[QUOTE=ZestyLemons;45498963]At least it doesn't have that awful shuffling walk like the other omni
[media]http://www.youtube.com/watch?v=3wRZ5LLvyPg[/media][/QUOTE]
It's a shame he can't even rest his arm in a natural position when strapped up,and I hope that the controller input is more advanced than with the Virtuix Omni, in which you can simulate "running" by simply quickly tapping your foot at the end of the curved base plate, since it's using pressure pads and not motion sensors.
found this
[url]https://www.kickstarter.com/projects/316228545/trinity-magnum-precision-motion-control-for-vr[/url]
just popped up in the last few days, what do you guys think?
[QUOTE=Lurklet;45502246]found this
[url]https://www.kickstarter.com/projects/316228545/trinity-magnum-precision-motion-control-for-vr[/url]
just popped up in the last few days, what do you guys think?[/QUOTE]
I think it looks ridiculous, and Sony's probably not going to be happy about the ping-pong lollipop on the end of it.
that bulb has nothing to do with the style of it and is 100% related to how the thing actually works
anyways I'm fucking sick of kickstarters. how many people did they have working on this and for how long? seems like awhile. don't tell me they can't afford $60,000. and their "website" redirects to their kickstarter page. talk about a quick cash in
[editline]25th July 2014[/editline]
also the rift ships from Ontario, CA, USA. was confused for a minute for several reasons
The thing I worry about when it comes to stuff like that is how accurate it will be. Wii boxing was disappointing because you were restricted to the game's preset moves. I'd like a multiplayer game where you run as fast as you physically can. It'd probably end up being broken balance wise though. But hey, it's funny to imagine Usain Bolt using one and being accused of using speedhacks.
I'll worry more on VR Controllers once I have a CV1 Rift.
[editline]25th July 2014[/editline]
Hey, Beacon, did you message Oculus about the missing front panel? Some guy on Reddit posted his unboxing and had the panel with the rift.
[t]http://i.imgur.com/PjzeywX.jpg[/t]
[QUOTE=Orkel;45500724]Mine seems to be still on track for Monday, hopefully there won't be any delays.[/QUOTE]
They just changed it to Friday :I
[QUOTE=Daemon White;45502586]I'll worry more on VR Controllers once I have a CV1 Rift.
[editline]25th July 2014[/editline]
Hey, Beacon, did you message Oculus about the missing front panel? Some guy on Reddit posted his unboxing and had the panel with the rift.
[t]http://i.imgur.com/PjzeywX.jpg[/t][/QUOTE]
yeah I've sent them a support ticket - it's also missing the top USB-socket panel as well haha
[img]http://i.imgur.com/lU9oAf3.png[/img]
Rift engineers are an evil bunch.
There's apparently a smearing effect when pixels go from dark to bright very quickly and some users report that it's highly annoying:
[url]http://www.reddit.com/r/oculus/comments/2bqtyj/my_1st_day_with_the_dk2_concerns_and_comments/[/url]
[QUOTE=dije;45504766]There's apparently a smearing effect when pixels go from dark to bright very quickly and some users report that it's highly annoying:
[url]http://www.reddit.com/r/oculus/comments/2bqtyj/my_1st_day_with_the_dk2_concerns_and_comments/[/url][/QUOTE]
They have a fix for this that should come in a later SDK update
The omni looks good to me.. but it does feel a bit expensive for a simple slippy circular harness thing. I feel like they're not taking the same route of the Oculus with the whole making it as cheap as possible, but what do I really know? Maybe it's something that's expensive to make and I just don't get it. :v:
doesn't harness / stand thing cost a lot extra?
[QUOTE=Clavus;45504733][img]http://i.imgur.com/lU9oAf3.png[/img]
Rift engineers are an evil bunch.[/QUOTE]
[QUOTE=dije;45504766]There's apparently a smearing effect when pixels go from dark to bright very quickly and some users report that it's highly annoying:
[url]http://www.reddit.com/r/oculus/comments/2bqtyj/my_1st_day_with_the_dk2_concerns_and_comments/[/url][/QUOTE]
[QUOTE=DeEz;45504837]They have a fix for this that should come in a later SDK update[/QUOTE]
I suddenly see a colleration between Carmack's tweet and the reported smearing effect :v:
[QUOTE=thrawn2787;45505067]doesn't harness / stand thing cost a lot extra?[/QUOTE]But surely that's nothing special, just plastic n such.
