[url]http://reg.techweb.com/GDCSF17-StateOfGame[/url]
apparently according to the GDC State of Game Industry 2017 book, The Vive is quickly becoming the most popular AR/VR platform to develop on.
[QUOTE]"HTC Vive outpaces Oculus Rift to become most popular VR/ AR platform among devs
The majority of those surveyed (61 percent) aren’t currently involved in developing games for VR headsets, but those that are are focusing on HTC and Valve’s Vive headset above any other platform. When asked which VR/AR platforms they were currently making games for, 24 percent of respondents said Vive, 23 percent said Oculus Rift and 13 percent said PlayStation VR. That’s a significant shift from last year, when 19 percent answered the same question with Oculus Rift, while the HTC Vive and PlayStation VR garnered 6 percent each."
This was the year that all these headsets hit retail store shelves, so for the first time ever we asked State of the Industry survey respondents on what platform they shipped their last VR game on. Most (75 percent) said they hadn’t been involved in shipping any VR game (yet), while 11 percent said they’d shipped their last VR game on the Oculus Rift. Ten percent said their last completed VR game was released for the HTC Vive, and 6 percent said Samsung’s Gear VR headset. Looking ahead, we asked those surveyed which VR/AR platforms they expected their next game (the one after the one they’re working on now) would be released on. Here again, the HTC Vive won the greatest share of interest, with 40 percent of respondents saying they expected their next project would come to Vive. 37 percent said their next game would release on the Oculus Rift, and 26 percent said PlayStation VR.
Vive is trumping other VR/AR platforms in terms of dev interest
We tried to gauge the general interest levels for each major VR/AR headset among our survey respondents, and the HTC Vive again won out: When asked to mark down the VR/AR platforms most interesting to them as developers, 45 percent marked Vive. 30 percent said Oculus Rift, and 29 percent marked PlayStation VR. Microsoft’s HoloLens headset came in a close fourth, as it was marked by 24 percent of respondents.[/QUOTE]
Oculus completely underestimated the importance of motion controllers to hook people in. Touch came too late and it still isn't perfect with 3 USB cameras and all that stuff.
All progress is good, as long as there's interest to develop for VR. Those developing for the Vive are usually releasing on the Rift too. Playstation VR is understandably a bit harder to get into as dev.
Also update on the next Oculus patch:
[url]https://forums.oculus.com/community/discussion/49777/update-on-1-11-tracking-issues-and-the-upcoming-1-12-release#latest[/url]
Currently in extended QA, but still targeted to release this month. Additionally there's talk about setting up an early preview program to test patches in the open before releasing them to the wider public.
[QUOTE=AntonioR;51834930]Oculus completely underestimated the importance of motion controllers to hook people in. Touch came too late and it still isn't perfect with 3 USB cameras and all that stuff.[/QUOTE]
Oculus underestimated having a single system for every user. The first thing devs asked for when Valve showed Vive, is to sell controllers and headset always as a single product. Oculus is not only fragmenting users by selling motion controllers and headset separately, but also by promoting 180 degree setup, allowing 360 degree setup, and selling more than 2 cameras.
Touch controllers users are fragmented into 4 different groups, and that just hurts developers. God forbid if you want to make roomscale game, with great luck you have maybe 1/10 of the whole audience.
[url]http://uploadvr.com/oculus-touch-missing-fingers-sensation/[/url]
[quote]Murphy says he’s not entirely sure which experience exactly he was using when the first sensations were achieved, he just remembers how it felt.
“It wasn’t something I expected to happen and my brain kind of internalized it the whole time. My brain kept trying to figure out what was up and I started feeling what can only be described as tingling sensations from parts of my fingers that I’ve never had,” he said.
The closest approximation Murphy could come up with for the feelings he was getting with Touch was the phantom limb sensation that amputees sometimes report. However, in Murphy’s case he never had these sensations to begin with.[/quote]
Fascinating
[QUOTE=Xanoxis;51835246]Oculus underestimated having a single system for every user. The first thing devs asked for when Valve showed Vive, is to sell controllers and headset always as a single product. Oculus is not only fragmenting users by selling motion controllers and headset separately, but also by promoting 180 degree setup, allowing 360 degree setup, and selling more than 2 cameras.
Touch controllers users are fragmented into 4 different groups, and that just hurts developers. God forbid if you want to make roomscale game, with great luck you have maybe 1/10 of the whole audience.[/QUOTE]
Valve might be more developer oriented, but Oculus aims to serve the most consumers. A lot of people don't have the space for roomscale, or the need for motion controls if they just want to play their vehicle sims.
