• Oculus Rift / Virtual Reality General
    4,360 replies, posted
[QUOTE=Timebomb575;48583764]I dont think anyone has specifically gone out and said "EXCLUSIVELY ON [HMD]" yet, but I gotta imagine quite a few will be exclusive to the Vive purely from a technological standpoint like I dont see how something like Hover Junkers could work on the Oculus, but Im pretty sure most Oculus games would a Vive.[/QUOTE] Oculus Rift + Oculus Touch comes down to pretty much the same featureset as the Vive. I imagine that if the devs have the resources for it, they'll try to port games over post-launch. [editline]31st August 2015[/editline] [QUOTE=Orkel;48583916]Kite & Lightning just released their newest and probably most insane demo, GE Neuro: [url]http://blog.kiteandlightning.la/download-ge-neuro/[/url] So show em that. [editline]31st August 2015[/editline] Oh wait, that's only on 0.6.0.1 atm.[/QUOTE] 0.6.0.1 demos should be compatible with the 0.7 runtime. I'll try it out to confirm. Edit: yup works fine.
[QUOTE=Clavus;48584063]Oculus Rift + Oculus Touch comes down to pretty much the same featureset as the Vive. I imagine that if the devs have the resources for it, they'll try to port games over post-launch. [/QUOTE] I thought the intent of the Touch was to basically just get your hands in the mix, not to have a room-sized experience like the Vive, unless Im missing something.
[QUOTE=Timebomb575;48584146]I thought the intent of the Touch was to basically just get your hands in the mix, not to have a room-sized experience like the Vive, unless Im missing something.[/QUOTE] With a dual-camera tracking setup, it's apparently good enough to cover a whole room.
[QUOTE=Timebomb575;48584146]I thought the intent of the Touch was to basically just get your hands in the mix, not to have a room-sized experience like the Vive, unless Im missing something.[/QUOTE] vive games would have locomotion control and support for smaller spaces that would make them perfectly compatible for the rift with touch. the only situation like you are imagining would occur if some idiot dev made a game that required a massive tracking area in order to play.
[QUOTE=woolio1;48584197]With a dual-camera tracking setup, it's apparently good enough to cover a whole room.[/QUOTE] Got a source? Not that I dont believe you, I just hadn't heard that and would be interested in learning more about it that might sell an Oculus for me if the whole Oculus+Touch rig ends up being even slightly cheaper than a Vive
I'll be entirely honest, I'm still not wholly convinced by any of the locomotion systems that we've seen that aren't just walking-based. I get the whole "inner ear" thing, and how that can cause nausea, but people have been using VR now for almost three years and most people seem fine with traditional movement. In a way, most of the odd locomotion systems seem less intuitive and more disorienting than the joystick control we're used to. I guess we'll have to see when something actually ships. [editline]31st August 2015[/editline] [QUOTE=Timebomb575;48584212]Got a source? Not that I dont believe you, I just hadn't heard that and would be interested in learning more about it that might sell an Oculus for me if the whole Oculus+Touch rig ends up being even slightly cheaper than a Vive[/QUOTE] It was one of the things they threw around at GDC. They had a dual-tracking setup in a 6x6 room, but they said it could work in larger spaces.
[QUOTE=woolio1;48584197]With a dual-camera tracking setup, it's apparently good enough to cover a whole room.[/QUOTE] Yeah, but it isn't going to be as precise as the Vive. That's its entire gimmick, you could never play a game like Hover Junkies with the same level of precision and latency. It just wouldn't be comparable in quality.
