[QUOTE=bitches;48735006]excellent point and reasoning
though i can't picture a good VR take on news
feels like it would be uncanny at best[/QUOTE]
I don't think it has to really be news. News would be way too mundane.
Imagine an Ansel Adams of VR, or a Christopher Morris. Really putting someone in a scene, making them feel the same awe and emotion of a landscape, or the horrors of a war-torn city halfway around the world.
There's unprecedented potential to spur emotion in VR, and I'm sure the media will make use of that.
I've also just had a thought; landscape VR photography with filmic effects. Imagine this being the world that you see in front of you, in the same colors and tones:
[t]https://upload.wikimedia.org/wikipedia/commons/f/fb/Ansel_Adams_-_National_Archives_79-AA-G11.jpg[/t]
I wonder if anyone's explored that sort of thing yet.
[QUOTE=woolio1;48735894]I don't think it has to really be news. News would be way too mundane.
Imagine an Ansel Adams of VR, or a Christopher Morris. Really putting someone in a scene, making them feel the same awe and emotion of a landscape, or the horrors of a war-torn city halfway around the world.
There's unprecedented potential to spur emotion in VR, and I'm sure the media will make use of that.
I've also just had a thought; landscape VR photography with filmic effects. Imagine this being the world that you see in front of you, in the same colors and tones:
[t]https://upload.wikimedia.org/wikipedia/commons/f/fb/Ansel_Adams_-_National_Archives_79-AA-G11.jpg[/t]
I wonder if anyone's explored that sort of thing yet.[/QUOTE]
I can't wait until vr moves me to tears and then I have to clean off the lenses
[QUOTE=Timebomb575;48730996]I wonder if they are planning to make use of the controllers, given that Elite is pretty much the definition of the sit-down VR experience.[/QUOTE]
[url]http://vrfocus.com/archives/22140/frontier-talks-elite-dangerous-steamvr-support-oculus-progress-more/[/url]
[QUOTE]VRFocus: Will you be taking advantage of SteamVR’s unique features such as Room Scale tracking and the HTC Vive’s controllers?
OP: Our initial update will add support for SteamVR’s HTC Vive headset. Our SteamVR update doesn’t include support for the SteamVR controllers, but it’s something we’re looking into.[/QUOTE]
[QUOTE=jazzpunk;48739816][url]http://vrfocus.com/archives/22140/frontier-talks-elite-dangerous-steamvr-support-oculus-progress-more/[/url][/QUOTE]
it would be cool to physically interact with cockpit. like grab the throttle with one controller and the control stick with the other controller. They could make the holographic UI touch-capable. would be so slick.
[QUOTE=hybrid_theory;48739851]it would be cool to physically interact with cockpit. like grab the throttle with one controller and the control stick with the other controller. They could make the holographic UI touch-capable. would be so slick.[/QUOTE]
This is what I was thinking they'd have to be honest. Virtual joystick basically, with the ability to interact with all the menus with just point and touch.
[QUOTE=hybrid_theory;48739851]it would be cool to physically interact with cockpit. like grab the throttle with one controller and the control stick with the other controller. They could make the holographic UI touch-capable. would be so slick.[/QUOTE]
In theory maybe, but I have serious doubts about doing that in practice. At least in Elite/DCS anyway. SteamVR controller support for flight/space sims is something I'm not exactly sure how to do well. You would have to take your hands off the HOTAS, grab the controller, then use it to interact with something in the cockpit, put it back down somewhere, then put your hand back on the HOTAS. Very slow and clumsy.
The only way to make it work is to eliminate the HOTAS entirely, but in doing so you now lost a hell of a lot of buttons and no longer have a tactile stick to fly with. The button part could at least be partially remedied by creating some kind of menu that's accessed by the touch pad, but you're still limited in space and it's not as good as buttons. Trying to emulate a stick with a free floating wand would be as useful as trying to use the tilt sensor on a Wiimote to drive a game like Forza. It'd be terribly inaccurate because you have no feeling for where center is, not to mention tiring. It might work if you set it down on the desk because the bottom is flat, but that's still not an effective replacement for a joystick in my opinion.
