• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
[img]http://i.imgur.com/jshTvD2.png[/img] [url=http://steamcommunity.com/groups/fpvr]JOIN OUR STEAM GROUP![/url] We also have a Facepunch VR Discord you can join [URL="https://discord.gg/NudQZNA"]here![/URL] [b]======= WHAT IS VR =======[/b] Virtual reality is the biggest leap in immersive media in decades. After a false start in the 90s, it's finally ready for the consumer market. The experience of being in VR is impossible to describe if you haven't tried it for yourself. You feel like you're ACTUALLY in a virtual environment. Objects are at their correct scale, and your movements are tracked to such a degree that it tricks your brain into accepting it as your new reality. You can read a more detailed history of how VR technology developed [url=https://en.wikipedia.org/wiki/Virtual_reality]right here on wikipedia[/url]. [b]======= WHAT DO I NEED =======[/b] Consumer VR comes in three forms: [img]http://i.imgur.com/O1evyAp.png[/img] [url=https://www.google.com/get/cardboard/]Google Cardboard[/url] and [url=https://www.oculus.com/en-us/gear-vr/]GearVR[/url] Mobile VR is the most accessible form of VR. Usually comes in the form of a mount that you connect your smartphone to. Besides games it focusses on social applications such as virtual movie theatres and the like. In the case of Google Cardboard, it serves as a nice introduction to VR but doesn't give you the real experience. The GearVR is far better and is probably enough for the casual VR user. It can be used for prolonged periods, but lacks the horsepower for really engrossing experiences. [img]http://i.imgur.com/lNe3x40.png[/img] [url=https://www.playstation.com/explore/ps4/features/playstation-vr/]Playstation VR[/url] Console VR is solely Sony's domain at the moment. You'll need a Playstation 4. There's already a big list of games that will implement some form of PSVR support that you can [url=https://en.wikipedia.org/wiki/PlayStation_VR]find on its wikipedia page[/url]. It's expected the PS4 will be capable of some great VR experiences, but will have to limit the graphical fidelity to achieve the required performance. [img]http://i.imgur.com/6xmOGVe.png[/img] [url=https://www.oculus.com/en-us/rift/]Oculus Rift[/url] and [url=http://www.htcvive.com/us/]HTC Vive[/url] Desktop VR is where the frontline of the technology can be found, the state of the art. This also means you're going to need a beefy gaming PC to power your head-mounted display (HMD) of choice, and that they're going to be priced pretty expensively (premium high-end consumer electronics tier). There are cheaper HMDs in the desktop VR space, but none currently come close to the quality of experience the big two provide. [b]======= REQUIREMENTS =======[/b] For desktop VR, Oculus has provided the following recommended specs for users to target: * NVIDIA GTX 970 / AMD 290 equivalent or greater * Intel i5-4590 equivalent or greater * 8GB+ RAM * Compatible HDMI 1.3 video output * 3x USB 3.0 ports plus 1x USB 2.0 port (NOTE: this counts the Rift, the tracking camera, the Xbox controller and Touch controllers) * Windows 7 SP1 64 bit or newer If you manage to achieve a score of [url=http://orig08.deviantart.net/8580/f/2013/197/6/b/vegeta_shocked_9000_by_wortmann-d6drw47.gif]over 9000[/url] (I'm being serious) in the 3dMark Firestrike benchmark, you're good. Don't rely too much on the Rift compatibility tool from [url=https://shop.oculus.com/en-us/cart/]the store page[/url], since it'll dismiss older components that give equal (or greater) performance. The HTC Vive has [url=http://i.imgur.com/S4hk0GT.png]very similar requirements[/url]. You can also try the [url=steam://install/323910]SteamVR benchmark[/url] to get an indication of how your rig holds up. Note you can NOT use VR with your laptop at this time. Laptop graphics cards, even high-end ones, simply aren't powerful enough. Additionally, technologies like Optimus that provide switchable graphics introduce latency which is very bad for VR. [b]======= GAMES =======[/b] For such a fresh new medium, there's an astonishing library of games and applications out there already. There will be several sources to find