• Oculus Rift Thread: Consumer release months away
    6,303 replies, posted
Have you tried beer?
[QUOTE=RoboChimp;44407381]So, I still can't play DK1 for more than 10 minutes at a time and it still has new car smell for some reason which adds to the motion sickness. It's amazing how it makes 1 full screen out of 2 halves, but I still feel like I'm looking at a really big monitor. But the DK1 has got to be better than 1990s VR. Is there anything you can take to get rid of motion sickness?[/QUOTE] Do all the games/demos you have tried make you sick?
Yeah, it's because of that weird effect that looks like one grid passing in front of the other. But less so with vehicles.
[QUOTE=RoboChimp;44408318]Yeah, it's because of that weird effect that looks like one grid passing in front of the other. But less so with vehicles.[/QUOTE] Wait, the [URL="http://en.wikipedia.org/wiki/Moir%C3%A9_pattern"]moiré patterns[/URL] make you sick? That's strange. I get really easily motion sick but that specifically hasn't happened to me.
I own a DK1 too, and I've never had any issues with dizziness, headaches or anything like that if it's configured correctly. 3rd person games works pretty well actually, though first-person is ideal. Minecraft on the Metacraft server with mumble and positional audio is by far the best VR experience I have. Everything just works so well, and you don't notice the resolution or screen-door as much, though you usually ignore it after a few minutes. I have also tried an Iron Man demo, where you're pretty much ironman. You use kinect to control your flight. So that's pretty damn cool. Though it's more of a showcase. Oh, I also played Outlast with it. I've never shouted to a videogame out of fear before. I was hiding in a locker and saw that fucker walking around. I learned how he walked and decided to move out to pull some of the levers I needed to. As he walked out of the room, I waited for a bit and went the other way. I had my videocamera flickering so I changed batteries, and as I turned it back on, he was running towards me out of nothing. Pretty god damn fun. I had to take a brake shortly after that though. I'd be happy to answer any questions here or via PM.
[QUOTE=RoboChimp;44408318]Yeah, it's because of that weird effect that looks like one grid passing in front of the other. But less so with vehicles.[/QUOTE] maybe a bit of diffusion to negate the screen door could help? [video=youtube;t0xaMIyUGfk]http://www.youtube.com/watch?v=t0xaMIyUGfk[/video] also[QUOTE] as you can see the laminating does leave some sort of effect, like you can see something going on, but...[/QUOTE] I fucking despise how inarticulate my generation is.
[url]https://twitter.com/AaronHelloWorld/status/450783580642230273[/url] It seems like the whole VR hardware team at Valve is shifting to Oculus. [editline]1st April 2014[/editline] [url]http://www.polygon.com/2014/4/1/5568750/valve-developer-aaron-nicholls-joins-oculus-vr[/url] [quote]"He'll be working out of the Bellevue R&D lab with Atman and crew."[/quote] [editline]1st April 2014[/editline] Also Valve needs to update its People page, Michael Abrash is still on there.
[hd]http://www.youtube.com/watch?v=BdCDOhD_7aA[/hd]
It's getting there.
I don't really see that coming in handy (heh) without force feedback.
But you can flip people off socially
[QUOTE=Orkel;44419418]*glove thing*[/QUOTE] Is that the real latency? Or did they correct for lag in post-process?
[QUOTE=Scot;44421895]I don't really see that coming in handy (heh) without force feedback.[/QUOTE] What if a heavy haptic feedback kind of approach was used? Just as an experiment?
[QUOTE=bord2tears;44422671]Is that the real latency? Or did they correct for lag in post-process?[/QUOTE] likely lined up in post to show the accuracy of the movements, potentially not even considering the thought of timing stuff to show current latency.
[QUOTE=dai;44423667]likely lined up in post to show the accuracy of the movements, potentially not even considering the thought of timing stuff to show current latency.[/QUOTE] I feel like these peripherals are pretty much useless if they don't get the latency right. At least in my opinion. I guess I'm glad so many companies are trying to make good vr interfaces
[t]http://puu.sh/7SPdU.JPG[/t] Game over man, game over! [editline]1st April 2014[/editline] Don't ask me why it's side ways.
The gloves are fairly expensive though, no? I wonder if it would be possible build a neo-powerglove with IR LEDs and Flex Sensors (though I have no experience with anything that could involve an arduino).
[QUOTE=Scot;44421895]I don't really see that coming in handy (heh) without force feedback.[/QUOTE] Get a real chess board, get a friend online to do the same with the very same chess board. Use Wolfram's free tabletop game engine or use that one that will presumably already include chess on kickstarter. Play chess and feel it.
[QUOTE=danharibo;44426093]The gloves are fairly expensive though, no? I wonder if it would be possible build a neo-powerglove with IR LEDs and Flex Sensors (though I have no experience with anything that could involve an arduino).[/QUOTE] Actually the gloves look pretty cheap. Just colored cloth. It the software and camera that do all the work.
[QUOTE=KorJax;44426702]Actually the gloves look pretty cheap. Just colored cloth. It the software and camera that do all the work.[/QUOTE] then why does it say it has 12 or 7 sensors.
[QUOTE=paul simon;44426878]then why does it say it has 12 or 7 sensors.[/QUOTE] Apparently they also have a 16 sensor. [IMG]http://i.imgur.com/fpBWwCL.png[/IMG] But since the specs don't talk about lag or timing it is probably not a good figure: [url]http://www.synertial.com/product-category/gloves/[/url] (Otherwise I'd boast about it, if I were them)
[QUOTE=bord2tears;44433750]Apparently they also have a 16 sensor. [IMG]http://i.imgur.com/fpBWwCL.png[/IMG] But since the specs don't talk about lag or timing it is probably not a good figure: [url]http://www.synertial.com/product-category/gloves/[/url] (Otherwise I'd boast about it, if I were them)[/QUOTE] I'm not seeing a sixteen sensor glove in that picture. I'm seeing an outline of a hand with some MS paint dots on. Seriously, you think they could do a little better with their promotional material.
[QUOTE=KorJax;44426702]Actually the gloves look pretty cheap. Just colored cloth. It the software and camera that do all the work.[/QUOTE] A bit of reading suggests that the price is around $13,000 USD for the wired model - though it might just be referring to the model which has more sensors. Regardless, the fact that it says "request a quote" is going to mean that it's not a cheap product.
that is way higher than i imagined it would cost totally ridiculous there i thought they were developing this in response to the VR craze guess not
Maybe it's for surgeon training or some shit. Imagine Surgeon Simulator with those. You'd be a god.
[media]http://www.youtube.com/watch?v=tBHO77OeB0M[/media] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=244996887[/url] (Greenlight) Dev plans to bring it to both the Rift and Morpheus.
Maybe that glove is more for motion capture. I know right now they cant capture hands and fingers
[QUOTE=woolio1;44434744]I'm not seeing a sixteen sensor glove in that picture. I'm seeing an outline of a hand with some MS paint dots on. Seriously, you think they could do a little better with their promotional material.[/QUOTE] It's not promotional material, it's just a simple image that gives you an idea of where the sensors are.
[media]http://www.youtube.com/watch?v=Gp0eMNSVtZA[/media] Cloudhead Games give some info on their VR locomotion implementation in The Gallery: Six Elements. The snap rotation seems like it's a good way to help first person movement feel more natural.
[QUOTE=Clavus;44439583] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=244996887[/url] (Greenlight) Dev plans to bring it to both the Rift and Morpheus.[/QUOTE] That looks amazing, surreal stuff like this is gonna be great in the Rift. But... that narration sounds [I]pretentious as hell.[/I] And I [I]liked[/I] Dear Esther.
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