The change notes for one of the recent Oculus SDKs said that support for the HMD as a "second monitor" will be removed soon. This sort of irks me because I cannot afford a proper HMD like the Oculus or Vive, but I do have an android phone with a good display and strong hardware that would be quite capable as a cardboard/GearVR HMD, and all the apps that I know of that would allow me to use my phone as an HMD for my PC demand that the phone be set up as a secondary monitor using some remote/streaming service such as Splashtop. Am I just being dumb and not understanding something? Or is this actually going to hinder the ability to use phones/tablets as HMD devices for a PC? I feel like a big part of getting VR to become widely popular will be the ability to take your already owned hardware like a phone or tablet and plug it in to a relatively cheap setup of optics and stuff to make an HMD. If Oculus is restricting the ability for "Oculus-ready" games to be displayed in the way that all the "Phone as HMD" apps I know of currently use, does this mean no more phones as HMDs? Or is there some very simple fix to all this that's already being used and I'm just not aware of?
[QUOTE=EliteGuy;48584532]Yeah, but it isn't going to be as precise as the Vive. That's its entire gimmick, you could never play a game like Hover Junkies with the same level of precision and latency. It just wouldn't be comparable in quality.[/QUOTE] Uh, why not? The DK2 camera already has quite a good range on it. The CV1 camera is way beyond that. I have not seen any solid numbers saying the tracking accuracy or latency is any worse than the Vive. The main difference was the coverage until now.
[QUOTE=BLOODGA$M;48584864]The change notes for one of the recent Oculus SDKs said that support for the HMD as a "second monitor" will be removed soon. This sort of irks me because I cannot afford a proper HMD like the Oculus or Vive, but I do have an android phone with a good display and strong hardware that would be quite capable as a cardboard/GearVR HMD, and all the apps that I know of that would allow me to use my phone as an HMD for my PC demand that the phone be set up as a secondary monitor using some remote/streaming service such as Splashtop. Am I just being dumb and not understanding something? Or is this actually going to hinder the ability to use phones/tablets as HMD devices for a PC? I feel like a big part of getting VR to become widely popular will be the ability to take your already owned hardware like a phone or tablet and plug it in to a relatively cheap setup of optics and stuff to make an HMD. If Oculus is restricting the ability for "Oculus-ready" games to be displayed in the way that all the "Phone as HMD" apps I know of currently use, does this mean no more phones as HMDs? Or is there some very simple fix to all this that's already being used and I'm just not aware of?[/QUOTE] Phones as PC HMDs was never the plan. The plan is to release a [I]good quality product[/I] for a [I]relatively[/I] low price. [editline]31st August 2015[/editline] [QUOTE=jazzpunk;48584033]Oculus is funding several exclusives, yes. And they also have internal dev teams presumably working on games.[/QUOTE] blatantly misleading oculus is funding several games [I]into existence[/I], so naturally those games will focus primarily on oculus support before exploring other platforms
[QUOTE=BLOODGA$M;48584864]The change notes for one of the recent Oculus SDKs said that support for the HMD as a "second monitor" will be removed soon. This sort of irks me because I cannot afford a proper HMD like the Oculus or Vive, but I do have an android phone with a good display and strong hardware that would be quite capable as a cardboard/GearVR HMD, and all the apps that I know of that would allow me to use my phone as an HMD for my PC demand that the phone be set up as a secondary monitor using some remote/streaming service such as Splashtop. Am I just being dumb and not understanding something? Or is this actually going to hinder the ability to use phones/tablets as HMD devices for a PC? I feel like a big part of getting VR to become widely popular will be the ability to take your already owned hardware like a phone or tablet and plug it in to a relatively cheap setup of optics and stuff to make an HMD. If Oculus is restricting the ability for "Oculus-ready" games to be displayed in the way that all the "Phone as HMD" apps I know of currently use, does this mean no more phones as HMDs? Or is there some very simple fix to all this that's already being used and I'm just not aware of?[/QUOTE] The 0.7 PC SDK removed the "extended" mode option, meaning the HMD is completely handled by the graphics driver instead of the OS. This doesn't have anything to do with mobile VR.
[QUOTE=EliteGuy;48584532]Yeah, but it isn't going to be as precise as the Vive. That's its entire gimmick, you could never play a game like Hover Junkies with the same level of precision and latency. It just wouldn't be comparable in quality.[/QUOTE] Have you side by side tested the tracking precision of both devices? No? Then don't fucking make claims that you can't back up with evidence.
