[QUOTE=Clavus;51888794]Vive Studios trailer:
[url]https://www.youtube.com/watch?v=7Dc7LRMaZkA[/url]
You might want to turn off the sound.[/QUOTE]
Holly shit, that may be the worst noise I have ever heard. You can make better music by spinning the radio tuner like an idiot.
[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]
I'd highly recommend you use Unity. It has tons of assets and documentation, it's extremely easy to learn and fast to develop in. Feel free to add me on Steam, I'd be happy to help you get going.
[QUOTE=srobins;51888890]I'd highly recommend you use Unity. It has tons of assets and documentation, it's extremely easy to learn and fast to develop in. Feel free to add me on Steam, I'd be happy to help you get going.[/QUOTE]
As much as I am more experienced in and heavily prefer C++ to C# and I respect the crazy powerful features they've developed, UE4's documentation is just such a haphazard mess that it was pretty frustrating to do anything serious in. I mean I don't know the exact state it's in right now but a full year after UE4 launched most of the networking doc pages were still just placeholders that said something like "<topic> explanation goes here" and the docs that weren't placeholders were out of date v:v:v
[QUOTE=Elspin;51888762]
They got quite a lot of funding so it could be a separate team within the company, at least I'd hope so.[/QUOTE]
I hope so, too. I love Raw Data and I'd hate to burned by them dedicating their entire team to a new game.
[QUOTE=kyle877;51888961]I hope so, too. I love Raw Data and I'd hate to burned by them dedicating their entire team to a new game.[/QUOTE]
[url=http://www.roadtovr.com/survios-series-c-investment-50-million-raw-data-most-funded-vr-development-studio/]I missed a digit[/url] when remembering how much funding they got, it's almost definitely an entire sub-team. They're loaded.
[QUOTE=Clavus;51886942]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.[/QUOTE]
There's a cost/capability tradeoff on digital imaging sensors. The higher your resolution, and the faster your refresh rates, the more expensive that sensor will be. Logitech's still selling 1080p/30 webcams for $100, which is about average for that industry. Sensors capable of doing anything higher, like 4k/60, are still more than $150 per unit (the kind in flagship phones.)
Compared to in-headset tracking with a laser scanning system, wherein the optical sensors can be cheap and readily-sourced and the scanners use technology that's been around for decades, camera tracking really doesn't make sense at all. It's far more expensive, less reliable, and the larger your tracking volume is, the more it costs. And these are issues you can't circumvent by processing frame data in the cameras. The only way out is spending more on the sensors.
And I say this as a guy that owns an Oculus Rift. I like the company, I love their designs, I just really hate the tracking system they chose.
[img]http://horobox.co.uk/u/orkel_1488373975.png[/img]
VRchat in a nutshell. Animes everywhere.
[QUOTE=Orkel;51890500][img]http://horobox.co.uk/u/orkel_1488373975.png[/img]
VRchat in a nutshell. Animes everywhere.[/QUOTE]
You just missed capgun, conner and myself, the few not-weeb avatars. The Coal 'n' Gold game is pretty fun, assuming you have hand controllers.
[QUOTE=Korro Bravin;51890633]You just missed capgun, conner and myself, the few not-weeb avatars. The Coal 'n' Gold game is pretty fun, assuming you have hand controllers.[/QUOTE]
To be fair I was only using the default avatar anyway
I like hanging around the hub so we'll probably meet one day.
[sp]my avatar is anime too[/sp]
So does anybody know anything about the vive finacing stuff? That might be the best option I have for getting one anytime soon and I can't seem to find any info on it
[QUOTE=Mikesword221;51890854]So does anybody know anything about the vive finacing stuff? That might be the best option I have for getting one anytime soon and I can't seem to find any info on it[/QUOTE]
I think it's still in the works atm
[editline]28th February 2017[/editline]
It seems like an awesome idea tbh, more money for them and hopefully more people will be able to get into VR
Hopefully the financing option comes to Canada at some point too
[QUOTE=venom;51890867]I think it's still in the works atm
[editline]28th February 2017[/editline]
It seems like an awesome idea tbh, more money for them and hopefully more people will be able to get into VR
Hopefully the financing option comes to Canada at some point too[/QUOTE]
I think they are already available for US and China
[url]https://blog.vive.com/us/2017/02/27/get-a-vive-for-as-low-as-40-per-month-with-new-financing-options/[/url]
A lot of people can't afford $800 outright. It's a huge obstacle in adoption. I dare to say we'll see VR headset sales explode when they can be bought with monthly payments, it's just how the modern consumer buys stuff. HTC is doing an awesome job with being the first to add that option.
I bought mine with a credit card, and it sat on the card for about a year before I had it paid off.
[QUOTE=El Periodista;51891101]I bought mine with a credit card, and it sat on the card for about a year before I had it paid off.[/QUOTE]
credit card interest rates are awful though
[QUOTE=venom;51891103]credit card interest rates are awful though[/QUOTE]
Well... Yes.
[QUOTE=EliteGuy;51890882]I think they are already available for US and China
[url]https://blog.vive.com/us/2017/02/27/get-a-vive-for-as-low-as-40-per-month-with-new-financing-options/[/url][/QUOTE]
I'm still not sure though. Is it the Pay pal credit option on checkout?
