• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
[QUOTE=Clavus;50948335]Obama doing a vr [media]https://twitter.com/Jason_Rubin/status/768876206905110528[/media][/QUOTE] VR is officially mainstream
[QUOTE=Wii60;50948523]i finally got to try a vive out at the msft store. the first time i tried a vr headset was a dk2 at pax east years ago so it was fun to see the progression to good vr. straps too small for my head or it wasn't fitted properly, such is life in the big head zone (shouldn't be suprised tho, my head can't even fit "one size fits all" hats) works amazingly tho, i just liked staring at my in-game hands most of the time because it was cool to see them in a virtual space. probably shouldn't advertise it in front of a window as you can see the light coming out in the nose area.[/QUOTE] It probably wasn't fit to you properly. My Vive fits really well and I wear a XXXXL motorcycle helmet that's slightly too tight when riding. I found it works much better if you set the bottom of the foam just below bottom of your eyesockets instead of on your cheeks like ski goggles, then tighten the straps slowly until you can look downwards without the headset flopping around on your face. If you get the chance to try one again, make sure it's put on properly, it's 100X better than just strapping it to your face.
[url]http://www.roadtovr.com/oculus-touch-chaperone-vr-boundary-wall/[/url] Surprise.
[QUOTE=Orkel;50951232][url]http://www.roadtovr.com/oculus-touch-chaperone-vr-boundary-wall/[/url] Surprise.[/QUOTE] [QUOTE]Interestingly, this boundary wasn’t actually just a line; it appeared as a piece of barbed wire, fitting with Dead & Buried’s Western aesthetic. This suggests of course that developers may have the ability to style the Oculus boundary system to suit their game.[/QUOTE] I wish SteamVR had this capability, I didn't even know I wanted it before reading this. I set my chaperone to only show floor lines pretty much as soon as I got my vive. The grid is just too out of place and in the way. If the developer of a game could stylize it then maybe it'd be less immersion breaking.
[QUOTE=Orkel;50951232][url]http://www.roadtovr.com/oculus-touch-chaperone-vr-boundary-wall/[/url] Surprise.[/QUOTE] Hasnt this been known for months? Im pretty sure there was prototype footage of Oculus' system floating around in like, early July. [editline]e[/editline] yeah starts at :30 [media]https://www.youtube.com/watch?v=KLrcZHZ14Yo[/media]
[QUOTE=PredGD;50951412]I wish SteamVR had this capability, I didn't even know I wanted it before reading this. I set my chaperone to only show floor lines pretty much as soon as I got my vive. The grid is just too out of place and in the way. If the developer of a game could stylize it then maybe it'd be less immersion breaking.[/QUOTE] You can actually get the boundary using SteamVR and draw your own stuff. I don't think the game can disable the chaperone bounds though.
[url]http://uploadvr.com/vive-2-planned/[/url] Vive 2 hasn't actually left the planning stage yet, so don't expect it any time soon. There probably won't be much of a time difference between the release of Rift 2 and Vive 2.
[QUOTE=Orkel;50953594][url]http://uploadvr.com/vive-2-planned/[/url] Vive 2 hasn't actually left the planning stage yet, so don't expect it any time soon. There probably won't be much of a time difference between the release of Rift 2 and Vive 2.[/QUOTE] IMO it should be more than a year before another headset gen. Performance needs to improve at least another generation before I think a headset resolution increase would make sense, and no other features really feel urgent to me. Carmack seems to think that FOVeated rendering might not be everything it's cracked up to be, and if I trust anyone on that, it's him. Bringing costs down would be nice, but it's not necessarily something that makes sense for a generation on its own. Honestly I feel like barring some major surprises like a wireless breakthrough all they really need to do for gen 2 is try and increase resolution and improve ergonomics.
