• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
The Khronos VR initiative now has a name and logo: [URL="https://www.khronos.org/openxr"][IMG]http://www.phoronix.net/image.php?id=2017&image=openxr_vr_api_med[/IMG][/URL] I guess they went with OpenXR because somebody already took the name OpenVR. No other new details apart from that they've nailed down the overall design goals and are now working on the actual standard.
Valve to showcase integrated/OpenVR eye tracking at GDC [url]http://www.tomshardware.com/news/valve-smi-eye-tracking-openvr,33743.html[/url]
[url]https://www.kickstarter.com/projects/1436197736/titanic-vr[/url] Titanic VR hit their kickstarter goal just 2 days before the end. Great
New VR headset prototype by LG is being shown at Valve's booth at GDC this year. [url]https://uploadvr.com/gc-2017-valve-showing-lg-headset-week/[/url] I'm guessing it is SteamVR compatible otherwise I don't understand why they'd be at Valve's booth. Edit: Yep, SteamVR. [url]https://twitter.com/chetfaliszek/status/836277276983582721[/url]
No one is gonna try and spawn a third framework, it's way too late in the game for that anyway. And honestly, who would want to go with Oculus.
[QUOTE=aiusepsi;51881572]The Khronos VR initiative now has a name and logo: [URL="https://www.khronos.org/openxr"][IMG]http://www.phoronix.net/image.php?id=2017&image=openxr_vr_api_med[/IMG][/URL] I guess they went with OpenXR because somebody already took the name OpenVR. No other new details apart from that they've nailed down the overall design goals and are now working on the actual standard.[/QUOTE] They've got a page up: [url]https://www.khronos.org/openxr[/url] [editline]27th February 2017[/editline] Oh wait your image already linked to it.
[QUOTE=SEKCobra;51882454]No one is gonna try and spawn a third framework, it's way too late in the game for that anyway. And honestly, who would want to go with Oculus.[/QUOTE] It's Valve and Oculus who are spawning the third framework, together and with many other companies.
[QUOTE=Marlamin;51882448]New VR headset prototype by LG is being shown at Valve's booth at GDC this year. [url]https://uploadvr.com/gc-2017-valve-showing-lg-headset-week/[/url] I'm guessing it is SteamVR compatible otherwise I don't understand why they'd be at Valve's booth. Edit: Yep, SteamVR. [url]https://twitter.com/chetfaliszek/status/836277276983582721[/url][/QUOTE] Holy shit that's awesome, I cant wait to have multiple SteamVR based headsets to choose from.
roomscale size stats: [url]http://steamcommunity.com/app/358720/discussions/0/350532536103514259/?tscn=1488222130[/url]
[QUOTE=bitches;51882952]It's Valve and Oculus who are spawning the third framework, together and with many other companies.[/QUOTE] Uh, I think he meant that LG wouldn't have any reason to create a third framework rather than going with either the Oculus SDK or OpenVR. Slightly confusing with talk of OpenXR within the same few posts but he was responding to LG being in Valve's booth.
[QUOTE=Wii60;51883142]roomscale size stats: [url]http://steamcommunity.com/app/358720/discussions/0/350532536103514259/?tscn=1488222130[/url][/QUOTE] Wow, I'm actually surprised at how many people do standing-only VR. The coolest part of VR for me is roomscale and actually being able to walk around (albeit in a relatively small space to the gameworld), I feel like taking that out of it would really take a lot out of the experience for me.
[QUOTE=venom;51883242]Wow, I'm actually surprised at how many people do standing-only VR. The coolest part of VR for me is roomscale and actually being able to walk around (albeit in a relatively small space to the gameworld), I feel like taking that out of it would really take a lot out of the experience for me.[/QUOTE] Not everyone has enough space. I only have enoguh room to do standing in my bedroom, if I want to do roomscale, I have to lug all my gear into the living room on a day where my flatmate isn't working at his desk.
