• Oculus Rift / Virtual Reality General
    4,360 replies, posted
[QUOTE=Clavus;48363182]Except changing camera orientation or blurring the view is very, very bad in VR. Simulating guns will have to be done entirely through real force feedback and sound design.[/QUOTE] Yes and when they sell controllers with a punch equivalent to an actual gun, there won't be a need to do what I suggested. Although you'll be far more fatigued and sore, so there's that. As much as I really hate getting motion sick, I still think that when done correctly, you can break a couple rules in this whole thing. Just like you don't need it to be a complete 1:1 analogue of real guns, you also don't need it to completely follow the rules of VR 100% of the time. For instance, if we were to follow the 'Do not move the playable character if the physical player isn't moving' rule without any sense of abandon, then I'm afraid all we will be getting are cockpit games and games where you stand around in a room sized area. The latter of which I expect to get very repetitive. Having it change camera orientation is meant to have a jarring effect, but since there shouldn't be any noticeable acceleration, you probably won't be projectile vomiting after firing a few shots. Although the only real way to find out for sure is to actually do it and see if you get sick. One of the biggest problems I see with this system is that if you fire a bunch and it keeps offsetting the screen, then the physical player will be spinning around in circles to compensate, and will probably get dizzy and tangled up in cables. This means that you couldn't use this for any fast-paced shooting games, but you should be fine in very slow paced long range target shooting kinds of games.
The rules of VR are there to prevent developers from going "Hey, I think I'll make a third-person fast-paced run and gun cover shooter with pop-up 3D gimmicks and rollercoasters for the Oculus Rift!" Of course developers will break them. And games that do will probably be pretty successful if they do it right. Nobody's saying you have to adhere to them completely, just that you should probably be mindful of the fact that, if you don't at least try to stick to them, you could make your audience somewhat uncomfortable. There's actually a really interesting analogue I can draw here. Architecture's defined by sets of rules that govern how people live, work, and relax in a space. If you follow the rules, and don't do anything insane, people are usually pretty comfortable with that space, no matter what it visually looks like. However, if you stick people in a concrete box with no windows, for example, or you pull a Frank Gehry and turn the concept of a building on its melty, misshapen head, then you can either become really terrible or really successful. It just depends on how you break those rules. You can create games in VR that are completely useless and terrible, just like you can create buildings that are useless and terrible. And I think we should expect that.
Convrge doing a Vive seated tracking test [video=youtube;tpWz_LcPXrI]https://www.youtube.com/watch?v=tpWz_LcPXrI[/video]
Hardly. He sits for a whole 30 seconds of the video, only moving his thumbs.
valve's Dota 2 VR thing is the secret shop demo: [url]http://ign.com/articles/2015/08/03/valves-dota-2-vive-vr-demo-is-everything-right-with-virtual-reality[/url] sounds neat
Hey guys. It's GPU upgrade time. Currently running an HD 6870 with an i5 2500k at 4.0 GHz with 8gb RAM. (I'm also going to get a new CPU cooler to OC the CPU even more.) Also running a 650W PSU. It would be nice to have a card that will be ready for the Oculus Rift CV1. I'm looking at the R9 390. Will this be a good investment or should I wait?
[QUOTE=SGTNAPALM;48391899]Hey guys. It's GPU upgrade time. Currently running an HD 6870 with an i5 2500k at 4.0 GHz with 8gb RAM. (I'm also going to get a new CPU cooler to OC the CPU even more.) Also running a 650W PSU. It would be nice to have a card that will be ready for the Oculus Rift CV1. I'm looking at the R9 390. Will this be a good investment or should I wait?[/QUOTE] Yup. That or an nvidia equivalent. Also the longer you wait the cheaper stuff gets (although I don't expect any new GPU releases before the first VR HMDs start dropping).
True, but if I keep waiting for the best deal I'm going to be waiting forever. I'll probably pull the trigger within a few weeks.
Just built my pc on monday, in 3DMark an oculus-spec gaming pc rates at 9000 points, and i had 9500. Im ready.
[img]https://pbs.twimg.com/media/CLvkzg1WIAAki2x.jpg[/img] Welp. [url=http://time.com/3986185/virtual-reality-headset/]Their article[/url] is pretty shit though. Is everything buzzfeed now? [editline]6th August 2015[/editline] Lol twitter fucking exploded because of the silly cover [url]http://www.gamasutra.com/view/news/250672/Oculus_Palmer_Luckey_lands_on_Time_cover_game_dev_Twitter_explodes.php[/url]
[QUOTE=Clavus;48393192][url=http://time.com/3986185/virtual-reality-headset/]Their article[/url] is pretty shit though. Is everything buzzfeed now?[/QUOTE] [quote]1. Palmer Luckey, the creator of the Oculus Rift, is not your typical nerd… He’s cheery and talks in normal sentences that are easy to understand. He was homeschooled, and though he did drop out of college, it was California State University, Long Beach, where he was majoring not in computer science but in journalism. He prefers shorts, and his feet are black because he doesn’t like wearing shoes, even outdoors. He doesn’t look like a guy who played Dungeons & Dragons so much as a character in Dungeons & Dragons. He’s a nerd from a different century, working on the problems of a different century.[/quote] [img]http://i58.tinypic.com/a7cwl.png[/img] [editline]e[/editline] [url=http://time.com/3987961/virtual-reality-time-magazine-cover-memes/]memes!![/url]
[QUOTE=dai;48393880][url=http://time.com/3987961/virtual-reality-time-magazine-cover-memes/]memes!![/url][/QUOTE] Cringed. Hard.