[QUOTE=Orkel;50951232][url]http://www.roadtovr.com/oculus-touch-chaperone-vr-boundary-wall/[/url] Surprise.[/QUOTE] don't see how it's going to work well, the cameras aren't in a fixed position so there's no point of reference, we're going to see lots broken stuff from rift users
[QUOTE=Shadaez;50954003]don't see how it's going to work well, the cameras aren't in a fixed position so there's no point of reference, we're going to see lots broken stuff from rift users[/QUOTE] as with the Vive, you have to calibrate your boundaries if the tracking stations are moved around it's ridiculous how the narrative keeps shifting to smear the Rift
[QUOTE=bitches;50955401]as with the Vive, you have to calibrate your boundaries if the tracking stations are moved around it's ridiculous how the narrative keeps shifting to smear the Rift[/QUOTE] is there actually a big rift vs vive narrative going on because from my (admittedly brief) time browsing this thread, it all seems rather neutral, except with the occasional criticism of the rift being blasted with accusations of trying to 'smear' it
[QUOTE=Darkwater124;50952184]You can actually get the boundary using SteamVR and draw your own stuff. I don't think the game can disable the chaperone bounds though.[/QUOTE] I think OpenVR allows disabling the chaperone, Virtual Desktop has the ability to disable it for immersion iirc.
[QUOTE=WillerinV1.02;50955578]is there actually a big rift vs vive narrative going on because from my (admittedly brief) time browsing this thread, it all seems rather neutral, except with the occasional criticism of the rift being blasted with accusations of trying to 'smear' it[/QUOTE] for months many users here were utterly convinced (or at least posted as if they were) that the Rift could never do roomscale activities in the same way the Vive does this argument has seen constant goalpost shifting as Touch gets closer to release what else would you call the baseless claim that Touch is going to result in "lots of broken stuff" compared to the Vive?
[QUOTE=bitches;50955401]as with the Vive, you have to calibrate your boundaries if the tracking stations are moved around it's ridiculous how the narrative keeps shifting to smear the Rift[/QUOTE] Aren't the cameras a little more prone to be moved than the wall mounted lighthouses? I mean it really depends on what comes packaged with touch on release. But if users are expected to use the short corded camera that originally came with the oculus that could cause problems. I mean, that camera isn't well suited for permanent mounting. I wouldn't want to have it placed on my desk 24/7, and even if I did I couldn't imagine never bumping or moving it at all. You would have to clamp it down to make sure it never moves at all.
[QUOTE=Orkel;50953594][url]http://uploadvr.com/vive-2-planned/[/url] Vive 2 hasn't actually left the planning stage yet, so don't expect it any time soon. There probably won't be much of a time difference between the release of Rift 2 and Vive 2.[/QUOTE] My wishes for a next-gen HMD would be HDR displays at higher res, higher FOV and some tech to simulate eye focus depth (probably using eye tracking). That'd make a nice leap forward I'd imagine.
I'm not really saying the rift can't do 360, but the Vive's tracking seems so much more user friendly. With the Vive you just mount on the wall, plug them into an outlet and you're good. With Touch you have to find two shelves that aren't prone to being bumped or shaked, and then you have to route the cords across the room to your PC. And if Touch only includes 1 camera, then you have to find a safe space for the first one in cord distance to your PC. I honestly have no idea how I would set that up in my room. In general touch just seems like a much more hacked together solution to me. Lighthouse tracking was designed from the ground up specifically for roomscale tracking. The rift's tracking was originally only designed for seated tracking and is now being reworked into roomscale. Not that the rift can't do it and can't do it in a way as good as the Vive, just that there are a lot more places Oculus can fuck it up. In my opinion Oculus [U]needs[/U] to include two wall mountable cameras with Touch, but even then you still have to deal with connecting them to a PC. [editline]27th August 2016[/editline] My auto merge :(
