[QUOTE=Telepethi;45806716]For those of you who have played the HL2 VR thing, how does the gunplay feel with the hydras? It looks immensely satisfying.
I hope they eventually make it so most guns require both hands. It kind of bothers me seeing the player single-hand fire the shotgun, rifles, crossbolt, etc.[/QUOTE]
It's almost 1:1. There are still problems inherent to the Hydras themselves, aka it drifts overtime and you need to reset the "position" of your hands every now and then, plus if the Hydras get too close to the base station the magnetic field "twists" your hands ingame in a weird way, and if they get too far you get immense jittering from the lack of resolution at that distance. So gotta keep them within 0,5-1 metre for optimal working. The STEMs should be massively better but they are also massively more expensive, making it a better idea to simply wait for the official Oculus Controllers probably coming with the first consumer Rift.
[QUOTE=Orkel;45806829]It's almost 1:1. There are still problems inherent to the Hydras themselves, aka it drifts overtime and you need to reset the "position" of your hands every now and then, plus if the Hydras get too close to the base station the magnetic field "twists" your hands ingame in a weird way, and if they get too far you get immense jittering from the lack of resolution at that distance. So gotta keep them within 0,5-1 metre for optimal working. The STEMs should be massively better but they are also massively more expensive, making it a better idea to simply wait for the official Oculus Controllers probably coming with the first consumer Rift.[/QUOTE]
Yeah I saw that. It looks like the Hydras are no longer available for purchase but I can't find anything online confirming that, and I'd rather not spend as much money on two hand-held motion controllers as I would for an Oculus Rift.
Has anyone figured out a way to mod two Nintendo Wii-U motion controllers to work with the OR?
Also was looking around, anyone seen these? Two of three got funded, I can't wait to see them available:
[url]https://www.kickstarter.com/projects/141790329/araig-as-real-as-it-gets?ref=users[/url]
[url]https://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game?ref=live[/url]
[url]https://www.kickstarter.com/projects/356540105/delta-six-a-new-kind-of-game-controller?ref=live[/url]
[QUOTE=Orkel;45806829]It's almost 1:1. There are still problems inherent to the Hydras themselves, aka it drifts overtime and you need to reset the "position" of your hands every now and then, plus if the Hydras get too close to the base station the magnetic field "twists" your hands ingame in a weird way, and if they get too far you get immense jittering from the lack of resolution at that distance. So gotta keep them within 0,5-1 metre for optimal working. The STEMs should be massively better but they are also massively more expensive, making it a better idea to simply wait for the official Oculus Controllers probably coming with the first consumer Rift.[/QUOTE]
Is there any information on the Oculus HID? I read somewhere that it was "optical only" but I don't remember where so I might as well have made that up.
this LP of [del]the chair[/del] sightline is like some weird 80's dystopian view of the internet in the far off year of 1997
[media]http://www.youtube.com/watch?v=rWWUd78DuKo[/media]
It's not "the chair", that one is a separate demo. The video is the normal Sightline.
oop, mixed up
in the meantime, I just got 45 seconds on [url=https://share.oculusvr.com/app/unpossible]unpossible[/url] and feel great
There's three different games of that type that I've seen, where you roll around a tube going fast. Not sure what was the original, but I know Unpossible is one of the "clones".
[QUOTE=Orkel;45807553]There's three different games of that type that I've seen, where you roll around a tube going fast. Not sure what was the original, but I know Unpossible is one of the "clones".[/QUOTE]
I downloaded that and 'radial-g', but radial just comes up with a black screen right now
also just tried the rollercoaster inside the room demo, though I think it needs to control ALL of your direction, not just left/right tilt. Going up/down bits was annoying because you're just facing out from the track. Also holding space makes your chair raise way above the track for some reason
Lava Inc is my favourite rollercoaster atm.
The Chair was a really cool demo btw
I'm finding that the positional/rotational tracking is running at a REALLY slow refresh rate on everything, like 20 or below ticks per second, and it's triggering motion sickness fast. Things in the games still move full FPS, the fact it was update ticks for tracking was really apparent in the couch knights demo.
anyone hear of this? How do you have your computers set up? it seems impossible to have a comfortable 'duplicate screen' setup due to the rift being natively portrait, and I'm not sure if extending display is causing any performance issues (I know unreal's performance bogs down on me if I'm running on two, had to reduce from three to make it manageable)
or it could be because I'm using a Quadro 5000 in that computer. I'll take the rift home tonight and try working it on a proper gaming card
[QUOTE=dai;45808712]I'm finding that the positional/rotational tracking is running at a REALLY slow refresh rate on everything, like 20 or below ticks per second, and it's triggering motion sickness fast. Things in the games still move full FPS, the fact it was update ticks for tracking was really apparent in the couch knights demo.[/QUOTE]
Are you it's not just the judder issue? I have that in quite a lot of demos and HL2. You notice the image juddering when moving your head around.
Have you tried the demo scene from the configuration utility (in Direct Mode)? That one always works for me. Several Unity games work in Extended mode too (Titans of Space and the Ghibli demos).
