• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
I noticed it's labled as Standing, how is it for it? Teleport moving in something like that seems weird.
[QUOTE=kenji;50979254]I noticed it's labled as Standing, how is it for it? Teleport moving in something like that seems weird.[/QUOTE] it uses trackpad locotion motion. Not sure what they did because it works super well, not a hint of motion sickness or any weird feeling. It plays like arma in VR, most immersive VR game out there right now imo
Is this an okay place to mount the DK2 camera? Using a controller i can get about 5ish feet back away from it. [img]http://puu.sh/qVpEd/20c783658f.jpg[/img]
[QUOTE=MadBomber;50979897]Is this an okay place to mount the DK2 camera? Using a controller i can get about 5ish feet back away from it. [img]http://puu.sh/qVpEd/20c783658f.jpg[/img][/QUOTE] Yeah, lot of people place it on their monitor, but that leaves a lot of unused tracking space unless you back away from your desk. Better to just mount it further back.
[QUOTE=Orkel;50979170]Onward looks like how a VR FPS should be like.[/QUOTE] [i]It's so good.[/i] I wish it was developed by a real studio honestly. It feels a little too ambitious for one person but even as a bare bones Alpha it's the most conventional fun I've had in VR. It's like the first game I can see myself playing for a long time and for extended periods. It's as closed to airsoft or paintball as you're going to get without the investment in gear, weapons and driving to a field. It's pretty intense sometimes. [editline]31st August 2016[/editline] It also completely destroys the locomotion meme. Maybe there are some people out there who get sick by it but for me it works 100% fine. Four hours and no discomfort. I haven't heard anyone else complain either.
[QUOTE=CodeMonkey3;50980229][i]It's so good.[/i] I wish it was developed by a real studio honestly. It feels a little too ambitious for one person but even as a bare bones Alpha it's the most conventional fun I've had in VR. It's like the first game I can see myself playing for a long time and for extended periods. It's as closed to airsoft or paintball as you're going to get without the investment in gear, weapons and driving to a field. It's pretty intense sometimes. [editline]31st August 2016[/editline] It also completely destroys the locomotion meme. Maybe there are some people out there who get sick by it but for me it works 100% fine. Four hours and no discomfort. I haven't heard anyone else complain either.[/QUOTE] Has anyone tried to focus on the edges of their FOV to see if it narrows during movement? I remember a study being done with I think one of the older rift headsets that had very good preliminary results suggesting that narrowing FOV while moving reduces motion sickness. Which might be related to why the hololens never induces any motion sickness at a constant 60FPS with the much lower FOV [sp]but if you ever want to wear what I think of as "vomit goggles" try working with an epson moverio, specifically the BT-200. jesus christ[/sp]
People who pre-ordered the Rift can now trial Unity Pro through December 31st. It's a nice offer, but for some reason requires that you make a new Unity account. I would have preferred if they let you start the four month trial whenever you wanted, so that I might wait for Touch instead.
[img]http://rp.braxnet.org/scr/147268268228130.png[/img] ahahaha i finally found the ridiculous error guess i'm giving up then, i'm not going that simplistic pathetic, valve
Valve and a third party are apparently working together on a wireless Vive modification to be demonstrated this Fall? Normally I wouldn't care but the fact that Valve is on board makes me feel like this might actually go somewhere. Even if it doesn't, it'll be neat to see a proof of concept. I have no idea how they plan on streaming 2160x1080x90 pixels wirelessly every second.. [url]http://www.shacknews.com/article/96585/htc-vive-wireless-vr-prototype-in-the-works-to-be-shown-this-fall[/url] [QUOTE=Giraffen93;50980543][img]http://rp.braxnet.org/scr/147268268228130.png[/img] ahahaha i finally found the ridiculous error guess i'm giving up then, i'm not going that simplistic [B]pathetic, valve[/B][/QUOTE] Surely you must understand that this is [I]your own fault[/I] and nothing to do with SteamVR? Do you think the numerous complex scenes that have been successfully made for SteamVR are just a fluke? I don't understand what the disconnect is here for you to assume SteamVR is broken just because you personally are incapable of figuring out how to make a home environment lol
[QUOTE=srobins;50981241]Valve and a third party are apparently working together on a wireless Vive modification to be demonstrated this Fall? Normally I wouldn't care but the fact that Valve is on board makes me feel like this might actually go somewhere. Even if it doesn't, it'll be neat to see a proof of concept. I have no idea how they plan on streaming 2160x1080x90 pixels wirelessly every second.. [url]http://www.shacknews.com/article/96585/htc-vive-wireless-vr-prototype-in-the-works-to-be-shown-this-fall[/url] [/QUOTE] Wtf, already? I know technology is moving fast and all but this is really cool.
