[QUOTE=Jojje;42065048]we are now entering the VR arms race
Oculus was still first though and has the advantage in that[/QUOTE]
I can actually see this happening. We'll be seeing a lot more VR tech coming out in the near-future. I just hope it will be more productive than that misbegotten 3D fad.
Its funny, I used to think that any sort of Virtual reality headset that put you into any game you wanted was just a far fetched dream..
[B]
Well.[/B]
Gotta say, I'm a little disappointed that Sony's developing their own HMD instead of joining with Oculus. Would have been great to see them throw money at the Rift, but I guess competition could be good for VR.
[QUOTE=Uberslug;42065657]Gotta say, I'm a little disappointed that Sony's developing their own HMD instead of joining with Oculus. Would have been great to see them throw money at the Rift, but I guess competition could be good for VR.[/QUOTE]
We don't know if it's a collab or not, just that they're announcing a PS4 HMD. Might be their own hardware with Oculus's SDK running on it, or a collab with Oculus, or simply a full on Sony creation. We will see at TGS. What we do know though, is that Shuhei Yoshida loves the Rift.
[QUOTE=Talishmar;42063255][media]http://www.youtube.com/watch?v=R7CpqLF8amE[/media]
TB trying on Oculus Rift HD prototype
I love how genuinely happy the presenter gets at every sign of TB's immersion.[/QUOTE]
forgot how much I love the hawken theme music
I got to try the rift for a very brief moment at an event for the new students at my Uni. Didn't want to take up much time since the new students had priority. Sadly it was very blurry since I didn't have time to calibrate it and stuff. But I could still see the potential. Hoping to try it again soon since I know a guy with access to a few devkits.
I got to try the Oculus a week ago, I played the Tuscany demo, the Rollercoaster, and some online TF2 while using a PS3 controller.
I played for maybe an hour, but even then I was really disoriented and constantly nauseous. Didn't help that the low resolution made it really hard to see team colors in-game. ( Obviously the dev kit wasn't made for serious TF2 play, I understand.)
I'd really like to try the 1080p version whenever that releases, however. The effect I got was still very impressive.
While playing TF2 I was still getting used to the head-tracking, I don't like that the way your facing also effects where you walk. I ended up playing for a few minutes with my head at an awkward 50 degree angle because I was so disoriented as to where "straight-ahead" was
What was the DS4 like?
[QUOTE=alien_guy;42067548]What was the DS4 like?[/QUOTE]
Whoops typo, it was a PS3 controller. It wasn't at Gamescom or anything. my bad
[QUOTE=Orkel;42052297][hd]http://www.youtube.com/watch?v=0vyT9JcVAJM[/hd]
I like how the crowd starts cheering when you raise your hands. Small detail that really adds to the immersion[/QUOTE]
That could just as easily have been in response to the announcer saying "Oculus Maximus!"
[editline]3rd September 2013[/editline]
[QUOTE=alien_guy;42064839]People would have to unplug their tv and plug in the headset though?
Unless they randomly add more outputs to the ps4[/QUOTE]
My only problem is, will the PS4 be powerful enough to do the bare minimum of a 960x1080 scene twice at a solid 60 fps? And keep in mind, that appears to be the [I]very[/I] bare minimum.
[editline]3rd September 2013[/editline]
[QUOTE=alien_guy;42064881]I really don't think its a good idea, VR on PC in 3 years will be night and day better than VR on ps4 would.[/QUOTE]
On the flip side, I feel like consoles have more mainstream exposure than gaming PCs do. This type of exposure might raise even more mainstream interest.
[QUOTE=SGTNAPALM;42069791]That could just as easily have been in response to the announcer saying "Oculus Maximus!"[/QUOTE]
He does it a few times later without the announcer saying anything and the crowd cheers again.
[QUOTE=Clavus;42063528]Headset and binaural audio. Anything else is going to be inferior in the immersion department. Seems real-time encoding of binaural audio is possible but it still produces quite a performance hit.[/QUOTE]
uh not really, 99% of games have 3D stereo audio out that you can easily use to determine the position of things in space if you have any pair of headphones, and it only gets better if you get a nice pair with good soundstage
[img]http://gaming.logitech.com/assets/47828/g930-gaming-headset-images.png[/img]
This is what I use when playing with the Rift, sound is great and there aren't any annoying cords besides the Rift's one.
[QUOTE=Zeb Brown;42071280][img]http://gaming.logitech.com/assets/47828/g930-gaming-headset-images.png[/img]
This is what I use when playing with the Rift, sound is great and there aren't any annoying cords besides the Rift's one.[/QUOTE]
What's it called?
[QUOTE=Pvt Anderson;42071633]What's it called?[/QUOTE]
Logitech G35
I have a set too, they've lasted me years.
why does the image url call it a g930
also the last logitech headset i bought, the cord twisted and twisted itself until it fell apart in two places
i even hung it after each use
sometimes it feels like only nintendo controllers have decent cords
[QUOTE=Bletotum;42072606]why does the image url call it a g930
also the last logitech headset i bought, the cord twisted and twisted itself until it fell apart in two places
i even hung it after each use
sometimes it feels like only nintendo controllers have decent cords[/QUOTE]
all headsets have notoriously bad cords because the cord generally stays the same size but they add 2 more wires for the microphone and make everything thinner and more prone to breaking, it's best to just buy cheap headsets or invest in a solid pair of headphones and a desktop or ModMic microphone.
