• Oculus Rift / Virtual Reality General
    4,360 replies, posted
I honestly don't care for clearing out a big open space and then building a separate computer that would only get used for SteamVR. It's really inconvenient, and the convenience of OR is a big selling point for me. The inconvenience of a SteamVR setup harkens back to that speculative, but very interesting, VR article that said that [url=http://id-r-mcgregor.blogspot.com/2015/02/the-oculus-rift-and-swimming-pools.html]VR needs to be treated as the new swimming pool[/url]. Don't get me wrong, I'd love to try it at some point because there's simply no denying how impressive it is, but I'm not willing to make the sacrifices required in buying/setting it up myself. Not right now anyway.
[QUOTE=Timebomb575;48205653]Unless you live in a one room studio apartment I assume you have some sort of common room/living room/family room/larger room with enough space to accommodate a VR space occasionally. Its not like you need to have a holodeck room set up permanently for VR or anything. You can set up any sufficiently sized space as a VR space by sliding some furniture around. And if you don't want to move your PC temporarily, you could probably use signal boosters to lengthen your cables. [editline]14th July 2015[/editline] What Im saying is, Im willing to bet a lot of people have plenty of space for a VR area. Most people who've moved out of their parents house probably don't keep their PC in their bedroom.[/QUOTE] Actually, it's funny you mention the one-room apartment thing. Because I've got one lined up. I'm not going to be buying a Vive for room-scale VR. The extent of my VR experience will be seated, probably at a couch or a desk. That's just the way it'll be until I've got my white picket fence and 2.5 kids, because I don't see the point in owning a full house until I need that space. I'm not even sure if I'll be in the same city in three years. Honestly, there's no argument that will convince me that paying whatever it'd cost per month on rent to have a spare room that I can leave empty would be worth doing for VR. It's an insane proposition.
[QUOTE=woolio1;48205946]Actually, it's funny you mention the one-room apartment thing. Because I've got one lined up. I'm not going to be buying a Vive for room-scale VR. The extent of my VR experience will be seated, probably at a couch or a desk. That's just the way it'll be until I've got my white picket fence and 2.5 kids, because I don't see the point in owning a full house until I need that space. I'm not even sure if I'll be in the same city in three years. [B]Honestly, there's no argument that will convince me that paying whatever it'd cost per month on rent to have a spare room that I can leave empty would be worth doing for VR. It's an insane proposition.[/B][/QUOTE] You don't have to. Can't you just like move a table whenever you're using it and then move the table back when you stop? It's not like all games will have to be played like this, but the possibility is there and I like that.
[QUOTE=Flumbooze;48206007]You don't have to. Can't you just like move a table whenever you're using it and then move the table back when you stop? It's not like all games will have to be played like this, but the possibility is there and I like that.[/QUOTE] Unfortunately, this mentality is why many people don't learn to play guitar. It just becomes a hassle to move things around in order to play it for a short amount of time, and is just not worth the effort.
[QUOTE=Leintharien;48207077]Unfortunately, this mentality is why many people don't learn to play guitar. It just becomes a hassle to move things around in order to play it for a short amount of time, and is just not worth the effort.[/QUOTE] Not a mentality. A real, physical problem. Yes, I could scooch my couch out of the way... If there was a place to scooch it. I'm not making up issues for the sake of drama. I don't live with a lot of space, don't intend to, so room-scale VR isn't for me. I just wish people would get that.
Honestly I've felt from day 1 that VR could and should be the rebirth of the age of the arcade. If we're talking about more advanced levels of immersion tech from such simple levels as Valve's room representation but more importantly if we start working on proper physical feedback systems, for 90% of people including VR enthusiasts it will simply be too much in terms of cost, space, maintenance and the ever-important ease of general consumer use. For a VR enthusiast buying a HMD, setting up the lenses/focus, setting up a space and everything is fine, but for the general populace it's too costly and too much bother, everyone knows that even if this stage of VR is succesfful is's still going to be a niche market, but having a service where a member of the general probably-somewhat-both-lazy-and-technologically-ignorant populace can walk in, rent a space/set of equipment, have it set up for them by experienced enthusiasts, be walked through the basics of safety and VR control or whatever and generally be able to experience VR with ease at a much lower initial investment would be I feel the key to unlocking the potential of VR to the wider market. I honestly feel like a dedicated space for VR could be the way forward, especially as we're pushing the social aspects of VR now.
