• Oculus Rift / Virtual Reality General
    4,360 replies, posted
[QUOTE=Orkel;47243077]Seems smaller than the DK2. [img]http://horobox.reager.org/u/orkel_1425380425.jpg[/img][/QUOTE] It tapers a bit inwards but it looks to be the same size [img]http://www.ubergizmo.com/wp-content/uploads/2014/03/occulus-vr-dk2-001.jpg[/img] Also it doesn't look adjustable like the dk2 (move the lenses)
The Vive looks more comfortable to me. The DK2's foam is very scratchy, I hate it.
[QUOTE=bitches;47245540]The Vive looks more comfortable to me. The DK2's foam is very scratchy, I hate it.[/QUOTE] speaking of which, my About Face cover should be here in the next day or two, I'll report back when it arrives [editline]2nd March 2015[/editline] Also I can't get Birdy King Land to work, I launch it with Extended mode active, set the launcher to my Rift display, and the Rift shows the warning notice, but nothing else and I can't advance beyond it :/
[QUOTE=woolio1;47237693]1200x1080 per eye? That should do it, right? That should put it where it needs to be before we have 5" 4K monitors?[/QUOTE] [QUOTE=Orkel;47238593]That was the DK1 last year, he hasn't set up his DK2 yet [editline]1st March 2015[/editline] [url]http://gamesided.com/2015/03/01/vive-virtual-reality-htc-valve-coming-year/[/url] So 110 degrees FoV. Not bad. Not sure where they got the info from though[/QUOTE]I'd be interested to know how close the pixels are to each other. The screen door effects is what breaks if for me. Resolution is great for text, but after seeing a 1280x800 DLP projector have no screen door, I'm convinced that minimising 'screen door' would go along way to making it look real. It seems like the way to go while we wait for 4K. 4K gaming at 90 FPS isn't really possible without 4 GTX980s at the moment, so the hardware also has to catch up and up scaling will add latency. To be honest I'd rather have a realistic environment over a more detailed one.
Some new info on the Vive demo(s?) that Valve is going to show at GDC: [img]http://horobox.reager.org/u/orkel_1425475377.jpg[/img] Interesting that the controllers can be seen virtually inside the HMD just like the Stem system. No more having to take the goggles off just to find them.
That's awesome, you could probably build some weapon on top of the controller model ingame and feel 100% connected to it.
[QUOTE=PHrag;47248841]That's awesome, you could probably build some weapon on top of the controller model ingame and feel 100% connected to it.[/QUOTE] Not really true since it won't have any weight. Don't even know if Valve's controller has a form of force-feedback yet. If not, interactions will always feel a bit floaty.
[QUOTE=Clavus;47248934]Not really true since it won't have any weight. Don't even know if Valve's controller has a form of force-feedback yet. If not, interactions will always feel a bit floaty.[/QUOTE] Would it be possible to use rotating gyroscopes to get that feeling of resistance moving it around?
[QUOTE=Orkel;47248974]Would it be possible to use rotating gyroscopes to get that feeling of resistance moving it around?[/QUOTE] There were some companies out there that did stuff with force feedback. Guns with recoil (though those aren't really general purpose controllers). Another one had STEM-like controllers where the grip moved around creating friction with your hand. Sadly I can't really remember the names of any of these.
[QUOTE=Orkel;47248974]Would it be possible to use rotating gyroscopes to get that feeling of resistance moving it around?[/QUOTE] That would be pretty interesting unless one to was to go haywire some how and snap someones neck. :v:
[QUOTE=Clavus;47249014]There were some companies out there that did stuff with force feedback. Guns with recoil (though those aren't really general purpose controllers). Another one had STEM-like controllers where the grip moved around creating friction with your hand. Sadly I can't really remember the names of any of these.[/QUOTE] Novint Falcon. I had one, sold it later cause it was fun, but extremely useless. You couldn't rotate the gun, so it was awkward to aim with it. Playing Penumbra with it was fun. [editline]3rd March 2015[/editline] Thinking about it now, if they somehow attached the base by a ball joint or something, it wouldn't have been a lot more useful.
