• Virtual Reality General - Rifts & Vives are shipping!
    5,000 replies, posted
I have to say after playing H3VR's Gunnasium and Pool Nation VR, grabbing the world and dragging yourself through it is probably my favorite method of locomotion. Feels incredible if its done right, doesn't break immersion, and is applicable in almost every category of VR game. I think people should push world-dragging over teleportation as the de-facto method of locomotion honestly. [editline]17th June 2016[/editline] Speaking of which, I'll have another little video for you guys soon.. Plus an actual demo that I think you'll get a kick out of. Not related to the mail-man game, but still very fun..
[QUOTE=Clavus;50534679][B]I still don't agree that they "deliberately keep them out". It takes work to get them IN.[/B] OpenVR is managed by Valve, you don't just take that dependency on when you're busy developing your own SDK. Plus the Vive in particular seems to be tied to SteamVR (it's even printed on the box!), through whatever deals HTC and Valve made about software distribution. It's easy for OTHER HMDs to implement OpenVR and be supported on SteamVR, as the Rift support since the beginning shows, but that doesn't mean the Vive can just go to another store with its own OpenVR-supporting SDK without explicit approval from HTC. It's definitely an advantage for Oculus to have more HMD supported on their store, but they're obviously not going for the shotgun approach, and it's wishful thinking that the Vive, which is so heavily tied to Steam, can receive one-sided support from Oculus to make everything magically work. Edit: all dat shit[/QUOTE] But this is work that has already been done by revive and doesn't need to be supported by Oculus at all. The 1.4 update really appears to have targeted revive, which constitutes them working to 'deliberately keep them out.' This strikes me as stupid since they're literally working to prevent people from adopting their platform and buying their games, and as a bonus it's encouraging piracy. It feels like the same kind of stupid as excessive drm (before denuvo anyway). On the subject of exclusivity, everyone seems to have some grander ideological reason for opposing or condoning Oculus' actions but for me it's just simple personal reaction. Regardless of whether they're justified in terms of large-scale industry impact, if I have a vive and I'm excited to play giant cop and then Oculus comes in and says we're paying them to not support the vive for an undisclosed amount of time after release then I'll get mad and/or sad. I think that's really all it is for a lot of people and probably where a lot of the disagreement comes from that sometimes appears fanboyish. If you already have a rift then this isn't bad news for you personally so you have less reason to look for objections, but if you don't then it upsets you and makes you want to find reasons to condemn their actions. Sorry if I'm stating the obvious but there's pages and pages of this shit.
[QUOTE=jalb;50413299]So I think my lighthouses are bricked. At a friend's house and we were in the process of unplugging everything in his house when BAM, lighting struck just outside the window and all the lights went out. Power came back a few seconds later and to my horror the lighthouses were still plugged in. No sign of life. On the bright side, everything else was unplugged. So question is, what's the HTC support like? From what I've seen online it seems pretty good. I'm expecting about a week turnaround and $300 for both lighthouses. Will contact HTC in the morning.[/QUOTE] Thought I would give an update on this. Good info if anyone has a similar experience in the future: It took a while to get through to someone on HTC's support page. Email redirected me to chat and chat was frequently unavailable (even in their scheduled times) or responded so slowly that it would time out. One time I got connected and the guy was responding every 5-10 minutes and eventually the chat timed out. BRILLIANT. I finally got through to someone who was incredibly helpful and he setup repair requests for the two base stations and 1 adapter. I tested the adapters with a multimeter (note: I don't know how to use a multimeter) and from what I could tell, one was bricked and the other one was fine. Even with the seemingly fine adapter, the base stations did not power on. I sent them all on their way and waited. A few days later I got an email saying the devices were being shipped back to me. No notification of a charge, nor a resolution, so I was pretty confused. Base station 1 arrived and still didn't work. EXCELLENT. Got a replacement adapter back today with a note saying they will replace 1 of each accessory for free, as per warranty. How nice of them. And holy shit it worked. So base stations were fine, adapters were fucked. Time to suffer through support one more time to replace the other and we'll be back in business.
O neat, my vr cover finally shipped.
