[media]https://twitter.com/rrza/status/833612771430371333[/media]
Can't wait for the knuckle controller so I can stop accidentally bumping controllers into the walls and can start just smashing my fucking hands instead
OW
[QUOTE=Wii60;51848695]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]
Oculus's biggest mistake is to not sell the Rift in China. I don't think they could beat HTC there even if they did, China is their home turf.
So far, I've shattered a lamp and horribly bruised my wrist by slamming it into a bookshelf edge.
These things might actually be lethal.
I remember the first day while I was setting up the vive I thought to myself "I'm definitely going to end up smashing that ceiling light eventually, I'm going to raise it up a bit later"
It didn't survive the first 15 minutes
Y'all need to pull your Chaperone bounds back a few feet
Is there a way to edit your chaperone without redoing the whole setup process ? Some games work better facing my closet and others work better facing my PC (mostly based on how far forward I have to reach) and it's a pain in the ass to have to go through the whole procedure every time.
That, and it'd be nice to adjust the chaperone bounds to exactly fit my walls.
[QUOTE=Orkel;51849189]Oculus's biggest mistake is to not sell the Rift in China. I don't think they could beat HTC there even if they did, China is their home turf.[/QUOTE]
Most big tech companies that aren't situated in Asia rarely break into the Asian market.
[QUOTE=Ott;51849545]Y'all need to pull your Chaperone bounds back a few feet[/QUOTE]
I thought the room I'm using for VR was big, but it just barely hits the Rift recommended roomscale size with a 1' border.
And the lamp I broke was attached to the ceiling.
[QUOTE=Ganerumo;51849628]Is there a way to edit your chaperone without redoing the whole setup process ? Some games work better facing my closet and others work better facing my PC (mostly based on how far forward I have to reach) and it's a pain in the ass to have to go through the whole procedure every time.
That, and it'd be nice to adjust the chaperone bounds to exactly fit my walls.[/QUOTE]
This lets you flip the playspace orientation
[url]https://github.com/matzman666/OpenVR-AdvancedSettings[/url]
I decided to use sketchup to throw together ideas for a Uni project and it so happens that a tool for viewing [URL="http://store.steampowered.com/app/585340/"]sketchup files in VR[/URL] just came about.
[media]https://www.youtube.com/watch?v=6eQ9oawGq1U&feature=youtu.be[/media]
(tracking goes wonky on the balcony because I got pretty close to the mirror wall in my room)
I can see this becoming an essential app - I'll definitely be using SketchUp more because of this.
I was wondering when that'd launch. Definitely giving that a shot.
I should probably learn more Sketchup, too.
[QUOTE=Str4fe;51850011][media]https://www.youtube.com/watch?v=NspPu01hKWs[/media][/QUOTE]
how long until
[video=youtube;RHlldvAVBnE]https://www.youtube.com/watch?v=RHlldvAVBnE[/video]
but in VR
Gorn beta is amazing. Sunk three hours into it and only stopped because I was sweating up my vive. The new stabby sword is best weapon.
Wait, new stabby sword ? Did I miss an update on the game ?
[QUOTE=Ganerumo;51853899]Wait, new stabby sword ? Did I miss an update on the game ?[/QUOTE]
Closed beta
Hey guys, I just got a Vive and i'm loving it so far.
So, i'm super interested in all of the stuff i've seen about locomotion coming out eventually. I've been following the Virtuix Omni for a while now, but has anybody heard anything about the Cyberith Virtualizer? It looks infinitely better than the Omni.
Don't expect too much from omnidirectional threadmills and the like. They'll be absurdly expensive and poorly supported.
[QUOTE=Clavus;51854178]Don't expect too much from omnidirectional threadmills and the like. They'll be absurdly expensive and poorly supported.[/QUOTE]
:(
Maybe one day, i'll be able to walk around an open world with VR.
I'm betting on room-sized hamsterballs.
