what up nerds check out the thing I'm doing, I just played a bunch in VR and I may or may not have been crying by the end of it
[vid]https://my.mixtape.moe/qcyhtb.webm[/vid]
[url]www.rocfolio.com/projects/spacecat/[/url]
Damn that looks sweet!
I've read many people say "dear god don't forcibly change the horizon" when talking about racing games - which of course you can't avoid in an aircraft. I don't know if removing the horizon line would ease the issue or make it worse, but it'd be worth a try.
I'd offer to test seen as I'm prone to motion sickness but the problem is it's so bad I'd probably vomit and be sick for a few days. [I](Windlands made me ill for 3 days godammit)[/I]
[QUOTE=dai;51929972]what up nerds check out the thing I'm doing, I just played a bunch in VR and I may or may not have been crying by the end of it
[vid]https://my.mixtape.moe/qcyhtb.webm[/vid]
[url]www.rocfolio.com/projects/spacecat/[/url][/QUOTE]
How do you control it? Motion controllers?
Stress Level Zero (the guys that made Hover Junkers) teased their next game.
[media]https://www.youtube.com/watch?v=eW5AgBTv-Z0[/media]
[QUOTE=Ldesu;51917450]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.[/QUOTE]
Nobody?
[QUOTE=Zakkin;51930922]How do you control it? Motion controllers?[/QUOTE]
xbox. TBH I'd prefer my star citizen/elite dangerous controls, being two T-16000m sticks, but I wanted more arcadey control and for it to be (vaguely) accessible, haha.
I can put a build out once I remember how to make UE4 builds detect the HMD, only been playing in-editor and had problems with that before. anybody got a refresher
here's the control rundown that I've been including with builds-
[quote]before you start, here's controls and a little bit you need to know if you're not used to spaceflight. I'm a keyboard'n'mouse person most of the time, but I REALLY suggest using an xbox/ps/whatever controller
You'll get started by clicking in the left thumbstick (or left shoulder button or 'F' key) to engage the normal flight mode. This toggles the difference between floating through space like a brick, and flying forward like a plane in atmosphere (kinda). being able to turn off your stabilizers and glide is surprisingly handy.
left trigger: spacebrake modifier. Not only slows you down, but adds 'traction' to your movements for more finite control, with and without flight mode engaged.
key: left CTRL
more expected controls:
right stick: pitch/yaw (joystick aim)
keys: WASD
left stick: forward/backward is thrust, left/right is roll. Thrust is all additive when not in flight mode, you can come to a complete stop and do whatever you like while drifting around like that. In flight mode, this will boost you and slow you down, but can't bring you to a stop.
keys: Shift/Z, Q/E
select or whatever the left start button is called nowadays: camera toggle
key: C
move mouse: freelook inside the cockpit. middle mouse click or moving left joystick resets view forward
funfact: if you have flight mode turned off, you can accelerate indefinitely. It's upsettingly fast, goodbye forever[/quote]
adding before next build:
-d-pad UP resets HMD location (already in but just in case people read this and not the actual readme after this)
--lean forward a notch when resetting HMD, feels better to be sitting back a notch in that tiny cockpit, and yes, the dashboard feels a bit distant but it was made with the normal camera and original game design in mind. That center screen with the radarball is only like 5 or 7ish inches wide, so tiny
-d-pad DOWN will probably be a down-thruster toggle so you can stick to surfaces and park the damn thing, you might have seen me kind of struggling to do so in that video
flightmode speed likely to get a bit of a speed increase, and throttle modulation will have more effect on minimum/maximum speeds. Currently it sits neutral at 40m/s (90mph), and can be boosted/braked to 60 and 20m/s (135/45mph). Sounds like comfy speeds for a drive out on the highway but being in space requires a bit more oomph
[QUOTE=Ldesu;51932462]Nobody?[/QUOTE]
Since I reinstalled my vive the other day, I've only had it happen once.
Not sure what could cause it but try use a different USB port on your computer.
[QUOTE=gastyne;51932498]Since I reinstalled my vive the other day, I've only had it happen once.
Not sure what could cause it but try use a different USB port on your computer.[/QUOTE]
I've tried reinstalling the drivers, restarting and then plugging the vive in, and into another usb port, and a bunch of different shit but as soon as a game starts rendering, I get the missing frames
[QUOTE=dai;51929972]what up nerds check out the thing I'm doing, I just played a bunch in VR and I may or may not have been crying by the end of it
[vid]https://my.mixtape.moe/qcyhtb.webm[/vid]
[url]www.rocfolio.com/projects/spacecat/[/url][/QUOTE]
But where can I get it dai?
