• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
Speaking of games in development, what's going on with Budget Cuts? I feel like we haven't heard anything new about it since the demo.
[QUOTE=Zakkin;52152748]Utilising both the lack of motion sickness a cockpit gives you, and the motion controllers. Interactive cockpits need to be done way more. I bloody love how this game is turning out.[/QUOTE] There's still a slight issue on the topic of motion sickness. The horizon is still moving, which is a big no-no. I can't find the article but I remember reading an interview with a Codemasters guy and he said something liek "For the love of god don't ever move the horizon! That's a one way trip to vomit town."
[QUOTE=simkas;52153096]Speaking of games in development, what's going on with Budget Cuts? I feel like we haven't heard anything new about it since the demo.[/QUOTE] Here's hoping they got showered in so much investor money after their demo that they'll release an over-polished 10+ hour game somewhere down the line :v:
[QUOTE=Wickerman123;52153121]There's still a slight issue on the topic of motion sickness. The horizon is still moving, which is a big no-no. I can't find the article but I remember reading an interview with a Codemasters guy and he said something liek "For the love of god don't ever move the horizon! That's a one way trip to vomit town."[/QUOTE] People are pretty okay with it in EVE: Valkyrie. [editline]26th April 2017[/editline] Despite Wilson's Heart reportedly being the best long story game out for VR, I'm still resistant due to having to break immersion teleporting around. Sliding around with "full locomotion" isn't much better. I'd like to see a story game where you control a character in third person like Chronos and Edge of Nowhere (the two best seated games IMO), but utilize tracked controllers in some manner too. I think there could be a lot of potential in third person controlling a character that casts magic with tracked hands. [editline]26th April 2017[/editline] I still want a physics god game like From Dust.
[QUOTE=bitches;52153854]People are pretty okay with it in EVE: Valkyrie. [/QUOTE] That's a space game, you don't have a defined Horizon. As someone who suffers from motion sickness, I can attest to the importance of not moving the horizon: I can fly around in Elite: Dangerous and not feel overwhelmingly sick. (No Horizon) However, as soon as I start driving an SRV around on the surface of a planet, I have to immediately stop before I puke. (Horizon that moves)
[QUOTE=simkas;52153096]Speaking of games in development, what's going on with Budget Cuts? I feel like we haven't heard anything new about it since the demo.[/QUOTE] Last I heard they're working directly with Valve, aren't they? There was a post about them basically moving into the Valve offices in Bellevue to develop Budget Cuts if I remember right.
[QUOTE=srobins;52154552]Last I heard they're working directly with Valve, aren't they? There was a post about them basically moving into the Valve offices in Bellevue to develop Budget Cuts if I remember right.[/QUOTE] Several different developers were invited to move into the Valve offices for some period, not all related to VR. Don't know how much they'll share resources, but at least they'll be sharing knowledge.
So I have not used my HTC Vive in uuhh 6 months maybe, give or take. Had to move my base stations around to accommodate a new desk so I figured I should run the room setup again. When I get to the draw your play bounds, the headset will show up but be frozen in the little view box, the base stations and controllers do not appear. I should also mention my headset will have the light be either green or red, it flip flops, however the screens are black. Anyone have any ideas as to what is going on. SteamVR is picking everything up so nothing should be bricked or not working... Edit: Here's some images. [t]https://dl.dropboxusercontent.com/u/16349584/steamvr_unresponsive.PNG[/t] [t]https://dl.dropboxusercontent.com/u/16349584/steamvr_unresponsive2.PNG[/t]
Aside from buying different mounts, is there any way I can stop my Vive base stations from drooping? I tighten the locking collar on the ball joint absolutely as hard as I can with my hand, but overnight it'll droop down a few inches. It's been a few days now and they're pointing at the floor. It's annoying as shit because every single time I want to play VR after letting it sit for a few hours, I need to redo the room setup.
[QUOTE=nomad1;52156075]So I have not used my HTC Vive in uuhh 6 months maybe, give or take. Had to move my base stations around to accommodate a new desk so I figured I should run the room setup again. When I get to the draw your play bounds, the headset will show up but be frozen in the little view box, the base stations and controllers do not appear. I should also mention my headset will have the light be either green or red, it flip flops, however the screens are black. Anyone have any ideas as to what is going on. SteamVR is picking everything up so nothing should be bricked or not working... [/QUOTE] Well shit, I haven't ran my system in a while either. I should soon check if it still works because I need it for a freelance job I've got coming up :v:
[QUOTE=nomad1;52156075]So I have not used my HTC Vive in uuhh 6 months maybe, give or take. Had to move my base stations around to accommodate a new desk so I figured I should run the room setup again. When I get to the draw your play bounds, the headset will show up but be frozen in the little view box, the base stations and controllers do not appear. I should also mention my headset will have the light be either green or red, it flip flops, however the screens are black. Anyone have any ideas as to what is going on. SteamVR is picking everything up so nothing should be bricked or not working... Edit: Here's some images. [t]https://dl.dropboxusercontent.com/u/16349584/steamvr_unresponsive.PNG[/t] [t]https://dl.dropboxusercontent.com/u/16349584/steamvr_unresponsive2.PNG[/t][/QUOTE] Are there any mirrors or reflective surfaces in the room? Actually now that I think about it, do hardwood floors throw tracking off? I know the lino floors of my university don't, but that's not as reflective as hardwood.
