• Oculus Rift / Virtual Reality General
    4,360 replies, posted
Vox Machinae was my first VR experience and it was the best.. the inpecable sound, cockpit view design and pretty much everything just felt so right
[QUOTE=dai;48810158]sounds like he may have astigmatism? I do too and it's not a big deal without the glasses. If you use the little screws on the headset's temples, you can extend the unit away from the eyes so you can fit glasses in there. If he's far-sighted he doesn't need glasses at all, if near-sighted you may be able to swap out the lenses, but it's not the biggest deal due to the pixel density not being very high to create detail anyways. It's a mixed bag.[/QUOTE] yup, that's the thing he has. we sorted it out and just adjusted it to allow space for his glasses. he said he was impressed, but he didn't show it that much but I don't think he's the kind of guy who shows that stuff to begin with. I think he's happy he got to try it, he said it was the most realistic thing he had ever seen when it comes to computers.
[QUOTE=werewolf0020;48810550]Vox Machinae was my first VR experience and it was the best.. the inpecable sound, cockpit view design and pretty much everything just felt so right[/QUOTE] After trying a bunch of demos and a few games, Vox Machinae was the first time I finally "got" VR and was like woah, this is good. It nailed everything that a VR game should do, and I fucking love giant robots. Everything before that just made VR feel like a fun toy/gimmick and not much more.
[QUOTE=PredGD;48809973]I didn't get around to try Sightline, but Titans of Space was surprisingly cool! been playing around with VR for 4 hours now, feel like puking. the world is literally spinning for me and my legs aren't sure how to properly move anymore. :sick: I was thinking of showing my grandpa this thing as he's coming over in an hour or two. need a relaxing demo with no gameplay to show him. Titans of Space might be a tad too long, but it could work. is Sightline a good candidate for this? I'd try it myself but right now I really need a break from this[/QUOTE] Jesus, don't force yourself.
Don't push through motion sickness, that doesn't work. Take a break when you start feeling even a bit queasy. "VR legs" are build over time with multiple short sessions (that is, for most people. Some are more, or less sensitive). And even then it's just resistance, it's still unpleasant if you experience bad VR.
You aren't doing yourself or VR any favors by making yourself uncomfortable. The consumer versions of the hardware and software will be much more comfortable and, therefore, better.
Oculus Connect 2 keynotes appeared on [url=https://www.youtube.com/user/oculusvr/videos]Oculus' Youtube channel[/url], if you haven't seen them yet.
Lots of interesting design thoughts about VR user interfaces: [media]https://www.youtube.com/watch?v=id86HeV-Vb8[/media]
[video=youtube;n97Q4sDawAs]https://www.youtube.com/watch?v=n97Q4sDawAs[/video]
[QUOTE=jazzpunk;48832804][video=youtube;n97Q4sDawAs]https://www.youtube.com/watch?v=n97Q4sDawAs[/video][/QUOTE] Tiltbrush looks rad. Seems like something I would want to do on mushrooms.
I missed this [media]https://www.youtube.com/watch?v=wlKDBUToPzc[/media] time to read up on it and see research by plusea can apply to a haptic glove. Though it would be limited to holding small objects because you're manipulating the fingers and not everything to the elbow.
That was so sad :(
Hololens devkit coming in Q1 2016 and it'll only cost $3,000 :vs: [url]http://www.technobuffalo.com/2015/10/06/hololens-development-kit-launching-q1-2016-for-3000/[/url]
[QUOTE=Orkel;48840520]Hololens devkit coming in Q1 2016 and it'll only cost $3,000 :vs: [url]http://www.technobuffalo.com/2015/10/06/hololens-development-kit-launching-q1-2016-for-3000/[/url][/QUOTE] Well... There goes that
well that should stop consumers buying it
I mean if the FOV was anything to actually be proud of in any context past the year 1975, I could see it being a really cool thing for like businesses and shit. But if the devkit price is anything to go by for consumer price, fuck that completely. They showcased that shit with Minecraft didn't they? What kind of minecraft player would buy a 3000 headset with like 2 degrees fov
[QUOTE=EcksDee;48840826] But if the devkit price is anything to go by for consumer price[/QUOTE] It's not. Do you know mow much the xbox 360 dev kits cost at launch? 10,000 dollars.
[QUOTE=xalener;48840911]It's not. Do you know mow much the xbox 360 dev kits cost at launch? 10,000 dollars.[/QUOTE] I didn't know that, sorry. All I knew is that the Oculus Rift's Devkits' costs were between 300-400 units of dosh
[QUOTE=EcksDee;48840935]I didn't know that, sorry. All I knew is that the Oculus Rift's Devkits' costs were between 300-400 units of dosh[/QUOTE] I hate to sound like a broken record, because I say this every time the HoloLens comes up, but AR really REALLY isnt gunning for the same crowd as VR at this point. I have a feeling that Microsoft isnt expecting people like you and me to buy the HoloLens. Its going to be for businesses and technologists who are interested in getting in on the ground floor and developing the concept further, because unlike VR, the technology is pretty much still in its infancy.
