Holy shit. I didn't expect Gorn to be so ridiculously fun. I've been playing it for hours just saying "ok a couple more fights".
My rift is so sweaty now though.
Fuck, the room where i have the vive at is being re-done basically and i havent been able to play the vive for a couple of weeks now :cry: good thing is that its about to finish. wish i could play again Robo Recall which i bought right before i started it
I'm worried my living room is gonna smell like a locker room soon.
This just popped up on the Disney Research Hub channel. Pretty neat.
[media]https://www.youtube.com/watch?v=Qxu_y8ABajQ[/media]
Is that a modified Rift?
The headphone part seems similar.
My Summer Car has the potential to be a great VR game. Picking up all those parts and actually using your body to assemble the car. Only thing to figure out would be a way to make it so that you can actually sit on your chair to drive a car and have it match up correctly.
[QUOTE=paul simon;51987455]Is that a modified Rift?
The headphone part seems similar.[/QUOTE]
yes
[QUOTE=*Freezorg*;51987964]My Summer Car has the potential to be a great VR game. Picking up all those parts and actually using your body to assemble the car. Only thing to figure out would be a way to make it so that you can actually sit on your chair to drive a car and have it match up correctly.[/QUOTE]
It's all fun and games until you piss on the floor because you're so immersed.
Tethered is really cool, I totally recommend it - [url]http://store.steampowered.com/app/431120/[/url]
One of the most immersive and well made VR games I played, it shows god games are a great idea for VR.
Edit - It's both on Steam and Oculus Store. And PSVR.
[QUOTE=paul simon;51987455]Is that a modified Rift?
The headphone part seems similar.[/QUOTE]
Yes, for this research project they used a rift along with [url=http://optitrack.com/products/flex-13/indepth.html]OptiTrack Flex 13[/url] to provide the tracking for the ball and catcher's hands, apparently. [url=https://s3-us-west-1.amazonaws.com/disneyresearch/wp-content/uploads/20170316100633/Catching-a-Real-Ball-in-Virtual-Reality-Paper.pdf]Paper here, pretty short[/url]
I got punched in the neck trying to show someone how to play H3.
Can't wait for a lamp to break.
had a thought, as a solution/integration of rift vs screen modes regarding [url=rocfolio.com/projects/spacecat]the space game I was dinking with the other week[/url], could use some weigh-in
to preface this, I've seen arguments revolving around star citizen in the past about why not to incorporate VR. The argument is somewhat sound, in that not everything is going to be space combat in a cockpit, and it'd be funky/terrible/abuseable when it comes to FPS combat and some other stuff. I don't actively plan on having a big multiplayer fps extravaganza, but I do understand people wanting to remove themselves from the VR portion for anything but the cockpit experience
while I love having VR available for flying in my game thinger, I would like the game to remain accessible to those without headsets, so I'm already thinking ahead to how to keep the game interesting both on-screen and in-HMD. Plus, if I add more features that make less use of VR (or are just a bad experience for VR altogether, like faster paced FPS or something), I want to encourage or even force taking off the headset. The latest build of the game (found on that page) HAS a VR on/off switch, but the screen goes all ugly and takes you out of the experience when you press it and then go to put on the helmet. I'd much rather it be seamless, if not a natural part of the experience.
