• Oculus Rift / Virtual Reality General
    4,360 replies, posted
It's still not confirmed if it is somehow adding pigments instead of optical projection, but from experience it's google glass. Maybe there should be a poll of some sort to bet on the display. On the bulk size, you're going to have a hard time getting them down to glasses until you move the computer outside of the glasses, it looks like the rendering is on board the device. Unless you go, well I don't care about rendering quality as so much as size so I'm going to use next gen's system on a chip. And there might be a point to it, video codecs are in asic form even in webm's and if you're focused on business you do not need high quality just enough to get the presentable image through.
Yeah, never getting LASIK. If I'm going to have to end up wearing glasses in the future anyway, I may as well just keep wearing them now. I'd imagine the end-game for all this AR stuff is to do rendering on a phone you always have with you, and stream it to the glasses. For now, it's a big bulky bit of headgear because they have to build that in. But I'm fine with looking futuristic; I'm a writer, I get to be eccentric.
[QUOTE=woolio1;48153884]Yeah, never getting LASIK. If I'm going to have to end up wearing glasses in the future anyway, I may as well just keep wearing them now. I'd imagine the end-game for all this AR stuff is to do rendering on a phone you always have with you, and stream it to the glasses. For now, it's a big bulky bit of headgear because they have to build that in. But I'm fine with looking futuristic; I'm a writer, I get to be eccentric.[/QUOTE] Contact Lenses. Also the endgame for AR is probably so future that phones aren't even a thing anymore. Maybe the only way AR could have an endgame is if VR becomes so prolific, the matrix comes true making AR obsolete.
I tried contacts for about a month. Sadly, they don't make a -1 barrel astigmatism lens yet, so my vision's just slightly off with them. Bugs the crap out of me.
[url]http://uploadvr.com/htc-vive-tour-comic-con/?utm_content=bufferb817f&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer[/url] HTC Vive summer tour starting with Comic Con.
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Ay Ziks, would you happen to know if the Vive currently works with a game like War Thunder?
Is there any news about what Oculus is gonna do for people who require eyeglasses? Months ago I remember hearing that they were working on some stuff there but it was all really early.
[QUOTE=SGTNAPALM;48162340]Is there any news about what Oculus is gonna do for people who require eyeglasses? Months ago I remember hearing that they were working on some stuff there but it was all really early.[/QUOTE] The consumer rift has enough space that one can comfortably wear glasses and use it.
It would be interesting if they sold special prescription lenses for the thing. That might be a thing in the distant future.
[URL="http://blog.htc.com/2015/07/the-htc-vive-world-tour-is-here/"]HTC Vive "world" tour dates and locations[/URL]
Honestly why would glasses be required unless you are farsighted? I was under the impression that the rift comes through perfectly clear because the screen is only inches away from your face. [editline]10th July 2015[/editline] Edit: whoops nevermind. Your vision in the rift is pretty much the same as real life.
[QUOTE=KorJax;48165998]Honestly why would glasses be required unless you are farsighted? I was under the impression that the rift comes through perfectly clear because the screen is only inches away from your face. [editline]10th July 2015[/editline] Edit: whoops nevermind. Your vision in the rift is pretty much the same as real life.[/QUOTE] vision in the rift is re-focused at 'infinity'. far-sighted people will see it clear, near-sighted people need the lenses adjusted so the focus is in a better area for their own 'relaxed' focal distance. It's physically inches from your face, but in effect, it's like through a pair of glasses at clouds in the sky. The distance the light travels is still the same few inches, and while people are afraid of that, it's not any more blinding or harmful than looking out a window in overcast daylight
Palmer Luckey has jumped [url=https://www.reddit.com/r/pcmasterrace/comments/3cxitg/discussion_psa_dont_buy_oculus_rift_if_you_dont/]straight into the fire[/url] and is explaining the Rift-exclusivity of some VR games to /r/pcmasterrace (which I consider a great community of gamers with irrational demands and knee-jerk reactions, so if he convinces those...). [editline]12th July 2015[/editline] Here's a nice reply on why they focus on their own SDK instead of open standards at this stage: [quote]They don't control it, but they generally have access to it, and can rely on getting support from partners who rely on their game working. That is not necessarily the case for VR. As a concrete example, SteamVR is currently (and has generally been) pretty much broken when it comes to Rift support. When it does work, support through SteamVR is far behind our own SDK. It is pretty clear that they have been prioritizing Vive, and that is fine. They are working hard to launch a product as well, and it makes a more sense for them to focus on improving their own side of things than to try keeping up with every update we make. At the same time, it shows why relying on someone else to keep things working can be tricky. These exclusive titles, in many ways, essentially are first party titles. They are funded by us, we have our own staff working on them, and they are optimized around our launch timeline and tech stack. The only difference is that we chose to work with third parties to make them successful instead of competing with them through our own first party teams.[/quote]
It just sucks since Steam is all I use for gaming and a Steam VR headset would just make more sense. Then again, it'll all depend on the games.