desktop VR games: [url=http://store.steampowered.com]Steam[/url] (search for [url=http://store.steampowered.com/search/?snr=1_7_7_151_12&term=#sort_by=_ASC&category2=31&page=1]VR Support[/url]) [url=https://www.oculus.com/en-us/setup/]Oculus Home (installer)[/url] [url=https://share.oculus.com/]Oculus Share[/url] (hub left over from the development kit days, will likely be deprecated once Oculus Home launches for the Rift. Has plenty of fun demos already! Anything past SDK version 0.7 works with the consumer Rift) HTC Viveport (for HTC Vive compatible games) [url=https://www.reddit.com/r/oculus/wiki/compatible_games]List of FULL games headed for the Oculus Rift[/url]. This excludes a boatload of demos and experiences. [url=https://www.reddit.com/r/Vive/wiki/index]List of games and experiences headed for the Vive[/url]. [url=https://en.wikipedia.org/wiki/PlayStation_VR#Games]List of games for Playstation VR, or some form of PSVR support[/url]. [b]======= FAQ =======[/b] [b]WHEN AND WHERE CAN I BUY IT?[/b] GearVR: [url=http://www.amazon.com/dp/B016OFYGXQ]Here[/url]! List of games, compatible accessories, etc, can be found on [url=https://www.reddit.com/r/GearVR/wiki/index]this subreddit wiki[/url]. Oculus Rift: [url=https://shop.oculus.com/]Here[/url]! Rifts are now shipping, but there are back-ordered up till July if you want to buy one right now! [url=https://www.oculus.com/en-us/touch/]Oculus Touch[/url] hand-tracked controllers are expected in the second half of 2016. HTC Vive: [url=https://www.htcvive.com/]Here[/url]! Now shipping! New orders will likely be shipping in May or later. Playstation VR: first half of 2016, no specific date yet! [b]WHAT ARE THE SPECS?[/b] Every VR system comes with about the same package: low-latency-high-res-high-refresh-rate display, adjustable optics, IMU tracking, external tracking system, and an input device. It's not hard to find the details online. [b]WHICH ONE IS THE BEST?[/b] You can't go wrong with any of the big players. Just look for content that you want to play, and what you can personally afford. [b]IS THIS HOW EVERYONE IS GOING TO GAME NOW?[/b] No actually! Not every type of game is suitable for VR. It won't replace existing platforms, but instead join the existing ecosystem of PC, mobile and console gaming as a new thing in its own right. But know that VR gaming will give the most intense gaming experiences on the block, it'll likely become the mode of gaming that hardcore gamers will value the most! Shit's just that awesome, yo. [b]I HAVE SIGHT PROBLEM X, CAN I STILL ENJOY VR?[/b] You'll likely experience VR like you would the normal world. The lenses adjust your focal point to infinity, so if you're near-sighted you can just wear your standard glasses inside the HMD. If you're far-sighted, you don't have to wear glasses at all. [b]LOOKING AT A SCREEN THAT CLOSE CAN'T BE HEALTHY[/b] Yes it can [url=http://doc-ok.org/?p=1360]because lenses[/url]. [b]VR WILL FAIL, HERE'S WHY[/b] Oh, do post, I might [url=http://i.imgur.com/hbYls1l.png]get a bingo[/url]. [b]WHAT ABOUT THE MICROSOFT HOLOLENS / MAGIC LEAP?[/b] Those devices do "augmented reality", they overlay on top of the real world. AR tech is generally considered not to be ready for prime time just yet. Most messaging around the capabilities of current AR devices has been misleading at best. However, it's not unlikely that AR and VR will converge at some point in the future. [b]I WANT TO DEVELOP VR GAMES / EXPERIENCES, HOW DO I GET STARTED?[/b] If you want to dive right into development, both [url=http://docs.unity3d.com/Manual/VROverview.html]Unity[/url] and [url=https://docs.unrealengine.com/latest/INT/Platforms/VR/]Unreal Engine 4[/url] have excellent VR support build in (or supported through external plugins). If you're hardcore enough to roll your own solution, pretty much every VR headset out there has a freely available software SDK. [b]I WANT TO TRACK THE DEVELOPMENT OF VR AS IT HAPPENS, WHO DO I NEED TO FOLLOW?