[QUOTE=Krumbumpus;50536345]But this is work that has already been done by revive and doesn't need to be supported by Oculus at all. The 1.4 update really appears to have targeted revive, which constitutes them working to 'deliberately keep them out.' This strikes me as stupid since they're literally working to prevent people from adopting their platform and buying their games, and as a bonus it's encouraging piracy. It feels like the same kind of stupid as excessive drm (before denuvo anyway).[/QUOTE] But Revive doesn't change the reasoning for what Oculus should do as a company at all. It basically just maps the Oculus SDK to OpenVR, and can only support features that OpenVR supports. That's why not all games function as they should. It's a hack, and it had to change the way it hooked into games once Oculus made the Platform SDK confirm if you have an Oculus SDK-supported HMD plugged in, which I personally think isn't that strange of a security feature. There are, or are going to be, Chinese HMD knock-offs on the market that try to fool the system into thinking they're a Rift. Plus games like Luckey's Tale were explicitly made free for Rift owners. That's also what that simple HMD check wants to combat. Yet people demand from Oculus that it should account for Revive when making changes to its still developing software. I've never seen a software platform take third-party hacks into account with its updates. So far Oculus hasn't taken legal action against Revive, and I think that'll be the status quo for the time being. As long as the Revive dev lets it remain a hobby without making money off it. [QUOTE=Krumbumpus;50536345]On the subject of exclusivity, everyone seems to have some grander ideological reason for opposing or condoning Oculus' actions but for me it's just simple personal reaction. Regardless of whether they're justified in terms of large-scale industry impact, if I have a vive and I'm excited to play giant cop and then Oculus comes in and says we're paying them to not support the vive for an undisclosed amount of time after release then I'll get mad and/or sad. I think that's really all it is for a lot of people and probably where a lot of the disagreement comes from that sometimes appears fanboyish. If you already have a rift then this isn't bad news for you personally so you have less reason to look for objections, but if you don't then it upsets you and makes you want to find reasons to condemn their actions. Sorry if I'm stating the obvious but there's pages and pages of this shit.[/QUOTE] I can completely understand that some people feel disappointed they have to wait a bit longer for new games. But I think it's been sufficiently reasoned that it's a net positive for developers and the industry. You wait a bit longer, but you also get a better game because it has enjoyed more funding. [editline]17th June 2016[/editline] For all you US folk: [media]https://twitter.com/ID_R_McGregor/status/743626771543654400[/media]
Footage of Star Trek: Bridge Crew. Oh my, it looks glorious. Touch might actually be very good for this! [media]https://www.youtube.com/watch?v=Lq_srMDPVnA[/media]
[QUOTE=Clavus;50537632] I can completely understand that some people feel disappointed they have to wait a bit longer for new games. But I think it's been sufficiently reasoned that it's a net positive for developers and the industry. You wait a bit longer, but you also get a better game because it has enjoyed more funding. [/QUOTE] timed exclusives are (begrudgingly) acceptable, but those only form a small minority of the games on Oculus Home, most of which are full exclusives that will NEVER see the Vive unless Oculus decides to unfuck themselves and allow other HMD users into Oculus Home [editline]17th June 2016[/editline] [QUOTE=Clavus;50534679]I still don't agree that they "deliberately keep them out". It takes work to get them IN. OpenVR is managed by Valve, you don't just take that dependency on when you're busy developing your own SDK. Plus the Vive in particular seems to be tied to SteamVR (it's even printed on the box!), through whatever deals HTC and Valve made about software distribution. It's easy for OTHER HMDs to implement OpenVR and be supported on SteamVR, as the Rift support since the beginning shows, but that doesn't mean the [B]Vive can just go to another store with its own OpenVR-supporting SDK without explicit approval from HTC. [/B] [/quote] is there any evidence to support this? you're making it sound like HTC is somehow preventing the Vive from functioning with Oculus Home, and I dont think I've heard that anywhere. [quote] It's definitely an advantage for Oculus to have more HMD supported on their store, but they're obviously not going for the shotgun approach, and it's wishful thinking that the Vive, which is so heavily tied to Steam, can receive one-sided support from Oculus to make everything magically work. [/QUOTE] You're doing a very good job describing the current situation, without justifying why Oculus should keep other HMDs out. Maybe they [I]should[/I] be going for a shotgun approach? If they're selling Rifts basically at cost (as they claim to be), most of their income would be from software, right? If they're relying on software sales to make profits, it doesnt do them any good to block half of the VR community from buying their shit. Unless they were bullshitting about selling headsets at cost, and they are making a profit from hardware sales. That might explain why they would lock other HMDs out. But hardware profits are pretty rare in the video games industry.