[QUOTE=Shadaez;42072834]all headsets have notoriously bad cords because the cord generally stays the same size but they add 2 more wires for the microphone and make everything thinner and more prone to breaking, it's best to just buy cheap headsets or invest in a solid pair of headphones and a desktop or ModMic microphone.[/QUOTE]
I got so sick of cords breaking that I just bought a pair of wireless ones. They are the older version of what zeb posted and work great.
[QUOTE=Shadaez;42070491]uh not really, 99% of games have 3D stereo audio out that you can easily use to determine the position of things in space if you have any pair of headphones, and it only gets better if you get a nice pair with good soundstage[/QUOTE]
I'm pretty sure there's a legit difference between the way games handle 3D audio and binaural audio. No game comes close to those example recordings on YouTube.
[QUOTE=Bletotum;42072606]why does the image url call it a g930
[/QUOTE]
because it's the same as the g35 but wirless.
[editline]4th September 2013[/editline]
[QUOTE=Painseeker;42071689]Logitech G35
I have a set too, they've lasted me years.[/QUOTE]
I bought 2nd hand ones on ebay, they still work perfectly.
[QUOTE=Shadaez;42070491]uh not really, 99% of games have 3D stereo audio out that you can easily use to determine the position of things in space if you have any pair of headphones, and it only gets better if you get a nice pair with good soundstage[/QUOTE]
Yes, you can use it to determine the position of the sound. But it doesn't sound like it'd sound in real life, which is key for full immersion. I'm no expert on the subject, but from what I've gathered is that your ears also pick up sound that travels [I]through[/I] your head. Binaural audio is basically simulating the physics of sound waves. Just listen to the recordings on youtube.
[QUOTE=Uberslug;42073075]I'm pretty sure there's a legit difference between the way games handle 3D audio and binaural audio. No game comes close to those example recordings on YouTube.[/QUOTE]
As far as I can tell, the only actual difference is that binaural audio includes the sound reflecting and refracting.
When we figure out how to simulate those we get about as close to it as we can. In the meanwhile multiple stereo sources will have to suffice, and probably will.
[QUOTE=Talishmar;42075201]As far as I can tell, the only actual difference is that binaural audio includes the sound reflecting and refracting.
When we figure out how to simulate those we get about as close to it as we can. In the meanwhile multiple stereo sources will have to suffice, and probably will.[/QUOTE]
Binaural actually keeps in mind that you have a head, the delay from hearing the sound in one ear and then the other is the same as physically being there.
It is recorded using a model head:
[img]http://www.jiscdigitalmedia.ac.uk/images/srt05ku100binauralhead.jpg[/img]
[editline]4th September 2013[/editline]
Just put on some decent headphones, close your eyes and listen to this:
[media]http://www.youtube.com/watch?v=w5ZVTqaUMnE[/media]
[QUOTE=Jojje;42065048]we are now entering the VR arms race
Oculus was still first though and has the advantage in that[/QUOTE]
Plus they have Carmack.
[media]http://www.youtube.com/watch?v=S0uGsAksBaY[/media]
This is another great example of binaural audio, coupled with some nice GoPro footage.
[QUOTE=Uberslug;42073075]I'm pretty sure there's a legit difference between the way games handle 3D audio and binaural audio. No game comes close to those example recordings on YouTube.[/QUOTE]
no game comes close to youtube videos either, that's an unfair comparison
[editline]4th September 2013[/editline]
also games do have binaural audio but of course they don't sound like binaural recordings. Games already delay sound between ears and do emulate frequency cues based on their location. I think most of the issue is the ambient sounds, sound through walls, and distant sounds don't degrade right.
I feel like the tech to get binural audio to work properly in games is already there and possible (hell stuff like Razer surround basically hacks it to work) the problem is sound design for games along with the actual sound engine that controls it is all very much "play this sound this far away" instead of there being stuff like strong doppler effects being present, proper delay sound wave delay, etc that is a lot like the difference between playing a really good looking 3D game on a 2D monitor, vs doing something like the rift for that same game.
The other issue is simply put, most games aren't designed with headphones in mind - they are designed to work on speakers and TVs. You simply can't have binural audio work at all on a TV setup even if you had surround sound. The only way you could get around this, was to invent a really good binural audio codec/system for your game, design all the sound to use it, but then fall back to standard stereo/surround for the folks who are playing on their TV or using speakers that must be switched between game loads. Which would be a lot of work, and might not even work out (i.e. the stuff you have to do to sound design to make it sound really good with binural audio will likely not sound right at all for speaker setups). Thus it'll be just more practical if you only support speaker/basic heaphone use (which still sounds good enough with good headphones), or if you only support headphone use entirely.
Maybe with the VR boom we'll actually see people try and really hit home a game's sound design focued on binural audio delivery instead of just "sound effect play on your front left speaker slightly quieter due to distance".
It's not going to be soon but just imagine that one day we will have games with full sound wave simulation. That's gonna be some shit.
[QUOTE=Uberslug;42076666][media]http://www.youtube.com/watch?v=S0uGsAksBaY[/media]
This is another great example of binaural audio, coupled with some nice GoPro footage.[/QUOTE]
That was amazing.