[/b] Companies: [url=https://twitter.com/oculus]@Oculus[/url], [url=https://twitter.com/htcvive]@htcvive[/url], [url=https://twitter.com/PlayStationVR]@PlaystationVR[/url] People: [url=https://twitter.com/PalmerLuckey]@PalmerLuckey[/url], [url=https://twitter.com/ID_AA_Carmack]@ID_AA_Carmack[/url], [url=https://twitter.com/joeludwig]@joeludwig[/url], [url=https://twitter.com/vk2zay]@vk2zay[/url], [url=https://twitter.com/brendaniribe]@brendaniribe[/url], [url=https://twitter.com/ID_R_McGregor]@ID_R_McGregor[/url] if you're wondering what VR games you should play, you should read this huge-ass post that ganerumo made after meticulously looking at rookiextz's playtimes on steam games. what an absolute madman [QUOTE=Ganerumo;52399378]Yeah not going to lie it sounds like what you expect from games in general just isn't very compatible with VR as a concept, and with most of the gaming industry in general. I've checked your Steam profile and all of your most played games with the exception of Terraria are non-story based shooters, most of which are multiplayer. Most games out there [I]aren't[/I] online shooters designed for you to spend 100+ hours into. Most games are self-contained experiences that do not exceed 10 to 20 hours of gameplay. Since VR is a platform designed for shorter bursts of gameplay due to the rather tiresome nature of motion controls and room-scale, you're obviously going to also find few long-winded games and the short story-based, self-contained ones are going to be shorter to accommodate. Still, there's some games out there that would fit what I assume are your expectations: a game about shooting things, that's not built around a story, and has a lot of replay value. • [url=http://store.steampowered.com/app/496240/Onward/]Onward[/url] • [url=http://store.steampowered.com/app/617830/SUPERHOT_VR/]SUPERHOT[/url] • [url=http://store.steampowered.com/app/555880/Sairento_VR/]Sairento VR[/url] • [url=http://store.steampowered.com/app/436320/Raw_Data/]Raw Data[/url] Then there's the arcade genre for VR which I didn't really look into too deeply, but it has some legitimately good stuff in it. Of course these titles are more built around repetition than anything but you have 1000+ hours in Payday 2 so I think you know what that's all about. This includes: • [url=http://store.steampowered.com/app/356400/Thumper/]Thumper[/url] • [url=http://store.steampowered.com/app/418650/Space_Pirate_Trainer/]Space Pirate Trainer[/url] • [url=http://store.steampowered.com/app/412740/]Audioshield[/url] • [url=http://store.steampowered.com/app/520010/]Climbey[/url] • [url=http://store.steampowered.com/app/510060/Punch_Bomb/]Punch Bomb[/url] • [url=http://store.steampowered.com/app/408250/Eagle_Flight/]Eagle Flight[/url] Now, shit, let's go wild and assume you're okay with playing something that's more about adventure and is less intense. Of course these are going to be shorter, and the price is obviously adjusted to reflect that, and they may be closer to what you refer to as an "experience" rather than a "game", but I'll go ahead and expect you to have an open mind. You could play: • [url=http://store.steampowered.com/app/322770/]Vanishing Realms[/url] • [url=http://store.steampowered.com/app/469610/Rick_and_Morty_Virtual_Rickality/]Rick and Morty: Virtual Rick-Ality[/url] • [url=http://store.steampowered.com/app/448280/Job_Simulator/]Job Simulator[/url] • [url=http://store.steampowered.com/app/502820/Batman_Arkham_VR/]Batman: Arkham VR[/url] • [url=http://store.steampowered.com/app/428370/Windlands/]Windlands[/url] • [url=http://store.steampowered.com/app/587430/I_Expect_You_To_Die/]I Expect You To Die[/url] • [url=http://store.steampowered.com/app/313630/The_Solus_Project/]Solus Project[/url] There's also more vehicle based stuff with a fairly different approach to gameplay, where you're going to stand still and pilot something rather than move around via any form of abstract locomotion. • [url=http://store.steampowered.com/app/527100/Star_Trek_Bridge_Crew/]Star Trek Bridge Crew[/url] • [url=http://store.steampowered.com/app/359320/Elite_Dangerous/]Elite Dangerous[/url] • [url=http://store.steampowered.com/app/244210/Assetto_Corsa/]Assetto Corsa[/url] And, keep in mind, these are all games [I]on steam with native support[/I]. Want to get your hands dirty and throw in some unofficial VR support ? Try [url=http://store.steampowered.com/app/227300/Euro_Truck_Simulator_2/]Euro