At this point, I want to have a user treat the headset as a flight helmet, so it makes sense how a user interacts with it and generally when it's needed. I'm having trouble remembering, but are there sensors on both vive and oculus that tell if the unit is on your head? Is that some data I could key in on with UE4? What other options do I have? My only other best guess would be to detect the headset's orientation, and if it's some certain angle that indicates it's laying on a desk/floor upside down, it disables itself
I guess tl;dr "does an automatic 'VR=ON when the headset is physically put on' sound like a useful or confusing/convoluted feature"
-snip-
[QUOTE=dai;51991964]had a thought, as a solution/integration of rift vs screen modes regarding [url=rocfolio.com/projects/spacecat]the space game I was dinking with the other week[/url], could use some weigh-in
to preface this, I've seen arguments revolving around star citizen in the past about why not to incorporate VR. The argument is somewhat sound, in that not everything is going to be space combat in a cockpit, and it'd be funky/terrible/abuseable when it comes to FPS combat and some other stuff. I don't actively plan on having a big multiplayer fps extravaganza, but I do understand people wanting to remove themselves from the VR portion for anything but the cockpit experience
while I love having VR available for flying in my game thinger, I would like the game to remain accessible to those without headsets, so I'm already thinking ahead to how to keep the game interesting both on-screen and in-HMD. Plus, if I add more features that make less use of VR (or are just a bad experience for VR altogether, like faster paced FPS or something), I want to encourage or even force taking off the headset. The latest build of the game (found on that page) HAS a VR on/off switch, but the screen goes all ugly and takes you out of the experience when you press it and then go to put on the helmet. I'd much rather it be seamless, if not a natural part of the experience.
At this point, I want to have a user treat the headset as a flight helmet, so it makes sense how a user interacts with it and generally when it's needed. I'm having trouble remembering, but are there sensors on both vive and oculus that tell if the unit is on your head? Is that some data I could key in on with UE4? What other options do I have? My only other best guess would be to detect the headset's orientation, and if it's some certain angle that indicates it's laying on a desk/floor upside down, it disables itself[/QUOTE]
I'd just have the user tell you when he took it off.
[url=https://www.reddit.com/r/oculus/comments/60og6r/psa_oculus_key_no_longer_bundled_with_virtual/]Valve no longer allows indie developers give away keys to the Oculus store with Steam purchases[/url]
Currently Oculus makes no such restriction
It could have to do with the Steam refunds thing, what's stopping you from buying the game on Steam, activating the Oculus key and refunding the Steam version?
[QUOTE=pip12345;51992271]It could have to do with the Steam refunds thing, what's stopping you from buying the game on Steam, activating the Oculus key and refunding the Steam version?[/QUOTE]
Developer responded to that same question in the comments; doing so also disables the Oculus version. Presumably it's up to the developer to implement that linked-revocation functionality, but that's not Steam's concern as it's the developer who would lose money on it.
[QUOTE=pip12345;51992271]It could have to do with the Steam refunds thing, what's stopping you from buying the game on Steam, activating the Oculus key and refunding the Steam version?[/QUOTE]
Ubisoft have been dealing with that since day one.
[QUOTE=r0b0tsquid;51983599][img]http://i.imgur.com/qnSyXfI.jpg[/img]
Shit
Too much Gorn[/QUOTE]
My controller did that and i just squeezed it a little and it popped back together and everything still works fine, you might be okay. im not sure if this works for everyone though.
[QUOTE=Wiggles;51992886]Ubisoft have been dealing with that since day one.[/QUOTE]
Only because Uplay actually links to your Steam account. I don't believe Oculus store allows/does that?
[QUOTE=lilguy;51992937]Only because Uplay actually links to your Steam account. I don't believe Oculus store allows/does that?[/QUOTE]
Do you [I]have[/I] to link your Steam account though, or can you just input the game key into Uplay? It's been so long since I've bought a Ubisoft game on Steam that I really can't remember.
[QUOTE=Wiggles;51993013]Do you [I]have[/I] to link your Steam account though, or can you just input the game key into Uplay? It's been so long since I've bought a Ubisoft game on Steam that I really can't remember.[/QUOTE]
If you buy a Ubisoft game from Steam and refund it via Steam, the game does get removed from your Uplay account a few days later apparently. There's some forced linkage between the two accounts because you can't play Ubisoft games without Uplay on Steam.
If you buy the game via Uplay directly, it's only tied to your Uplay account.
[media]https://www.youtube.com/watch?v=fMh5f_76P5o[/media]
I made a decision to purchase within the 15 seconds of watching this video.
If any facepunchers wanna co-op this please do a beep.