[QUOTE=Sgt. Khorn;47249340]Novint Falcon. I had one, sold it later cause it was fun, but extremely useless. You couldn't rotate the gun, so it was awkward to aim with it. Playing Penumbra with it was fun. [editline]3rd March 2015[/editline] Thinking about it now, if they somehow attached the base by a ball joint or something, it wouldn't have been a lot more useful.[/QUOTE] Still have mine, the trigger on the gun handle is broken tho so can't use it. Playing TF2 and stuff with it was insanely fun even with its limitations.
Mine's still sitting in the old box at home.
I wish there was a way to rent a VR headset and see if I even like the technology before dropping the cash on one. The only thing holding me back from buying into this is that I'm not sure if I could get used to it.
[QUOTE=Grenadiac;47249422]I wish there was a way to rent a VR headset and see if I even like the technology before dropping the cash on one. The only thing holding me back from buying into this is that I'm not sure if I could get used to it.[/QUOTE] It's less about getting used to it, and more about having games that use it right/that you like. All that stuff about learning to move past motion sickness is based on old tech, not the consumer level. You might be able to get a demo once these start getting sold on shelves.
[url]http://www.bbc.com/news/technology-31713715[/url] rip dreams and hopes
Blog post by Michael Antonov (the Oculus SDK lead) about async timewarp: [url]https://www.oculus.com/blog/asynchronous-timewarp/[/url] Notably he makes a comment about VR games at the end that I've been trying to make clear to a lot of people: [quote]Thankfully, Crysis-level graphics are by no means required to deliver incredible VR experiences. It’s perfectly reasonable to reduce the number of lights, the shadow detail, and the shader complexity if it means reaching that 90Hz sweet spot. Dual-mode titles that try to support traditional monitors and VR will have the most performance difficulties, as the steep performance requirements for good VR quickly become a challenge to engine scalability. For developers in this situation, ATW may look very attractive despite the artifacts. However, as is typical with new mediums, ports are unlikely to be the best experiences; made-for-VR experiences that target 90Hz are likely to be substantially more successful in generating comfort, presence, and the true magic of VR.[/quote] [editline]3rd March 2015[/editline] Unity 5 was just released. With a new licensing model. [url]http://www.gamasutra.com/view/news/237853/Unity_5_released_with_upgrades_fullfeatured_free_version.php[/url] [quote]Unity 5 Personal, which is completely free to developers with revenue or funding less than $100,000 a year, and which includes the full engine (but no advanced services package.)[/quote] [editline]3rd March 2015[/editline] Begun the engine war has. [editline]3rd March 2015[/editline] Palmer is talking at the Unity Special Event right now. ([url]https://www.youtube.com/watch?v=N8Ao5oyflik[/url]) [editline]3rd March 2015[/editline] And he's gone. [editline]3rd March 2015[/editline] Kind of missed what he announced.
AMD announced the Liquid VR SDK. [url]http://vrfocus.com/archives/12336/amd-announces-new-vr-hmd/[/url] Think of it like the Oculus SDK, but then with support for all sorts of HMDs. Could mean Oculus wants to phase out their own SDK before the consumer release and move everything over to a more open one. [editline]3rd March 2015[/editline] More slides: [url]http://www.slashgear.com/amd-liquidvr-sdk-1-0-launching-today-03371816/[/url] [editline]3rd March 2015[/editline] [url]http://www.engadget.com/2015/03/03/amd-liquid-vr/[/url] [quote]When asked about whether or not AMD is also working with HTC and Valve on the HTC Vive headset, AMD reps hilariously clammed up and asked whether or not they could talk about that yet. Sounds like the answer is yes![/quote] [editline]3rd March 2015[/editline] VRGDC 2015 :v: [editline]3rd March 2015[/editline] Gameface has revealed their mobile VR HMD that makes use of a 1440p Samsung OLED panel and Nvidia's Tegra K1 chip: [url]http://www.roadtovr.com/gameface-launches-nvidia-k1-based-vr-head-mounted-console-the-ep1/[/url] Gameface hasn't really gotten much attention but apparently they're pretty legit.
It's happening, I guess. Only question is whether it'll fizzle or stick around this time.
Restructured the OP a bit.