I just dont buy the "most people arent going to have room for stand-up VR" statement though Pretty much everyone I know, non-gamers included, has a Wii with Wii Sports or some other multiplayer Wii game that requires a hell of a lot of space to work right without people smashing into each other. You could absolutely use that amount of space for stand up VR. Even if it wasnt taking full advantage of the space the lighthouse can handle. [editline]15th July 2015[/editline] And Im not saying you're wrong or anything woolio. I'd guess that MOST of my initial time with VR is probably gonna be sitting down for vehicle-based games, as we have'nt really seen any stand-ip VR integrations that are more than tech demos. But I definitely would disagree with the assumption that most VR enthusiasts aren't going to make use of large-space positional tracking.
[video=youtube;syFRdNs68s4]https://www.youtube.com/watch?v=syFRdNs68s4[/video] About what the FOV of the HoloLens will look like. [quote]A simulation of low-field-of-view augmented reality (AR), using the estimated FoV of Microsoft's HoloLens (30 x 17.5 degrees). Filmed in a CAVE VR environment, using custom code to put "virtual blinders" on the user. The blinders create a truncated pyramid locked to the viewer's head, 30 x 17.5 degrees wide with and the pyramid's top rectangle being 24" from the viewer's eyes. The experience of this blindered setup closely matches what I experiences first-hand at Microsoft's Build 2015 conference, where I tried a HoloLens device. The 30x17.5 degree FoV value is not officially confirmed, but based on measurements I took during my demo. The HoloLens' final FoV might turn out slightly different.[/quote]
I emailed hololens and they gave me an auto reply, I suspect they are doing it for everyone to a point where people are guessing what it looks like.
Wait you need to clear out an entire room to use the Vive? I think I'll get the Occulus
[QUOTE=General;48208758]Wait you need to clear out an entire room to use the Vive? I think I'll get the Occulus[/QUOTE] Nah, you can use the Vive in any sized space, or as a sit-down HMD like the Oculus
Is it likely they'll be a market for VR building proposals ?
[QUOTE=RoboChimp;48208794]Is likely they'll be a market for VR building proposals ?[/QUOTE] Isnt that pretty much what Dai does right now?
My room isn't so big, and most of the games I'll be playing with the Oculus are cockpit-based anyway. Assetto Corsa, Dirt Rally, Elite Dangerous... I'll stand up for some games but it's not like the Oculus camera has a really really tiny tracking volume, which is what some people seem to be implying. It's decent enough for my room. Ultimately, the decision between the vive and the oculus for me will boil down to price and image quality.
Consider this: [t]http://www.roadtovr.com/wp-content/uploads/2015/06/valve-vive-lighthouse-boundaries.jpg[/t] The vive is for EXTREME uses. A VR arcade would want to purchase the Vive as a professional solution. Oculus's cameras will do fine for a small room. If you want to save a lot of money, get Oculus + extra camera + touch controllers. (but we'll find out if that's [I]actually[/I] a large saving by the end of this year) [editline]15th July 2015[/editline] Oculus is funding a [I]lot[/I] of games into existence, which will almost all end up working only with the Rift and not the Vive. Oculus has a head start on games selection, despite releasing later. Presumably releasing far cheaper and having far more games, buying a Vive isn't a good idea given our current information.
[QUOTE=bitches;48209118] The vive is for EXTREME uses. [/QUOTE] no, you just picked an extreme use case
[QUOTE=NixNax123;48209354]no, you just picked an extreme use case[/QUOTE] i'm not saying the vive wouldn't work in a small space, but that in a small space it wouldn't outweigh the Oculus for the price point
[QUOTE=bitches;48209696]i'm not saying the vive wouldn't work in a small space, but that in a small space it wouldn't outweigh the Oculus for the price point[/QUOTE] We don't know the exact price of either yet. It might turn out that they cost the same.