I think I've finally acclimatized myself to being in VR for long periods now, Spent about 2 hours in Bigscreen watching things and playing games. Though I gotta ask are there any health/eye hazards with using a VR headset that long?
I can't get over how good Onward is. I was just playing, chilling in the second story with a M14 doing overwatch and like calling out targets to my team and watched through my scope as one of the opposite team surrendered by putting away all his weapons and putting his hands in the air while screaming he gave up. We made him take out his PDA and tell us where his other team mates were.
[QUOTE=MadBomber;50981274]I think I've finally acclimatized myself to being in VR for long periods now, Spent about 2 hours in Bigscreen watching things and playing games. Though I gotta ask are there any health/eye hazards with using a VR headset that long?[/QUOTE] VR will not damage your eyes it is simply a screen emitting light into your eyes your eyes remain at rest staring into the distance during use
Can't wait to play Onward. It came out on the day I sent my vive controller back for repairs (anyone have a problem with the trackpad feeling off-center and spongy?). At the very least, I can finally really dig into some seated game experiences. There's this whole Oculus library I haven't even touched yet. God damn, the vive and vr in general is [I]cool.[/I]
My new favorite Onward moment. To draw your knife you have to press the grip buttons while over your left shoulder. To use it you have to pull the trigger so you don't accidentally kill yourself with it when you draw it across your neck. I got shot and I'm injured and in limbo waiting for a revive. I call for help and the enemy comes walking over my dead body and says [i]"Say goodnight."[/i] and slits his own throat.
[QUOTE=CodeMonkey3;50982306]My new favorite Onward moment. To draw your knife you have to press the grip buttons on your right shoulder. To use it you have to pull the trigger so you don't accidentally kill yourself with it when you draw it across your neck. I got shot and I'm injured and in limbo waiting for a revive. [B]I call for help and the enemy comes walking over my dead body and says [i]"Say goodnight."[/i] and slits his own throat.[/B][/QUOTE] Holy shit, I need this game.
[QUOTE=CodeMonkey3;50982306]My new favorite Onward moment. To draw your knife you have to press the grip buttons while over your left shoulder. To use it you have to pull the trigger so you don't accidentally kill yourself with it when you draw it across your neck. I got shot and I'm injured and in limbo waiting for a revive. I call for help and the enemy comes walking over my dead body and says [i]"Say goodnight."[/i] and slits his own throat.[/QUOTE] Can you pretend to be dead by lying on the floor in real life and then jump up and attack people? I figure there shouldn't be anything stopping you other than IK saying "no" and making your characters head float around on the ground below your knees like some kind of george lucas abomination :v:
[QUOTE=Elspin;50982370]Can you pretend to be dead by lying on the floor in real life and then jump up and attack people? I figure there shouldn't be anything stopping you other than IK saying "no" and making your characters head float around on the ground below your knees like some kind of george lucas abomination :v:[/QUOTE] I might try that. It's possible I think but when you die you rag doll into a broken ball of limbs and when you lay on the floor the game knows you're laying on the floor and puts you in a type of prone animation.
[url]https://www.change.org/p/sega-alien-isolation-vr-support-for-oculus-cv1-and-htc-vive?source_location=petitions_share_skip[/url] Sign this petition for VR support in Alien: Isolation. It's worth a shot and it only takes a second. Just imagine what a service you'd be doing for the good of the cause, brothers.
