No, but he might have a pillar or a weird furniture setup or an unorthodox shaped room with walls and dividers that jut into it or something that fucks with 2 base stations
istg what is it with people insisting one size always fits all
Yeh should have made it clear it's this, L shaped studio with I beam pillars.
Just bought a Rift S. Anyone know any cheap/free games to start with?
You can mess around with the free planes in DCS with VR mode on
big oof, was thinking the index might be worth getting but absolutely not at that price point. probs gonna wait a while longer and then get a bog standard vive
I'm ok with the fact that I can't afford an index, but part of me wants to pick up a used Vive and cop the index controllers.
Don't know if it's a good idea to cover non-rectangular play space. It can end up being a constant 'mental load' that you have to be aware off while in VR, which distracts from the experience. Both the Oculus and SteamVR software assume that the play space is rectangular, though you can shape the actual guardian boundaries however you like.
I absolutely love Pavlov. With the most recent updates it's damn near a whole new experience
Before it got by on being a counter strike vr clone, but the presentation was pure ass. Things are getting polished now though. It's got an excellent custom map/ mod scene too.
Beyond excited for the next gen of headsets, now. Index is a little pricier than I was hoping, but it looks like it will be worth it.
Depends on your personal definition of what a generation is. I respectfully disagree. What new features does it offer that makes it a gen 2? In practical use, it's the same Oculus/Vive, but with marginally better everything. Still the same basic technology, still a cable, still a need for outside sensors for good tracking. With the exception of a single actually new feature - full (?) finger tracking and grip pressure. But if you think about it, where it can be really used to actually enhance the game that's not a tech demo? Oculus has """pressure sensitive""" grip. Yes, you need only minimal force to engage the button fully, but technically it's still an analog input of how hard you're pressing the button. And in my 2 years of VR, I don't remember any game I have ever played using that feature. Oculus has also a very primitive finger tracking where you can extend your thumb, index (heh) finger and all the rest as one group (via the grip button), which you can combine in different ways, like making a fist or pointing at and pressing a button. Again, has this been used anywhere? Yes, many games. Was it necessary? No. VTOL-VR, X-Plane support motion interaction with the cockpit, with rows and rows of tiny buttons you need to press. No other VR software demands a controller to be more precise then they do. They also don't support even the basic finger tracking. VTOL VR's buttons are suitably big for VR, you just need to press them with the index finger of your open hand. X-Plane uses an abstract controller representation with a point at the end for precision. H3VR is full of amazing in-depth gun interaction, and it also has nothing to do with individual finger tracking, not even the basic oculus one. It's just an "interaction sphere".
Now, would these be improved with full knuckles support? Yes, but only visually. I could use my fingers to flip the switches, I could interact with guns in H3VR using my actual hands, flip safety and bolt releases with my thumbs, that would be sweet. Except, it would add nothing to the gameplay since you can already perform all of these functions comfortably (and Anton said he won't add hands into H3VR). Is it worth the $250? If I was a vive user who had to deal with wands, I'd say yes. But I simply can't justify buying the whole kit as an upgrade to your vive/oculus. I've played a few hours of my favorite VR games since the announcement, and even knowing about all the improvements, never did I felt that the tracking/resolution/sde/godrays were something that I hate so bad I want a new headset already. I'm not delusional, I can see all the issues when I focus on them, but they simply don't come even close to making themselves noticeable when I'm enjoying a fun game.
True gen 2, I believe, needs to do something new, to not just be the same headset but improved. Super-wide fov, out of the box wireless, inside out tracking with tiny cameras in controllers as well as in the headset so occlusion is simply not possible, foveated rendering, eye tracking. I would happily give that thousand for that if it was announced today.
Quite disappointed with the Index. I was never going to buy it because I knew it would cost this much, but if this is truly what next gen looks like 3 years down the line then we have a really long way to go.
Yeahh…. Index will be "worth it" when it comes down in price. A lot.
Hey guys I was just wondering if you guys knew how well this works if you have a turn in your eye/wonkey eye. I've got a turn in one of my eyes so I'm not sure how well it's gonna work. Anyone got any experience with this or any idea?
Woo oculus quest pre-ordered. I'm excited to have a headset I can bring around and show people VR with. It's neat how we're having such different directions for VR showing up. I get the feeling the quest might get a lot more people into the medium, seeing as the go did so well despite lacking 6dof. I don't have index money and had to make the call for what to develop for. Here's hoping it might work as a dev-kit with its usb port used to load apps in a developer mode or something. If not I'll still have my rift.
Does feel weird that I woulda been better off getting some games on the oculus store instead of steam though, as I would be able to crossplay. This isn't the VR future I expected.
It seems some folks on r/oculus have had a pretty ok time with it, though I can't say I've ever heard from anyone myself.
I don't know why everyone is complaining about the Index, I'm getting those controllers for sure!
I'm mostly surprised that they made the new base stations so expensive, wasn't one of the main points of the new stations to bring down production cost?
The only thing really complaining about is the price. If you are using some other headset then it's way too much. Sure you could sell it to recoup some costs but I'd still be down 500 dollars to get one of these
Do you think the Valve Index controllers will work with the Rift S? I'm not entirely sure how they work in relation to headsets, like whether they function independent from headsets or as part of them.
No, they're entirely different tracking systems. There is some hacky software to get them to work together but it's not in any way officially supported.
Looks like valve's new product is coming soon, a countdown on steam store right now. Valve Index
10 minutes....
I wonder if the controllers will sell out in like 12 seconds.
Managed to get my order in after 6 minutes of trying. Headset and controllers get.
Woo, new controllers got!
Well, by doing what they did there's also way less points of failure (which should make them more reliable) along with more ways they can expand their functionality (4 base stations at first, possibly able to use more later) but I'm a bit shocked the price went up. The lighthouses are beautifully designed for a lot of applications outside VR but their high price and general stubborness to work without being connected to all the VR peripherals (you can do it, but it's incredibly frustrating and buggy) is really preventing them from reaching their potential. It'd honestly be great if valve sold the property off to a group that could handle it better
Agh fuck I slept like a normal person and they immediately ran out of stock.
Guess I gotta wait.
Well all of the headsets are out of stock, but the controllers and base stations are still available for pre-order.
congrats to y'all who are gonna get them index controllers, you're in for a treat!
Also, just heard that the quest also works as a devkit and can use it 's usb-c to sideload dev stuff. That's so damn convenient, I was prepared for there to be a separate devkit console situation like ps4.
It'll use the same software stack as the Oculus Go. Just have to toggle on developer mode in the companion app, install some drivers, Android dev stuff, and you're good to go.
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