[QUOTE=Clavus;50534679]I still don't agree that they "deliberately keep them out". It takes work to get them IN. OpenVR is managed by Valve, you don't just take that dependency on when you're busy developing your own SDK. Plus the Vive in particular seems to be tied to SteamVR (it's even printed on the box!), through whatever deals HTC and Valve made about software distribution. It's easy for OTHER HMDs to implement OpenVR and be supported on SteamVR, as the Rift support since the beginning shows, but that doesn't mean the Vive can just go to another store with its own OpenVR-supporting SDK without explicit approval from HTC. It's definitely an advantage for Oculus to have more HMD supported on their store, but they're obviously not going for the shotgun approach, and it's wishful thinking that the Vive, which is so heavily tied to Steam, can receive one-sided support from Oculus to make everything magically work.[/QUOTE] You can run things on the Vive without having SteamVR running. DCS World for example, as well as a couple others I've tried that were installed outside of Steam. I'll test it later but I think the case is you need SteamVR for the controllers only, DCS World does track the Vive controllers for some aircraft, they just don't do anything, really hoping they'll build on that though
Tried VR for a few hours last night. Whilst it's great and I cannot wait to see more of the content (sense of scale was great), the fov is pretty bad. I was expecting that but it seems worse than I thought. Definitely like binoculars. Can I ask, do you guys see the black plastic around the lenses in your vision or is it the black around the screen through the lenses? Feels weird that my entire fov is a big circle, would have preferred a more rectangular fov but it is first gen tech, so it's understandable. Bigscreen beta and vTime was a real blast. You seem to forget the fov a little bit once you have some sort of interaction with the gameplay, such as voice so I'm excited to test my hydras and eventually get touch. Assetto Corsa, I just sat in the car (as I can't get my wheel/pedals working for some reason) but it felt so good because it was like you were wearing a helmet.
[QUOTE=Mr. Agree;50538431]Can I ask, do you guys see the black plastic around the lenses in your vision or is it the black around the screen through the lenses?[/QUOTE] If I understand correctly, then yes what you see is the plastic around the lenses. The lenses don't actually don't fill up your whole field of view, so that is what you see. Was it the Vive you tried? I think the FOV is pretty good personally, but at first it's definitely something you notice. You notice that you can't use your peripherals, and hell, even the FOV you do have has impaired peripherals... There's definitely issues, although I have to say that I really don't think about them anymore. I actually legitimately forgot that god rays and screen door effect existed until yesterday when someone talked about it. There's a long way to go and I think it could be a ton better, but I think you completely forget about the issues when you get immersed and/or have gotten used to it.