[QUOTE=Clavus;48393192][img]https://pbs.twimg.com/media/CLvkzg1WIAAki2x.jpg[/img] [/QUOTE] holy shit people read Time?
[QUOTE=GeneralSpecific;48394710]holy shit people read Time?[/QUOTE] I used to. They're a bit dated these days, although there are still some pretty good journalists working there.
[img]https://i.imgur.com/axEejFa.png[/img]
Palmer changed his facebook page. [img]http://i.imgur.com/ETqFCJ3.jpg[/img]
[QUOTE=GeneralSpecific;48394710]holy shit people read Time?[/QUOTE] I do. It's pretty fun to read. Also people are fucking salty, VR could use all the publicity it gets.
[URL="http://starbreeze.com/2015/08/lionsgate-and-starbreeze-partner-to-launch-john-wick-virtual-reality-game-to-be-developed-by-vr-innovator-wevr-and-vr-game-developer-grab/"]John Wick VR game on the way[/URL]
Oculus 0.7 SDK coming August 20th: [url]https://developer.oculus.com/blog/upcoming-oculus-pc-sdk-0-7-compatibility-changes/[/url] [quote]tl;dr: 0.7 of the Oculus PC SDK will launch on August 20th, and introduces architecture changes that bring increased stability, performance, and a new ‘Direct Driver Mode’ developed in collaboration with NVIDIA and AMD. However, as a result of these updates, the 0.7 runtime won’t support applications built with 0.5 or earlier, including all content built with Unity 4.x. This means the majority of existing Rift games and applications will need to be updated to 0.7 (or at least 0.6.0.1) to work with the new 0.7 runtime.[/quote] They don't explicitly mention it but moving direct mode handling to the graphics driver probably makes it Windows 10 compatible.
This picture tho [img]http://i.imgur.com/Adodchz.jpg[/img]
the greatest thing is [i]these are all experiences we can have with the rift[/i] joke away, this can be your virtual reality
[QUOTE=Clavus;48400068]Oculus 0.7 SDK coming August 20th: [url]https://developer.oculus.com/blog/upcoming-oculus-pc-sdk-0-7-compatibility-changes/[/url] They don't explicitly mention it but moving direct mode handling to the graphics driver probably makes it Windows 10 compatible.[/QUOTE] noooooo i bet most of my beloved demos won't update
I got my IPD measured at the optometrist and god I felt like a dork asking for it.
[QUOTE=Baboo00;48403647]I got my IPD measured at the optometrist and god I felt like a dork asking for it.[/QUOTE] The guy that measured mine a few years back thought it was pretty interesting. The IPD he measured was pretty much exactly the same as the old measuring tool in TF2 VR gave me.
I wear glasses, so I have my IPD printed on the side of my frames.
Does anybody know about using the Oculus Rift with prisms? My glasses have prisms in them and I wonder if that will fuck it up.
Windows 10 compatibility update might for the Oculus drivers might drop sooner than the 0.7 SDK: [url]https://twitter.com/tom_forsyth/status/629704906413215745[/url] At least that what I think that hints at.
Thought you guys might find this interesting. [URL]http://www.roadtovr.com/stanford-unveils-light-field-stereoscope-a-vr-headset-to-reduce-fatigue-and-nausea/[/URL]
[QUOTE=Uberpro;48409536]Thought you guys might find this interesting. [URL]http://www.roadtovr.com/stanford-unveils-light-field-stereoscope-a-vr-headset-to-reduce-fatigue-and-nausea/[/URL][/QUOTE] which is why without something like this you're going to have complaints about the vive, rift, morpheus, ect within a subgroup of people using it. You're supposed to not use it for a long time and luckily I have no problems, but it's a big piece that was missing and I thought stanford wouldn't have this out until 2016 or 17 because of the computation hurtle with lightfields.
[QUOTE=Ithon;48410076]which is why without something like this you're going to have complaints about the vive, rift, morpheus, ect within a subgroup of people using it. You're supposed to not use it for a long time and luckily I have no problems, but it's a big piece that was missing and I thought stanford wouldn't have this out until 2016 or 17 because of the computation hurtle with lightfields.[/QUOTE] Natural depth of field is one of the bigger things missing from the current iteration of VR hardware, also hard to do without eye tracking or light field displays. Another missing piece I would say is natural colour and HDR displays (though I imagine no consumer authority would approve a display that could damage your eyes when set to its brightest...). Speaking about "complaints about VR", Robert McGregor made this blog post about how calling it "virtual reality" is sort of setting this industry up for perpetual disappointment: [url]http://id-r-mcgregor.blogspot.ca/2015/08/the-myth-of-virtual-reality.html[/url] And I sort of see the point. Calling it "virtual reality" sets the expectations a bit high.
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