[QUOTE=woolio1;47932056]Because they're taking a page from Steve Jobs' playbook for perfect presentations. It's all about managing excitement. That's why the "one more thing" is so powerful.[/QUOTE]
up until now, it was an awfully run presentation though
[editline]11th June 2015[/editline]
oh wow, it can track your finger movements like thumbs up and pointing
HOLY BALLS IT TRACKS YOUR FINGERS TOO
Gesture recognition on a controller? It apparently recognizes finger poses.
[QUOTE=Beacon;47932062]up until now, it was an awfully run presentation though[/QUOTE]
Yeah, not everyone is Jobs. But this is playing just like a pre-2008 WWDC.
Also, the controllers have full hand tracking. So that's neat.
it's over
the controllers, if they come with CV1, have sold me on the CV1 over the Vive
And that's the end of it. Alrighty, that was okay. Shouldn't have opened with Microsoft but what can you do.
Great presentation. I am thoroughly pumped.
Oculus pretty much fucked over the Vive's motion controllers so hard
Simple finger/gesture tracking, way smaller and lighter, haptic feedback
All I want to do is play a Star Wars game and pick up random guns and dual wield them or lightsabers. Fuck.
I think the only thing I like more about the Vive is the mouse-pad design. I find analog sticks to become tiresome after a long while, and slippery when wet.
yeah, I'm totally getting CV1 over the Vive now if the Touch controllers come with it
[QUOTE=Orkel;47932090]Oculus pretty much fucked over the Vive's motion controllers so hard
Simple finger/gesture tracking, way smaller and lighter, haptic feedback[/QUOTE]
Not room-scale though. It seems they're still very much going for the seated experience compared to Vive's standing demos. Too bad there doesn't seem to be much work towards inter-compatibility but oh well.
Shit's kicking off.
Holy shit, it's just a matter of price now
[QUOTE=Beacon;47931712]Ah man, this is disappointing. Looks like I'm going for a Vive then - lighthouse and the VR controllers are too much to pass up.[/QUOTE]
Talk about premature.
[QUOTE=Beacon;47932046]why the fuck did they not open with this?![/QUOTE]
You never do your most exciting/newest reveal first marketing 101 brah
The XB1 controller got me scared to think they haven't found a good solution to input, but at the end they got me right back on the Oculus hype train. Now all I want is specs and a price.
[QUOTE=GeneralSpecific;47932113]Talk about premature.[/QUOTE]
people are also comparing the controller's to the Vive's [I]devkit[/I] controllers
these were the same people who defended oculus saying "but you're comparing the vive to the dev kit! that isn't the consumer version!"
Palmer tweeted:
[url]https://twitter.com/PalmerLuckey/status/609057819942211585[/url]
[quote]Oculus Touch will be shipping H1 2016 - Preorders will open alongside the Rift.[/quote]
So what are they thinking for sitting vs standing and moving around then? Presumably they dont yet have a lighthouse equivalent, and hand controllers aren't really gonna be great to use sitting at your desk.
[QUOTE=Clavus;47932105]Not room-scale though. It seems they're still very much going for the seated experience compared to Vive's standing demos. Too bad there doesn't seem to be much work towards inter-compatibility but oh well.
Shit's kicking off.[/QUOTE]
Personally, I'm fine with that. I don't have a whole room to dedicate to a holodeck (but if I ever get a spare bedroom, I'm putting up the black and yellow wallpaper), so seated experiences are pretty much what I'm stuck with. I'd imagine most people are the same way. Ultimately, seated experiences can target more people than standing ones can, so Oculus is right to go for that market.
I'd imagine we'll see standing experiences in the second generation of the hardware, once they nail down exactly what they want from them.
[QUOTE=GeneralSpecific;47932113]Talk about premature.[/QUOTE]
not really, input is that important
oculus touch is very impressive, but it's not coming with CV1, it's extra
input fragmentation is a terrible thing
Oculus Touch not packaged with the CV1 feels.. like a weird decision to make.
[QUOTE=Beacon;47932154]not really, input is that important
oculus touch is very impressive, but it's not coming with CV1, it's extra
input fragmentation is a terrible thing[/QUOTE]
As long as it's $50, like every other gamepad, I won't complain about that. If it reaches into the $100-200 range, I'll be sticking with the gamepad. Price does play a part in what ships in the box, and what consumers are willing to buy.
[QUOTE=asXas;47932166]Oculus Touch not packaged with the CV1 feels.. like a weird decision to make.[/QUOTE]
like people are already saying they'd rather not have the controllers because of preference or personal space. It'd be dumb to only provide a bundle of the whole kit and bump the price up for something that's clearly optional
Here's some things to keep in mind about Vive though:
1. Lighthouse has full room tracking with space recognition. This is still pretty huge, and it's not at all obvious that the rift accomplishes this. Granted, I am not sure if games will use this much at first, but having that "you can do whatever you want in a small area and we'll even put a virtual wall up when you get close to the edge" is pretty powerful.
2. The trackpad will allow more precise thumb movements and haptic feedback (theoretically) than analog sticks. This is assuming the Steam Controller fully sells its' concept 100% of having pads that are incredibly accurate/smooth to use yet provide good haptic feedback on use.
The other thing that comes off to me is hand tracking seems like it will be hard to do when you have to hold the controllers to do it on the rift.
That said overall the rift seems like it has a nicer, more ergonomic and lighter weight input option. What would really seal the deal is full room tracking (like lighthouse), being able to attach them to your wrists to allow complete hands-free activity (maybe the ring surrounds your hands?), and perhaps use of the Vive touchpads assuming those are actually as good as Valve are touting them to be.
Also, does anyone have the full specs? I missed the first part
[QUOTE=woolio1;47932150]Personally, I'm fine with that. I don't have a whole room to dedicate to a holodeck (but if I ever get a spare bedroom, I'm putting up the black and yellow wallpaper), so seated experiences are pretty much what I'm stuck with. I'd imagine most people are the same way. Ultimately, seated experiences can target more people than standing ones can, so Oculus is right to go for that market.
I'd imagine we'll see standing experiences in the second generation of the hardware, once they nail down exactly what they want from them.[/QUOTE]
I feel like hand tracking and sitting at a desk just dont mix. It'd be like trying to play Wii sports sitting at your desk, but worse because you cant actually [I]see[/I] the desk. I feel like I'd be smashing my hands into stuff all the time.
They didn't talk about CV1 specs really. The FoV/price etc etc is still up in the air.
Here's the high quality pictures of the controllers. The rest of the pictures are on the Oculus website now. Looks like there's an extra button where your middle finger rests that I didn't notice before.
[t]https://www.oculus.com/images/rift/dk-controller-thumb1.jpg[/t]
[t]https://www.oculus.com/images/rift/dk-controller-thumb2.jpg[/t]
[t]https://www.oculus.com/images/rift/dk-controller.jpg[/t]
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