So daydream got updated so now some websites can host VR content on chrome, unfortunately it comes short of what I really want which is just a native chrome web browser in VR. Imagine playing flash games on miniclip! It seems a pretty reasonable request...
inXile Entertainiment (wasteland devs) are coming out with a dungeon crawler RPG for the Oculus Touch, coming out later in 2017.
[url]https://uploadvr.com/the-mages-tale-oculus-touch-inxile/[/url]
First impressions this GDC.
Abode
how 2 find binary code for center desk shelf?
[QUOTE=Orkel;51871723]inXile Entertainiment (wasteland devs) are coming out with a dungeon crawler RPG for the Oculus Touch, coming out later in 2017.
[url]https://uploadvr.com/the-mages-tale-oculus-touch-inxile/[/url]
First impressions this GDC.[/QUOTE]
Rec Room's Quest has prepared me for this :v:
is there any way to find your friends in rec room on steam?
[QUOTE=Ldesu;51872714]is there any way to find your friends in rec room on steam?[/QUOTE]
Not sure if there's a specific way to do that, but you can find people you recently played with.
Open your Steam Library
Hover over your name at the top so that the drop-down menu appears
Hit Friends
Then click on the Recently Played With tab.
The newest H3VR update has some good shit
[media]https://www.youtube.com/watch?v=b2LHN445FLE[/media]
Mainly, faux gravity gun and manhacks.
Was playing Racket NX for first time, one of my controllers slipped out of my hand, smashed on floor. Something broke and is not seen anymore and everytime I plug it in, it asks for software update, but everything else works, and something inside is rattling :< The other controller also slipped out, but is fine, lol. I refunded that game, it's made by a devil.
I guess 50-110$ out of pocket for repair... I doubt they will do it for free after what I did, but I might argue with supervisor.
[QUOTE=Xanoxis;51873191]Was playing Racket NX for first time, one of my controllers slipped out of my hand, smashed on floor. Something broke and is not seen anymore and everytime I plug it in, it asks for software update, but everything else works, and something inside is rattling :< The other controller also slipped out, but is fine, lol. I refunded that game, it's made by a devil.
I guess 50-110$ out of pocket for repair... I doubt they will do it for free after what I did, but I might argue with supervisor.[/QUOTE]
It's entirely your fault for not using the straps tbh
[QUOTE=venom;51873412]It's entirely your fault for not using the straps tbh[/QUOTE]
I used straps, it snapped, and my hand slipped off.
[QUOTE=Xanoxis;51873543]I used straps, it snapped, and my hand slipped off.[/QUOTE]
Original vive straps were shit. A lot of people, myself included, bought Wii straps
Can someone give me some direction? I want to make a bowling game for the Rift and Vive, because there isn't a decent one available yet.
Ideally, I'd like to use Unreal Engine, since it has VR support and PhysX out of the box, and seems fairly easy to work with. I've got experience creating environments and assets in Blender, but I have very little coding experience. (I've done a little bit of LUA scripting in the past, ages ago, but nothing recently.)
I'm really just asking where I get started here. Creating the environment is the easy part, actually making it do stuff will be a bit more difficult.
[QUOTE=capgun;51873656]Original vive straps were shit. A lot of people, myself included, bought Wii straps[/QUOTE]
I would, but you can't find original Wii straps in Europe, or it is hard.
Honestly the vive controllers don't seem all that sturdy considering the amount of punishment they should be able to take.
Like come on, they're designed to be swung around while almost completely blind to your surroundings. At least give them a rubber housing or something so they can take some hits.
[QUOTE=El Periodista;51873830]Can someone give me some direction? I want to make a bowling game for the Rift and Vive, because there isn't a decent one available yet.
Ideally, I'd like to use Unreal Engine, since it has VR support and PhysX out of the box, and seems fairly easy to work with. I've got experience creating environments and assets in Blender, but I have very little coding experience. (I've done a little bit of LUA scripting in the past, ages ago, but nothing recently.)
I'm really just asking where I get started here. Creating the environment is the easy part, actually making it do stuff will be a bit more difficult.[/QUOTE]
You'd probably be better off asking [URL="https://facepunch.com/showthread.php?t=1515555"]here[/URL] instead.
[QUOTE=El Periodista;51873830]Can someone give me some direction? I want to make a bowling game for the Rift and Vive, because there isn't a decent one available yet.
Ideally, I'd like to use Unreal Engine, since it has VR support and PhysX out of the box, and seems fairly easy to work with. I've got experience creating environments and assets in Blender, but I have very little coding experience. (I've done a little bit of LUA scripting in the past, ages ago, but nothing recently.)
I'm really just asking where I get started here. Creating the environment is the easy part, actually making it do stuff will be a bit more difficult.[/QUOTE]
You might be interested in LÖVR: [url]http://bjornbyt.es/lovr/[/url]
[QUOTE=Ganerumo;51873916]Honestly the vive controllers don't seem all that sturdy considering the amount of punishment they should be able to take.