[QUOTE=Clavus;51835459]Valve might be more developer oriented, but Oculus aims to serve the most consumers. A lot of people don't have the space for roomscale, or the need for motion controls if they just want to play their vehicle sims.[/QUOTE]
I mean if the sales figures are to be believed, thst isnt really what the market is saying either, considering that twice as many Vives have been sold compared to Rifts.
Please link me to official Oculus and Valve-released sales figures instead of speculation.
[QUOTE=Orkel;51835610]Please link me to official Oculus and Valve-released sales figures instead of speculation.[/QUOTE]
You and I both know that nobody has put out official numbers, but to dismiss a data-driven analysis as "speculation" just because it doesnt favor your chosen hardware is pretty sad.
[url]http://venturebeat.com/2017/02/04/superdata-vrs-breakout-2016-saw-6-3-million-headsets-shipped/[/url]
I would dismiss it even if it did favour my "chosen hardware". I only trust official sources. Even the article states [I]"We won’t know official numbers until manufacturers themselves start releasing more solid information."[/I]
[QUOTE=Orkel;51835991]I would dismiss it even if it did favour my "chosen hardware". I only trust official sources. Even the article states [I]"We won’t know official numbers until manufacturers themselves start releasing more solid information."[/I][/QUOTE]
Then you're going to freeze in hell before anyone will release any official source. What we have now is as official as it can get. Business and China favors Vive, and it's going to stay that way. Vive will sell more headsets for many reasons.
[QUOTE=Timebomb575;51835588]I mean if the sales figures are to be believed, thst isnt really what the market is saying either, considering that twice as many Vives have been sold compared to Rifts.[/QUOTE]
The market is still dominated by enthusiasts, and Vive numbers get boosted by Chinese sales which aren't necessarily for home use either.
In the end the best selling HMD is the GearVR because it's so accessible.
It would be weird to market a PC HMD for non-enthusiasts when it would still require an enthusiast-level PC anyway. And to me, for the price difference between the Oculus and the HTC, you seem to get a lot more features & dev backing on the HTC as well, especially with the upcoming trackers and stuff we're getting closer to full body emulation.
I can understand why you'd get an Oculus if you're limited on space, but I find 90% of the appeal of VR for me and I'm sure for most of the public (which why I imagine the majority of commercial users go with the Vive) is roomspace VR. Seems kinda boring to me to not have motion controls and not be able to walk around.
[QUOTE=venom;51836874]It would be weird to market a PC HMD for non-enthusiasts when it would still require an enthusiast-level PC anyway. And to me, for the price difference between the Oculus and the HTC, you seem to get a lot more features & dev backing on the HTC as well, especially with the upcoming trackers and stuff we're getting closer to full body emulation.
I can understand why you'd get an Oculus if you're limited on space, but I find 90% of the appeal of VR for me and I'm sure for most of the public (which why I imagine the majority of commercial users go with the Vive) is roomspace VR. Seems kinda boring to me to not have motion controls and not be able to walk around.[/QUOTE]
Well hold on, there's been reports of minor issues but I've seen nothing that convinces me that given the 3 camera setup the Rift can't do anything important the Vive can. It also has the sorta finger tracking too, anyhow, so if anything it has a leg up despite the less convenient setup, although I haven't really seen them used in any exciting ways.
As far as I'm concerned the systems are basically equivalent once set up under ideal conditions.
I'd say Oculus should have launched Touch with two cameras instead of one. That would have at least reduced market fragmentation to two groups instead of three.
I still think they should be separate, because the Rift is an absolutely brilliant piece of kit for simpits and the like, but they could definitely stand to unify their tracking situation across the board.
Still, I'm not going to complain if most of the Rift's roomscale content comes from the Vive. That's not terrible. Not ideal, but we've got to start somewhere.
Looks like Valve is commencing (private) testing of the new SteamVR "knuckles" controller design on The Lab.
[url]https://steamdb.info/app/450390/history/[/url]
[QUOTE=Marlamin;51837646]Looks like Valve is commencing (private) testing of the new SteamVR "knuckles" controller design on The Lab.
[url]https://steamdb.info/app/450390/history/[/url][/QUOTE]
I'd rather flex my knuckles.
So, gmod vr when?