[img]https://pbs.twimg.com/media/CNjG9tLW8AEb6R0.png[/img] Rift DK2 and HTC Vive both running on a single Fury X, somehow. [url=https://twitter.com/missquickstep/status/637478111957815296]Source[/url].
Is it possible to get Dying Light working with 0.7? Never tried it with the Oculus. Really want to.
has anyone attached a geiger counter to a vive controler? would be fun tracking down a hot plate.
[QUOTE=bitches;48585122] blatantly misleading oculus is funding several games [I]into existence[/I], so naturally those games will focus primarily on oculus support before exploring other platforms[/QUOTE] ... which is called exclusives. Some will be timed, some will not. It's going to matter a lot when the HMDs launch. [url]http://www.gamasutra.com/view/news/248416/Luckey_defends_Oculus_decision_to_fund_Riftexclusive_game_dev.php[/url]
[QUOTE=Amplified;48587148]Is it possible to get Dying Light working with 0.7? Never tried it with the Oculus. Really want to.[/QUOTE] That sounds like an express train to vomit town, especially considering how horrifically optimised that game is.
[QUOTE=jazzpunk;48591124]... which is called exclusives. Some will be timed, some will not. It's going to matter a lot when the HMDs launch. [url]http://www.gamasutra.com/view/news/248416/Luckey_defends_Oculus_decision_to_fund_Riftexclusive_game_dev.php[/url][/QUOTE] Exclusives would kind of imply that they are going to deliberately prevent them from releasing on other platforms, which it even states right in the article might not be the case, and I'd be willing to bet that it WONT be the case. Its in Oculus' interest not to start a platform war right off the bat, since getting VR off on the wrong foot could literally threaten their existence. Valve and HTC dont have that issue (since they do more than just VR).
[QUOTE=Scot;48591836]That sounds like an express train to vomit town, especially considering how horrifically optimised that game is.[/QUOTE] Actually the game is fairly well optimised for what it is, but there are a couple of things that are basically broken, like the Nvidia exclusive DoF, that basically would just lock the game up for me whenever it came into play even after using a decent Nvidia card. Plus weren't there unused configs in the files that mentioned the Occulus? Did anyone get that working?
[QUOTE=Timebomb575;48592189]Exclusives would kind of imply that they are going to deliberately prevent them from releasing on other platforms, which it even states right in the article might not be the case, and I'd be willing to bet that it WONT be the case. Its in Oculus' interest not to start a platform war right off the bat, since getting VR off on the wrong foot could literally threaten their existence. Valve and HTC dont have that issue (since they do more than just VR).[/QUOTE] Literally in my second sentence I say some will be timed exclusive, some won't, like Palmer is saying. There are different types of exclusives. To use non-VR examples. Rise of the Tomb Raider is timed exlusive on XB1, Cuphead is console exlcusive on XB1, but will come to PC too. Halo 5 is XB1 exclusive. For VR Valkyrie will launch on both the Rift and Morpheus and is expected to come to Vive later. Oculus won't prevent 3rd parties to publish on other platforms, but since they're funding a lot, and want VR to take off, it's in their best interest to get those games on their platform first. I wouldn't worry about them. They have Facebook's backing and Oculus has the biggest mindshare among the VR community and they're also expected to be cheaper than the Vive, their main competitor on PC. Meanwhile HTC are having very rough times.
