Realities Is A New VR Game That Looks Unbelievably Beautiful Thanks To Unreal Engine 4 & Photogrammetry

Realities.io will release tomorrow a new free VR game/app for HTC Vive, called Realities. Realities is a game/app that allows you to virtually travel the world by transporting real places 1:1 into Virtual Reality. This project is powered by Unreal Engine 4 and pushes amazing visuals thanks to Photogrammetry.

Here are Realities PC system requirements:

MINIMUM:

    • OS: Windows 8 or newer
    • Processor: Intel i5-4590 or similar
    • Memory: 8 GB RAM
    • Graphics: Geforce GTX 970 or similar
    • DirectX: Version 11
    • Storage: 12 GB available space
    • Additional Notes: … requires a HTC Vive to run.

RECOMMENDED:

    • OS: Windows 8 or newer
    • Processor: Intel i7-4770 or similar
    • Memory: 8 GB RAM
    • Graphics: Geforce GTX 980 Ti or similar
    • DirectX: Version 11
    • Storage: 12 GB available space
    • Additional Notes: … requires a HTC Vive to run.

Below you can find some screenshots, showing what PC gamers can expect from this new VR game.

We should note that the development team is also in talks with Oculus in order to make this game/app compatible with the Oculus Rift.

Enjoy!

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40 thoughts on “Realities Is A New VR Game That Looks Unbelievably Beautiful Thanks To Unreal Engine 4 & Photogrammetry”

    1. There’s a YouTuber who does primarily VR content, TribalInstincts, who’s played almost all of the Vive games in development and he said that Realities.Io was the single most jaw-dropping experience he had in VR.

      Because it’s not a game. It’s really the first true example of virtual tourism; giving you the sense that you’ve spatially teleported somewhere else.

      Imagine being able to “go” anywhere in the world at almost any frame of time and just hanging out there, seeing the sites?

      I’m a gamer, but it’s stuff like this that excites me most about VR.

        1. I just want VR to succeed. Apparently PSVR is also going to be available on PC eventually, so that’s another option.

          1. Yep, I’m curious about that aswell, the remote play was news a while ago, I’m quite eager to see if Sony is willing to provide support in the long run, and if the mass appeal of the console user base jumps in, VR can get quite a quick.

    1. It has to run at 1200p 90fps PER EYE, so, yeah, a 970 is required, unfortunately.

      GPU prices should drop now that VR is going to legitimately push companies to put out more powerful/cheaper cards to meet demand.

      1. But how the 970 will run the game compared to 980 ti? I have G1 GAMING which more powerful than a normal 970 but still requirements are too high

        1. There’s a SteamVR compatibility utility you can run that will determine if your PC is VR-ready.

          I have a 980Ti and I tested as far right in the green as you can get, but I’ve seen YouTubers that have 970s and their VR experiences are all locked at 90fps. Maybe you might have to knock down the visual quality from high to medium, but it’s still really good.

          1. I got 6.8/10 at steam test with no overclock and 7,8/10 whti a +100 core +450 nhz memory overclock.

  1. Recommending a GTX 980ti or similar puts it way above most VR games. That could back fire a bit. Both oculus and Valve have stated that most launch games have been designed to run great on ‘entry level’ GTX 970s and most games won’t have graphics options. This may break that mold.

    1. Oh please. Pascal and Polaris are gonna set a new standard for GPU performance, so a 980ti aint so badass anymore. Am pretty confident that AMD or nVidia will release a card that is affordable with similar horsepower to 980ti.

      1. The jump may not be as big as people were expecting. It already looks like Ncidia will be using an upgraded version GDDR not HBM. The performance jumps between GPU generations is slowing down. I’m not expecting a massive jump in performance over the 980ti.

        1. Yeah true. It might happen as you describe it. But we won’t know for sure, after all its a die shrink and last time it was a die shrink (580 > 680) performance gain averaged of about 40%, and 40% aint half bad.

          1. Where are you getting this information? There is no information mentioning this from any tech sites or even Nvidia’s own sites/social media.

          2. Ok I found the news article you’re referring too, however it’s not really a consumer ready GPU that was announced. I did find these notes on other sites:

            A. This is a partially disabled GPU for the Tesla lineup, Nvidia’s highest end “Brand” EG above their “Titan” cards. And this doesn’t even have a release date or price. Don’t expect a “1080i” or whatever until perhaps even next year.

            B. 8gb of ram, that’s guaranteed as you can’t have 4 (games can use more, barely but it’s there) and above 8 is a waste.

            C. SINCE it’s a “Tesla” only GPU for the moment, don’t expect anything like affordable even at the high end ($1000+) until the end of this year at the earliest.

            Essentially, this is not a consumer product and the consumer GPUs we see for sale will be heavily cut down versions of this. So again, the jump will be incremental, not ground breaking. Having said that, I’ll probably still upgrade. There are still persists t rumours that the consumer cards won’t use HBM2 but XGDDR5.

          3. 🙂

            Hey now, I never said it was a card in their gaming lineup, I just posted the specs for nVidias firstly announced Pascal card. I am fully aware that it is a Tesla. But the specifications are interesting and hints that HBM2 may actually make it this year.