Truck Simulator[/url] and [url=http://store.steampowered.com/app/270880/American_Truck_Simulator/]American Truck Simulator[/url], or [url=https://github.com/KozGit/DOOM-3-BFG-VR]Doom 3 VR[/url]. Shit, you could always just play [url=http://www.vivecraft.org/]Minecraft[/url] in VR, it's more fun than you'd think. Goes without saying that there's unreleased games as well that will come out at some point this year or the next. You mentioned fallout 4 but there's also [url=http://store.steampowered.com/agecheck/app/650000/]Doom VFR[/url]. A game about gladiatorial combat, GORN, will be released soonish, but if you want to see what it's about there's a really [url=https://raithza.itch.io/gorn]old prototype laying around[/url]. There you go, have fun. List would be longer if you didn't immediately blacklist Oculus games but hey, that's how it is. I tried only including games you don't already have in your steam library, hence the lack of games like H3VR.[/QUOTE] [url=https://facepunch.com/showthread.php?t=1512926]Previous thread[/url] [url=https://facepunch.com/showthread.php?t=1446422]First ever FP VR thread[/url]. Nice bit of history in there if you're interested in the development kits! [B]Thank Clavus for the OP![/B]
You spelled "Virtual" wrong and it's slowly driving me insane :v: [editline]29th July 2016[/editline] Also, roadmap for Cosmic Trip: [t]https://i.redd.it/ha0zlotr20cx.jpg[/t] its a pretty sweet game, definitely recommend picking it up if you have some spare cash
Reminder that there's a pretty big Steam sale going on for VR titles: [url]http://store.steampowered.com/search/?vrsupport=101%2C102&specials=1[/url] [editline]29th July 2016[/editline] Btw I don't mind you copying my OP, but do know you're now responsible for keeping it up to date throughout the thread's lifetime :P
[QUOTE=Timebomb575;50795102]You spelled "Virtual" wrong and it's slowly driving me insane :v:[/QUOTE] Na man, Virtual Reality is getting kinda old. Viritual Reality is the thing now.
I prefer Spiritual Reality, I can have imaginary experiences no developers have ever thought of.
welp, now after almost a month later i received the tripod clamps i ordered from ebay (and yes i knew it was going to take that long), but it's also a month too late after i realized i can't use the vive due to sweat anyway :v:
I tried upgrading to Windows 10 again, and even though this time it didn't immediately give me a 208 error, SteamVR started acting up and it is pretty much broken. Here's a list of strange things SteamVR does after I upgraded: Headset goes into standby much quicker than before Base stations lose connection randomly and don't work, sometimes one of them is connected for a little bit, then loses it as well. Sometimes the base stations don't lose connection, but they then did the moment I switched on a controller. SteamVR can't tell that I switched off my controller, it just blinks like it lost tracking. I tried pairing the controllers again, at which point the base stations suddenly lit up on the dashboard, and everything was green. Then I couldn't get the headset to exit standby mode. Then it fell apart again. As I wrote this, my SteamVR is basically just blinking like all madness and I can't keep up with what it's doing, so basically I'm just going to ask if there's something I should try to do to fix it, or if I should just once again hop on back down to 8.1 which I know works? [B]EDIT:[/B] Nevermind, I restarted my PC and now it seems to work.
[QUOTE=Giraffen93;50795716]welp, now after almost a month later i received the tripod clamps i ordered from ebay (and yes i knew it was going to take that long), but it's also a month too late after i realized i can't use the vive due to sweat anyway :v:[/QUOTE] Why does sweat prevent you from using the Vive? I sweat all the time in mine, and as long as I wipe the foam down with a damp cloth and let it air dry, it stays pretty clean
[QUOTE=Timebomb575;50795738]Why does sweat prevent you from using the Vive? I sweat all the time in mine, and as long as I wipe the foam down with a damp cloth and let it air dry, it stays pretty clean[/QUOTE] No, giraffen is basically a water fountain.
