• Oculus Rift / Virtual Reality General
    4,360 replies, posted
:snip: wrong thread [editline]21st July 2015[/editline] [QUOTE=jazzpunk;48261161]Well, looks like Nokia's joining the fun too: [url]http://recode.net/2015/07/21/nokia-plans-to-debut-virtual-reality-product-next-week/[/url][/QUOTE] impending disaster
[quote]according to sources familiar with the company’s plans[/quote] AKA: "this could be total bullshit but we are printing it anyway"
[QUOTE=jazzpunk;48261161]Well, looks like Nokia's joining the fun too: [url]http://recode.net/2015/07/21/nokia-plans-to-debut-virtual-reality-product-next-week/[/url][/QUOTE] I bet you could go around head butting people with this thing, you would be unstoppable.
[url]https://www.reddit.com/r/oculus/comments/3djgrz/just_received_this_email_invite_from_nokia/ct5r9b4[/url] [QUOTE] They signed up to be an exhibitor at VRLA, but haven't responded to any emails since. I suspect they want to do this announce and then we will hear back from them. Exciting![/QUOTE] [QUOTE][IMG]http://i.imgur.com/df0zoLw.jpg[/IMG][/QUOTE] [editline]21st July 2015[/editline] [URL="http://www.polygon.com/features/2015/7/21/9009027/vive-wireless-controllers-hands-on"]very long Polygon article with some info[/URL], like how the Vive will be sold online-only at first and might not hit retail till Q1 next year, HTC hoping to have stuff from Valve, how the Vive came to be, when will VR become mainstream etc
Oculus twitter just confirmed that Iribe, Abrash and Carmack will be giving keynotes again at Oculus Connect 2. Hopefully they'll just let Carmack ramble for as long as he likes this time :v:
[QUOTE=Clavus;48260694]Simulations of redirected walking: [URL]https://www.reddit.com/r/oculus/comments/3e2gmz/a_simulation_of_5_km_of_redirected_walking_in_a/[/URL] Basically if you have about a free flat surface of about 80m in diameter, you can simulate an infinitely large walking space in VR using redirection. For those that don't know about redirection: it's a technique where your reference rotation is ever so slightly altered as you move around (which is apparently unnoticeable), in order to make you naturally avoid the boundaries of the physical play space.[/QUOTE] So... VR Arcades? EDIT: I take it GeneralSpecific has a 120 foot square in his house that's completely empty. That, or he's not reading and being silly.
[QUOTE=woolio1;48263246]So... VR Arcades?[/QUOTE] Reserving such a large space for a single person might not be that cost-effective. Imagine having to design a system that puts a whole group of players in that space and has them avoid each other naturally...
[QUOTE=woolio1;48263246]So... VR Arcades?[/QUOTE] VRcade
[QUOTE=Clavus;48263462]Reserving such a large space for a single person might not be that cost-effective. Imagine having to design a system that puts a whole group of players in that space and has them avoid each other naturally...[/QUOTE] It could just visually represent the other players and make it a coop experience or something. Imagine going on an epic quest with a group of buddies. Even random people could end up being cool.
Yeah, VR multiplayer is going to be something special. I expect the social dynamic to be a lot different than what you have with multiplayer right now.
[QUOTE=Clavus;48264020]Yeah, VR multiplayer is going to be something special. I expect the social dynamic to be a lot different than what you have with multiplayer right now.[/QUOTE] 12 year olds squatting in their living rooms as they teabag players in the most explicit way imaginable.
[img]http://i.imgur.com/m0nsqEw.jpg[/img]
[QUOTE=Clavus;48262622]Oculus twitter just confirmed that Iribe, Abrash and Carmack will be giving keynotes again at Oculus Connect 2. Hopefully they'll just let Carmack ramble for as long as he likes this time :v:[/QUOTE] oh god no
[QUOTE=abcpea;48264856]oh god no[/QUOTE] Oh god yes. Let Carmack ramble. I want to know what he thinks.
Listening to Carmack was always my favorite thing about quakecon. :v:
Demonstrated here is the only functional use for a LeapMotion: [media]https://www.youtube.com/watch?v=1ChVOvBwZCA[/media]
LeapMotion doesn't even come close to being good enough for that application.
Saw this idea on reddit. One big thing valve could do for the vive sales is to bundle it with $100 or more free credit for the Steam store.
[QUOTE=Orkel;48278567]Saw this idea on reddit. One big thing valve could do for the vive sales is to bundle it with $100 or more free credit for the Steam store.[/QUOTE] Isn't that... a lot? I mean, some free games would be great, $100 is hoping for a bit too much I think.
That's a hefty cut into their profit margin, already shared with htc Then most of that money goes to game developers anyway, so I'm sure players would rather save that 100$
[QUOTE=Orkel;48278567]Saw this idea on reddit. One big thing valve could do for the vive sales is to bundle it with $100 or more free credit for the Steam store.[/QUOTE] I think they would be much better off bundling it with a few top VR games, or perhaps allowing a choice of 2 or 3 VR games from a selection. To explain a bit more: They need to push players towards the best VR experiences they can offer, not hand them $100 and say have at it because Valve don't curate the Steam Store, but they can't afford to have people getting a negative first impression because of some shit VR game trying to cash in on the hype.