[video=youtube;Ow6N30xYff4]http://www.youtube.com/watch?v=Ow6N30xYff4[/video]
starVR is still kicking, apparently: [url]http://www.roadtovr.com/starvr-headset-hands-on-field-of-view-e3-2016/[/url] I gotta admit, aside from the fucking mess of cables (one HDMI per screen? Jesus), I really like the aesthetics of the HMD. Reminds me of a stealth bomber or something. [editline]17th June 2016[/editline] [t]http://www.roadtovr.com/wp-content/uploads/2016/06/starvr-headset-e3-2016-starbreeze-9.jpg[/t] damn those lenses look fucking crazy [editline]17th June 2016[/editline] Also apparently almost a full 100g lighter than the Rift CV1, how the fuck????? [quote] The optical engineering isn’t the only thing that’s improved. The current prototype is markedly lighter (now at 380 grams)[/quote] the Rift is 470g and the Vive is 555g, for reference [editline]17th June 2016[/editline] interesting that they decided to go to a strappy Vive-style system from a hard rift-style system for the head mount old prototype [t]http://www.roadtovr.com/wp-content/uploads/2015/06/starvr-prototype-4.jpg[/t]
[url]http://www.pcgamer.com/gabe-newell-on-vr-exclusives-theyre-bad-for-everyone/[/url] [QUOTE]“We don't think exclusives are a good idea for consumers or developers. There's a separate issue which is risk. On any given project, you need to think about how much risk to take on. There are a lot of different forms of risk—financial risk, design risk, schedule risk, organizational risk, IP risk, etc... A lot of the interesting VR work is being done by new developers. That is a triple-risk whammy—a new developer creating new game mechanics on a new platform. We're in a much better position to absorb financial risk than a new VR developer, so we are happy to offset that giving developers development funds (essentially pre-paid Steam revenue). However there are no strings attached to those funds—they can develop for the Rift or PlayStation VR or whatever the developer thinks are the right target VR systems. Our hope is that by providing that funding that developers will be less likely to take on deals that require them to be exclusive. Make sense?” [/QUOTE] love you gabe!
[QUOTE=Timebomb575;50538943]starVR is still kicking, apparently: [url]http://www.roadtovr.com/starvr-headset-hands-on-field-of-view-e3-2016/[/url] I gotta admit, aside from the fucking mess of cables (one HDMI per screen? Jesus), I really like the aesthetics of the HMD. Reminds me of a stealth bomber or something. [editline]17th June 2016[/editline] [t]http://www.roadtovr.com/wp-content/uploads/2016/06/starvr-headset-e3-2016-starbreeze-9.jpg[/t] damn those lenses look fucking crazy [editline]17th June 2016[/editline] Also apparently almost a full 100g lighter than the Rift CV1, how the fuck????? the Rift is 470g and the Vive is 555g, for reference [editline]17th June 2016[/editline] interesting that they decided to go to a strappy Vive-style system from a hard rift-style system for the head mount old prototype [t]http://www.roadtovr.com/wp-content/uploads/2015/06/starvr-prototype-4.jpg[/t][/QUOTE] looks like this is aiming for some high ass FOV. wonder how it does tracking, the earlier prototype looks like it uses image tracking of the markers on the front. you wouldnt even be able to use this with most GPU's unless you got DP to HDMI adapters, since most new cards are only shipping with 1 HDMI port
If anyone's up for a really inspirational TED talk on VR as a future medium, I've got you covered: [url]http://www.ted.com/talks/chris_milk_the_birth_of_virtual_reality_as_an_art_form#t-498903[/url]
[QUOTE=AJ10017;50539073]looks like this is aiming for some high ass FOV. wonder how it does tracking, the earlier prototype looks like it uses image tracking of the markers on the front. you wouldnt even be able to use this with most GPU's unless you got DP to HDMI adapters, since most new cards are only shipping with 1 HDMI port[/QUOTE] Having to get a small adapter is a small price to pay for their insane FOV. [editline]17th June 2016[/editline] Oh man, I can't wait to try PSVR. Weren't they talking about some crazy 120hz magic via interpolation? Excited to see how it stacks up against the Vive.
[QUOTE=srobins;50539266]Having to get a small adapter is a small price to pay for their insane FOV. [editline]17th June 2016[/editline] Oh man, I can't wait to try PSVR. Weren't they talking about some crazy 120hz magic via interpolation? Excited to see how it stacks up against the Vive.[/QUOTE] The PSVR has two modes from what I remember. - True 90Hz mode - 60Hz interpolated to 120Hz Interpolating a video game should be very accurate and effective, because you already [I]know[/I] the motion of every pixel in the game, there's no need to analyze the image to apply it.
[QUOTE=srobins;50539266]Having to get a small adapter is a small price to pay for their insane FOV. [editline]17th June 2016[/editline] Oh man, I can't wait to try PSVR. Weren't they talking about some crazy 120hz magic via interpolation? Excited to see how it stacks up against the Vive.[/QUOTE] 60hz interprolated to 120hz through reprojection. It smoothes out headtracking, but the world state and animations won't update faster than 60 fps. Though iirc PSVR also does 90hz native now.
