[QUOTE=Elspin;51901964]Have you played/tried arizona sunshine? I know there was the whole debacle with intel sponsorship/content lock for a minor minigame but otherwise I heard great things about it and I'm wondering how someone's who's played both thinks they compare[/QUOTE]
I have not, sorry. Haven't had much spare cash to dump on VR games.
[QUOTE=geferon;51909839]First of all, hello guys, i'm new in this thread, i've bought the vive like, 1 month ago from now and i've been enjoying it quite a lot until now, and i just found this thread on facepunch so, greetings.
Now, ive just tried Robo recall with this method on my vive and this game is freaking amazing, i've just played the first level and customized my pistols and it feels much better than most of the vr games i've played until now.[/QUOTE]
Which method exactly? I can't get it to start.
What the thread post limit again? The info in the OP is becoming a bit old and the guy that copied it isn't bothering to keep it up to date.
[editline]4th March 2017[/editline]
5000 posts, that'll be a while.
[QUOTE=SEKCobra;51911222]Which method exactly? I can't get it to start.[/QUOTE]
Install revive, use the Inject feature to open the game's executable.
Also, my core issue with the game, the confusing and constraining teleportation system that constantly changes your orientation, is getting an official fix by the end of the month. Until that happens, I'll probably hold off on playing the game because shit gets really annoying when like fifty bullets are flying at you and you're on a time limit and you're trying to figure out where the fuck you are since your only indication of where forward is is a really tiny arrow on the ground and the game doesn't care what direction you're actually facing.
There is [url=https://www.reddit.com/r/oculus/comments/5x460g/robo_recall_360_teleportation_mod_now_available/]a mod for it[/url], but it turns off all progression and only works on modded levels.
[QUOTE=Ganerumo;51911545]Install revive, use the Inject feature to open the game's executable.
Also, my core issue with the game, the confusing and constraining teleportation system that constantly changes your orientation, is getting an official fix by the end of the month. Until that happens, I'll probably hold off on playing the game because shit gets really annoying when like fifty bullets are flying at you and you're on a time limit and you're trying to figure out where the fuck you are since your only indication of where forward is is a really tiny arrow on the ground and the game doesn't care what direction you're actually facing.
There is [url=https://www.reddit.com/r/oculus/comments/5x460g/robo_recall_360_teleportation_mod_now_available/]a mod for it[/url], but it turns off all progression and only works on modded levels.[/QUOTE]
Oh I see, so you bought it? I'm wanting to try the Modding version to see how well it works.
[QUOTE=SEKCobra;51911654]Oh I see, so you bought it? I'm wanting to try the Modding version to see how well it works.[/QUOTE]
So basically as i downloaded the modding version, first of all you have to launch it by right clicking the .uproject file at Program Files\Epic Games\RoboRecallModKit\RoboRecall and then, as it opens and it says it doesnt detect the virtual reality device you have to close it. As you do, you should get the Revive injector in the RoboRecall-Win64-Shipping.exe at Program Files\Epic Games\RoboRecallModKit\RoboRecall\Binaries\Win64 and then as you right click again the .uproject file and launch it you should be good to go. Though it takes a long time to load scenes and else and it takes up a lot of ram (took up to 6-8 gigs to me) its still awesome.
[QUOTE=geferon;51912107]So basically as i downloaded the modding version, first of all you have to launch it by right clicking the .uproject file at Program Files\Epic Games\RoboRecallModKit\RoboRecall and then, as it opens and it says it doesnt detect the virtual reality device you have to close it. As you do, you should get the Revive injector in the RoboRecall-Win64-Shipping.exe at Program Files\Epic Games\RoboRecallModKit\RoboRecall\Binaries\Win64 and then as you right click again the .uproject file and launch it you should be good to go. Though it takes a long time to load scenes and else and it takes up a lot of ram (took up to 6-8 gigs to me) its still awesome.[/QUOTE]
It's telling me I'm missing cooked files :(
[QUOTE=SEKCobra;51912182]It's telling me I'm missing cooked files :([/QUOTE]
Did you launch it first before patching it with the revive?
I have a question. Supposing we're developing VR games,
If we wanted to make the world looks larger, can we just reduce the eye-to-eye distance instead of the actual size of the world 3D model?
Or is there some other tricks?
And regarding the skybox. Is there any trick to make it look like as if it's having infinite distance from us?
