• Oculus Rift / Virtual Reality General
    4,360 replies, posted
[QUOTE=dai;48005505]boy do I have news for you[/QUOTE] Its a reboot god damnit, we haven't had version numbers since it released on steam :v:
[QUOTE=Beacon;48004916]yeah he was saying on twitter that no one on the team has felt motion sick on the vive, even him the only way they could make it happen was turning off head tracking +1 to the ~vive~[/QUOTE] oh yeah +1 to the vive when countered against an old development kit, that's rich
[QUOTE=xalener;48001254]I wouldn't pin the virtual boy, an invention by a guy who (I believe???) is long dead on Reggie. I [I]would[/I] call him out for saying it isn't social when splatoon doesn't have fucking voice chat and all nintendo related online social features since the Wii are still fucking crippled.[/QUOTE] I don't think he means social as in multiplayer/ingame socialising. Nintendo are still all about the "group of friends in the living room" experience that most modern games have been ignoring for the last few years, that's hard to do with a big thing over your eyes and headphones over your ears.
[QUOTE=Ziks;48005405]Yeah, I'd being using for a while now, although I don't think garry ever tried it. The Vive exceeds it in every way, even if you only consider seated gameplay. On top of that, I can't see myself choosing a seated only VR headset over a room based one. There's so much you can do with it.[/QUOTE] Yeah which explains a lot about how Garry looks at the Rift at the moment. It was already hard to get motion sick with a properly set up DK2 because of the addition of positional tracking and low persistence, but it seems he never gave the Rift another shot after getting sick in the DK1.
[QUOTE=FetusFondler;48006171]oh yeah +1 to the vive when countered against an old development kit, that's rich[/QUOTE] the vive is also a dev kit right now
[QUOTE=NixNax123;48006677]the vive is also a dev kit right now[/QUOTE] Not really the point. The DK1 tech was 2 to 3 years older, from an infant company with off-the-shelf components. Saying the Vive is better is like duuuuuhhh. Compare it to the current Rift and you'll get a far more interesting story.
[QUOTE=NixNax123;48006677]the vive is also a dev kit right now[/QUOTE] i really wish you could buy it though, i'd be on it in an instant
[QUOTE=dai;48005505]boy do I have news for you[/QUOTE] speak the news please
[QUOTE=Sally;48006879]speak the news please[/QUOTE] people used to refer to gmod by its version number, so technically "Garry's Mod 2" came and went like a decade ago :v: the last "announced" Gmod was 13 I think, but we're probably on 14 or 15 at this point
[QUOTE=Ziks;48005405] Yeah, I'd being using for a while now, although I don't think garry ever tried it. The Vive exceeds it in every way, even if you only consider seated gameplay. On top of that, I can't see myself choosing a seated only VR headset over a room based one. There's so much you can do with it.[/QUOTE] I can, but I don't own a game studio with an extra yellow room that I can clear out.
[QUOTE=CrimsonChin;48001586]Well, gyro aiming was done before the Wii-U on PS Vita, in the Uncharted and Gravity Rush launch games. Probably was done even earlier on smartphones. The wireless second/off screen play using the Wii-U remote was done 6 years before with the PSP & PS3, and wasn't limited to local wifi (although it was pretty crappy because of PSP's crappy wifi, and almost no games supported it). The Wiimote is an extension of the NES Zapper which itself is from arcade lightgun games. VR can be social too. [t]http://i.imgur.com/AOqDBV2.jpg[/t] Here's this morpheus game. It can supports 5 local players. The person wearing the headset sees from the perspective of the monster and controls it. Meanwhile, the system outputs an image to the TV like in the screenshot, and the other players control the robots using normal PS4 controllers to defeat the monster. It's kind of like Nintendo's asymmetrical multiplayer on some Wii U games where 1 player uses the tablet and the others use wiimotes.[/QUOTE] Let's just ignore that your gamepad can be synced to pretty much any TV to be used as a remote, as well as the fact the dual screen support for multiplayer games as opposed to split screen.
[QUOTE=HybridTheroy;48007094]Let's just ignore that your gamepad can be synced to pretty much any TV to be used as a remote, as well as the fact the dual screen support for multiplayer games as opposed to split screen.[/QUOTE] And?
So about CV1, it's been said that it will have OLED screens in them but what do they have to stop having burn-ins? Would they sell the screen they use separately for a quick DIY fix or would taking the Rift apart be more complicated?
[QUOTE=bitches;48007110]And?[/QUOTE] Saying nintendo isn't innovative is just ignorant.
