• Oculus Rift / Virtual Reality General
    4,360 replies, posted
[QUOTE=Ithon;49447043]I'm lost to here the valve breakthrough came from, don't have to link it, just want to know when, who, and where it was said?[/QUOTE] HTC claimed the delay was because of a "technological breakthrough". They're supposed to demo it during CES. Speculation says it's something like room scanning using the camera. [editline]3rd January 2016[/editline] [QUOTE=Flumbooze;49446703]I can't find when Oculus is scheduled at CES. Or are they just doing an online announcement thing?[/QUOTE] They don't have a keynote or anything. But I expect we'll see interviews pop up all over the place. They have a huge booth.
[QUOTE=Clavus;49447883]HTC claimed the delay was because of a "technological breakthrough". They're supposed to demo it during CES. Speculation says it's something like room scanning using the camera. [editline]3rd January 2016[/editline] They don't have a keynote or anything. But I expect we'll see interviews pop up all over the place. They have a huge booth.[/QUOTE] This was retweeted by the Vive twitter [quote]We are excited to partner with @HTCVive to showcase their next generation #VR system at @CES. #CES2016[/quote] [img]https://pbs.twimg.com/media/CX0JhfHUwAAJJwt.jpg[/img] Perhaps this is the breakthrough? Enhanced scanning abilities, bringing your body in the world?
Point cloud based motion tracking? Count me in!
oshi-
Seems interesting, are the bases collecting the data themselves? That must mean they're not all that "dumb" anymore, so they must communicate with the headset now, also we'll see what kind of stuff valve will expose for developers to use this data for. [editline]3rd January 2016[/editline] I'm gonna place my bet that it'll be used for the chaperone system for now so you see what shit you're about to hit.
[QUOTE=Orkel;49448152]This was retweeted by the Vive twitter [IMG]https://pbs.twimg.com/media/CX0JhfHUwAAJJwt.jpg[/IMG] Perhaps this is the breakthrough? Enhanced scanning abilities, bringing your body in the world?[/QUOTE] Holy shit, HTC, Steam, and Dassault Systemes working together. What if DS add Vive compatibility for Solidworks one day? Every engineers dream am I right?
[QUOTE=Buck.;49448403]Holy shit, HTC, Steam, and Dassault Systemes working together. What if DS add Vive compatibility for Solidworks one day? Every engineers dream am I right?[/QUOTE] I believe they already said they were going to add Solidworks support for the Vive. Hence their entire involvement, since Dassault isn't interested in games.
Wait, does this mean people working in Solidworks could view their content in VR? Because that's going to make getting proportions and scale right much easier.
Oh Christ. Imagine Hammer and other editing programs being used by physically being in the level itself.. Like that random video made ages ago with the guy building a world for his wife in a coma? That would totally revolutionise level design / modelling. I'm not twice as excited for this
As a level designer it totally wouldn't lol Whatever is the most efficient way to build a level or a model is the way that is going to be industry standard. Strapping on a headset to walk around a level is a cool way to playtest a level/model but it is only practical if your application is for VR anyways, and has zero application for development once you already establish the scale. Nobody is going to be designing models/levels in the way you are thinking of (that one video) because it's going to be much clunkier and inefficient vs just using a viewport, mouse and a lot of keyboard shortcuts. Editors don't thrive on gimmicks, they thrive on having as many options as possible at your fingertips to be used as efficiently as possible for the expert that has enough knowledge to use the program.
Will from UploadVR talked with the Dassault guys and that picture is not the breakthrough. It's just a Kinect-captured point cloud.
[QUOTE=KorJax;49450614]As a level designer it totally wouldn't lol Whatever is the most efficient way to build a level or a model is the way that is going to be industry standard. Strapping on a headset to walk around a level is a cool way to playtest a level/model but it is only practical if your application is for VR anyways, and has zero application for development once you already establish the scale. Nobody is going to be designing models/levels in the way you are thinking of (that one video) because it's going to be much clunkier and inefficient vs just using a viewport, mouse and a lot of keyboard shortcuts. Editors don't thrive on gimmicks, they thrive on having as many options as possible at your fingertips to be used as efficiently as possible for the expert that has enough knowledge to use the program.[/QUOTE] I have to disagree, working through a viewport on a 2D display feels very clunky compared to using tracked controllers in VR.
[img]http://i.imgur.com/H2HEuNR.png[/img] God damnit Palmer.
Shit I'm gonna try that asap. EDIT: Wait... Is he making a joke? I can't tell because I'm aware of the meme but the Oculus ready PC is so close to 9000 as well...
once I get a VR headset one thing that I do want to see is clever usage of 3D in a purely 2D game that would be insanely trippy. Everything in the background would feel way far off + have depth to it. The 'game area' would be at the same level, then shit in the foreground for dramatic effect would help too additionally, I really want to see a game play with shit in the same way anti-chamber did. AKA, doorways that are perfectly flat but when looking into it it leads to an entirely different room.
