[QUOTE=bitches;48226681]myst is charming because it takes point and click puzzles to 3d space in a creative fashion
arbitrarily restricting an environment meant to be immersive isn't a good experience[/QUOTE]
if 360 video becomes a thing for VR that works, why wouldn't it for a myst style game?
I mean yes, you're not moving your head linearly. But has it been tested?
360 video scenes can be interesting. A still environment save for the wind in the trees is not interesting unless you can interact with it when in VR. Not being able to get a close intimate look at things is bad. The user needs to be able to move their heads, which also means walking within tracking range, or else you'll get sick. If you can walk in your tracking range, invisible walls requiring 'zooming' forward to the next area railroad your movement outside of your control, even if you stay seated. This also causes sickness.
Visualization of what standard FOV looks like
[video=youtube;2OymyCnX_Ns]https://www.youtube.com/watch?v=2OymyCnX_Ns[/video]
i'd prefer if these visualization videos were first person
just have the guy walk around and move balls around like he is, but make the FOV reference point the camera
[QUOTE=bitches;48227611]i'd prefer if these visualization videos were first person
just have the guy walk around and move balls around like he is, but make the FOV reference point the camera[/QUOTE]
But then how would you see the FOV? You wouldn't have any frame of reference.
meaning a camera with a FOV of a human
[editline]17th July 2015[/editline]
the window effect is all about where the margins of the visualization are, which isn't shown well in these
Video from last week's Vive game jam: [url]https://www.youtube.com/watch?v=tQQPuZPWCN4&feature=youtu.be[/url]
[QUOTE=Ott;48227516]Visualization of what standard FOV looks like
[video=youtube;2OymyCnX_Ns]https://www.youtube.com/watch?v=2OymyCnX_Ns[/video][/QUOTE]
fucking christ the jutter of the wall panels folding away
[editline]e[/editline]
skip ahead to see the little industrial scene, muuuuuch better demonstration for our sake than the earth ball thing
Gloves feel like the only thing that will make finger tracking work in my opinion
I think I'll always prefer having something in my hands to feel, to alleviate the awkward sensation of reaching for ingame items and feeling nothing. That also has the tactile bonus of buttons to press. I wouldn't mind [I]also[/I] wearing gloves.
If the gloves can have true force feedback, then I wouldn't mind just gloves.
[QUOTE=dai;48231197]fucking christ the jutter of the wall panels folding away
[editline]e[/editline]
skip ahead to see the little industrial scene, muuuuuch better demonstration for our sake than the earth ball thing[/QUOTE]
Their rendering pipeline must be shit.
The full Aperture VR demo.
[media]https://www.youtube.com/watch?v=u28oYid7pOU[/media]
i want to watch it but if/when I ever get a Vive I want to experience it fresh :/
[url]http://www.tomsguide.com/us/htc-vive-interview,news-21356.html[/url]
[QUOTE]TG: For the room tracking, what if you have a coffee table? Can the Vive sense other objects or just the wall?
Gattis: We know that not everyone has a perfectly square, 15 x 15[-foot] room, so there are a lot of things in the software that are in there now, and the team is working very hard to create that out-of-box experience where essentially we can configure your room for you. So you'll look around, put on the headset, and we'll have you walk — it's a one-time setup — and identify objects in that room. If there's a table over here or a wall that juts out or something, we can track all that stuff. You basically click Save Configuration. Now we know what your room is and we can build it accordingly.
You'll get warnings if you're about to walk into something. I think you might have also seen the front-facing cameras on the HMD [head-mounted display]. That is really to identify if you have a small pet that walks in front of you. It will actually alert you to that and say don't step there.[/QUOTE]
Is there any speculation on what the HTC Vive might cost?
No idea, they only said it will be at "slightly higher price point" due them regarding this as a premium experience.
Playing the guessing game, my bet is on $599 or $699 for the whole vive+wands+lighthouse set.
[QUOTE=Orkel;48237563]Playing the guessing game, my bet is on $599 or $699 for the whole vive+wands+lighthouse set.[/QUOTE]
I'd pay that.
[QUOTE=Orkel;48237563]Playing the guessing game, my bet is on $599 or $699 for the whole vive+wands+lighthouse set.[/QUOTE]
This sure wouldn't surprise me if it were. I'd only be able to afford somewhere between the $300-$400 range so I'd probably have to default to the rift if this were the case.
The Verge has an article on Virtual Reality out right now.
I think it really quantifies some of the concerns we've been having over platform exclusivity.
[URL]http://www.theverge.com/2015/7/18/8996377/virtual-reality-platform-wars[/URL]
EDIT: Thanks for the boxes. Now I can build a Google Cardboard.
I've talked to people behind some of the stuff in the VR and AR space and that there is going to be a so called 'war'. But the author of this article is just trying to get a head start saying they are first when they don't know half of what's behind the scenes.
There's going to be VR competition and AR competition, I only hope people be informed that an AR experience can be better for them then a VR experience and vice versa, worse will be pushed say that there should be only one and that's X for everyone. Imagine people pushing hololens saying they are better then vive in every way when that's not the case.
So, what are some good Oculus Rift demos? I'd like to show my DK2 to some friends.
How will cable management with the Vive work? Will I have to ceiling mount stuff?
Did they not say consumer Vive would be wireless or something?
[QUOTE=Beacon;48243896]Did they not say consumer Vive would be wireless or something?[/QUOTE]
using what technology
you're still limited by wifi unless they have some magic thing you plug into your graphics card video output
Something about it was going to become wireless... The controllers I think?
Controllers are wireless yes. There's too much data to be transmitted wirelessly with the HMD due to the display.
[QUOTE=jonoPorter;48243758]So, what are some good Oculus Rift demos? I'd like to show my DK2 to some friends.[/QUOTE]
Look at the top-rated ones on Oculus Share. If they're active gamers, show them some stuff they can use controllers for. I also list a few demos that have been around for a while in the OP.
I see much talk here about people using those Vive lighthouses, gloves etc. Does VR make sense if I'm just going to sit infront of my mouse and keyboard playing arma, for example?
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