I could make the skybox having exceedingly large radius, but still, would like to know if there's more elegant way
Is there any standard used for synchronizing world size unit to eye-to-eye distance?
Should probably give Serious Sam: The Last Hope a look if you want some clues on how to make good skyboxes.
[QUOTE=hakimhakim;51912342]And regarding the skybox. Is there any trick to make it look like as if it's having infinite distance from us?
I could make the skybox having exceedingly large radius, but still, would like to know if there's more elegant way[/QUOTE] That's easy, you'd just render the skybox identically for both eyes, presumably by making what you see just a function of the camera's angle. The normal way of doing this is by having a special shader for the skybox, and then distance to the polygons that make up the skybox is irrelevant because it's not taken into account when calculating what a pixel of sky should look like.
It's a bit counter-intuitive if you've not done much graphics programming before; like, for example, one way to draw a perfect sphere is to have a single quad with the normal facing the camera with a special shader which calculates what light onto a sphere ought to look like. And that way you can draw a sphere with only two triangles.
[QUOTE=aiusepsi;51912691]That's easy, you'd just render the skybox identically for both eyes, presumably by making what you see just a function of the camera's angle. The normal way of doing this is by having a special shader for the skybox, and then distance to the polygons that make up the skybox is irrelevant because it's not taken into account when calculating what a pixel of sky should look like.
It's a bit counter-intuitive if you've not done much graphics programming before; like, for example, one way to draw a perfect sphere is to have a single quad with the normal facing the camera with a special shader which calculates what light onto a sphere ought to look like. And that way you can draw a sphere with only two triangles.[/QUOTE]
Dayum, I can't make shaders.
Probably I can just move the skybox instead.
I'm making VR for mobile, and the way I render the image for both eye, is by moving the camera onto left eye, then render the image to a sprite which I pasted on screen as left eye, then move the camera again for right eye.
Probably can move the skybox along with the camera, so it's displaced in the same way for each camera position. This way it'll create the illusion of same skybox angle for both eyes.
Haven't reinstalled my Vive since I reformated my computer last christmas.
Think it's about time to get it all set up again.
Has there been any news about that wireless addon to the Vive? Is it commercially available yet?
[QUOTE=gastyne;51913105]Haven't reinstalled my Vive since I reformated my computer last christmas.
Think it's about time to get it all set up again.
Has there been any news about that wireless addon to the Vive? Is it commercially available yet?[/QUOTE]
TPCast comes out commercially in Q2 for $249. It's an official Vive product now.
Tested called it "Indistinguishable from the tethered experience"
Anything innovative coming out soon? Or should i keep my poor man setup for another year? (Galaxy S7, Gear VR, Riftcat, 5ghz wifi, 3 ps move and 3 eye.)
Mission: Get a PCI-E card with USB3 ports for my rig to solve my rift sensors problem.
Outcome: Got a USB3 Hub with 4 ports instead, a cooler fan for my case, and a bag of zip ties.
Mission Status: Failed - Still have problems with sensors because I forgot hubs split the bandwidth between ports.
Additional Notes: I HAD ONE FUCKING JOB.
[QUOTE=Wii60;51899562]they release the entire source code, assets, etc. for free, and make it free via a hardware lock and you expect me to pay $30 for a genre that is essentially overused at this point in VR.
btw heres how to get it free for the vive
[url]https://www.reddit.com/r/Vive/comments/5x2bg8/psa_you_can_get_robo_recall_for_free_through_the/[/url][/QUOTE]
I'm guessing this doesn't work on the Rift? I tried running the editor with the command line and I get nothing but a black window screen and a neverending process.
Apparently there's one USB hub that works really well, and it's not the Inateck shit that Oculus recommends.
[URL="https://smile.amazon.com/Express-SuperSpeed-Adapter-Dedicated-Channels/dp/B00HJZEA2S/?sa-no-redirect=1"]It's this one.[/URL]
Technically, the Inateck one should work, but its throughput is absurdly low. This one, as I understand it, has individual buses for each port, which means you're not splitting the throughput through the card. The Inateck one divides one bus across four ports, which means even having two cameras on the bus overloads it.
The difference in quality is reflected in price.
As a side note, I can still see bullet paths in the corners of my eyes. I've been hitting that Robo Recall pretty hard.
[QUOTE=El Periodista;51915056]Apparently there's one USB hub that works really well, and it's not the Inateck shit that Oculus recommends.