Played with the DK2 in Akihabara again, they had the UE4 engine demo (which was absolutely horrid and induced motion sickness everywhere if you even considered jumping or sprinting), and some Unity racing game which went a lot better. It's weird, because I didn't nearly get as sick on the rollercoaster and dungeon demo I tried last year. What I did find out however, is that looking and driving backwards in VR is one of the most barf-inducing experiences I've ever had in my life.
Things like [URL="https://www1.oculus.com/storystudio/#lostlessons"]this blog post from Oculus Story Studio[/URL] on what they have learned about storytelling in VR do a lot to convince me that they are going above and beyond simply creating a platform.
I FINALLY got to experience the Oculus rift (dk2) and it is tight as shit :ok: I get migraines from 3d movies and the nintendo 3ds but the DK2 felt extremely natural and I had no eye strain at all after using it, but I imagine it can give you eye strain at the same rate as a regular computer screen. I played elite: dangerous and it it feels so nice to be able to move your view laterally for once, instead of just rotating the camera. ( I am very tall and it felt like I was pressing my head against the roof of the cockpit, lol) BUT the resolution just plain sucks, It looks like an iphone 3gs screen. I'm really nervous that the final product won't cut it in terms of clarity, it was hard to read some text on my spaceship's hud. This might be a bug with a heavily used show floor unit but the motion tracking sometimes gets heavy jitters and everything on the screen starts to vibrate.
[QUOTE=meppers;48287027]BUT the resolution just plain sucks, It looks like an iphone 3gs screen. I'm really nervous that the final product won't cut it in terms of clarity, it was hard to read some text on my spaceship's hud. This might be a bug with a heavily used show floor unit but the motion tracking sometimes gets heavy jitters and everything on the screen starts to vibrate.[/QUOTE] The fresnel lenses, higher resolution, and higher framerate (90) make the perceived resolution much higher in the CV1, the pixels will also have less space between them thanks to the custom screens, these all combine to an insanely better experience than the DK2. The jitter can be caused by overhead bright LED lights I think? There was discussion about it some time ago
[QUOTE=Orkel;48287068]The fresnel lenses, higher resolution, and higher framerate (90) make the perceived resolution much higher in the CV1, the pixels will also have less space between them thanks to the custom screens, these all combine to an insanely better experience than the DK2. The jitter can be caused by overhead [B]bright LED lights I think[/B]? There was discussion about it some time ago[/QUOTE] there was a massive DOOM tournament going on in front of me while using it so that sounds about right.
[QUOTE=meppers;48287027]I FINALLY got to experience the Oculus rift (dk2) and it is tight as shit :ok: I get migraines from 3d movies and the nintendo 3ds but the DK2 felt extremely natural and I had no eye strain at all after using it, but I imagine it can give you eye strain at the same rate as a regular computer screen. I played elite: dangerous and it it feels so nice to be able to move your view laterally for once, instead of just rotating the camera. ( I am very tall and it felt like I was pressing my head against the roof of the cockpit, lol) BUT the resolution just plain sucks, It looks like an iphone 3gs screen. I'm really nervous that the final product won't cut it in terms of clarity, it was hard to read some text on my spaceship's hud. This might be a bug with a heavily used show floor unit but the motion tracking sometimes gets heavy jitters and everything on the screen starts to vibrate.[/QUOTE] Less eye again actually Screens only strain because you focus on things close to you. On the rift depth works like it does in real life, letting you focus on objects near and far
[QUOTE=bitches;48287182]Less eye again actually Screens only strain because you focus on things close to you. On the rift depth works like it does in real life, letting you focus on objects near and far[/QUOTE] Not exactly, technically, EVERYTHING is far in the Rift. When looking at objects close up in the virtual world you have this weird feeling you need to strain your eyes to bring it into focus (like in the real world), but you don't actually have to. Everything's always sharp. But the parallax effect seems to be enough for stereoscopic vision to work. So one element of vision that current VR actually misses is dynamic focussing of objects based on what you focus your eyes on. You can't really do that without accurate low-latency eye-tracking though. [editline]25th July 2015[/editline] Does make me wonder, people that are blind in one eye or have a lazy eye can only gauge distances by focus distance I imagine. You can't do that in the Rift.
Just got my google cardboard today :joy:
[QUOTE=Clavus;48287885]Not exactly, technically, EVERYTHING is far in the Rift. When looking at objects close up in the virtual world you have this weird feeling you need to strain your eyes to bring it into focus (like in the real world), but you don't actually have to. Everything's always sharp. But the parallax effect seems to be enough for stereoscopic vision to work. So one element of vision that current VR actually misses is dynamic focussing of objects based on what you focus your eyes on. You can't really do that without accurate low-latency eye-tracking though. [editline]25th July 2015[/editline] Does make me wonder, people that are blind in one eye or have a lazy eye can only gauge distances by focus distance I imagine. You can't do that in the Rift.[/QUOTE] totally wrong if you focus on the distance, items infront of you are double-imaged, just like in reality clarity also means matching focus to lock both eyes on a distance to eliminate this in my DK2 i'm always changing focus to look at objects close by
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