guys vr will fail by 2014 just you wait just like nintendo
[QUOTE=Str4fe;50795759]No, giraffen is basically a water fountain.[/QUOTE] Maybe he should take a shower after using it or something? v:v:v I mean yeah, when you're getting physical in a game like audioshield or whatever, you're gonna sweat. Even if you were sweating a lot it doesnt seem like it would [I]completely preclude you[/I] from using the Vive [editline]29th July 2016[/editline] unless you are so hideously out of shape to the point that moving more than 3 feet puts you at risk of a heart attack or something lol
[QUOTE=Jvs;50795415]I prefer Spiritual Reality, I can have imaginary experiences no developers have ever thought of.[/QUOTE] I wonder if the endstate of virtual reality is gonna be an induced lucid dream where you can somehow still run programs
For a few weeks now the automatic startup on the base stations stopped working, I have to wake them up manually and I have no idea why Also I just discovered the headset doesn't seem to turn off completely on it's own either, the screen is off when I exit SteamVR but the light on the side remains green and after a while it starts heating up unless I pull the plug, that's not normal is it?
[QUOTE=Timebomb575;50795779]Maybe he should take a shower after using it or something? v:v:v I mean yeah, when you're getting physical in a game like audioshield or whatever, you're gonna sweat. Even if you were sweating a lot it doesnt seem like it would [I]completely preclude you[/I] from using the Vive [editline]29th July 2016[/editline] unless you are so hideously out of shape to the point that moving more than 3 feet puts you at risk of a heart attack or something lol[/QUOTE] IMO valve (and oculus, when they get motion controls and thus games that involve standing up and moving around) should just put a peltier in the top of the headset. A low power one could easily keep the inside of the headset very cold to reduce sweating from physical activity. I could probably even mock it up myself since there's a spare USB port on the top of the headset and I have a peltier module lying around.
[media]https://youtu.be/5YD3c38D-3k[/media] Ignore goofy stock photo thumb. It's not my vid.
[QUOTE=Timebomb575;50795779]Maybe he should take a shower after using it or something? v:v:v I mean yeah, when you're getting physical in a game like audioshield or whatever, you're gonna sweat. Even if you were sweating a lot it doesnt seem like it would [I]completely preclude you[/I] from using the Vive [editline]29th July 2016[/editline] unless you are so hideously out of shape to the point that moving more than 3 feet puts you at risk of a heart attack or something lol[/QUOTE] i start sweating if i just sit down and play truck simulator, and it runs down my face and gets itchy and hot, drying it is not an option because i'd have to do it every 10 minutes and stop gameplay to dry it for 5 minutes i think i have some kind of condition, but the doctors are on vacation so i have to wait
[url=http://www.vrfocus.com/2016/07/uk-customers-will-have-to-pay-more-for-htc-vive-from-next-month/]HTC Vive price set to raise soon in the UK, due to the sinking value of their currency[/url] [quote]To put that into perspective for US customers who pay $799 USD plus shipping, £759 currently equates to approximately $1005, which is shows the significance of how currency fluctuations can affect product prices.[/quote] I wouldn't be surprised to see Oculus raise their price too, but who knows if they'll just bite the cost to compete or not.
[QUOTE=bitches;50797748][url=http://www.vrfocus.com/2016/07/uk-customers-will-have-to-pay-more-for-htc-vive-from-next-month/]HTC Vive price set to raise soon in the UK, due to the sinking value of their currency[/url] I wouldn't be surprised to see Oculus raise their price too, but who knows if they'll just bite the cost to compete or not.[/QUOTE] Even less reason to live here.
I made a thing [t]http://i.imgur.com/nBW0jck.jpg[/t] It's amazing how easy it is to accurately snipe in Battledome with this thing. I've already been called a hacker :v:
[QUOTE=bitches;50797748][url=http://www.vrfocus.com/2016/07/uk-customers-will-have-to-pay-more-for-htc-vive-from-next-month/]HTC Vive price set to raise soon in the UK, due to the sinking value of their currency[/url] I wouldn't be surprised to see Oculus raise their price too, but who knows if they'll just bite the cost to compete or not.[/QUOTE] (asking in a new post instead of editing) can anyone explain the rationale to raise a price more than what it would take to offset currency conversion? why would they need to raise the effective consumer cost, rather than require just enough more of the currency that's worth less to reach the same equivalent price?
