Well, that's not really Garry's problem, is it? This is a totally moot discussion.
[QUOTE=Ott;49295618]Yes but Garry's Mod is so much more than building. The vast majority of addons will not have VR support. People will hurl if it's not a walled garden.[/QUOTE]
new gmods wouldn't be the same as old gmod
[editline]11th December 2015[/editline]
garry is more clever than you think
I mean, that dude thought of a lot of pretty damn good ideas
I imagine making the VR controls and standard controls work the same but different would be something he'd look into
they would be one in the same but very different
[editline]11th December 2015[/editline]
I hope to imagine addons too could hopefully be worked into it
I can't decide. Think I'll just get both.
Windlands has something to announce tomorrow. Another launch title, as Palmer hinted yesterday?
[media]https://twitter.com/windlands_game/status/675388342750552064[/media]
Would the Vive work just as well as the Oculus in a standard seated position?
[QUOTE=pip12345;49300762]Would the Vive work just as well as the Oculus in a standard seated position?[/QUOTE]
They are both line of sight, oculus cameras would be easier to set up cause of the inbuilt stands though.
HTC Vive will debut on December 14th ahead of the Beijing conference
[url]https://www.reddit.com/r/oculus/comments/3whua7/htc_vive_to_debut_monday_dec_14th_ahead_of_the/[/url]
I'm interested to see when we'll get wireless HMDs. With LiFi being a thing now it probably won't be very far off.
Man, last year around this time I was so excited thinking about how awesome 2015 was going to be for gaming and I wasn't disappointed. Now, with VR right around the corner, I don't even know what to do with all of this hype I have for 2016.
[QUOTE=Orkel;49296490]Windlands has something to announce tomorrow. Another launch title, as Palmer hinted yesterday?
[media]https://twitter.com/windlands_game/status/675388342750552064[/media][/QUOTE]
[QUOTE]Some news... #windlands will be released on Steam Early Access this year!, #indiegogo backers will get Steam Keys in time for Christmas[/QUOTE]
[url]https://twitter.com/windlands_game[/url]
and they posted a couple of pics on their feed
[QUOTE=jazzpunk;49302585][url]https://twitter.com/windlands_game[/url]
and they posted a couple of pics on their feed[/QUOTE]
That's... pretty underwhelming tbh.
Looking forward to it though. Really enjoyed the Windlands demo.
it's crazy to think the Rift is coming as soon as Q1 of 2016! it feels like no time at all has passed since 2012, crazy to think it'll be 3 1/2 years since the kickstarter launched.
hopefully it's coming to Norway pretty fast as soon as it launches
[QUOTE=PredGD;49307978]it feels like no time at all has passed since 2012[/QUOTE]
are you an übermench? i've lost hype multiple times and just not given a shit most of the time
[QUOTE=Giraffen93;49307999]are you an übermench? i've lost hype multiple times and just not given a shit most of the time[/QUOTE]
I never really was hyped since it felt so distant and felt like it was a "never happening" kind of thing due to the time until release so I've largely just ignored the entire VR thing up until now. now that it's actually releasing soon it feels a lot more real
[QUOTE=PredGD;49308013]due to the time until release[/QUOTE]
it was multiple times rumored and spoken about that it was going to be released way earlier
and when dk2 was available with a $300 tax markup it hit even harder
been waiting since the rift was shown on news outlets taped together with electrical tape and having like 20 cables attached to it, and an external console
[QUOTE=Giraffen93;49308051]it was multiple times rumored and spoken about that it was going to be released way earlier
and when dk2 was available with a $300 tax markup it hit even harder
been waiting since the rift was shown on news outlets taped together with electrical tape and having like 20 cables attached to it, and an external console[/QUOTE]
your own fault for believing rumors.
[QUOTE=Orkel;49311577][media]https://twitter.com/PalmerLuckey/status/676220090572931074[/media][/QUOTE]
oh sweet that means it's at least as good as the lighthouse beacons for large rooms
Yeah. But he says there are still occlusion problems with using it like that, same as with the lighthouse system. Which is why Oculus still strongly recommends using the 2 forward cameras as it makes "fine interactions" work properly.
I suppose the biggest difference is the advantage that the Vive has in cables, as the lighthouses only need to be plugged to a wall socket, whereas the Rift cameras need to be somehow wired to your PC even from across the room.