[QUOTE=Orkel;51890694]I like hanging around the hub so we'll probably meet one day.
[sp]my avatar is anime too[/sp][/QUOTE]
The height in your screenshot gives it away... also heres someones sanic.
[t]http://i.imgur.com/MMQ3OOL.jpg[/t]
Does the Vive come with any mounting accessories for the lighthouses? I couldn't find anything definitive since everyone just seems to be talking about their alternative mounting solutions.
[QUOTE=HTS CONNER;51891366]The height in your screenshot gives it away... also heres someones sanic.
[t]http://i.imgur.com/MMQ3OOL.jpg[/t][/QUOTE]
what game is that
[editline]1st March 2017[/editline]
[QUOTE=Elspin;51888919]As much as I am more experienced in and heavily prefer C++ to C# and I respect the crazy powerful features they've developed, UE4's documentation is just such a haphazard mess that it was pretty frustrating to do anything serious in. I mean I don't know the exact state it's in right now but a full year after UE4 launched most of the networking doc pages were still just placeholders that said something like "<topic> explanation goes here" and the docs that weren't placeholders were out of date v:v:v[/QUOTE]
what blows my mind is if they had a proper development system they 100% have no excuse to not already have documentation. How can you publish code without documentation?
[editline]1st March 2017[/editline]
nevermind, found out what game it was by being not stupid.
[img]http://cdn.akamai.steamstatic.com/steam/apps/438100/ss_79223484d0eff4c47858c27976ab6059c003fbb8.1920x1080.jpg?t=1487302434[/img]
is this psycho-pass
[QUOTE=SEKCobra;51892400]Does the Vive come with any mounting accessories for the lighthouses? I couldn't find anything definitive since everyone just seems to be talking about their alternative mounting solutions.[/QUOTE]
I believe there were some simple wall mounts in the Vive package. Just look up an unboxing video or something.
[QUOTE=Clavus;51892439]I believe there were some simple wall mounts in the Vive package. Just look up an unboxing video or something.[/QUOTE]
Good idea, appears there are wall mounts included.
[QUOTE=SEKCobra;51892464]Good idea, appears there are wall mounts included.[/QUOTE]
Yes, but the drywall anchors that it comes with are a pain in the ass to use, so do yourself a favour and go grab some normal drywall anchors (1/4in style) if you aren't mounting to a wall stud.
[QUOTE=Korro Bravin;51893490]Yes, but the drywall anchors that it comes with are a pain in the ass to use, so do yourself a favour and go grab some normal drywall anchors (1/4in style) if you aren't mounting to a wall stud.[/QUOTE]
I don't have drywall but I have all the screw materials I need to fix stuff to my walls.
Anyway, I kinda just bought a Vive because 0 interest financing and stupid. Can someone reiterate the must-buy/get games? I've got H3VR, Onward and Job Sim on my list, although I might wait for a sale on Job Sim.
[editline]1st March 2017[/editline]
Great, first thing I did was drop the headset out of the box because of the way it opens...
...cough cough [sp] VR Kanojo is released cough cough https://www.illusiondlshop.com/ NSFW[/sp]
Epic's GDC Unreal keynote starts in 5 minutes.
[media]https://www.twitch.tv/unrealengine[/media]
They have teased the release of Robo Recall, which is really likely to happen.
[QUOTE=e_k_M;51893837]...cough cough [sp] VR Kanojo is released cough cough https://www.illusiondlshop.com/ if you can share download link i will gift you a game equivilent of its price cough cough[/sp][/QUOTE]
I just opened that link in a public library... You really need to NSFW tag that shit, man.
Also, I might be bookmarking that for later...
Massive price drop for Rift+Touch!
It's now $200 cheaper. You can get the package for just $600 total.
[url]http://www.theverge.com/2017/3/1/14779460/oculus-rift-touch-vr-bundle-price-drop-200[/url]
[editline]1st March 2017[/editline]
[url]http://www.roadtovr.com/oculus-rift-price-drop-touch/[/url]
[quote]In an aggressive move to that’ll help lower the bar of entry still further for VR, Oculus have announced sizeable permanent price drops for both the Oculus Rift headset and Oculus Touch controllers, both now cut by $100 each.[/quote]
[editline]1st March 2017[/editline]
As expected, Robo Recall now free on the Oculus Store for all Touch owners [url]https://www.oculus.com/experiences/rift/1081190428622821/[/url]
[editline]1st March 2017[/editline]
[url]https://www.oculus.com/blog/introducing-rift-touch-for-598plus-robo-recall-is-now-available/[/url]
[img]http://horobox.reager.org/u/orkel_1488401508.jpg[/img]
[quote]That starts with making PC VR as affordable as possible. We’re excited to announce that starting today, Rift plus Touch is now only $598 (from $798). If you already have Rift, Touch is now only $99, and the price of an additional Oculus Sensor is now $59.[/quote]
Does Robo Recall work natively for the Vive ?
It looks fun as balls, I'm totally okay with spending 30 bucks on it, but I gotta make sure it'd actually work. I already have Revive installed as well.
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