Damn, so close to my Vive. Bought Fury Nitro, its coming monday, and at the same time I don't have yet paycheck because its weekend and banks don't process them at weekends. And buying Vive will force me to buy less stuff for 3 weeks, but I rather do that than wait another month when I will have plenty money for anything. At least I will be ready for International I guess.
[QUOTE=bitches;50799886](asking in a new post instead of editing) can anyone explain the rationale to raise a price more than what it would take to offset currency conversion? why would they need to raise the effective consumer cost, rather than require just enough more of the currency that's worth less to reach the same equivalent price?[/QUOTE] [CODE]The current 70 pounds added to the price does offset the currency conversion almost exactly now. GBP to USD was 1:1.46 before dumbass brexit Now it's 1:1.33 Original price was 689 GBP 689 GBP * 1.46(USD/GBP) = 1,005.94 USD But with the current VIVE price, that 689 has devalued to 916.37 USD So with an added 70 GBP, the price without VAT will be 759 GBP 759 GBP * (1.33USD/GBP) = 1,009.47 USD[/CODE] The fact that the device costs them 1000 USD from the start rather than 800 USD is BS, but I guess that's business as usual for electronics overseas. :pudge: Oh wait shit you meant the general idea that the VIVE and Oculus Rift have to cost more value to their equivalent United States prices. That's usually down to how much the country's average income per person is, the potential demand in a market, and taxes. That and the currency for other countries in Europe can fluctuate more often than the US dollar, which is usually stable IIRC. Higher costs are used to make sure that if a currency's value gets low, companies can still make a decent profit. Unfortunately for Britain, their currency got so heavily devalued that a price change was in order.
[img]http://i.imgur.com/kc3oAzm.jpg[/img][img]http://i.imgur.com/CNqVy5j.jpg[/img] quality stock imagery
Can anyone say how is the depth in Vive? I saw already two reviews saying that depth in Elite Dangerous of space, stars in view is worse than Rift's. Is for anyone here the depth a problem, or you can't see infinite ranges on Vive? Or is it subjective?
[QUOTE=Xanoxis;50800786]Can anyone say how is the depth in Vive? I saw already two reviews saying that depth in Elite Dangerous of space, stars in view is worse than Rift's. Is for anyone here the depth a problem, or you can't see infinite ranges on Vive? Or is it subjective?[/QUOTE] i never got this. you cant really have more or less depth with stereoscopic 3D. the only thing i can think of that may make a difference is pixel density and resolution, which the rift has slightly more DPI than the vive, but its not really noticable
[QUOTE=Xanoxis;50800786]Can anyone say how is the depth in Vive? I saw already two reviews saying that depth in Elite Dangerous of space, stars in view is worse than Rift's. Is for anyone here the depth a problem, or you can't see infinite ranges on Vive? Or is it subjective?[/QUOTE] Uhh.. depth of stars in space? it's so near infinite. even if your eyes were a mile apart from eachother you couldnt see depth in those.
[QUOTE=Xanoxis;50800786]Can anyone say how is the depth in Vive? I saw already two reviews saying that depth in Elite Dangerous of space, stars in view is worse than Rift's. Is for anyone here the depth a problem, or you can't see infinite ranges on Vive? Or is it subjective?[/QUOTE] Everything in the distance looks like a cardboard wall to me, like anything past 30m is just flat. I don't get any nausea from height with it, but standing on a chair irl makes me wobble.
[QUOTE=Str4fe;50801376]Uhh.. depth of stars in space? it's so near infinite. even if your eyes were a mile apart from eachother you couldnt see depth in those.[/QUOTE] No idea what exactly those reviewers were complaining about, I just wonder now how depth works in different games.
is the minimum recommended CPU for the Oculus actually recommend or could I get away with a i7-2600k?
[QUOTE=Tuskin;50802284]is the minimum recommended CPU for the Oculus actually recommend or could I get away with a i7-2600k?[/QUOTE] A 2600k is better than the minimum spec, dude :v: Processor technology doesnt change much, despite being older, the 2600k is still more powerful than a lot of new CPUs
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