Full support has arrived [IMG]http://www.roadtovr.com/wp-content/uploads/2016/06/steamvr-server-oculus-touch.jpg[/IMG] [video=youtube;_8hVW8_YFLM]http://www.youtube.com/watch?v=_8hVW8_YFLM[/video]
[QUOTE=EliteGuy;50539447]Full support has arrived [IMG]http://www.roadtovr.com/wp-content/uploads/2016/06/steamvr-server-oculus-touch.jpg[/IMG] [video=youtube;_8hVW8_YFLM]http://www.youtube.com/watch?v=_8hVW8_YFLM[/video][/QUOTE] oculus would rather die than do anything like this. actually, the vr department of valve exhibits everything good that oculus doesn't
[QUOTE=Trixil;50539500]oculus would rather die than do anything like this. actually, the vr department of valve exhibits everything good that oculus doesn't[/QUOTE] Sigh, eternal september is a bitch.
[QUOTE=Clavus;50539597]Sigh, eternal september is a bitch.[/QUOTE] you know Trixil has been posting here for a while right?
[QUOTE=EliteGuy;50539447]Full support has arrived [IMG]http://www.roadtovr.com/wp-content/uploads/2016/06/steamvr-server-oculus-touch.jpg[/IMG] [video=youtube;_8hVW8_YFLM]http://www.youtube.com/watch?v=_8hVW8_YFLM[/video][/QUOTE] I really hope Valve can get SteamVR performance and feature parity with Oculus SDK. Truly having only one API to target is just magical, but it seems to be pretty much here.
Really curious if Touch will work in SteamVR with the Vive in place of it's controllers.
[QUOTE=srobins;50539635]I really hope Valve can get SteamVR performance and feature parity with Oculus SDK. Truly having only one API to target is just magical, but it seems to be pretty much here.[/QUOTE] Valve's plan with OpenVR seems to be to hand it over to a consortium once it reaches a certain stage (somewhat like how AMD handed over Mantle, which turned into Vulkan). That should pave the way for standardisation. [editline]17th June 2016[/editline] [QUOTE=RR_Raptor65;50539694]Really curious if Touch will work in SteamVR with the Vive in place of it's controllers.[/QUOTE] I don't think SteamVR has the option to merge two different tracking systems. Technically, in order for that to happen, you'd need an object tracked in both systems, or sync it manually.
so there's even an ad on the steam store now that it ships within 2-3 days, and the shipping is still fucking €81 are they mental??
[QUOTE=Clavus;50539717]Valve's plan with OpenVR seems to be to hand it over to a consortium once it reaches a certain stage (somewhat like how AMD handed over Mantle, which turned into Vulkan). That should pave the way for standardisation. [editline]17th June 2016[/editline] I don't think SteamVR has the option to merge two different tracking systems. Technically, in order for that to happen, you'd need an object tracked in both systems, or sync it manually.[/QUOTE] It should be technically possible to mix systems though, shouldn't it? What would stop them from implementing a solution where you track the Vive headset via Lighthouse and the Touch controllers via the cameras? [QUOTE=Giraffen93;50540033]so there's even an ad on the steam store now that it ships within 2-3 days, and the shipping is still fucking €81 are they mental??[/QUOTE] Are they crazy?? Advertising something that is true?? The absolute madmen!!
[QUOTE=srobins;50540074]Are they crazy?? Advertising something that is true?? The absolute madmen!![/QUOTE] i mean the fact why they have that price still, it's like they pulled it out of their ass
High shipping cost is still better than THIS [IMG]http://i.imgur.com/sN0B61V.png[/IMG] lmao [editline]17th June 2016[/editline] that price difference the website vs amazon k i l l m e (for reference it's advertised 800$ on HTC's site, and even with NY tax + shipping it's around 900$)
Its crazy that people are still spending 1000 dollars to get these on ebay when you can just buy them from steam. [QUOTE=Giraffen93;50540085]i mean the fact why they have that price still, it's like they pulled it out of their ass[/QUOTE] Why would shipping be cheaper now that they have the stock to ship them out?? Shipping is still shipping?
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