• Oculus Rift / Virtual Reality General
    4,360 replies, posted
is that the skittles man with the unpredictable spinal movement
[QUOTE=1STrandomman;49430986]hate to burst your bubble, but it's a shop [img]https://i.ytimg.com/vi/Xx6sO0Lwmr8/hqdefault.jpg[/img][/QUOTE] it's funny how terrible the shop is too [editline]1st January 2016[/editline] [QUOTE=dai;49433111]happy new year everyone it's technically Q1 preorders any moment now I'm sure of it [img]https://33.media.tumblr.com/3275461632d77e53cd8b06b5ae4ef214/tumblr_inline_o09jelsvWY1qix8w1_500.gif[/img][/QUOTE] my dual 970's are READY
[QUOTE=bitches;49433120]is that the skittles man with the unpredictable spinal movement[/QUOTE] Only the best man ever [media]https://www.youtube.com/watch?v=Q_kGJBv6Wr4[/media]
Months, not years has turned into days, not weeks I'm ready for CES
[QUOTE=woolio1;49431191]Oh... But... Can I flip people off with the touch controllers? Because that's going to be a major point of consideration.[/QUOTE] Yes. There is no native support for that gesture but its definately possible. There seems to be capacitive buttons that know when they are touched on the thumb, index finger and the middle finger.
woo 2016 the year of vr it's almost here boys
[url]http://www.bbc.com/news/technology-30657353[/url]
Why are you linking a year old article?
The honest answer is because I saw it being linked on Twitter and found it interesting, hadn't seen it before, didn't even glance at the date. To be frank though, I don't remember it being talked about back then and I found the bit with the elevator woman to be of interest. Not to mention, they're using vives and DK2s, so not much changed since then. Could have been two weeks old and you wouldn't tell the difference unless you did see the article back then.
It was a genuine question, I wasn't being asshole-ish, it just looked a bit weird to me especially since you just posted a link without any further explanation. And some of these 360 videos are really awesome, even though I don't own an Oculus/Vive.
Is there a video or an explanation of how holding the Touch controllers works? It seems fairly simple to hold but how does one use their fingers freely?
[QUOTE=Kylel999;49434204]Is there a video or an explanation of how holding the Touch controllers works? It seems fairly simple to hold but how does one use their fingers freely?[/QUOTE] P sure you just like, move your fingers [t]http://static3.gamespot.com/uploads/original/123/1239113/2882183-oculus-touch-4.jpg[/t] that little extended arch thing at the top end of the half circle rests between your thumb and index finger so you can point, shoot your finger guns, flip the bird, possibly even wave or high five etc without worrying about dropping the controllers. Palmer and Oculus have confirmed that they will be improving finger tracking before release and that's something I'm p excited to see. Hoping for almost complete 1 to 1 hand and finger movements in VR. That would be so sick.
[QUOTE=GeneralSpecific;49434775]P sure you just like, move your fingers [t]http://static3.gamespot.com/uploads/original/123/1239113/2882183-oculus-touch-4.jpg[/t] that little extended arch thing at the top end of the half circle rests between your thumb and index finger so you can point, shoot your finger guns, flip the bird, possibly even wave or high five etc without worrying about dropping the controllers. Palmer and Oculus have confirmed that they will be improving finger tracking before release and that's something I'm p excited to see. Hoping for almost complete 1 to 1 hand and finger movements in VR. That would be so sick.[/QUOTE] Interesting. I've noticed in videos they have straps for your wrists, I guess incase you end up throwing/dropping it - hopefully people just remember to use them. Remember when the Wii came out? Remember how many videos came out of people smashing their tv's on accident? :v:
I have to ask, why do people around the forum get really, really stupid when they try to talk about VR? It's like they can't understand anything you try to tell them, they just don't listen. It's fine here, because we all have some understanding of what it is and how it works, but it seems like in every other thread the same arguments and concerns come up, by the same people, and they never listen when you give them a proper explanation.
[QUOTE=woolio1;49435974]I have to ask, why do people get really, really stupid when they try to talk about VR? It's like they can't understand anything you try to tell them, they just don't listen.[/QUOTE] do you have an example?
[QUOTE=ClarkWasHere;49435976]do you have an example?[/QUOTE] [URL="https://facepunch.com/showthread.php?t=1499611"]Yeah, one of the threads over in TNN right now, about how VR will spur an increase in more powerful computers.[/URL] In that thread alone, you can see such timeless classics as "First person shooters won't work in the Rift," "The Virtuix Omni is a good input device," "VR needs to be standardized to be successful," and my personal favorite, "Developers and publishers won't optimize their games because they can just force users to buy better computers." It's just like, people don't think, they don't research, they just don't care to figure things out for themselves, and instead rely on the same tired, dead arguments just so they can say something.
