Forever |    • This Could CHANGE VR Forever  

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SO, You Want To Hear A Story, eh? - Playlist:    • SO, You Want To Hear A Story, eh?  
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●Time Stamps●
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●Music Used●
   / @streambeatsbyharrisheller  
   / @audiolibrary_  

What Gives Me HOPE For VR Future.
The Brightest Star In VR FUTURE


#VR #Gaming #MindOfMadness - #Quest2 #Quest3 #ExperientialSTORYTELLING #ProjectTX #Nimso #VREngine #VRnews

All Comments (21)
  • @NimsoStudios
    Heyo... so now I know what brought a sudden influx of subscribers to the channel over past couple days. Thanks for that :D Important: See end of comment for some explanation on "future of this project". I'm glad you're liking the engine, I've been working on the mechanical logistics here for the entire time I've worked in VR, since 2016. Important note on the elbow logic, it has changed a bit since that video since implementing the equivalent of a full muscle simulation for the ragdoll. By the way, I do recognise the "WHAT" feeling in many many of the things I worked on... That's why I kept pushing forward. The philosophy that I work on for this is simply to segment every single part of VR and work in detail on every one of them. The first video was on locomotion, that was years ago but over time it kept improving and feels really comfortable once you get used to it. The grabbing really benefitted from this approach, having started with physics based VR a long while back I had a chance to constantly tweak the joints and constantly experience the frustrations that come with physical hands and more-so from full arms. The "controller-free" elements come from a different direction, for me an important part of VR is that it's not designed dedicated to games, rather it's about truly being in the world, therefore having access to controller free tracking using the same mechanical systems was a must! Good NPCs... Oh boy I can't wait to get these things complete. I can't stand NPCs in VR for the most part, my priority when working on them is that at the developer level they can be setup how you would normally do with a non-ragdoll, non-VR game. I really want to push the limits with NPCs, they're already stable enough to be able to stay balanced while being pushed around as traversing land properly. but that really isn't everything, NPCs have to be present, we can't have static characters just standing still and only responding to the existence of the player. "You", "The Player", are not special, and that's the most important thing ever, you only exist in a world that is functioning on it's own. There's so much to come from NPCs, they are an integral part of the world. OK, let's get to the stuff you want to hear. First off, separate it in to 2 things, I've got names for both: Hybrid Engine - The actual collection of mechanical systems that you're seeing absolutely everywhere in these videos, it goes all the way from collecting the VR tracking data and adapting it based on different inputs... goes through all the gameplay logic, physics, body posing, character profile adaptation, finger posing to the final results. ProjectTX - The working title for a game I'm making, this is the first game to really use the full list of mechanics so it acts as a showcase of what's possible. The plan here is that I've been working on my VR mechanics for as long as I've worked in VR, so what I call the Hybrid Engine is actually the polished version of all the mechanics I've worked on over years of VR obsession, they can quite easily build up the foundation of a game. I'm primarily a game developer, I'm not working on systems designed to be released as assets, that's a secondary goal, with the games I make I try to set the quality standard as high as I can possibly manage. When it comes to licensing, one of the things I've thought about is the issue you mentioned about "low-effort posts". I personally wouldn't be licensing it out to anybody, I have plans on what type of product I would want to see it in. Where's the demo: I'm working on that daily, I consider most of the mechanics almost ready for demo with the only thing left with major work being NPC ragdolls. If you have access to my Patreon there is a short video showing the stability of the NPCs as they currently.. erm.. stand. I really have a lot to say when it comes to this stuff, and I'm considering making a video response to this video. Again a big thanks for the video, and a bigger thanks for reading all the way to this part of the comment.
  • @Brutality4you
    I was waiting for someone to address this project👍
  • @cananpriebe
    I remember watching some of his videos and being blown away. I would legit just play this as a physics sandbox to goof off in all day but the fact he’s gonna Lisence the engine to people and make an actual game from it is crazy. This guy is a one man army and might as well be a rocket scientist! I love how you can interact with things with physics using hand tracking, that’s insane
  • @Mensteem
    Great to see people talking about this project. The interactions are so much better than what we currently have, bringing the interactions of vr closer to the interactions of reality than ever before. Dont get me wrong i love SLZ and the bone series, they were one of the first to really push what was possible in vr and this is simply the next step up. I know they would be just as impressed by this project as anyone else and i hope SLZ and other developers take inspiration from Nims system to better vr games as a whole for the future
  • @cesarbrown2074
    This would make for a fun VR social sand box. A true vrchat with physics.
  • @smokedog9677
    Holy crap! It's only been about six months since I watched him last, and I can't believe he has got this much further! Crawling through that small space and the bubble boy on water! Can't wait to play a full project. Nim is going to renationalize the VR industry! There is nothing like his engine and he deserves the support.
  • I found that channel several years ago, very high production value but especially groundbreaking stuff in VR, was surprised how little people knew about it. Glad it's getting its well deserved attention now!
  • The cool thing about VR, is it has had eras just like gaming, and computers have had in the last two or three decades. We are certainly in the "middle advancement" era of VR, where all the old games and tech are still there and growing, but new tech and games are forming, with physics engines, new social mediums, and more things I can't even list due to there being so many. I'm so thankful for all of this, and the people involved, I wouldn't have even met my fiancé if it wasn't for all of this.
  • @ConkShorts
    The parkour on that wall looks absolutely insane and so incredibly smooth, like, assassins creed level smooth. Honestly, maybe even smoother than that, insane.
  • @sodiacTV
    Watching a NimSo video has me giggling for 40minutes while he explains his masterpiece. I can't wait for the future of VR.
  • @tenork2360
    I don"t knw much but i want this integrated in every single vr game out there and some non vr games, because of how cool this is, also the videos you make are very informative and cool keep up the good work, and take a break man you need it.
  • @Wodgedev
    THANK YOU for making this, been following Nim for so long and every time they posted I was so confused it wasn't more popular than it was.
  • @Mr_Pringle593
    this man is doing gods work, cant wait to see what happens to this project!!!!!!
  • @aDog420
    At this rate, we'll have fully functional nerve gears in a 10 years
  • @Eramidas
    Fizz Ecks Honestly it's pretty distracting lol
  • NimSony has been around for a while, awesome to see it finally getting the attention it deserves (hope this means a comeback for that Halo project)
  • @michaelc5373
    I've been keeping up with Nimso's progress literally since he first started posting, and I have to say, I am so proud of the work he has achieved, and so optimistic for the future of VR because of his efforts
  • @Shinyshoesz
    Just wanted to comment and say -- Thank you for highlighting this and Nimso studio! As a VR enthusiast, I am honestly so excited by stuff like this -- the medium is so new still! We still have time for large innovation and this is precisely what we need -- people who care and give a shit and give it their all out of their love for it. Felt your end rant heavy there friend <3