I think it would require some kind of base you could snap the wand into when you're using it like a joystick, or maybe a custom set of wands entirely with a bunch more buttons on them but still with the sensors on it. Another alternative would be if you could keep the HOTAS, and instead of the wands you wore some kind of sweet ass power glove with the laser sensors built into it. I think that's probably the ideal solution, but would require a brand new peripheral entirely.
Oculus Connect tomorrow. Keynote starts 10 AM PDT, which is 7 PM CEST for everyone in my timezone. Everything will be streamed.
Palmer has made it clear on the subreddit that we [b]won't[/b] have to expect the Rift pre-orders to go live during the show. They're coming later this year.
[QUOTE=Why485;48740660]In theory maybe, but I have serious doubts about doing that in practice. At least in Elite/DCS anyway. SteamVR controller support for flight/space sims is something I'm not exactly sure how to do well. You would have to take your hands off the HOTAS, grab the controller, then use it to interact with something in the cockpit, put it back down somewhere, then put your hand back on the HOTAS. Very slow and clumsy.
The only way to make it work is to eliminate the HOTAS entirely, but in doing so you now lost a hell of a lot of buttons and no longer have a tactile stick to fly with. The button part could at least be partially remedied by creating some kind of menu that's accessed by the touch pad, but you're still limited in space and it's not as good as buttons. Trying to emulate a stick with a free floating wand would be as useful as trying to use the tilt sensor on a Wiimote to drive a game like Forza. It'd be terribly inaccurate because you have no feeling for where center is, not to mention tiring. It might work if you set it down on the desk because the bottom is flat, but that's still not an effective replacement for a joystick in my opinion.
I think would require some kind of base you could snap the wand into when you're using it like a joystick, or maybe a custom set of wands entirely with a bunch more buttons on them but still with the sensors on it. Another alternative would be if you could keep the HOTAS, and instead of the wands you wore some kind of sweet ass power glove with the laser sensors built into it. I think that's probably the ideal solution, but would require a brand new peripheral entirely.[/QUOTE]
You know, I expect custom tracked peripherals using Lighthouse, because it's apparently a pretty cheap system to implement, and it's completely open.
Similarly, as long as you create the software and put some IR LEDs in whatever you want to make work, like your powergloves, you could use them as an input for the Oculus.
I wonder if gloves would work with lighthouse. The stick tracking works well due to them being rigid bodies right?
Talking people out of uneducated VR hate feels strange cause I always feel like it looks like I'm shilling or something from an outside perspective.
Don't even bother. Just slap a Rift on their face when it comes out.
[QUOTE=Why485;48740660]In theory maybe, but I have serious doubts about doing that in practice. At least in Elite/DCS anyway. SteamVR controller support for flight/space sims is something I'm not exactly sure how to do well. You would have to take your hands off the HOTAS, grab the controller, then use it to interact with something in the cockpit, put it back down somewhere, then put your hand back on the HOTAS. Very slow and clumsy.
The only way to make it work is to eliminate the HOTAS entirely, but in doing so you now lost a hell of a lot of buttons and no longer have a tactile stick to fly with. The button part could at least be partially remedied by creating some kind of menu that's accessed by the touch pad, but you're still limited in space and it's not as good as buttons. Trying to emulate a stick with a free floating wand would be as useful as trying to use the tilt sensor on a Wiimote to drive a game like Forza. It'd be terribly inaccurate because you have no feeling for where center is, not to mention tiring. It might work if you set it down on the desk because the bottom is flat, but that's still not an effective replacement for a joystick in my opinion.