[QUOTE=dai;45808712]I'm finding that the positional/rotational tracking is running at a REALLY slow refresh rate on everything, like 20 or below ticks per second, and it's triggering motion sickness fast. Things in the games still move full FPS, the fact it was update ticks for tracking was really apparent in the couch knights demo.
anyone hear of this? How do you have your computers set up? it seems impossible to have a comfortable 'duplicate screen' setup due to the rift being natively portrait, and I'm not sure if extending display is causing any performance issues (I know unreal's performance bogs down on me if I'm running on two, had to reduce from three to make it manageable)
or it could be because I'm using a Quadro 5000 in that computer. I'll take the rift home tonight and try working it on a proper gaming card[/QUOTE]
you need to manually use nvidia panel or whatever to rotate the rift display 90 degrees in Extended Mode
In HL2 I only get judder in scenes with fire. For some reason that drops the FPS considerably in HLVR mode, even with an i5 + 770. Other than those scenes it's silky smooth.
[QUOTE=Clavus;45809336]Are you it's not just the judder issue? I have that in quite a lot of demos and HL2. You notice the image juddering when moving your head around.
Have you tried the demo scene from the configuration utility (in Direct Mode)? That one always works for me. Several Unity games work in Extended mode too (Titans of Space and the Ghibli demos).[/QUOTE]
the config demo has it the hardest it seems
a lot of stuff has jutter for me. and like dai said it isn't frame rate. AMD card here.
[editline]26th August 2014[/editline]
idk maybe it isn't jitter, just it isn't fast enough to avoid motion sickness. it isn't that bad in the demo app. its pretty bad in hl2/tf2. it was [I]horrible [/I]in the chair (or the other similar demo). couldn't finish that demo.
[editline]26th August 2014[/editline]
also shit is really blurry outside the center of the lenses. my guess this is just because that is the way lenses work. that probably doesn't help with motion sickness.
[QUOTE=dai;45809693]the config demo has it the hardest it seems[/QUOTE]
Hm, have you tried attaching or detaching (depending on your current setup) the extra power adapter? Normally it's only used to power USB devices that could potentially be attached to the Rift. Some people reported that the behaviour changed depending on whether the extra adapter was used.
[QUOTE=thrawn2787;45809725]a lot of stuff has jutter for me. and like dai said it isn't frame rate. AMD card here.
[editline]26th August 2014[/editline]
idk maybe it isn't jitter, just it isn't fast enough to avoid motion sickness. it isn't that bad in the demo app. its pretty bad in hl2/tf2. it was [I]horrible [/I]in the chair (or the other similar demo). couldn't finish that demo.
[editline]26th August 2014[/editline]
also shit is really blurry outside the center of the lenses. my guess this is just because that is the way lenses work. that probably doesn't help with motion sickness.[/QUOTE]
judder is usually because you're not running at 75fps/75hz - make sure vsync is forced on in your graphics card options, your Rift is set as an extended display running at 75hz, and you're always getting at least 75FPS in the game/demo.
Man... someone with DK2 have to test this [url]http://store.steampowered.com/app/251890/[/url]
I want one right now to test this :(
Anyone know where to get the Razer Hydra now?
[QUOTE=alealienn;45814013]Man... someone with DK2 have to test this [url]http://store.steampowered.com/app/251890/[/url]
I want one right now to test this :([/QUOTE]
I was just about to buy this, I'll report back. If it's anything like Ocean Rift, it will be fucking awesome. The closest I've gotten to being back doing real SCUBA for years.
[QUOTE=alealienn;45814013]Man... someone with DK2 have to test this [url]http://store.steampowered.com/app/251890/[/url]
I want one right now to test this :([/QUOTE]
looks like a non-futuristic subnautica.
Holy shit, quickly checked my email before heading to bed and I just got the email that my rift is about to ship! I'm so happy! :D
Trying the DK2 with DCS world atm.
I think I just shit a little bit.
I - in my infinite wisdom and knowledge - completely forgot to configure the IPD despite meticulously getting everything else set up the way I wanted. Sickness is now 100% completely gone, and yet I still managed to make myself feel like ass.
Is there some place that points out the B lens' diopters? I'm beginning to think they might not be strong enough on their own for my nearsightedness but can't find any information to confirm. Only bits I found were for the DK1.
Looks like Leap Motion is reevaluating their business strategy. They're now pitching their little sensor as a VR accessory, and have retooled their software and developed a new camera to help integrate it. They're also pitching their technology to other companies, and offering a universal mount for VR headsets.
That's interesting. I hope this picks up for them, since they haven't had the best of luck thus far.
[QUOTE=woolio1;45827786]Looks like Leap Motion is reevaluating their business strategy. They're now pitching their little sensor as a VR accessory, and have retooled their software and developed a new camera to help integrate it. They're also pitching their technology to other companies, and offering a universal mount for VR headsets.
That's interesting. I hope this picks up for them, since they haven't had the best of luck thus far.[/QUOTE]
The headset mounted VR tool (if done right) will go a lot further in my opinion. If it could somehow identify where my hands are in simulation games (ex where they are on a steering wheel, HOTAS [joystick], controller, mouse and keyboard etc) there could be some really cool applications.
So the wait begins, I just got charged. 26th March - Australia.
Riftmax karaoke night starts in 30 minutes. Be there.
[QUOTE=Orkel;45829592]Riftmax karaoke night starts in 30 minutes. Be there.[/QUOTE]
I will be there someday, once the consumer version comes out.
Do we have a Facepunch VR group yet?
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