[QUOTE=Str4fe;51992899]My controller did that and i just squeezed it a little and it popped back together and everything still works fine, you might be okay. im not sure if this works for everyone though.[/QUOTE]
Yeah it popped back together fine :)
[QUOTE=dai;51991964]At this point, I want to have a user treat the headset as a flight helmet, so it makes sense how a user interacts with it and generally when it's needed. I'm having trouble remembering, but are there sensors on both vive and oculus that tell if the unit is on your head? Is that some data I could key in on with UE4? What other options do I have? My only other best guess would be to detect the headset's orientation, and if it's some certain angle that indicates it's laying on a desk/floor upside down, it disables itself[/QUOTE]
I think Vive has an IR proximity sensor between the two lenses that can detect whether the headset is on someone's face. They use it for deciding when to put the headset to sleep, but I'm not sure whether this is accessible to the programmer in UE4.
[QUOTE=dai;51991964]At this point, I want to have a user treat the headset as a flight helmet, so it makes sense how a user interacts with it and generally when it's needed. I'm having trouble remembering, but are there sensors on both vive and oculus that tell if the unit is on your head? Is that some data I could key in on with UE4? What other options do I have? My only other best guess would be to detect the headset's orientation, and if it's some certain angle that indicates it's laying on a desk/floor upside down, it disables itself[/QUOTE]
There's a [URL="https://docs.unrealengine.com/latest/INT/API/Runtime/HeadMountedDisplay/IHeadMountedDisplay/GetHMDWornState/index.html"]C++ function[/URL] that lets you get the worn state of an HMD, but I haven't used it so dunno if it works correctly. Not sure if there's a blueprints implementation of it either, but you can just write a quick function that returns the state if you need it for blueprints.
[QUOTE=bitches;51992249][url=https://www.reddit.com/r/oculus/comments/60og6r/psa_oculus_key_no_longer_bundled_with_virtual/]Valve no longer allows indie developers give away keys to the Oculus store with Steam purchases[/url]
Currently Oculus makes no such restriction[/QUOTE] Sigh. It's nowt to do with handing out Oculus keys; Valve are deprecating the whole functionality for Steam to give out third-party keys. The intention of the feature was to let Steam sell games with a legacy CD key system, so you'd launch the game, and Steam would pop up a key for you to input into the game.
Steam's been around for a really long time now, so there aren't exactly a lot of games out there which still need a legacy key system, so they don't need to support that kind of legacy integration.
All this means is that if you want to hand out keys, you just have to do it yourself. Steam provides APIs that devs can use to see if you own the game before giving out a key.
[QUOTE=aiusepsi;51993902]Sigh. It's nowt to do with handing out Oculus keys; Valve are deprecating the whole functionality for Steam to give out third-party keys. The intention of the feature was to let Steam sell games with a legacy CD key system, so you'd launch the game, and Steam would pop up a key for you to input into the game.
Steam's been around for a really long time now, so there aren't exactly a lot of games out there which still need a legacy key system, so they don't need to support that kind of legacy integration.
All this means is that if you want to hand out keys, you just have to do it yourself. Steam provides APIs that devs can use to see if you own the game before giving out a key.[/QUOTE]
That makes no sense, they have to support that system for Uplay and for every old game I own.
[QUOTE=SEKCobra;51994839]That makes no sense, they have to support that system for Uplay and for every old game I own.[/QUOTE]
Deprecating is a way of saying "we don't want you to use this anymore" which is usually eventually followed up with removing it from an API. It doesn't mean it's going to affect old use cases, including old Oculus ones, but they'd rather people not keep using it for new ones when there's another system in place.
Small Oculus patch rolling out. Nothing radical.
[url]https://forums.oculus.com/community/discussion/50972/oculus-rift-1-13-release-notes/p1[/url]
ready your PS wallet bois
[QUOTE]Summer Lesson: Miyamoto Hikari will launch in English for PlayStation VR in Southeast Asia on April 27, Bandai Namco announced.
The game will be available digitally, as well as in a Package Bundle Edition that includes the main game in addition to the downloadable content.[/QUOTE]
[url]http://gematsu.com/2017/03/summer-lesson-launches-english-april-27-asia[/url]
[IMG]http://gematsu.com/wp-content/uploads/2017/03/Summer-Lesson-April-27-English-Asia.jpg[/IMG]
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