[QUOTE=Ldesu;51932462]Nobody?[/QUOTE]
No idea, I had a problem during a charity auction demo setup where my laptop started dropping frames like mad in the lab despite being way above min specs and never having a problem before, but I never figured out what caused it. It just never happened again
[QUOTE=dai;51932491]xbox. TBH I'd prefer my star citizen/elite dangerous controls, being two T-16000m sticks, but I wanted more arcadey control and for it to be (vaguely) accessible, haha.[/QUOTE]
I have a steam controller, so that could work. Though, in games like this, I'd sincerely [I]adore[/I] Vive/Touch controller usage.
[media]https://www.youtube.com/watch?v=rEPChAt9AsM[/media]
Even if it's just a simplified version of this. It's just something I'd adore to see more, interactive cockpits.
I find Elite Dangerous kinda hard to do because, though I can type comfortably at 101wpm, the fact that my keyboard and hands are invisible in the space in front of me trips me up, and I gotta press keys across my keyboard, and I'm accidentally pressing the wrong ones. Needed to lift up my headset too many times to see what was going on, so I can imagine a gamepad working great. (Tried doing a Steam Controller setup with ED, had the controller gyro set up instead of my mouse, rather fun.)
[QUOTE=Zakkin;51932913]I have a steam controller, so that could work. Though, in games like this, I'd sincerely [I]adore[/I] Vive/Touch controller usage.
[media]https://www.youtube.com/watch?v=rEPChAt9AsM[/media]
Even if it's just a simplified version of this. It's just something I'd adore to see more, interactive cockpits.
I find Elite Dangerous kinda hard to do because, though I can type comfortably at 101wpm, the fact that my keyboard and hands are invisible in the space in front of me trips me up, and I gotta press keys across my keyboard, and I'm accidentally pressing the wrong ones. Needed to lift up my headset too many times to see what was going on, so I can imagine a gamepad working great. (Tried doing a Steam Controller setup with ED, had the controller gyro set up instead of my mouse, rather fun.)[/QUOTE]
DCS World has VR support and if you turn on the controllers, they are your hands. You cant flip switches with them though, not yet. Also the game performance in VR is kinda horrible. I had like 30fps on ground with a GTX 1080, lowest settings.
I'll see about steam controller specifics in case it needs something added. I'll put out a build in a few hours probably, trying to take care of some stuff yet
So I decided to order the Touch.
Norway hasn't really realized that the price has been lowered. On Komplett.no it cost as much as Kr 2790,- ($325)
That was obviously way fucking above what I was gonna spend on it, so I checked Oculus' official website, and there I could buy it for €119 (Kr 1071, $125) with free shipping too.
I wonder how many has fallen for the tripled prices on the bigger Norwegian stores like Komplett and so on.
Can anyone who ordered the Oculus Touch in Europe (Preferrably Scandinavia) via Oculus' website tell me whether they had to pay anything extra when the order actually arrived?
I emailed komplett.no about their still very high pricing, and they responded that the pricing of my order is without extra fees accounted for. I don't really believe them, because there were no extra fees with the Rift itself, but I have to make sure I'm right before I respond.
[QUOTE=paul simon;51935043]Can anyone who ordered the Oculus Touch in Europe (Preferrably Scandinavia) via Oculus' website tell me whether they had to pay anything extra when the order actually arrived?
I emailed komplett.no about their still very high pricing, and they responded that the pricing of my order is without extra fees accounted for. I don't really believe them, because there were no extra fees with the Rift itself, but I have to make sure I'm right before I respond.[/QUOTE]
You usually have to pay import taxes for valuable things I think? I don't know if those restrictions are the same in Norway as in Sweden but here the limit is at 500kr or something
[QUOTE=paul simon;51935043]Can anyone who ordered the Oculus Touch in Europe (Preferrably Scandinavia) via Oculus' website tell me whether they had to pay anything extra when the order actually arrived?
I emailed komplett.no about their still very high pricing, and they responded that the pricing of my order is without extra fees accounted for. I don't really believe them, because there were no extra fees with the Rift itself, but I have to make sure I'm right before I respond.[/QUOTE]
Just don't try to prove some shop wrong? What does it help ya?
[QUOTE=TheKnife;51935061]You usually have to pay import taxes for valuable things I think? I don't know if those restrictions are the same in Norway as in Sweden but here the limit is at 500kr or something[/QUOTE]
Thing is, I believe that's already accounted for through Oculus.
I ordered the Rift in the same fashion from Oculus' website, and I didn't have to pay anything extra. I paid exactly what the store said I would pay, because it had already calculated the tax.
[editline]9th March 2017[/editline]
[QUOTE=SEKCobra;51935086]Just don't try to prove some shop wrong? What does it help ya?[/QUOTE]
Oh idk, maybe they'll reduce the price like Oculus has done :v:
It pains me that some (or many!) people will be fooled into paying such a high price when you evidently can get it for much cheaper.
[editline]9th March 2017[/editline]
I mean, I just have to wait until tomorrow and I'll know for sure.