[QUOTE=srobins;50981241]Valve and a third party are apparently working together on a wireless Vive modification to be demonstrated this Fall? Normally I wouldn't care but the fact that Valve is on board makes me feel like this might actually go somewhere. Even if it doesn't, it'll be neat to see a proof of concept. I have no idea how they plan on streaming 2160x1080x90 pixels wirelessly every second.. [url]http://www.shacknews.com/article/96585/htc-vive-wireless-vr-prototype-in-the-works-to-be-shown-this-fall[/url] Surely you must understand that this is [I]your own fault[/I] and nothing to do with SteamVR? Do you think the numerous complex scenes that have been successfully made for SteamVR are just a fluke? I don't understand what the disconnect is here for you to assume SteamVR is broken just because you personally are incapable of figuring out how to make a home environment lol[/QUOTE] Yes, it's my own fault for making it too advanced, but on the other hand, I don't want it to look like a blocky room either. Can't seem to find an automatic split option either.
[QUOTE=Giraffen93;50982498]Yes, it's my own fault for making it too advanced, but on the other hand, I don't want it to look like a blocky room either. Can't seem to find an automatic split option either.[/QUOTE] What I'm saying is that clearly the issue is not the complexity but that you are constructing your model improperly.. Some of the scenes available on the Workshop are pretty complex and most definitely include more than one "shape", so it sounds like you're just not setting up your model properly.
[QUOTE=srobins;50982521]What I'm saying is that clearly the issue is not the complexity but that you are constructing your model improperly.. Some of the scenes available on the Workshop are pretty complex and most definitely include more than one "shape", so it sounds like you're just not setting up your model properly.[/QUOTE] [t]https://rp.braxnet.org/scr/1472718429953.png[/t] totally, but i'm not gonna go and divide each mesh into even more objects, it's already a mess if there was an export setting sure, but this??
Oh hey, Oculus is sending me a Touch dev kit. :v: Ships in a few weeks apparently.
vive is probably gonna show off a wireless variant soon [url]http://www.shacknews.com/article/96585/htc-vive-wireless-vr-prototype-in-the-works-to-be-shown-this-fall[/url]
amazon has the gear vr for 60$ today, should i get it? edit: its the old model so nevermind also if the wireless vive has a low enough latency for that itll be great, being able to walk and turn around without the cord in the way will improve things further
I have a friend who really chooses Oculus over Vive and defends their game exclusives saying they need to do it because they paid to make them exclusive. I plan to get a Vive. What exact differences/reasons are there that make Vive/Oculus the better choice of them two?
[QUOTE=Antimuffin;50983350]I have a friend who really chooses Oculus over Vive and defends their game exclusives saying they need to do it because they paid to make them exclusive. I plan to get a Vive. What exact differences/reasons are there that make Vive/Oculus the better choice of them two?[/QUOTE] They are so minor it doesn't really matter for right now. Oculus has only a tiny bit smaller Field of View, but slightly better text readability because of it. Vive's screen is brighter. Vive currently has tracked controllers with doughnut shapes on the end of them, but Oculus has controllers that will be smaller coming out in Late 2016. Vive uses an outside-in tracking approach, where lasers with a set rotation rate are picked up by the headset and controllers to determine their position. Oculus has the opposite approach, where the headset and controllers have light emitters (I think IR?) that get detected by one or more camera's placed around the play area. For Oculus roomscale, you will probably need to get a USB extension cord if you want to place the camera on the opposite side of the play space, as the camera needs to be plugged into the computer. Vive base stations (the things that emit the lasers) do not need to be plugged into the computer, and do not require any extension cables. Both Oculus cameras and Vive base stations can be mounted into tripods, which usually is the recommended setup for portability. Both can also just be set on a desk that faces towards the playspace, so a USB extension cord might not be required if you use this setup with the Oculus + Touch controllers. If you get an Oculus + Touch controllers, you better have at least 3 USB ports and an HDMI port ready for it. Vive only requires a USB port and an HDMI port. Vive prices are set in stone ATM: $ $840.95 USD for Americans ( 943,27 € For Germany, that includes estimated shipping costs. This is according to the Vive website.) Oculus Rift Prices, [I]not[/I] including the Touch controllers, is $600 USD without shipping, 700 € For Germany (but this is not the exact cost, as the Oculus website won't let me order in German to find out). Oculus Touch controllers, at this point, are currently not priced. Suspected to be around $200 dollars to put it on par with the Vive's price. Vive has Steam and can play anything that has Vive compatibility. Oculus Rift can both play everything on the Oculus store, as well as anything on Steam that has Oculus compatibility. Oculus store is pretty much locked down to only the Oculus headset, unless you use a 3rd party program [URL="https://github.com/LibreVR/Revive"]called Revive[/URL]. It is not recommended that you buy games off of the Oculus store as a Vive owner, unless you are ok with the possibility that with every update to Oculus home, the Revive compatibility layer may break, and that you may not be able to access the games you bought there. So if you want the fullest experience (Vive or Oculus Rift + Touch), WAIT (well unless you really like VR and want it now). Both systems haven't gotten into the market the fullest yet, especially Oculus Rift doesn't have the touch controllers, and are lacking in games that can use that to it's fullest. (and thus Vive is missing out on those games too) It's best to see how everything plays out for now and then buy which one works for you. Best case scenario, it won't matter which one you buy. Worst case? Both headsets die and VR was a fad again. Clavus also has some more information below this post.