The problem with these treadmill things is that they claim to solve the problem of controllers breaking immersion when they are the exact same thing. Sure you're moving your body but you aren't actually feeling any motion or resistance in your muscles like you would feel IRL. You're just running on the spot like an idiot.
They should really convert some of the 4D rides into Oculus Rift experiences. I'd pay money to go on rides like you can at Universal Studio with the Oculus. Someone converted the old Back to the Future one but other than that I can't find any, and that didn't have head tracking.
is there any better controllers than the razer hydra now? I'm thinking of getting those. They look like a lot of fun.
Nop. The STEM is coming in the near future so you might want to wait until then, or wait for Oculus to reveal their own controllers (hopefully at the September conference)
any news on how your oculus rift is beacon?
[editline]26th July 2014[/editline]
[QUOTE=Orkel;45505739]Nop. The STEM is coming in the near future so you might want to wait until then, or wait for Oculus to reveal their own controllers (hopefully at the September conference)[/QUOTE]
is there anything even hinting towards them making controllers?
[QUOTE=Lurklet;45506095]is there anything even hinting towards them making controllers?[/QUOTE]
They've said they are working on control solutions. Google around, you'll find something
[editline]26th July 2014[/editline]
Here's a link for example
[url]http://www.cnet.com/news/oculus-to-ge-hands-on-with-new-virtual-reality-gear/[/url]
[QUOTE=Lurklet;45506095]any news on how your oculus rift is beacon?
[editline]26th July 2014[/editline]
is there anything even hinting towards them making controllers?[/QUOTE]
Not used it today, been playing Destiny as there are no real programs to actually use with DK2 yet :P
[QUOTE=Beacon;45506191]Not used it today, been playing Destiny as there are no real programs to actually use with DK2 yet :P[/QUOTE]
You could play these if you haven't already.
Couch Knights
Kokiri Forest
My Neighbour Totoro
RedofPawsBigCrazyStupidAdventureAndAmericanPie
Spirited Away Boiler Room
Radial-G
[QUOTE=Scot;45505377]The problem with these treadmill things is that they claim to solve the problem of controllers breaking immersion when they are the exact same thing. Sure you're moving your body but you aren't actually feeling any motion or resistance in your muscles like you would feel IRL. You're just running on the spot like an idiot.[/QUOTE]
In addition all immersion is lost when encountering any uneven or non-horizontal surfaces.
[QUOTE=RaptorBlackz;45506240]You could play these if you haven't already.
Couch Knights
Kokiri Forest
My Neighbour Totoro
RedofPawsBigCrazyStupidAdventureAndAmericanPie
Spirited Away Boiler Room
Radial-G[/QUOTE]
Couch Knights and Radial-G both didn't work, they just never engaged with the Rift in Direct mode.
Kokiri Forest was awesome, though it made me see a couple of problems I'm having, namely weird chromatic aberration around objects and a horrendous judder when moving my head around :/
With all your rendering issues and missing panels it sounds like your unit is defective.
I wonder if oculus prepared for that, to quickly replace units ahead of other orders?
Let's wait for the SDK patch(es) before concluding the unit is defective. Some others have also reported judder and it's most likely caused by either 1) not running 75fps or 2) timewarp shenanigans due to FPS being too low (wouldn't surprise me in new unoptimized dk2 demos)
[QUOTE=Orkel;45506509]Let's wait for the SDK patch(es) before concluding the unit is defective. Some others have also reported judder and it's most likely caused by either 1) not running 75fps or 2) timewarp shenanigans due to FPS being too low (wouldn't surprise me in new unoptimized dk2 demos)[/QUOTE]
i'll run fraps next time to be sure but I'm fairly certain the FPS was above 75
If it was above 75 then you hadn't enabled Vsync. Remember that Oculus said it is required in the DK2, absolutely so.
[QUOTE=Orkel;45506531]If it was above 75 then you hadn't enabled Vsync. Remember that Oculus said it is required in the DK2, absolutely so.[/QUOTE]
vsync was forced on in the nvidia control panel, there's no setting to change it in the oculus config tool
also, reply from support about my missing panels:
[t]http://puu.sh/arZQB/b285d241a8.png[/t]
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