[QUOTE=venom;51853905]Closed beta[/QUOTE]
Ah that's a shame, guess I'll have to wait for early access to hit
[sp]Or for someone to share it[/sp]
[url]https://www.oculus.com/blog/oculus-touch-tuesdays-tilt-brush/[/url]
Tilt Brush now officially available for Rift as well
[QUOTE=Gurant;51125758]Hah, oh you're lucky then. I work in aftersales in retail, and I had a customer who had a broken USB adapter for his Vive controllers.. After 1,5 months of total unresponsiveness from HTC, I just gave him mine. Yesterday, 2 months after I've sent the RMA, loads of papers and pictures and argued with support that I don't want to send the whole headset for repair, they finally send freight notices for the USB.
Yes.
A standard fucking usb adapter that can't more than a dollar to make. They couldn't just send out a new one. This one is going to Holland for repair.
And HTCs customer service is laughable.
"Send us a mail with the pictures of the affected product"
"Alright, so what's the email adress?"
"Google HTC Customer support mail"
I'm so pissed that their support is so bad. I don't even want to sell the Vive to customers, because I'm afraid that i'll have to refund all my customers due to their horrendous support.[/QUOTE]
i think we're actually are doing a pretty decent job.. you know nothing about what we have to go through at the Customer support. I would go out on a limb just to say that we deserve more money for what we have to go though on a daily basis.
Valve opens SteamVR tracking to the masses, royalty free.
[url]https://partner.steamgames.com/vrtracking[/url]
[QUOTE]February 21, 2017 - Valve today expands the availability of its SteamVR Tracking solution by eliminating the requirement of attending (and paying for) a $3,000 training course.
After working with numerous third parties and updating the tools, Valve is opening more direct access to the technology and course work, available free of charge in English and Chinese. The full, in person training courses are still available for those interested.
In addition, SteamVR base stations will be available from Valve later this year.
SteamVR Tracking was first made available to third parties in August of last year, and over 500 companies have signed up. Developed in-house at Valve, SteamVR Tracking is a hardware/software solution that lets your devices know in real time where they are, within a room.
SteamVR Tracking is royalty free and can be used for peripherals, HMDs, or other devices.
For more information and the tech, please visit [url]http://steamvr.com/tracking[/url][/QUOTE]
and SteamVR is now in beta for linux
[url]https://www.gamingonlinux.com/articles/steamvr-for-linux-is-now-officially-in-beta.9156[/url]
also Namco is doin some vive shit
[media]https://www.youtube.com/watch?v=_jJxuWSVme8[/media]
[QUOTE=dangercunt;51855707]you know nothing about what we have to go through at the Customer support[/QUOTE]
Sorry if this sounds cold, but that's not the consumer's problem or care. They just want their $800 peripheral to be working as soon as possible.
[QUOTE=Clavus;51854214]I'm betting on room-sized hamsterballs.[/QUOTE]
It's already been done and it's even more absurdly expensive
I finally had a chance to try VR and it was a blast.
I'm about ready to throw my financial plans for 2017 out the window and just throwing a bunch of cash at the Vive, god help me.
also got a new computer recently
ramped up the sampling to 2.0
every game looks so much better now holy shit, thought the screendoor effect thing would be a problem i have to live with but this makes it basically vanish
also, buzzfeed showed off some google VR tech, skip to 4:40 to get rid of them tiltbrushing and get to the actual part
[media]https://www.youtube.com/watch?v=ecqBUQOjSqk[/media]
[t]https://i.imgur.com/oHYwXb4.jpg[/t]
Apparently this is the new Lighthouse design that was being teased a few months ago! Reddit says that according to Joe Ludwig the rounded lens means the new Lighthouses will have an even higher field of view than the first generation models! Super exciting.
[editline]22nd February 2017[/editline]
Also the new model uses one motor rather than two, so I would imagine it's a little bit more sturdy/dependable. I already had one Lighthouse fail so it's a welcome change.
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