[QUOTE=Timebomb575;48842270]I hate to sound like a broken record, because I say this every time the HoloLens comes up, but AR really REALLY isnt gunning for the same crowd as VR at this point. I have a feeling that Microsoft isnt expecting people like you and me to buy the HoloLens. Its going to be for businesses and technologists who are interested in getting in on the ground floor and developing the concept further, because unlike VR, the technology is pretty much still in its infancy.[/QUOTE] yeah it is def not a consumer product and everybody who thinks it is and pictures themselves owning a hololens alongside their rift or vive is kidding themselves.
[QUOTE=Ithon;48839053]I missed this [/QUOTE] 2:14 gets a bit nsfw [editline]6th October 2015[/editline] jokes aside, I wonder if they could do the opposite to emulate a 'virtual object' in motion controls [editline]6th October 2015[/editline] I'm not comfy with hand controls outside of vive/touch everything so far doesn't look quite ready / supported yet but being able to "Feel" a 'physical' sensation of something I think will be the biggest leap
[QUOTE=J!NX;48843540] but being able to "Feel" a 'physical' sensation of something I think will be the biggest leap[/QUOTE] i still stand by the idea of that, whenever something like this can be accomplished, it can also be exploited to cause pain. which will never make it to market. [editline]6th October 2015[/editline] i really can't see a way around that, unless there is some sort of limiter on the device. the technology is so far out there that i can't even comprehend how an object like this would work (nevermind directly interfacing with neurons)
[QUOTE=J!NX;48843540]2:14 gets a bit nsfw [editline]6th October 2015[/editline] jokes aside, I wonder if they could do the opposite to emulate a 'virtual object' in motion controls [editline]6th October 2015[/editline] I'm not comfy with hand controls outside of vive/touch everything so far doesn't look quite ready / supported yet but being able to "Feel" a 'physical' sensation of something I think will be the biggest leap[/QUOTE] what you want is a soft body system (if I'm saying it correctly), thinking about holding a tennis ball, you can deform the ball, but after a certain point hard to press, so the ball resisting with equal force to your finger, all of a sudden opps it grew now to push your fingers back. Even if there's a safety limit, you can damage for fingers, in a rigid body system. Now if you had a soft body were you can always exceed the force to close your fingers, just being relaxed can simulate some resistance like a rubber band then great. [QUOTE=Orkel;48840520]Hololens devkit coming in Q1 2016 and it'll only cost $3,000 :vs: [url]http://www.technobuffalo.com/2015/10/06/hololens-development-kit-launching-q1-2016-for-3000/[/url][/QUOTE] I'm gonna shill castAR right now....... castAR a system supposed to be lower (possibly come out equal in price, (you know how with the rift in it could cost more for the same thing)) to the rift and vive. castAR, won't cost by far as hololens castAR, a system you won't regret buying if you find out you do not like AR and didn't waste it on hololens.
Head-mounted AR just isn't ready for prime time. It seems strange to me that MS is marketing HoloLens in this fashion already. They're going down the same route as Google Glass at this rate.
[QUOTE=Clavus;48845118]Head-mounted AR just isn't ready for prime time. It seems strange to me that MS is marketing HoloLens in this fashion already. They're going down the same route as Google Glass at this rate.[/QUOTE] I would say castAR is the more hopeful, had to get VC at the cost of putting off the swiss army approach.
Has anyone been stuck on a boot loop after installing the latest runtime on windows 10?, it has happened to me twice so far idk what i should do to avoid it i really wanna try the henry trailer
Anyone have a vive, stream controller, or going to get the one in november I have a question, is the trackpad (vive controller has one) pressure sensitive? I think I asked this question before.
[QUOTE=Ithon;48855102]Anyone have a vive, stream controller, or going to get the one in november I have a question, is the trackpad (vive controller has one) pressure sensitive? I think I asked this question before.[/QUOTE] Fairly sure it is.
I just got to try out a DK2 with a crytek demo involving climbing a mountain and looking at various dinosaurs. I have to say I now understand the hype, it was amazing. It was pretty blurry (I guess you have to adjust the lenses or something? Seemed like it.) but even if they didn't improve it any further, I'd buy one. Really can't wait for VR now!
[QUOTE=The Saiko;48859747]I just got to try out a DK2 with a crytek demo involving climbing a mountain and looking at various dinosaurs. I have to say I now understand the hype, it was amazing. It was pretty blurry (I guess you have to adjust the lenses or something? Seemed like it.) but even if they didn't improve it any further, I'd buy one. Really can't wait for VR now![/QUOTE] Blurriness is caused by a few things: 1) The dude didn't clean the lenses. Or you touched your forehead with the lenses before dropping them on your eyes, causing skin grease to mess it up 2) It's simply low resolution and has a screendoor effect. Which has been greatly improved in CV1. 3) The IPD not being set properly, this is the case if it was a public demo (they use the average IPD)
Sorry, you need to Log In to post a reply to this thread.