Like come on, they're designed to be swung around while almost completely blind to your surroundings. At least give them a rubber housing or something so they can take some hits.[/QUOTE]
Yeah, and there is metal rectangle for weight under the controller (at least as far as I know) that can snap off, and actually smash small chips that are 5 mm above. I think that what happened with my controller, because that thing is rattling inside the controller.
[QUOTE=Ganerumo;51873916]Honestly the vive controllers don't seem all that sturdy considering the amount of punishment they should be able to take.
Like come on, they're designed to be swung around while almost completely blind to your surroundings. At least give them a rubber housing or something so they can take some hits.[/QUOTE]
The ones at work have very rarely bumped anything but from what I've heard they very rarely break
[QUOTE=Cold Finger;51872921]Not sure if there's a specific way to do that, but you can find people you recently played with.
Open your Steam Library
Hover over your name at the top so that the drop-down menu appears
Hit Friends
Then click on the Recently Played With tab.[/QUOTE]
Nobody shows up in that list for me.
[QUOTE=Ldesu;51875097]Nobody shows up in that list for me.[/QUOTE]
Might only be for certain games then, sorry.
[media]https://www.youtube.com/watch?v=sZ-rOzcYpHQ[/media]
Kinda like holodance
Appareantly, I Expect You To Die will get HTC Vive support soon?
I didn't find ANY information on it or other confirmation except this facebook post. And even on this post it's just as a sidenote.
[url]https://www.facebook.com/ieytd/posts/636932786515213[/url]
[editline]26th February 2017[/editline]
Oh i found this too
[media]https://twitter.com/ieytd/status/826126927656341504[/media]
[editline]26th February 2017[/editline]
Oh nevermind its "Later in 2017" sooo i guess we're just waiting for the timed exclusivity to end...
[url]https://iexpectyoutodie.schellgames.com/i-expect-you-to-die-returns-to-pax-east-in-the-indie-megabooth[/url]
Exclusivity is bullshit.
So is there any news on the price point for the vive object tracker?
GearVR controller announced
[url]https://www.oculus.com/blog/introducing-samsungs-new-gear-vr-with-controllerpowered-by-oculus/[/url]
[img]https://scontent-fra3-1.xx.fbcdn.net/v/t39.2365-6/10000000_585842898253108_1217973027732455424_n.jpg?oh=fd5e47d3a097d74a9a1266835d407022&oe=593F7A3C[/img]
[quote]you’ll be able to use your hand to point, drag and drop, tilt, shoot, and more[/quote]
Positional tracking, or just rotational tracking?
[QUOTE=Orkel;51877631]
Positional tracking, or just rotational tracking?[/QUOTE]
Im [I]guessing [/I]rotational, just like the daydream controller
Funny how it has a Vive-ish looking touchpad on the top.
A lot of old threads here on FP about VR are getting tons of views.
Like that sulon q thing with AMD, havent heard of it since, what happened to it?
finally got touch
it's like getting a rift all over again
[QUOTE=Lazore;51878525]A lot of old threads here on FP about VR are getting tons of views.
Like that sulon q thing with AMD, havent heard of it since, what happened to it?[/QUOTE]
Not sure, I've been interested to see any good mobile ar or vr since the only really good mobile headset I've used is the HoloLens, but I haven't heard anything even approaching a release date for it. We got an Atheer Air, but they're pretty shit. Both the gesture interaction system and the fucking [i]head strap[/i] are intensely physically painful to use. Not just uncomfortable, painful. All hard plastic that doesn't sit right.
[sp]speaking of vr threads on fp, kind of awkward how many people hone in on every vr thread to angrily proclaim how "shit" vr is without ever having even tried it[/sp]
[media]https://twitter.com/htcvive/status/836130795727134720[/media]
business models of the Vive will have the deluxe audio strap at no extra cost.
the tracker puck things will also go for [URL="https://uploadvr.com/gdc-2017-vive-tracker-deluxe-audio-strap-cost-100/"]100$ a pop (to developers)[/URL]
Vives will also have Financing options soon
[url]https://uploadvr.com/gdc-2017-htc-vive-payment-plan-revealed/[/url]
[QUOTE]In America, JD.com will sell the Vive with a 0% financing scheme with monthly payments of $138 (plus tax and shipping) over six months, or $66.58 over 12 months. A 7.99% plan for $40.13 a month over two years is also available.[/QUOTE]
[QUOTE]In China, meanwhile, three 0% financing schemes are on offer. One is for three months at ¥2,296 ($334.05), the next is for six months at ¥1,148 ($167.02), and the final is over a year at ¥574 ($83.51).[/QUOTE]
also Vive has been doing VR surveys on gender demographics. 95% of Vive users are male, 87.3% of non-vive users are male. a average VR gamer spends 5 hours a week in VR. 60% of Vive users download between 8-24 VR games/experiences/etc. a month
[url]https://uploadvr.com/vive-users-94-9-percent-male-spend-5-hours-week-vr-average/[/url]
[url]http://u3915321.viewer.maka.im/pcviewer/R1HEHKCZ[/url]
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