[QUOTE=Clavus;50956358]My wishes for a next-gen HMD would be HDR displays at higher res, higher FOV and some tech to simulate eye focus depth (probably using eye tracking). That'd make a nice leap forward I'd imagine.[/QUOTE] The tech to do foveated rendering does eye tracking, so simulating DoF is absolutely a possibility with it. [editline]27th August 2016[/editline] [QUOTE=Stents*;50956373]I'm not really saying the rift can't do 360, but the Vive's tracking seems so much more user friendly. With the Vive you just mount on the wall, plug them into an outlet and you're good. With Touch you have to find two shelves that aren't prone to being bumped or shaked, and then you have to route the cords across the room to your PC. And if Touch only includes 1 camera, then you have to find a safe space for the first one in cord distance to your PC. I honestly have no idea how I would set that up in my room. In general touch just seems like a much more hacked together solution to me. Lighthouse tracking was designed from the ground up specifically for roomscale tracking. The rift's tracking was originally only designed for seated tracking and is now being reworked into roomscale. Not that the rift can't do it and can't do it in a way as good as the Vive, just that there are a lot more places Oculus can fuck it up. In my opinion Oculus [U]needs[/U] to include two wall mountable cameras with Touch, but even then you still have to deal with connecting them to a PC. [editline]27th August 2016[/editline] My auto merge :([/QUOTE] The Rift cameras are pretty easily wall-mountable, they use regular tripod screw thingamajigs so there's lots of options for that. [editline]o[/editline] [img]http://puu.sh/qQ7Yn.png[/img] This thing I just happen to have, which I'm sure you can buy on eBay for cheap, makes the Rift camera wall-mountable and easily adjustable.
[QUOTE=paul simon;50956498]The Rift cameras are pretty easily wall-mountable, they use regular tripod screw thingamajigs so there's lots of options for that.[/QUOTE] Plus the Rift's cameras are quite a bit lighter than the lighthouse beacons, and don't contain any moving parts. Downside is needing a cable to run back to your computer, but then again lighthouse beacons need to have wall sockets nearby otherwise you're still running cables all over the place.
[QUOTE=srobins;50955661]I think OpenVR allows disabling the chaperone, Virtual Desktop has the ability to disable it for immersion iirc.[/QUOTE] You can tweak quite a few things about the Vive's chaperone. I've got mine disabled, but with the floor play-area pane permanently visible at 20% visibility. I found that the chaperone breaks immersion quite a bit. Having the floor be visible works way better, because if you can't see it, you're out of bounds, and when you can see it, you know exactly where you are. Ideally, I'd like to put a texture as the floor marking, with N/E/S/W markings to orient myself.
[QUOTE=Stents*;50956373]I'm not really saying the rift can't do 360, but the Vive's tracking seems so much more user friendly. With the Vive you just mount on the wall, plug them into an outlet and you're good. With Touch you have to find two shelves that aren't prone to being bumped or shaked, and then you have to route the cords across the room to your PC. And if Touch only includes 1 camera, then you have to find a safe space for the first one in cord distance to your PC. I honestly have no idea how I would set that up in my room. In general touch just seems like a much more hacked together solution to me. Lighthouse tracking was designed from the ground up specifically for roomscale tracking. The rift's tracking was originally only designed for seated tracking and is now being reworked into roomscale. Not that the rift can't do it and can't do it in a way as good as the Vive, just that there are a lot more places Oculus can fuck it up. In my opinion Oculus [U]needs[/U] to include two wall mountable cameras with Touch, but even then you still have to deal with connecting them to a PC. [editline]27th August 2016[/editline] My auto merge :([/QUOTE] If the cameras work great when wall mounted, you can't call it a "hacked together" solution. You also can't say that the Vive lighthouses are more user friendly when the Rift's cameras come with desk stands for more casual audiences that don't care about roomscale (such as people who bought it for racecar sims). The camera controversy is really absurd since both solutions work great when mounted up on the wall. A USB extension cable is 5$, and it takes only five minutes to run the cable neatly to the PC when you first get it. They've been repeatedly demonstrated to work very well with two cameras, so why do you say that it would take three? And not to start a different argument, but the Touch controllers themselves clearly stand out as the less hacked together, more well-polished device.