[QUOTE=Pilotguy97;52156254]Are there any mirrors or reflective surfaces in the room? Actually now that I think about it, do hardwood floors throw tracking off? I know the lino floors of my university don't, but that's not as reflective as hardwood.[/QUOTE] I do have a mirror in my bedroom but it's covered. I do have hardwood floor but for me at least it never threw the tracking off. Also worth mentioning first time I ever set this up I had the mirror not covered and was able to have the base stations appear and the headset + controllers move around. Edit: Looking up online for a fix to the unresponsive message I keep getting stuff about making sure everything is plugged into your graphics card and not your motherboard. What's strange is I am getting this and the Vive is plugged into my GPU, not the motherboard :huh:
Anybody have experience with the game [url=http://store.steampowered.com/app/607770/Moonatees/]Moonatees[/url]? I know some of the devs personally and I helped beta test it, so I'm curious to hear how it compares.
Oculus won't have a booth at E3 this year: [url]https://uploadvr.com/e3-2017-oculus-will-not-have-a-booth/[/url] Likely since they're not pushing anything big at the moment.
[url]https://www.reddit.com/r/Vive/comments/4lkkh1/guide_how_to_fix_your_stuck_trackpad_in_the_vive/[/url] This guide just helped me fix my stuck track-pad. Figured it might be useful to anyone else that's having the track-pad not click in certain directions (Typically 3 or 12 o'clock)
[img]https://puu.sh/vyxCE/97038cb721.png[/img] [URL="https://uploadvr.com/7invensun-eye-tracker-for-vive/"]Link[/URL] Didn't see this coming so soon.
The deluxe strap is on preorder right now too
I've accepted that my base station died for so long that I never considered that maybe it got moved and i need to recalibrate [editline]27th April 2017[/editline] I'm gonna see if this works
Hey just an update on my vive situation. It seems like my displayport to mini dp cable is dead somehow and won't transmit anything to my Vive unless if somehow my 3 displayport ports are all dead which I hope not, but thankfully i can swap out the hdmi cable from my second monitor to my Vive. I was even able to complete the room setup! [t]https://dl.dropboxusercontent.com/u/16349584/steamvr_replacedpcable.PNG[/t]
[QUOTE=Ganerumo;52152623]Yeah if you actually regret the purchase because you had a bad experience and think it wasn't worth the money or your time sure, but the guy suggested one could just play the game, appreciate it, and then refund it to basically enjoy a free experience. Which is doable, but a dick move (steam will also catch up on it if you do it too often and remove your refund rights).[/QUOTE] My thoughts are: if all the content in your game that can be casually enjoyed by non-completionists can be finished in under 2 hours on their first go you have no right to charge anywhere near $20 for it. When I finished Octodad's campaign and two side stories, I'd barely clocked in over an hour. I looked up the price on Steam, and laughed at the audacity of them charging $15 for not even enough content to get me to the 2 hour mark. If I hadn't recieved it in a Humble Bundle with a bunch of other games that easily made up the price I paid, I would've been pissed. Meanwhile on the flipside, I still feel bad about not paying full price for Gunpoint because that game carried me to almost 4 hours for my playthrough and I bought it for a [I]dollar[/I]. To me, that game is easily worth the $10 it's priced at on Steam, and if they ever make a sequel, I'm buying it at full price to make up for not buying the original at a decent one. [editline]a[/editline] But I guess when we're here in a world where VR is still a fragile market I can't really complain about the prices all that much. The developers have to make money somehow, and it wouldn't be cost effective to make great game priced low when a small number of people have the $400-800 hardware necessary to play it. Hopefully that'll change with the NOLO, assuming its tracking isn't totally garbage. Then all you'll need for VR is the PC, a phone, and some controllers you bought for less than half the price of the PSVR.
[hd]https://www.youtube.com/watch?v=FKRMVeoY_U8[/hd]
i love conan
[QUOTE=nomad1;52159474]Hey just an update on my vive situation. It seems like my displayport to mini dp cable is dead somehow and won't transmit anything to my Vive unless if somehow my 3 displayport ports are all dead which I hope not, but thankfully i can swap out the hdmi cable from my second monitor to my Vive. I was even able to complete the room setup! [t]https://dl.dropboxusercontent.com/u/16349584/steamvr_replacedpcable.PNG[/t][/QUOTE] Do you have an Nvidia GPU? They had problems with the miniDP.
Yo Dai, how goes that space game you were doing? [url]http://www.rocfolio.com/projects/spacecat/[/url]
Got myself a driving force gt racing wheel, this with riftcat/gearvr and dirt rally is amazing.
[QUOTE=alx12345;52162648]Got myself a driving force gt racing wheel, this with riftcat/gearvr and dirt rally is amazing.[/QUOTE] I got myself a copy of Dirt Rally today, I need to set up our G27 and try it out in VR... Assuming it still works with Revive.
[QUOTE=Xanoxis;52161561]Do you have an Nvidia GPU? They had problems with the miniDP.[/QUOTE] Yeah I have a GTX 980. Looking at reviews of the cable I bought it sounds like I should of done more research into it as it's been known to fuck up like not working after 5 months or sending current back into the gpu... Welp guess that's the first and last time I buy a cable from rankie
[QUOTE=Wickerman123;52159420][img]https://puu.sh/vyxCE/97038cb721.png[/img] [URL="https://uploadvr.com/7invensun-eye-tracker-for-vive/"]Link[/URL] Didn't see this coming so soon.[/QUOTE] oh holy fuck this is huge It's a shame that not much is gonna support it for now
[QUOTE=Lyokanthrope;52162695]I got myself a copy of Dirt Rally today, I need to set up our G27 and try it out in VR... Assuming it still works with Revive.[/QUOTE] It does, and check for your steering setup in workshop, it will save you the hassle of proper settings
If you guys liked the movie Equilibrium: [media]https://youtu.be/86bOLyUayL0[/media] Have a gander at the new H3 update.
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