[QUOTE=Ziks;49451811]I have to disagree, working through a viewport on a 2D display feels very clunky compared to using tracked controllers in VR.[/QUOTE] It's going to take some time and thinking to let VR editors achieve the same complexity as current editors though.
Well fuck, I only got 7126... I didn't expect to reach the recommended score, but this low... [URL="http://www.3dmark.com/3dm/10091698?"] Benchmark results[/URL]
[QUOTE=Clavus;49452009]It's going to take some time and thinking to let VR editors achieve the same complexity as current editors though.[/QUOTE] Definitely, and it will probably take a little while for people that have spent thousands of hours working through a 2D viewport to get used to building stuff in front of them in 3D. It shouldn't take too long to become acclimatised to it though due to how intuitive it is, and I think most will be able to work a lot faster in VR with tracked controllers.
I work with Solidworks (Dassault systems) every day at work. It would be very useful to see our machines in 3d while in a meeting or determining HMI positions. We discuss this in the team sometimes, but for now see more uses for AR than VR. You don’t need immersion when viewing a 3d model, you do need to see your colleagues however.
The Vive store/dashboard app thing is now available. [url=http://dl4.htc.com/download/VR/ViveSetupLite_1_0_51224_3.zip]Direct link to installer[/url] [url=https://developer.htcvive.com/us/hero.php]Source[/url]
I don't like this extra software, why aren't they just using Steam? Actually, is Steam really all that involved still? Except for the controllers?
[QUOTE=Flumbooze;49452607]I don't like this extra software, why aren't they just using Steam? Actually, is Steam really all that involved still? Except for the controllers?[/QUOTE] Problem with just using Steam is that, if HTC and Valve decided to just use Steam, there's a very good chance Steam would become a Vive-only storefront, as companies rarely promote their direct competition. Creating additional exclusive platforms allows for the VR games which do ship on Steam to be platform-agnostic, which is ultimately better for everyone. There's also the guarantee that whatever games you buy in the dedicated platforms will work for that HMD, whereas if you have to sell the games on Steam, you've got to list compatibility, and there's a greater chance Rift users will end up buying Vive games and vice-versa. Also, there's the fact that Valve [B][I]literally does not give a shit[/I][/B] about Steam these days, which would make for a terrible environment to sell VR games in. All in all, these dedicated storefronts and management platforms are a more elegant solution than just throwing everything up on the same store, even if it's slightly less convenient.
I'm expecting Valve will expand Big Picture (which already has some VR support) or branch off another interface for Steam to work as a VR storefront in the future. In the end, the more competition for Steam the better.
[QUOTE=Clavus;49451994][img]http://i.imgur.com/H2HEuNR.png[/img] God damnit Palmer.[/QUOTE] [IMG]http://i.imgur.com/cec8g7H.png[/IMG] fug Though at least this tells me that if I upgrade my CPU I should be golden.
[QUOTE=Flumbooze;49452607]I don't like this extra software, why aren't they just using Steam? Actually, is Steam really all that involved still? Except for the controllers?[/QUOTE] Someone on Reddit mentioned they need this to sell shit in China, which Valve can't as they're an american company.
[QUOTE=KorJax;49450614]As a level designer it totally wouldn't lol Whatever is the most efficient way to build a level or a model is the way that is going to be industry standard. Strapping on a headset to walk around a level is a cool way to playtest a level/model but it is only practical if your application is for VR anyways, and has zero application for development once you already establish the scale. Nobody is going to be designing models/levels in the way you are thinking of (that one video) because it's going to be much clunkier and inefficient vs just using a viewport, mouse and a lot of keyboard shortcuts. Editors don't thrive on gimmicks, they thrive on having as many options as possible at your fingertips to be used as efficiently as possible for the expert that has enough knowledge to use the program.[/QUOTE] Aren't doorways a common issue with level design? People often mention how in most games doorways aren't scaled properly, and that, for instance, HL2 is a serious offender to this. You might argue that it's a first person shooter problem but according to some, even games like GTA V have this problem to some degree. In VR, I think you would notice a lot quicker if a doorway is stupid or not, which can be hard to tell when building a level traditionally.
level designing / anything creative in VR would be fucking awesome, i barely can make a few cubes or anything " decent " using the viewport and 2d tools, being able to use both of my hands with the vive controllers would be awesome
PREORDERS OPEN JANUARY 6 [url]https://www.oculus.com/en-us/blog/oculus-rift-pre-orders-to-open-on-january-6/[/url] Countdown on main page: [url]https://www.oculus.com/en-us/[/url]
IT HAS BEGUN!
[QUOTE=Clavus;49453299]PREORDERS OPEN JANUARY 6 [url]https://www.oculus.com/en-us/blog/oculus-rift-pre-orders-to-open-on-january-6/[/url] Countdown on main page: [url]https://www.oculus.com/en-us/[/url][/QUOTE] lol wake me up when it's Vive.
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