Oculus 1.12 is rolling out starting today, it'll take a couple days to propagate to everyone. Statement from Nate regarding the patch: [quote]Hey, everyone - I wanted to share a short update on 1.12, which we’re starting to roll out to everyone today. Based on our testing, we believe 1.12 should improve tracking quality - especially for 3 sensor setups - and address the recent issues that some users were experiencing with 1.11. This release also includes a number of improvements under the hood. You can check out the full 1.12 release notes here: [url]https://forums.oculus.com/community/discussion/50132/oculus-1-12-release-notes/p1[/url] ; This was also the first time that we invited select folks in the community to help us test ahead of the official release. A huge thank you for all the feedback we received - it was helpful in getting the release more quickly. We’re looking forward to doing more of this in the future. We roll out to everyone in phases to make sure everything is working as intended. As with any new release, there are a handful of small known issues that we'll continue to work through. We appreciate all the feedback, keep it coming. Thank you! Nate [/quote] Haven't got it myself yet. [QUOTE=venom;51883242]Wow, I'm actually surprised at how many people do standing-only VR. The coolest part of VR for me is roomscale and actually being able to walk around (albeit in a relatively small space to the gameworld), I feel like taking that out of it would really take a lot out of the experience for me.[/QUOTE] [QUOTE=Wickerman123;51883306]Not everyone has enough space. I only have enoguh room to do standing in my bedroom, if I want to do roomscale, I have to lug all my gear into the living room on a day where my flatmate isn't working at his desk.[/QUOTE] It's why Oculus went with standing/seated as the standard, before Touch came out with roomscale as an "experimental" option. Roomscale is really splintered between people using tiny rooms and giant rooms and everything in between. Standing 360, with maybe a step or two in either direction, is just easier to use as a standard when the biggest chunk is like that. My Rift setup is about 2.5x2 metres, enough to take a few steps around. I suppose it can be considered roomscale. I'm going to order a third sensor in the near future to make it smoother.
[QUOTE=Orkel;51883805]Oculus 1.12 is rolling out starting today.[/QUOTE] And I just packed away my rift and took it upstairs. gg. I spent 4 hours trying to get front facing to work. Neither sensor functioned at all. Even on a brand new install of windows on a different machine. Yey. Edit: cant even get them working on my main machine. RIP.
You sure your USB controller is supported?
[QUOTE=Orkel;51884252]You sure your USB controller is supported?[/QUOTE] Tested on 4 machines, 3 of them it PREVIOUSLY worked with. So P'ed off tempted to sell and wait for next gen. (Intel xHCI, Fresco Logic)
I got another chance to try a Vive this weekend. This was the first time I’ve tried a Vive in a while, so I was very curious what I would think about it after having spent so much time with the CV1. The last time I used a Vive was before I got my hands on a friend’s CV1. Warning: this is going to get bloggy, because it's also shaped my opinions on VR further. In terms of visuals, much has been made in flame wars over the brightness of the Vive, but it didn't look any different to me from what I recall of the Rift. I never once thought about FOV with the headset on this time, so I can't compare. However, I will say that when I first tried the Vive, I found that I preferred the circular FOV versus the boxier Rift. PSVR also has a similar circular FOV that I think just feels better. Honestly, both headsets are so close when it comes to visuals that it really seems like a moot point of comparison and not worth arguing over. As for the headset itself, that's another story. This is probably going to sound like bait, but the CV1 makes the Vive headset feel like a dev kit. It just feels cheap and plasticky in comparison, especially when it comes to ergonomics. The strap is just like the DK2's, which is to say that [I]it works[/I], but it's not a good system. I don't like how it sits on your head, and I don't like the often cited ski-goggle setup of the thing. I'm also one of those that hugely prefers using built in audio versus having to fiddle with another set of things to take on and off, and potentially more wires. Thankfully, the upcoming strap alleviates both these issues, but it adds $100 to an already expensive system. I have to make special mention though of how the Vive works with glasses. I have pretty wide glasses, and they make putting on and wearing the CV1 more annoying than it should be. There's a lot of adjustment I feel like I have to make to find a good fit. The Vive is bigger than the CV1, and it gives me enough space that my glasses are much less of an issue. This is a big plus to me. If you don't wear glasses though, I think the Rift headset is easily better as a whole than the current Vive headset. As for the controllers, I don't really have much to say about them. The touch pad is cool, but I prefer having physical buttons and sticks on Touch, as well as a dedicated grip button. That said, the Vive wands do their jobs very well. It's pretty much personal preference if you ask me, and arguing over which is better is akin to arguing over gamepad preferences to me. At the end of the day though, I still don't like either system enough justify the $800 plunge. I have big issues with both systems. There are some things that I think Oculus does much better, and some things I think the Vive does much better, but both have serious enough cons that I'm still waiting it out. With the Rift, I don't like insane amount of USB ports required, a camera based tracking system is a technological dead end, and I take issue with Oculus’ exclusivity and commercial tactics. With the Vive, I don't like the headset (glasses aside) and prefer the Touch controllers, but I especially don't like the lack of built in audio. Vive also doesn’t seem to have the same level of support for simulation games (like DCS and racing sims), which is very important to me. Granted, the new Oculus-like audio strap does change this up though, as it directly addresses two of my big hang ups with the Vive headset. It’s admittedly shifting me closer towards buying a Vive, but that's still a $100 add on to an $800 system. At this point it’s late enough in the game that I’ll probably pick up one of these things next generation. The Vive with the updated strap plus the new Touch-ish style prototype controllers they have coming down the pipeline are intriguing, and picture quality is only going to get better. I only hope they can figure out a way to bring down the prices to make all this more accessible.