[editline]14th December 2015[/editline]
[media]https://twitter.com/PalmerLuckey/status/676231354921521152[/media]
Bigger tracking area than Vive (13x13)
[editline]14th December 2015[/editline]
Actually no, Vive has 15x15. Seems the rift can go up to 15 as well, will be interesting to see the max with two cameras
[QUOTE=Orkel;49311808]
[media]https://twitter.com/PalmerLuckey/status/676231354921521152[/media]
Bigger tracking area than Vive (13x13)
[/QUOTE]
I thought Vive was 15x15?
[editline]14th December 2015[/editline]
ninja'd me with the edit
[editline]14th December 2015[/editline]
And Luckey makes the point that the sensors can probably go further. I'd wager it's likely the same case with the Vive, but occlusion issues become more severe for both systems at that kind of size
[editline]14th December 2015[/editline]
IIRC with the Lighthouse system you can just keep tacking more beacons on if you want a larger play area/better tracking, correct?
Provided you have enough (USB?) ports on your PC, can you do the same with the Oculus cameras? Or did they only make provisions for the use of two cameras
[QUOTE=Timebomb575;49311833]I thought Vive was 15x15?
[editline]14th December 2015[/editline]
ninja'd me with the edit
[editline]14th December 2015[/editline]
And Luckey makes the point that the sensors can probably go further. I'd wager it's likely the same case with the Vive, but occlusion issues become more severe for both systems at that kind of size
[editline]14th December 2015[/editline]
IIRC with the Lighthouse system you can just keep tacking more beacons on if you want a larger play area/better tracking, correct?
Provided you have enough (USB?) ports on your PC, can you do the same with the Oculus cameras? Or did they only make provisions for the use of two cameras[/QUOTE]
They've said previously you can add as many cameras as you want, IIRC.
It'd be hilariously unnecessary but neat if someone spent the money to make a spherical room with a clear floor going through the center, allowing for a full 360 degree lighthouse setup.
[QUOTE=Orkel;49311808]Yeah. But he says there are still occlusion problems with using it like that, same as with the lighthouse system. Which is why Oculus still strongly recommends using the 2 forward cameras as it makes "fine interactions" work properly.
I suppose the biggest difference is the advantage that the Vive has in cables, as the lighthouses only need to be plugged to a wall socket, whereas the Rift cameras need to be somehow wired to your PC even from across the room.
[editline]14th December 2015[/editline]
[media]https://twitter.com/PalmerLuckey/status/676231354921521152[/media]
Bigger tracking area than Vive (13x13)
[editline]14th December 2015[/editline]
Actually no, Vive has 15x15. Seems the rift can go up to 15 as well, will be interesting to see the max with two cameras[/QUOTE]
The main difference here is that Lighthouse is limited only by the power of the lasers and Oculus is limited by camera resolution.
[QUOTE=Orkel;49300956]HTC Vive will debut on December 14th ahead of the Beijing conference
[url]https://www.reddit.com/r/oculus/comments/3whua7/htc_vive_to_debut_monday_dec_14th_ahead_of_the/[/url][/QUOTE]
As expected, doesn't seem to be anything special: [url]https://www.reddit.com/r/Vive/comments/3wraad/first_news_out_of_dec_14th_press_conference/[/url]
[QUOTE=Orkel;49311808]
Actually no, Vive has 15x15. Seems the rift can go up to 15 as well, will be interesting to see the max with two cameras[/QUOTE]
The lighthouse might work around corners, because it can track from other surfaces.
At least that's the impression I got when playing around with the calibration detector.
Another difference between how the Vive and Rift tracking works is you can have multiple PCs with Vives using the same pair of lighthouses since the lighthouse stations are completely independent.
[QUOTE=Ithon;49313638]The lighthouse might work around corners, because it can track from other surfaces.
At least that's the impression I got when playing around with the calibration detector.[/QUOTE]
Yeah, apparently it has some degree of ability to bounce off surfaces
Palmer Lucky about room-scale mode VR:
[QUOTE]Nope. Still has issues with occlusion during many interactions.
We considered showing four sensors at E3, but decided to go with the stock Touch bundle of 1+1 instead. We want to honestly market the setup most people will actually have, not a fantasy that few games will utilize. Most software will not take full advantage of motion capture style many-camera rigs, as cool as they are for hardcore enthusiasts. Same goes for things like subwoofers, fans, and motion platforms.[/QUOTE]
[QUOTE=Flumbooze;49316284]Palmer Lucky about room-scale mode VR:[/QUOTE]
source?
also that's pretty disappointing, as I'm of the opinion that room-scale stuff is going to be the future of this tech.
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