[QUOTE=Ldesu;51842778]So, gmod vr when?[/QUOTE]
[url=http://store.steampowered.com/app/402800/]I think this is as close as we're going to get any time soon[/url]
Unless they've been secretely working on it for a while, which would be pretty fucking fantastic considering that Source Engine vr doesn't work with consumer versions of VR headsets, and I don't think Valve has any intention of updating HL2 for Vive support or anything.
[QUOTE=gk99;51842968][url=http://store.steampowered.com/app/402800/]I think this is as close as we're going to get any time soon[/url]
Unless they've been secretely working on it for a while, which would be pretty fucking fantastic considering that [B]Source Engine vr doesn't work with consumer versions of VR headsets[/B], and I don't think Valve has any intention of updating HL2 for Vive support or anything.[/QUOTE]
Damn, I always assumed that most source games would be relatively plug-n-play with VR headsets, since HL2VR is as easy as adding in a command prompt.
[QUOTE=gk99;51842968][url=http://store.steampowered.com/app/402800/]I think this is as close as we're going to get any time soon[/url]
Unless they've been secretely working on it for a while, which would be pretty fucking fantastic considering that Source Engine vr doesn't work with consumer versions of VR headsets, and I don't think Valve has any intention of updating HL2 for Vive support or anything.[/QUOTE]
Sadly Chunks looks abandoned, last update was almost 6 months ago. I was really hope it would turn into their VR building game like gmod but that doesn't look like the case anymore.
[QUOTE=Ldesu;51842778]So, gmod vr when?[/QUOTE]
There are keys bound to VR stuff in GMod by default, does VR not work?
[QUOTE=EliteGuy;51843148]Sadly Chunks looks abandoned, last update was almost 6 months ago. I was really hope it would turn into their VR building game like gmod but that doesn't look like the case anymore.[/QUOTE]
Ziks is still posting development updates in one of the dev general threads here.
lytro updated their vr camera progress
[url]http://blog.lytro.com/vr-update/[/url]
[QUOTE=WrathOfCat;51843284]Ziks is still posting development updates in one of the dev general threads here.[/QUOTE]
just looked at the history and I wouldn't really call him rewriting land generating speed to be anything to write home about since April of 2016
[QUOTE=Ldesu;51842778]So, gmod vr when?[/QUOTE]
Garry had confirmed that they were developing a successor to gmod as early as august 2015, and a prime focus of it will be virtual reality.
[QUOTE=garry]"We wouldn't raise the price now, I mean we’re kind of working on a sequel, so it’d be stupid to the raise the price, really. It’s early days. We’re looking at having more VR stuff in it - that’s the big point of it. And it won’t be called Garry’s Mod 2."[/QUOTE]
[url=https://www.pcgamesn.com/garrys-mod/the-making-of-garrys-mod/page/0/1]source[/url]
Could have been cancelled, scrapped, or even reworked into chunks, but who knows.
layla is asking suggestions for a new level editor not for the source engine and that would be used for making maps for a Garrys mod type of game.
[url]https://facepunch.com/showthread.php?t=1550950[/url]
I guess this is related.
[QUOTE=Orkel;51835368][url]http://uploadvr.com/oculus-touch-missing-fingers-sensation/[/url]
Fascinating[/QUOTE]
There was an experiment where someone would have a dummy hand, a mirror/wall, and their own hand, to simulate phantom limb syndrome
forgot the name of it, but this seems to be related enoufg
HTC Dominates in china sales wise.
[url]https://www.canalys.com/newsroom/media-alert-htc-takes-vr-lead-china-world%E2%80%99s-second-largest-market[/url]
[IMG]http://i.imgur.com/vPOfoE2.jpg[/IMG]
[QUOTE]HTC took the top spot, grabbing 18% of the total VR headset market (see definitions below) by volume. It shipped more than 50,000 of its Vive headsets in China. Local vendor DeePoon came a close second, taking a 17% share. It has two headsets on the market to compete with HTC. In 2016, almost 70% of DeePoon’s shipments were of its M2, a smart VR headset.[/QUOTE]
[QUOTE]
“HTC will need to continue its attack on the B2B market to ensure it maintains its lead. It is supplementing a good product with efforts to build a successful ecosystem by encouraging startups and content makers to produce engaging user experiences,” said Canalys Analyst Jason Low. “DeePoon is chasing HTC in China and owes much to its partnership with Samsung, suppliers of the M2’s silicon and display. This relationship has been vital to lower the cost of ownership of VR systems and maintain the VR experience at a decent level.”[/QUOTE]
Is there an ini tweak or plugin for the vive to make the dashboard bigger? I always have to take a step back, open it and step forward to read anything in desktop mode
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