[QUOTE=woolio1;49435986]It's just like, people don't think, they don't research, they just don't care to figure things out for themselves, and instead rely on the same tired, dead arguments just so they can say something.[/QUOTE] Welcome to the internet, where everyone is an expert and the facts don't matter. [editline]2nd January 2016[/editline] Same shit happens every time a VR thread on any of the big gaming subreddits hits their respective frontpages.
[QUOTE=woolio1;49435974]I have to ask, why do people around the forum get really, really stupid when they try to talk about VR? It's like they can't understand anything you try to tell them, they just don't listen. It's fine here, because we all have some understanding of what it is and how it works, but it seems like in every other thread the same arguments and concerns come up, by the same people, and they never listen when you give them a proper explanation.[/QUOTE] [URL="https://facepunch.com/showthread.php?t=1499611&p=49436890&viewfull=1#post49436890"]I tried to help[/URL] Maybe no one will read that thread again but whatever.
[QUOTE=woolio1;49435986]you can see such timeless classics as "First person shooters won't work in the Rift,"[/QUOTE] Having tried Half Life 2 and TF2 with the DK2, this is not a statement I disagree with. Shooters, at least in the traditional sense, I don't think work well in VR. They have to be designed around the limitations which makes for very unorthodox shooters like that VIVE one where you teleport around and can grab bullets with your hands, or psuedo-stationary stuff like Hover Junkers, which is a very interesting workaround for the motion sickness that comes from moving the camera around. Maybe I just lack imagination, but with my experiences with the DK2, I have a very hard time imagining anything remotely unrestrained, fast paced, or requiring precision like Unreal Tournament or Tribes, working in VR at all. For really slow stuff like ARMA I could see a VR setup kinda working, if only because you move so slowly, but it'll definitely feel like a shoehorned in feature.
The fast paced robot combat sport thing coming on the PSVR is interesting since we don't know how it feels to play. Will it make people motion sick or have they figured it out? Maybe the cockpit helps, but it's still like unreal tournament in mechs.
[QUOTE=Orkel;49440335]The fast paced robot combat sport thing coming on the PSVR is interesting since we don't know how it feels to play. Will it make people motion sick or have they figured it out? Maybe the cockpit helps, but it's still like unreal tournament in mechs.[/QUOTE] Wondering how well that would work in terms of motion sickness was exactly my first thought when I saw that game. It seems like it breaks every rule in the book, just with a cockpit in your face, kinda like Hawken with Oculus. I never got to tried Hawken with Oculus though, so maybe a simple cockpit placed in front of your face makes all the difference? If somebody wanted to make a VR mech game, I always figured it would be best to do something slower like the big and slow Battletech style mechs. [editline]2nd January 2016[/editline] Vox Machinae did that and it worked brilliantly. [video=youtube;kI1T__sbx2o]https://www.youtube.com/watch?v=kI1T__sbx2o[/video]
The GearVR controllers (rink) in action: [hd]https://www.youtube.com/watch?v=dHrfMpH7Bf8&app=desktop[/hd]
Trailer for the infadeck just released: [video=youtube;7uO8Z34f0xE]https://www.youtube.com/watch?v=7uO8Z34f0xE&feature=share[/video] This is perfect. You can move any direction you want, crouch, etc.
Foveated rendering [hd]https://www.youtube.com/watch?v=Qq09BTmjzRs[/hd] [url]http://uploadvr.com/smi-eye-tracking-foveated-rendering-exclusive/[/url] [quote]According to SMI OEM Director, Christian Villwock, “a factor of two to four is easily achievable right now, and with more effort you can even achieve much higher factors of improvement.” With that sort of performance improvement, getting modern computer systems to render VR to upcoming 4K, 8K or even 11K screens becomes much more of a possibility. Which is important because in order for rendered resolution to match real world resolution, you need to render at least 8k in each eye according to Oculus’ Chief Scientist, Michael Abrash. “We are working on a successor project with a few of these companies on the PC side and also on the mobile side”[/quote]
@Flumbooze's post They look like they lose balance a bit when turning. And what would happen if you accidentally tripped? Would that arm be able to support a person falling?
New to this (pretty f* late :v:), but it seems this VR thing requires some nice PC performance, or am I wrong?
[QUOTE=The bird Man;49441065]New to this (pretty f* late :v:), but it seems this VR thing requires some nice PC performance, or am I wrong?[/QUOTE] [url]https://www.oculus.com/en-us/blog/powering-the-rift/[/url]
Looks like I'll be alright
[QUOTE=Orkel;49440950]Foveated rendering [hd]https://www.youtube.com/watch?v=Qq09BTmjzRs[/hd] [url]http://uploadvr.com/smi-eye-tracking-foveated-rendering-exclusive/[/url][/QUOTE] Just an extra point: the old 60hz version cost $16,000, so I doubt we'll be seeing this 250hz version in consumer HMDs for a while. Perhaps it'll go down in price when shipped in millions of units.
Read on the UE4 roadmap trello that they have an experimental multi-res rendering implementation (= foveated rendering pretty much, without the eye tracking). Seems to save about 10% to 20% perf per frame.
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