[QUOTE=Antimuffin;50983350]I have a friend who really chooses Oculus over Vive and defends their game exclusives saying they need to do it because they paid to make them exclusive. I plan to get a Vive. What exact differences/reasons are there that make Vive/Oculus the better choice of them two?[/QUOTE] Depends on what you're going for. The Vive went all-in on room-scale from day one, but I'd say its main advantages is having hand controllers. Oculus has the more refined product, the HMD is lighter and the Touch controllers that come out later this year also seem to have some more thought put into them compared to the relatively bulky Vive controllers. I'll be able to compare them first hand in a few weeks I guess. :v: The screens have their differences but it's all in the same ballpark. In terms of games Oculus has been funding titles for a few years now, helping studios build games in a new market without much risk. Valve took a more backseat approach and mainly handed the community the tools and let them build their own value. While this did result in a lot of fun games, they're generally short or experimental in nature. Oculus focused on bringing polished titles to the table. The fact these are often exclusive to their store should not be a surprise, games cost money to build and costs need to be recuperated. Note that unless Oculus Studios also published the game (which means they bankrolled the complete development costs instead of partially), there's nothing stopping the developer from supporting other platforms, but they'll have to initiate and fund that effort themselves. Recently HTC also started a funding program but it'll be a while before we see the fruits of that.
I used to love Oculus but moved to Vive. I don't like Oculus as a business lately, but also their tracking solution is inferior. I think their controllers and headset are overall better, but the Vive has better tracking and I prefer the more open nature of it all. I love my Vive and I'm looking forward to seeing how the Oculus does with Touch.
The Rift+Touch actually only requires three USB ports; the fourth mentioned is for the included wireless Xbox One controller that you won't be using if you're only interested in hand-tracked games. The biggest unmentioned tradeoff with the Rift vs Vive screen is that the Vive screen fills your vision more and the Rift screen has a clearer image (that doesn't get blurry towards the periphery). Being a lighter headset (especially considering the built-in headphones) means it's a lot easier to throw on and forget, since you won't need to adjust it on your face during play. [editline]1st September 2016[/editline] [QUOTE=Over-Run;50983689]I used to love Oculus but moved to Vive. I don't like Oculus as a business lately, but also their tracking solution is inferior. I think their controllers and headset are overall better, but the Vive has better tracking and I prefer the more open nature of it all. I love my Vive and I'm looking forward to seeing how the Oculus does with Touch.[/QUOTE] Other than a slight difference in vertical tracking FOV, both systems perform great, as demonstrated in a lot of videos on youtube and testimonial from some well-known VR developers. The "open nature" is a whole debate of its own. Oculus claims that some of its SDK features (notably ATW, which smooths out common VR framerate jitters) require direct access to the headset hardware. They also claimed that Valve requires them to [I]not[/I] do that. It's an impasse. Much like gaming consoles, VR headsets are hard to justify selling based on manufacturing+developing costs, for low prices like 600$, and must subsidize with lots of game sales. Valve is in a great competitive position over game sales, but it makes sense that Oculus would prefer to sell to all customers instead of only Rift customers. I won't be surprised to see the two companies working together more before VR becomes commonplace.
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