[URL="https://smile.amazon.com/Express-SuperSpeed-Adapter-Dedicated-Channels/dp/B00HJZEA2S/?sa-no-redirect=1"]It's this one.[/URL]
Technically, the Inateck one should work, but its throughput is absurdly low. This one, as I understand it, has individual buses for each port, which means you're not splitting the throughput through the card. The Inateck one divides one bus across four ports, which means even having two cameras on the bus overloads it.
The difference in quality is reflected in price.
As a side note, I can still see bullet paths in the corners of my eyes. I've been hitting that Robo Recall pretty hard.[/QUOTE]
Just to note: there's a difference between USB hubs and USB expansion cards, you linked the latter. A USB hub is usually just a way to split one slot into multiple.
The Inateck card handles two of my cameras just fine btw.
I have a weird problem with my vive now
Everything's worked perfectly fine up until now.
I moved this weekend and set up the vive again, did the room setup and everything without any issues but then I suddenly get loads of missing frames in games.
Disabling the reprojection makes the frames perfect in the SteamVR app alone, but as soon as I launch any game like every other frame fails.
None of the magic fixes on google has helped yet and I do have the latest drivers.
tl;dr: Worked perfectly, packed Vive up, moved, unpacked and set up Vive again, suddenly missing every other frame in games.
So Rec Room is kinda different during the weekend. 90 % of players suddenly only reach my chest, and some of them cause my ears to bleed. HELP.
Also hilarious, I said something like 'Jesus Christ, this is like a fucking Kindergarden', then some mom screamed that her kid should record me. When I told him that he might as well just quit since he's eight and the limit is 13, his mom screamed about deciding what he can play.
[QUOTE=SEKCobra;51917943]So Rec Room is kinda different during the weekend. 90 % of players suddenly only reach my chest, and some of them cause my ears to bleed. HELP.
Also hilarious, I said something like 'Jesus Christ, this is like a fucking Kindergarden', then some mom screamed that her kid should record me. When I told him that he might as well just quit since he's eight and the limit is 13, his mom screamed about deciding what he can play.[/QUOTE]
Further proves that kids on Rec Room are bad parenting.
Also, tons of people in VRchat atm.
[t]http://horobox.reager.org/u/orkel_1488797824.png[/t]
[t]http://horobox.reager.org/u/orkel_1488799304.png[/t]
[media]https://www.youtube.com/watch?v=g48yzSY2lgg[/media]
Speaks for itself :v:
Welp, gonna buy a VR game with bitcoins, really living in the future now!
Are there any games where another person controls what happens to the person wearing the headset? I feel like I saw a horror game like that but I have no idea what to search for.
[QUOTE=Splungey;51921604]Are there any games where another person controls what happens to the person wearing the headset? I feel like I saw a horror game like that but I have no idea what to search for.[/QUOTE]
The other way around is Mass Exodus. I wish I had someone to play that with actually.
[QUOTE=SEKCobra;51921628]The other way around is Mass Exodus. I wish I had someone to play that with actually.[/QUOTE]
Oh yeah Mass Exodus looks good, thanks!
Played some Audioshield and holy crap, that is a workout if anything.
It's really fun.
[media]https://twitter.com/kentbye/status/838873395760549889[/media]
Neat overview of companies involved in the VR industry right now.
[QUOTE=SEKCobra;51917943]So Rec Room is kinda different during the weekend. 90 % of players suddenly only reach my chest, and some of them cause my ears to bleed. HELP.[/QUOTE]
i was doing dailys for rec room one night and a bunch of russia and china kids were the only ones playing with me on paintball (all 3 dailies were associated with paintball)
doing those dailies felt like i was in a reenactment of sandy hook, esp when everyone else on my team left and i was the only one remaining against a near full team. every time i shot them they all screamed. i will just wait for daytime to do paintball dailies from now on because that shit was just hilariously terrifying.
[QUOTE=Orkel;51918719]Further proves that kids on Rec Room are bad parenting.
Also, tons of people in VRchat atm.
[t]http://horobox.reager.org/u/orkel_1488797824.png[/t]
[t]http://horobox.reager.org/u/orkel_1488799304.png[/t][/QUOTE]
I don't remember who in this thread said we're basically in psycho-pass now
but now that they mentioned it, we're basically in psycho-pass now.
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