[QUOTE=jazzpunk;48592909]Literally in my second sentence I say some will be timed exclusive, some won't, like Palmer is saying. There are different types of exclusives. To use non-VR examples. Rise of the Tomb Raider is timed exlusive on XB1, Cuphead is console exlcusive on XB1, but will come to PC too. Halo 5 is XB1 exclusive. For VR Valkyrie will launch on both the Rift and Morpheus and is expected to come to Vive later. Oculus won't prevent 3rd parties to publish on other platforms, but since they're funding a lot, and want VR to take off, it's in their best interest to get those games on their platform first. I wouldn't worry about them. They have Facebook's backing and Oculus has the biggest mindshare among the VR community and they're also expected to be cheaper than the Vive, their main competitor on PC. Meanwhile HTC are having very rough times.[/QUOTE] perhaps you should read the post you quoted again
[QUOTE=Regorc's Chest;48592649]Actually the game is fairly well optimised for what it is, but there are a couple of things that are basically broken, like the Nvidia exclusive DoF, that basically would just lock the game up for me whenever it came into play even after using a decent Nvidia card. Plus weren't there unused configs in the files that mentioned the Occulus? Did anyone get that working?[/QUOTE] Yeah but it's horribly unfinished support. It's chalk full of ghosting (things rendering different for each eye - such as shadows casting farther in your right eye, texture LoD being inconsistent, etc - leaves you to believe you're going cross eyed, not fun).
[QUOTE=HybridTheroy;48593002]Yeah but it's horribly unfinished support. It's chalk full of ghosting (things rendering different for each eye - such as shadows casting farther in your right eye, texture LoD being inconsistent, etc - leaves you to believe you're going cross eyed, not fun).[/QUOTE] sounds just like nvidia's 3d glasses [editline]1st September 2015[/editline] (i bought them since the monitor i bought happened to support it and wow games hardly supported it at all hah)
[QUOTE=KOManiacJim;48593088]I finally decided to get a Used Sony HMZ-T1 because they are currently the budget HMD that I can snag within about 2 months.[/QUOTE] a dk1 would have been better
[QUOTE=KOManiacJim;48593088]I finally decided to get a Used Sony HMZ-T1 because they are currently the budget HMD that I can snag within about 2 months.[/QUOTE] lmao
[QUOTE=KOManiacJim;48593088]I finally decided to get a Used Sony HMZ-T1 because they are currently the budget HMD that I can snag within about 2 months.[/QUOTE] That's not a VR headset. At all. AT ALL. That's a TV screen inside a pair of glasses. It's going to look like a 50" TV screen ten feet away. Cancel the order, stop what you're doing, and just wait like the rest of us.
[QUOTE=woolio1;48594660]That's not a VR headset. At all. AT ALL. That's a TV screen inside a pair of glasses. It's going to look like a 50" TV screen ten feet away. Cancel the order, stop what you're doing, and just wait like the rest of us.[/QUOTE] I mean teeeeechnically it [I]is[/I] an HMD by definition, in fairness :v:
[QUOTE=KOManiacJim;48594708]I haven't bought the HMZ-T1 yet. The price is around USD $400. Also, You make a Budget HMD sound like a Virtual Boy, Even if it is a Glorified TV. But then again Your Mileage May Vary.[/QUOTE] It has no head tracking. It's literally just a monitor, whereas a proper HMD is a monitor that outputs position data. You need to do some guerilla shit to get 3d tracking on that piece of shit. Also isn't that $400 like, almost MORE than what the oculus rift is gonna probably be?
[QUOTE=KOManiacJim;48594708] Also, You make a Budget HMD sound like a Virtual Boy, Even if it is a Glorified TV. But then again Your Mileage May Vary.[/QUOTE] Well you came into the "Oculus Rift/Virtual Reality General" thread, and started talking about buying an HMD that is actually neither of those things in any way, shape, or form. So you should kind of expect people to be trashing your decision. Unless all you're looking for is a pair of HMD glasses, in which case you're probably in the wrong thread lol
[QUOTE=KOManiacJim;48594708]I haven't bought the HMZ-T1 yet. The price is around USD $400. Also, You make a Budget HMD sound like a Virtual Boy, Even if it is a Glorified TV. But then again Your Mileage May Vary.[/QUOTE] Listen, buy it if you want, but it's not a VR headset. If you're wanting a VR headset, just put your money back under your mattress and wait. You are going to waste $400, and I don't want to see you back around here complaining about it. But yeah, it basically is a Virtual Boy. Except the Virtual Boy was more immersive.
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