Can't wait till we have adjustable optics to never worry about using glasses in VR again.
[QUOTE=Orkel;51884627]Can't wait till we have adjustable optics to never worry about using glasses in VR again.[/QUOTE] Getting robot eyes will fix that
[QUOTE=J!NX;51886207]Getting robot eyes will fix that[/QUOTE] At that point we don't need headsets either!
[media]https://twitter.com/VRScout/status/836382079961047040[/media] I think this is the first time we've seen any Rick and Morty VR footage since its announcement. I'm so excited for this.
[QUOTE=Why485;51884575] At the end of the day though, I still don't like either system enough justify the $800 plunge. I have big issues with both systems. There are some things that I think Oculus does much better, and some things I think the Vive does much better, but both have serious enough cons that I'm still waiting it out. With the Rift, I don't like insane amount of USB ports required, [B]a camera based tracking system is a technological dead end[/B], and I take issue with Oculus’ exclusivity and commercial tactics. With the Vive, I don't like the headset (glasses aside) and prefer the Touch controllers, but I especially don't like the lack of built in audio. Vive also doesn’t seem to have the same level of support for simulation games (like DCS and racing sims), which is very important to me. [/QUOTE] no it isn't.
I'm very skeptical of camera-based tracking; it seems rather roundabout even though it works. Unless there's some technomagic they want to add to the second generation that requires cameras, I'd like to see Oculus stop using them.
The thing is, if they process the camera footage on the cameras themselves (using custom chips) and only send the processed positions over to the desktop, you pretty much solve the bandwidth issue. When I asked Tom Forsyth about it over Twitter DM, he said Oculus didn't do it for first gen because of time and complexity constraints, but it's certainly being looked at for coming gens.
Couple of new Rift titles announced [hd]https://www.youtube.com/watch?v=tVeweGGfiKQ[/hd] [hd]https://www.youtube.com/watch?v=ifjErLXPBKw[/hd] [editline]28th February 2017[/editline] Also [hd]https://www.youtube.com/watch?v=sA4JsAjMoGA[/hd] [editline]28th February 2017[/editline] [hd]https://www.youtube.com/watch?v=pZxEBhqNqgY[/hd] [editline]28th February 2017[/editline] [hd]https://www.youtube.com/watch?v=iSxtNzQJxo0[/hd] [editline]28th February 2017[/editline] Article about "From Other Suns" [url]https://www.engadget.com/2017/02/28/from-other-suns-lets-players-move-in-vr-however-they-want/[/url] [editline]28th February 2017[/editline] [url]https://uploadvr.com/from-other-suns-gdc-preview/[/url]
[QUOTE=Orkel;51887307]Couple of new Rift titles announced [bideos] [url]https://uploadvr.com/from-other-suns-gdc-preview/[/url][/QUOTE] Look like some really nice titles, not interested in most of them but I really like that they're expanding the types of games available in VR. [QUOTE=article]From Other Suns doesn't change the basic function of the teleport mechanic, but adds a nice twist -- it lets you see your character actually walk to the teleport location.[/QUOTE] One of the first free demo games for VR did this v:v:v. Most things the article mentions actually have been becoming pretty standard in vive games for a long time now (comfort options, multiple choices for locomotion style, etc). Article aside though, I'm definitely really interested in From Other Suns, it looks great.
New game from Raw Data devs [video=youtube;i2EgXu_FrSk]http://www.youtube.com/watch?v=i2EgXu_FrSk[/video]
Isn't Raw Data still in beta?
[QUOTE=EliteGuy;51888708]New game from Raw Data devs [video=youtube;i2EgXu_FrSk]http://www.youtube.com/watch?v=i2EgXu_FrSk[/video][/QUOTE] I feel like even people like me who usually don't have much of a trouble with uncomfortable locomotion methods would have some issue with this, sprinting really fast with a stationary body is a bit dodgy... [QUOTE=kyle877;51888746]Isn't Raw Data still in beta?[/QUOTE] They got quite a lot of funding so it could be a separate team within the company, at least I'd hope so.
Vive Studios trailer: [media]https://www.youtube.com/watch?v=7Dc7LRMaZkA[/media] You might want to turn off the sound.
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