I think it would require some kind of base you could snap the wand into when you're using it like a joystick, or maybe a custom set of wands entirely with a bunch more buttons on them but still with the sensors on it. Another alternative would be if you could keep the HOTAS, and instead of the wands you wore some kind of sweet ass power glove with the laser sensors built into it. I think that's probably the ideal solution, but would require a brand new peripheral entirely.[/QUOTE]
it wouldn't be good enough for flight control enthusiasts I guess, but I'm just say the option would be great.
Preorders are not going live yet but maybe we'll hear when and how pricey during connect. Hopefully.
Seems I misread a few things. Oculus Connect starts today but the keynotes aren't until tomorrow (24/9)?
[QUOTE=*Freezorg*;48742212]Talking people out of uneducated VR hate feels strange cause I always feel like it looks like I'm shilling or something from an outside perspective.[/QUOTE]
the "You're just a fanboy" counter-argument is such a hollow cop-out, but can hit like a ton of bricks. Like no shit I know a lot about [x], I gave it a chance and played it/researched the topic/am not a complete asswipe with no understanding of technology
[media]https://www.youtube.com/watch?v=G94v9XpR6z4[/media]
Some siggraph promo videos can be down right odd.
Carmack says that the announcements at Connect 2 will range from [url=https://www.youtube.com/watch?v=cKUyg6cUfcw&feature=youtu.be&t=893]"great to best thing in the world for VR"[/url]
[media]https://www.youtube.com/watch?v=Uhh4dA-V2os[/media]
Another teaseeeer! So hyped
[url]http://www.twitch.tv/oculus[/url]
1 hour till OC keynotes and hopefully announcements begin
Had no idea that was today, thanks for the heads up.
Some interesting comments on Oculus Touch, it's strengths, weaknesses, and problems inherent to all current VR motion controls.
Comes from this article: [url]http://www.houstonvr.com/?p=93[/url]
[quote]Of everything being demonstrated at Connect, I most eagerly anticipated my time with the Oculus Touch. Each guest is paired with an employee in a shared VR space, guiding him or her through the Touch’s small but critical learning curve. Together they light fire-crackers, play ping-pong, and shoot each other with shrink-rays. The experience is a blast.
So how good is the Touch? A case could be made that it’s the best VR hand-tracking peripheral in the world right now. It provides elegant solutions to some previously intractable problems. It allows for a wider range of interactions than HTC or Sony’s wand-based solutions. The results are impressive; the kudos Oculus has received are well-deserved.
That said, the Touch has its shortcomings. I encountered occasional small tracking hiccups, likely due to occlusion. Finger-pose tracking (via capacitative sensors on the buttons) provides tremendously functionality, but is also imprecise and occasionally jumpy. And while the controller wasn’t heavy, I never forgot that I was holding it.
In practice, one of my greatest frustrations was the inability to find the edges of objects by feel. The Touch’s triggers give a solid tactile response when you activate them (a big advantage over optical-only solutions like the Leap Motion). But to pick something up, you must wave your hand [I]through[/I] the item, clicking the trigger (hopefully) as they intersect. This is a limitation common to all current hand trackers, so I’m not singling out the Touch. But I was itching for feedback as I waved my hands around trying to grab things. Pushing the trigger out by a millimeter or two (via worm-gear, perhaps?) as your hand enters an object, then snapping it back as your hand exits it, or some similar mechanism, could go a long way towards solving this.[/quote]
Yeah, saw that. Hopefully the hiccups are just prototype-stuff and will be smoother in the consumer version. Since there's still half a year until their release.
[editline]24th September 2015[/editline]
10:00 Brendan Iribe keynote (starting in 20 mins)
11:00 Michael Abrash keynote
11:30 Exclusive developer interviews
13:00 John Carmack keynote
The first talk just started
IT'S THE ZUCK HIMSELF
Surprise Zuck
we want everyone to experience VR so here's an overpriced piece of plastic that only works with a few samsung phones
99 DOLLARS for the consumer gear VR this november
That's a lot cheaper then I expected.
Oculus Arcade. Who's working on that arcade game again at FP? :v
Netflix confirmed
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