            It’s true, there’s no release date as of now, but Jen-Hsun Huang stated that they’ll be shipping it soon.

            I am aware of the rumors of XGDDR5, however back in January Samsung announced that they just began mass-producing HBM2, and since nVidia is on a deal with them that is yet another hint that HBM2 will make it this year. Taking that in account, along with the newly announced specs of the Tesla which includes HBM2 with a comment about shipping starting soon, further strengthens the possibility for HBM2, not xgddr5.

            Anyway, we can do nothing but wait and see 🙂 At least I am very exited. I’m definitely gonna upgrade as I’ve truly seen the potential in 4K gaming since I bought my 4K monitor and my 980ti a few months ago. That, along with the fact that Dell is releasing the first OLED computer monitor for the consumer market is really watering my mouth additionally, this OLED monitor even sports 4K and 120hz on top of that. And this is great news since I believe it will be the starting shot for the OLED market for us gamers 🙂 It’s ABOUT TIME we ditch the sloppy IPS panels and the washed out TN’s and puts 1080p right into history where it belongs together with the consoles.

            Make room for VR, 4K, OLED, Photogrammetry and PcMasterRace awesomenesses!

        2. Looks like I was right after all buddy 🙂 The Geforce 1080 is 110% faster than the GTX 980:

          http://goo. gl/aX3qBy

          It truly is a beast! I can’t even begin to guess how fast the 1080TI will be.. Brrrr I NEED ONE! 😀

    1. Yeah, VR is forcing us to invent new terms for things like this. If I had to call it anything it’d be an interactive educational experience or something like that. It’s not objective-based. It’s more akin to a school field trip, only you can go anywhere in the world instantly without having to leave your home.

      1. It looks like a version 2.0 of 360 degree panoramas. It’s nowhere as cool as a fully fledged game in such environments would be.

        1. Because it’s photogrammetry: super-HD captures of real locations. Now, I don’t know if it’s stereoscopic, but I’d assume it is because you can freely teleport around the scenes.

          Yes, in-game environments made in Unity/Unreal are great, but that would just be recreating something that exists in the real world as opposed to photogrammetry, which captures actual real locations.

          And it’s not meant to be a game. Like I said in another comment, it’s more of an interactive educational experience, like going on a field trip. You don’t go on a field trip and then have a bunch of game-y objectives to complete. You go to see the sites and learn something about them.

          VR is much, much more than just another way to play Battlefield, COD or Destiny.

          1. I agree with your comment. Places in games don’t have to be real in order to benefit from photogrammetry, though. Battlefront used real trees and stones and placed them in fictional Star Wars environments.

            PS How the hell do they capture such problematic areas as tops of chandeliers, little crevices etc.? I thought no camera would get there.
            PPS If you really like teh shiz, you can make 3D models out of photos with 123D Catch :). Try this out if you have a decent camera.

          2. Technically, photogrammetry is being used in games now. I know that that Ethan Carter games used it heavily.

            I have no clue how the captures are precise. It’s pretty crazy when you think about it.

            I watched a video of someone demoing that Realities experience and the guy walked up to an old desk, crouched and looked under it and it was mapped under there, too. Kind of mind-boggling.

            That 123D Catch stuff is nuts. Tough to keep up with all of these tech advancements and I follow tech sites daily!

      1. Yes, we have many games but none of them looks as realistic as this one. :()
        Alright, I suppose it’s just hard to make this a real game for some reason. Maybe characters would look too CGI in those environments? Maybe polycount is too high (or it is too tiresome) to make big maps with this tech? Maybe it’s hard to make movable objects and decals using this method?
        But wait, I just remembered something. There’s a game using photogrammetry called Get Even. Fingers crossed for it :).

        1. I think this photogrammetry is quite experimental at this stage, and perhaps will be used more and more who knows. From what I can understand it’s a time consuming process, and making a whole game with large levels are just gonna be hard to achieve, especially since you cant just make up levels however you want to, you have to have real world reference environments. Also photogrammetry seem to have a problem game developers has to work around, and that’s due to the environments are gonna be static, so if you wanna add in moving foliage, cloth, characters and what not you gonna have to do it in the old fashion way.

          Get Even, yeah thanks for reminding me, also we can’t forget to mention Ethan Carter, beautiful photogrammetry based game, though only textures and objects are scanned, likes houses etc.

          Fingers crossed 😛

  2. Um, it’s a little late for April Fool’s… Those are photos.

    Well, maybe not, but my eyes do not believe it.

  3. This “experience” looks absolutely jaw dropping, and a good opportunity to utilize the per eye multi gpu possible in the steam vr sdk. Now if only Vive would give me a shipping date…

    1. I preordered within 5 minutes but have still heard nothing from HTC other than I’ll be charged during the second week of the month. 🙁

  4. Many games designed only for VR gamers….. I don’t have HTC VIve, but I want to test Realisties. In UE4 config files there must be hidden options to disable VR rendering and choose normal mode. Or we must wait to custom hacks like something SweetFX, where final frame buffer for VR mode would be transform into normal stereo mode.

  5. That really does look mind-blowing…”Realities” is quite an accurate name for this app/tool!

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