[QUOTE=Flumbooze;48184181]It just sucks since Steam is all I use for gaming and a Steam VR headset would just make more sense. Then again, it'll all depend on the games.[/QUOTE] Why do the brands need to align? You can still add non-steam games to steam, and even launch them from the oculus-supported steamvr mode.
[QUOTE=bitches;48184211]Why do the brands need to align? You can still add non-steam games to steam, and even launch them from the oculus-supported steamvr mode.[/QUOTE] It's not even about the brands aligning, it's just so easy to buy (VR) games on Steam and immediately get them working. I mean, if the Rift will work with all Steam games then that's great, but somehow I doubt so?
[QUOTE=Flumbooze;48184585]It's not even about the brands aligning, it's just so easy to buy (VR) games on Steam and immediately get them working. I mean, if the Rift will work with all Steam games then that's great, but somehow I doubt so?[/QUOTE] This isn't about that. There will be plenty of Oculus-ready games on Steam, don't even worry about that. What Oculus is doing is pushing the limits of their platform, to differentiate themselves from the rest of the pack. There needs to be a reason for a customer to make a choice, and there needs to be experimentation for what features should be part of the ideal VR headset, and this allows for both of those things. It shouldn't be an issue past the launch wave. It's just so they have something right out of the gate to start themselves off.
[QUOTE=woolio1;48184840]This isn't about that. There will be plenty of Oculus-ready games on Steam, don't even worry about that. What Oculus is doing is pushing the limits of their platform, to differentiate themselves from the rest of the pack. There needs to be a reason for a customer to make a choice, and there needs to be experimentation for what features should be part of the ideal VR headset, and this allows for both of those things. It shouldn't be an issue past the launch wave. It's just so they have something right out of the gate to start themselves off.[/QUOTE] That quote that Clavus posted is a bit discouraging though.
[QUOTE=woolio1;48184840]This isn't about that. There will be plenty of Oculus-ready games on Steam, don't even worry about that. What Oculus is doing is pushing the limits of their platform, to differentiate themselves from the rest of the pack. There needs to be a reason for a customer to make a choice, and there needs to be experimentation for what features should be part of the ideal VR headset, and this allows for both of those things. It shouldn't be an issue past the launch wave. It's just so they have something right out of the gate to start themselves off.[/QUOTE] Yeah, I'm just worried about the exclusives especially since they're both big companies (and then we're not even talking about the Morpheus yet). I mean, I can't go and buy 3 different VR headsets just because every company wants to differentiate themselves by releasing exclusives for their VR headset. This is a reaction of Palmer Luckey: [QUOTE]Extending VR support to multiple headsets is not as simple as a patch, it requires pretty deep integration into the code of the game, integration that the developers themselves have to spend a lot of time integrating and updating. This is especially true for games that rely on our SDK features like timewarp, direct mode, late latching, and layered compositor to get a good experience. We can't possibly make any promises about support through external patches, and we won't commit to supporting people who want to use our store to buy games for headsets that our store and software don't currently support.[/QUOTE] I get why this would prove to be difficult but it really will make the choice so much harder and I'm not sure how viable this is. I mean, how will Oculus manage to draw developers away from Steam to their own platform, without fully funding those studios? Surely a lot of developers will feel safer using Steam? And I can't really imagine why Steam would allow Oculus-ready games on their own platform, unless they work with the Vive as well.