The BOM-cost for the Lighthouse beacons is quite low apparently. But still, it's going to include wireless controllers too. I think the fairest thing to do is compare the Vive + Lighthouse system to Oculus Rift + Touch costs, taking into account that Oculus throws in a Xbone controller too.
[QUOTE=Timebomb575;48208922]Isnt that pretty much what Dai does right now?[/QUOTE]I did not know that.
[QUOTE=woolio1;48207399]Not a mentality. A real, physical problem. Yes, I could scooch my couch out of the way... If there was a place to scooch it. I'm not making up issues for the sake of drama. I don't live with a lot of space, don't intend to, so room-scale VR isn't for me. I just wish people would get that.[/QUOTE] Yeah but you're making it look like the Vive is made specifically for room-scale VR. It's not, it just gives you the option and it even comes with two touchy-VR-remote-thingys. I mean, as everyone said a thousand times before, it'll all come down to the price but also to popularity for me. And I don't know, but I prefer having the full package.
Oh lol, VRFocus released another "new" interview which was recorded at GDC.
An article by Fortune: [url]http://fortune.com/2015/07/15/san-diego-comic-con-vr/?xid=soc_socialflow_facebook_FORTUNE[/url] They're just talking about the best VR experiences at SDCC, but it should help spread the word.
[QUOTE=Flumbooze;48211135]Yeah but you're making it look like the Vive is made specifically for room-scale VR. It's not, it just gives you the option and it even comes with two touchy-VR-remote-thingys. I mean, as everyone said a thousand times before, it'll all come down to the price but also to popularity for me. And I don't know, but I prefer having the full package.[/QUOTE] Yeah, but if the tracking system makes it a more expensive setup, it wouldn't make sense to buy it if I'm not going to take advantage of that. If it's cheaper, and it works better, then I'll buy it. But if the Oculus can undercut it with their cameras and get a system that works just as well, then that's where my money's going.
I'm not sure it's wise for people to trust valve to make functional software for the vive. there were broken parts of steam that it took them several years to fix.
[url]http://www.businessinsider.com/htc-vive-virtual-reality-demo-first-impressions-2015-7[/url] [QUOTE] HTC and Valve are aiming to release the Vive before year's end. That said, it's not certain if only pre-orders will be available by that time, or if the companies intend to ship the first batch of products out to customers before the start of 2016. We will learn more in October at an HTC event, apparently. As McRee previously told me, lights and reflective surfaces won't be much of an issue for the final consumer release. HTC and Valve are taking into account that most people's living rooms also have tables and counters, as well as televisions, so they're building in smart ways for Vive users to navigate those spaces safely without bumping into furniture, or even stepping on a cat. Vive content (games, demos, and more) will be available through the Valve VR store, but considering many developers for Facebook-owned Oculus Rift will also want to build applications for the HTC Vive, it's likely there will be other ways to download virtual reality content. Many brands have reached out to HTC to start building applications for Vive. All the big car companies, including Mercedes, want to use the Vive to create immersive virtual reality experiences for their customers, but plenty of other huge companies, like Nike and Coca-Cola, are also getting involved early. HTC and Valve will soon announce the PC requirements for the Vive, but both companies want to offer this experience to as many people as possible. So as HTC and Valve work on lessening the requirements for Vive to work — it's mainly about having a capable graphics processor — Gattis insists Vive will work on Windows PC, Linux, and Mac. [/QUOTE]
So we got this in the post a few days ago.. [img]http://i.imgur.com/DvjKmZkl.jpg[/img] [img]http://i.imgur.com/Rm2P8w4l.jpg[/img] [img]http://i.imgur.com/xlnMZQUl.jpg[/img]
Looks fun. How are you liking it so far?
How do you have your cable set up? Ive been thinking a ceiling mount would be the best way to go and it looks like you have that. [editline]16th July 2015[/editline] Starbound VR when? :vs:
Ceiling mounts are ideal even for sitting oculus, but the DK2 cable just isn't long enough to run up the wall and across the ceiling then down to my head
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