[QUOTE=bitches;50956160]for months many users here were utterly convinced (or at least posted as if they were) that the Rift could never do roomscale activities in the same way the Vive does this argument has seen constant goalpost shifting as Touch gets closer to release what else would you call the baseless claim that Touch is going to result in "lots of broken stuff" compared to the Vive?[/QUOTE] Yeah because Oculus never demonstrated it and even now they're not confident enough to officially support it. Quit being a baby. [editline]27th August 2016[/editline] [QUOTE=bitches;50956995]And not to start a different argument, but the Touch controllers themselves clearly stand out as the less hacked together, more well-polished device.[/QUOTE] lol, stuff like this reminds me why you're on my ignore list. You constantly moan about how people are too harsh on Oculus and how we're all mindless Vive fanboys who can't be reasonable about the competition, then turn around and say stupid shit like this. I don't know what your deal is but you seriously need to get over yourself and your blatant fanboyism, or at the very least stop accusing others of being unfair.
made a 3d model out of my room and exported it to obj in the steamvr folder, and as my previous model of course it doesn't work, garbage software it doesn't even tell me what's wrong, why is this even a feature to have custom environments if it doesn't work?? it's just a gray room
[QUOTE=Giraffen93;50957266]made a 3d model out of my room and exported it to obj in the steamvr folder, and as my previous model of course it doesn't work, garbage software it doesn't even tell me what's wrong, why is this even a feature to have custom environments if it doesn't work?? it's just a gray room[/QUOTE] Have you considered maybe this is a you problem rather than a SteamVR problem? The fact that there are working environments existing right now kind of alludes to the fact that this is your fault.
[QUOTE=srobins;50957316]Have you considered maybe this is a you problem rather than a SteamVR problem? The fact that there are working environments existing right now kind of alludes to the fact that this is your fault.[/QUOTE] And I'm amazed on how they do it, there are no working guides out there.
[QUOTE=Giraffen93;50957266]made a 3d model out of my room and exported it to obj in the steamvr folder, and as my previous model of course it doesn't work, garbage software it doesn't even tell me what's wrong, why is this even a feature to have custom environments if it doesn't work?? it's just a gray room[/QUOTE] Look up what kind of export settings you need for it to work. All sorts of shit can be wrong, the scale can be off by orders of magnitude for all I know.
[QUOTE=paul simon;50957495]Look up what kind of export settings you need for it to work. All sorts of shit can be wrong, the scale can be off by orders of magnitude for all I know.[/QUOTE] I've tried all kinds of scales and settings, can't really change much settings though, obj is pretty simple
Check the logs, I think it was compositor that has some of the OBJ debug stuff. Valve has a bunch of limitations on things that can be loaded.
[img]http://rp.braxnet.org/scr/147231669863867.png[/img] this is all it logs
[QUOTE=srobins;50957193]Yeah because Oculus never demonstrated it and even now they're not confident enough to officially support it. Quit being a baby.[/quote] Oculus continues to market for the common denominator, which are users with small spaces to play in. They market the idea of conveniently placed tech (front facing) with hardware developed to be capable of supporting larger more advanced usage. That has nothing to do with confidence; the tech has been extensively demoed by youtubers, similar to how HTC/Valve gave the Vive Pre hardware out to developing youtubers. [quote]lol, stuff like this reminds me why you're on my ignore list. You constantly moan about how people are too harsh on Oculus and how we're all mindless Vive fanboys who can't be reasonable about the competition, then turn around and say stupid shit like this. I don't know what your deal is but you seriously need to get over yourself and your blatant fanboyism, or at the very least stop accusing others of being unfair.[/QUOTE] It's a reasoned view, unlike the fabricated claim that Touch usage will be more likely to result in "lots of broken stuff". It's not like you never read the many posts even in this thread talking about the Vive controllers not being built as well as the Steam controller. It should be quite obvious what the additional development time (and industry leading talent such as [url=https://www3.oculus.com/en-us/blog/oculus-agrees-to-acquire-carbon-design-team/]Carbon Design[/url]) of the Touch controllers is offering in ergonomics and weight. You accuse me of fanboyism for using arguments, while providing none of your own but for baseless claims of the tech not being as good as the Vive with your talk of "confidence".
would you two fuck already the tension is so hot I could melt a grilled cheese
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