[quote]And I can't really imagine why Steam would allow Oculus-ready games on their own platform, unless they work with the Vive as well.[/quote] Steam has positioned itself as an open game market (with a really low bar nowadays). The Oculus Store will be curated specifically for good VR experiences. Don't see why Valve would obstruct Oculus-only games (technically most VR games on there already are), though I expect developers themselves would add Vive support before releasing on Steam, because it makes sense for the platform.
[QUOTE=Clavus;48185217]Steam has positioned itself as an open game market (with a really low bar nowadays). The Oculus Store will be curated specifically for good VR experiences. Don't see why Valve would obstruct Oculus-only games (technically most VR games on there already are), though I expect developers themselves would add Vive support before releasing on Steam, because it makes sense for the platform.[/QUOTE] Yeah but Steam didn't produce any hardware before either and I'm sure they want to push their own sales as much as possible? And since they all developed their own input method and developing for all headsets is extremely difficult, I can only see the market split into two (or three) segments. I don't know, maybe I'm just being too 'worried', but the market seems like such a mess now and I'm not sure how they can co-exist.
[QUOTE=Flumbooze;48184585]It's not even about the brands aligning, it's just so easy to buy (VR) games on Steam and immediately get them working. I mean, if the Rift will work with all Steam games then that's great, but somehow I doubt so?[/QUOTE] I doubt it won't work. Steam is just a platform to sell games and create a library. The compatibility is up to developers of games, not Valve (Unless it's a game from Valve).
[QUOTE=Daemon White;48185476]I doubt it won't work. Steam is just a platform to sell games and create a library. The compatibility is up to developers of games, not Valve (Unless it's a game from Valve).[/QUOTE] But then I'm wondering why Oculus have to shove their own service down our throats? [editline]t[/editline] Actually, now I think of it, I guess it makes it easier for Oculus users... But still, to me it only seems to divide the market.
[QUOTE=Flumbooze;48185483]But then I'm wondering why Oculus have to shove their own service down our throats? [editline]t[/editline] Actually, now I think of it, I guess it makes it easier for Oculus users... But still, to me it only seems to divide the market.[/QUOTE] Probably for the same reason ManiaPlanet shoves their hub before logging into Trackmania / Shootmania. Self-advertising and a secondary platform to recieve news and info regarding the specific platform / company.
Wait so, can somebody clarify something I'm confused about? When Oculus says "Oculus exclusive" I always thought that just meant that you can only use a Rift with it, which makes perfect sense. If you want to build a game towards one headset so that you can support all of its features well, that's fine. Does that now mean that first party "Oculus exclusive" games won't ever be sold on Steam? Does that mean third party "Oculus exclusive" games won't ever be sold on Steam? As far as I know there's nothing preventing people from selling Oculus games there. There's already a bunch of them on there right now.
[QUOTE=Why485;48185735]Wait so, can somebody clarify something I'm confused about? When Oculus says "Oculus exclusive" I always thought that just meant that you can only use a Rift with it, which makes perfect sense. If you want to build a game towards one headset so that you can support all of its features well, that's fine. Does that now mean that first party "Oculus exclusive" games won't ever be sold on Steam? Does that mean third party "Oculus exclusive" games won't ever be sold on Steam? As far as I know there's nothing preventing people from selling Oculus games there. There's already a bunch of them on there right now.[/QUOTE] Probably going to be restricted to using the Oculus homepage to launch kinda like Ubisoft games and UPlay. Proabably also going to be requiring the use of Oculus's finger tracking remotes. I don't think it's the headset that'll matter for exclusivity. More like the control input.
[QUOTE=Daemon White;48185792]Proabably also going to be requiring the use of Oculus's finger tracking remotes. I don't think it's the headset that'll matter for exclusivity. More like the control input.[/QUOTE] Oculus touch won't ship with the Rift, the input will simply be a gamepad for the Rift for quite some time.
The Oculus game client, soon with mandatory facebook account link (and therefore mandatory zuckerberg sponsored rectal examinations which are published on your wall). Everyone panic.
[QUOTE=Jvs;48185840]Oculus touch won't ship with the Rift, the input will simply be a gamepad for the Rift for quite some time.[/QUOTE] Right. Well there goes my rebuttal :v:
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