Anyone ever tried a google cardboard VR? Like this one? [url]http://www.amazon.ca/AM-CARDBOARD%C2%AE-Cardboard-Instructions-Numbered/dp/B00LZGN63G/ref=sr_1_1?s=electronics&ie=UTF8&qid=1425425524&sr=1-1&keywords=i+am+cardboard[/url] If so how is it? Ive ordered one for my nexus 5.
@amd stuff I'm really afraid that this is what could kill off VR before it starts. I know that monopolies are bad but there's not even a software standard for VR people are agreeing on. Or even two. Think Directx and Opengl... Basically whats happening in the VR industry: [img]http://imgs.xkcd.com/comics/standards.png[/img]
Moah, I think they're well aware of that. The thing is, AMD and Nvidia will develop some VR SDKs that utilize specific features of their hardware. Engines like UE4 and Unity can support those to reduce complexity for devs. A few different SDKs and software paths don't matter as much as long everyone avoids the big dealbreaker: vendor-locking PC games to a specific HMD.
That is exactly what is going to encourage, "bribes" or not. Not every developer will be able to afford supporting every platform. Then you start getting stuff like "oh we need help" or "we can't afford it" so certain vendors step with with help and/or cash and suddenly that dev only supports that vendor or runs better on theirs.
New infos and specs about Project Morpheus. [t]http://o.aolcdn.com/hss/storage/midas/250bf37eec50b2d5b2c0f798ee93eb47/201639279/morpheus_960pxhedimg1.jpg[/t] [url]http://www.engadget.com/2015/03/03/playstation-4-vr/[/url] [QUOTE]...there's a new screen and it's 5.7-inches. It's an OLED, and the specs specifically are 1920 x RGB x 1080. 120 Hz and 100° FoV[/QUOTE]
Time to update the OP again... :v:
There is also a full live blog fom the presentation if somebody is interested, shows the slides a bit better: [url]http://www.roadtovr.com/project-morpheus-gdc-2015-media-event-liveblog-3pm-pst/[/url]
[QUOTE=Mitsuma;47252894]New infos and specs about Project Morpheus. [t]http://o.aolcdn.com/hss/storage/midas/250bf37eec50b2d5b2c0f798ee93eb47/201639279/morpheus_960pxhedimg1.jpg[/t] [url]http://www.engadget.com/2015/03/03/playstation-4-vr/[/url][/QUOTE] it still looks like shit it is still inferior
[QUOTE=bitches;47252954]it still looks like shit it is still inferior[/QUOTE] It's the first 120hz full RGB OLED in the game though. Also, Valve just announced Source 2 and their VR tracking system dubbed "Lighthouse". Which is completely free for other hardware to utilize(!) [url]https://steamdb.info/blog/source2-announcement/[/url] [quote]Valve will show a virtual reality (VR) headset. Developer versions of the headset will be available this spring, and partner HTC will ship their Vive headset to consumers by the end of the year. Two new technologies are part of the VR release - a room scale tracking system codenamed Lighthouse, and a VR input system. "In order to have a high quality VR experience, you need high resolution, high speed tracking," said Valve's Alan Yates. "Lighthouse gives us the ability to do this for an arbitrary number of targets at a low enough BOM cost that it can be incorporated into TVs, monitors, headsets, input devices, or mobile devices." Valve intends to make Lighthouse freely available to any hardware manufacturers interested in the technology. "Now that we have Lighthouse, we have an important piece of the puzzle for tackling VR input devices," said Valve's Joe Ludwig. "The work on the Steam Controller gave us the base to build upon, so now we have touch and motion as integrated parts of the PC gaming experience." "We've been working in VR for years and it was only until we used SteamVR's controllers and experienced the magic of absolute tracking that we were able to make the VR game we always wanted to make," said Alex Schwartz of Owlchemylabs. VR demos being shown at GDC include work from Bossa Studios, Cloudhead Games, Dovetail Games, Fireproof Studios, Google, Owlchemylabs, Skillman & Hackett, Steel Wool Games, Vertigo Games, and Wevr.[/quote] [editline]4th March 2015[/editline] Source 2 will be free for content developers, and support Vulkan.
Room wide tracking and an input solution? For free to manufacturers? If it's really the magic bullet it sounds like, hopefully Oculus will agree to use it and help standardize.
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