I'm an impatient fuck
[url=https://drive.google.com/file/d/0B9Gi-2Yu169zS1piajBGWXg5VUk/view?usp=sharing]Build is UP[/url]
readme in the zip has controls and toggles explained. I can't vouch 100% that my stick layout will jazz with everybody but I did my best. The layout I actually play with is flipped, with the left stick being aim and the right being throttle/roll. This is partially because I was making it starfoxy and the n64 controller had no other option but aim=left stick. Also partially because I'm a lefty, but this and my joystick setup in Elite Dangerous and Star Citizen is quite literally the only time I've ever southpaw'd a control scheme
If people have other preferred control schemes for this type of flight, lemme know so I can keep track of people's expectations. I've already seen some requests to make the triggers thrust/brake (left is brake already, technically), and in another case, triggers control roll, which does sound comfy. Maybe triggers=gas/brake and shoulder buttons could be roll, ala old SFX games, but I feel roll should be on a more controllable axis so you can do subtle adjustment instead of full blast whipping about.
as for steam controller: there's inputs I can bind for it, but it's hella different than binding for standard gamepads. It's best for now that you just re-map how you like it.
[QUOTE=paul simon;51935043]Can anyone who ordered the Oculus Touch in Europe (Preferrably Scandinavia) via Oculus' website tell me whether they had to pay anything extra when the order actually arrived?
I emailed komplett.no about their still very high pricing, and they responded that the pricing of my order is without extra fees accounted for. I don't really believe them, because there were no extra fees with the Rift itself, but I have to make sure I'm right before I respond.[/QUOTE]
Everything is included in the price you pay when ordering from the Oculus store. The stockpile is in the Netherlands, so it goes from EU to EU country and thus no import taxes.
[QUOTE=Orkel;51935168]Everything is included in the price you pay when ordering from the Oculus store. The stockpile is in the Netherlands, so it goes from EU to EU country and thus no import taxes.[/QUOTE]
Well Norway technically isn't part of the EU, but I guess we have similar trade agreements.
Carmack sues Zenimax :v:
[url]http://www.dallasnews.com/business/technology/2017/03/09/legal-feud-over-facebook-owned-oculus-has-another-dallas-chapter[/url]
[quote]John Carmack, the chief technology officer of Facebook-owned Oculus, sued ZeniMax Media on Tuesday, saying it still owes him money from buying the video game studio that he founded. Maryland-based ZeniMax bought id Software, a Richardson-based video game studio, in 2009. Carmack left the company in 2013 to become Oculus' CTO.
The lawsuit says ZeniMax agreed to pay $150 million for the purchase. Now, nearly eight years after the sale, it says ZeniMax refuses to pay the final installment of cash it owes Carmack or let him convert it into shares of stock. At the time of the sale, the lawsuit says Carmack was the majority shareholder of id Software and received a convertible promissory note valued at more than $45.1 million. He converted half of that into shares of ZeniMax stock, which he received. The lawsuit asks the court to compel ZeniMax to pay the other half that it owes Carmack, according to the terms of the sale. "Sour grapes is not an affirmative defense to breach of contract," it says.[/quote]
Robo Recall is a fucking blast, but it suffers from terrible slowdown on my 980. I can't help but wonder if it has anything to do with me using a Vive for it.
[I]Mission: ISS[/I] has launched on the Oculus store for free
[url]https://www.oculus.com/blog/rift-in-space-missioniss-launches-today/[/url]
[hd]https://www.youtube.com/watch?v=bVDy0B_X-fo[/hd]
[QUOTE=Orkel;51936641]Carmack sues Zenimax :v:
[url]http://www.dallasnews.com/business/technology/2017/03/09/legal-feud-over-facebook-owned-oculus-has-another-dallas-chapter[/url][/QUOTE]
Man, I really like some of the games zenimax publishes, but their management are just a cancer on the industry
[QUOTE=kyle877;51936769]Robo Recall is a fucking blast, but it suffers from terrible slowdown on my 980. I can't help but wonder if it has anything to do with me using a Vive for it.[/QUOTE]
I have a 970 and it runs great. I keep it on 1.5 SS and without the "High" graphical setting.
[QUOTE=bitches;51937063]I have a 970 and it runs great. I keep it on 1.5 SS and without the "High" graphical setting.[/QUOTE]
I too have a 970, and I see it chug. Might need to mess with my settings more.
Robo Recall has a graphics option I've not seen before in a VR game that scales the SS setting dynamically. I have that enabled and haven't noticed frame drops beyond a single second's jitter per 30 minutes of play, and also haven't noticed the automatic SS reduction.
Mission ISS is kinda neat, found the number 42, but there's really not a whole lot to explore beyond the repetitive interior and a few 'devices'. The cupola was pretty good tho.
[QUOTE=bitches;51937063]I have a 970 and it runs great. I keep it on 1.5 SS and without the "High" graphical setting.[/QUOTE]
I figured out that it's the Interleavening, or something like that, in the SteamVR settings. Under performance. Turned that off and it's been babybutt smooth since.
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