[QUOTE=Plaster;48007140]So about CV1, it's been said that it will have OLED screens in them but what do they have to stop having burn-ins? Would they sell the screen they use separately for a quick DIY fix or would taking the Rift apart be more complicated?[/QUOTE] Well, the drivers turn off the screen once the game ends, and it's generally bad form to have any static elements attached to your head in the first place, and modern OLEDs have less burn-in issues (I believe?). So I don't think it'll be a major problem. It's easier to ruin your screen by accidentally putting it into the sunlight for too long so that the lenses focus the light onto a burn mark on the display :v:
Looks like Palmer gave Reggie the touch treatment [url]https://twitter.com/Heirdeux/status/611646876421480448[/url]
[QUOTE=Clavus;48007483]and modern OLEDs have less burn-in issues (I believe?). So I don't think it'll be a major problem.[/QUOTE] That might be actually true since my note2 which I try to use at the lowest brightness possible to stop burn-ins actually got them at some weird random spots like a thick line in the bottom corner where there's no way for something to burn in, yet my dads note3 is always on full bright and has the standby timer for the screen set to like 5 minutes, yet no burn-ins. [Sp]are there any 27" oled monitors?[/sp]
[QUOTE=Plaster;48007140]So about CV1, it's been said that it will have OLED screens in them but what do they have to stop having burn-ins? Would they sell the screen they use separately for a quick DIY fix or would taking the Rift apart be more complicated?[/QUOTE] You're moving your head far too often for burn-in to be an issue during use, and I'd imagine they'll have a "this thing hasn't twitched for two minutes, turn the screens off" feature to prevent it when you sit it down. Ideally, it's something you'll always have hooked up, and you can always just pick it up and be in Oculus Home in a few seconds.
I hope there's a theatre mode. I know there's an actual theatre app / game, but something that's like a projected screen similar to what Sony's HMD (Not Morpheus, the other one) does.
[QUOTE=Daemon White;48008270]I hope there's a theatre mode. I know there's an actual theatre app / game, but something that's like a projected screen similar to what Sony's HMD (Not Morpheus, the other one) does.[/QUOTE] Agreed. Although, I wouldn't mind if they made a fantastically realistic theater simulator. Plug in your movie file, it could grab trailers from YouTube (with an option to skip, of course), and have the whole authentic cinema experience. Heck, you could make it multiplayer and kill off Gmod Theater.
I really just want a proper multiplayer online VR cinema, with synced video. Even if every viewer had to have the entire movie file on their own machines. [editline]19th June 2015[/editline] Netflix VR cinema when? enforced viewer limit of ten unpaying viewers per netflix subscriber present in the server, and netflix streams all the data i'd buy it
I want 360 cameras that stream data to the pc and have an sdk to use tracking such as rift or vive. would be great for ROVs,
ROVs?
[QUOTE=bitches;48009210]ROVs?[/QUOTE] Remotely operated vehicles.
[QUOTE=bitches;48009210]ROVs?[/QUOTE] remote operated vehicles
[QUOTE=bitches;48008889]I really just want a proper multiplayer online VR cinema, with synced video. Even if every viewer had to have the entire movie file on their own machines. [editline]19th June 2015[/editline] Netflix VR cinema when? enforced viewer limit of ten unpaying viewers per netflix subscriber present in the server, and netflix streams all the data i'd buy it[/QUOTE] Why'd they allow ten people not to pay? That'd be incredibly stupid business-wise.
[QUOTE=Flumbooze;48009748]Why'd they allow ten people not to pay? That'd be incredibly stupid business-wise.[/QUOTE] They already do. Your Netflix account covers all the people in your household, including friends.
[QUOTE=woolio1;48009767]They already do. Your Netflix account covers all the people in your household, including friends.[/QUOTE] Yeah I know, but that's only up to 2 or four people, not ten. Besides, you pay more anyway, so it's not really 'unpaying viewers'. Also, there's a difference in letting unpaying viewers into your virtual cinema or letting people logged into your account as another person into your virtual cinema.
[QUOTE=Flumbooze;48009772]Yeah I know, but that's only up to 2 or four people, not ten. Besides, you pay more anyway, so it's not really 'unpaying viewers'. Also, there's a difference in letting unpaying viewers into your virtual cinema or letting people logged into your account as another person into your virtual cinema.[/QUOTE] Which is it, then? 2 or 4? Or 6 or 8 or 10?
[QUOTE=Ott;48009781]Which is it, then? 2 or 4? Or 6 or 8 or 10?[/QUOTE] Technically it's as many people can crowd around your TV at once without charging admission. As long as you're not operating a theater... Wait a minute.
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