• Virtual Reality General V3 - You've got the Touch
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My dudes, I visited my local Microsoft store and they had a Vive set up for demoing. Overall it was a huge "wow holy shit" experience but my controllers kept getting off in their tracking so that if I held out both arms one would be closer to me than it should. This isn't a common occurrence, right? I only saw two sensors set up so I'm thinking it might've been a symptom of that.
[QUOTE=gk99;52177759]My dudes, I visited my local Microsoft store and they had a Vive set up for demoing. Overall it was a huge "wow holy shit" experience but my controllers kept getting off in their tracking so that if I held out both arms one would be closer to me than it should. This isn't a common occurrence, right? I only saw two sensors set up so I'm thinking it might've been a symptom of that.[/QUOTE] It only happens if it's setup wrongly, or the controller is broken after hitting it hard on the floor (full force).
[QUOTE=Timebomb575;52177594]Given GabeN's commitment to the medium, I very VERY seriously doubt that Valve is doing less with VR due to Chet leaving. Chet was certianly the main public face for Valve's VR endevors (and he did a great job), but he's a writer, not a programmer or hardware engineer. I dont think his departure is really going to put a dent in Valve's progress when push comes to shove.[/QUOTE] Guess they still have Jay Pinkerton when it comes to writing. The TF2 comics were hilarious.
[QUOTE=gk99;52177759]My dudes, I visited my local Microsoft store and they had a Vive set up for demoing. Overall it was a huge "wow holy shit" experience but my controllers kept getting off in their tracking so that if I held out both arms one would be closer to me than it should. This isn't a common occurrence, right? I only saw two sensors set up so I'm thinking it might've been a symptom of that.[/QUOTE] The vive only ever needs 2 sensors for basically perfect coverage of the entire area between them (and a little bit outside), problems arise typically when there's mirrors nearby that could reflect the lasers around or when they're placed awkwardly. They should be above head height angled slightly down. We've had two set up farther apart than the intended max range in our office demo room which is full of all sorts of gear from a robot arm to steel frames with vision frames on them basically since launch and there's rarely been any issues.
I kept getting warnings because the sensors were way farther than rec'd distance apart (big basement) but I never actually had any tracking problems. Except one time I went to reach down to the floor for something and my hand disappeared, but I think I was too close to the Foosball table or something. Vive tracking is pretty flawless from my experience.
I'm bringing my Vive to work on friday. We're doing a cinco de mayo party. There will be alcohol This is gonna be hilarious
[QUOTE=capgun;52178288]I'm bringing my Vive to work on friday. We're doing a cinco de mayo party. There will be alcohol This is gonna be hilarious[/QUOTE] Be prepared to buy a new Vive just in case someone gets too happy.
Watch em close so they don't break your controllers by hitting each other with them and please record it when they inevitably do
Bought a vive back in may last year, used it like 5 times due to no space. Finally moving to a new (less rooms but more spacious) place and will finally be able to use VR without walking into an object if I move 5 cm.
[QUOTE=venom;52177947]I kept getting warnings because the sensors were way farther than rec'd distance apart (big basement) but I never actually had any tracking problems. Except one time I went to reach down to the floor for something and my hand disappeared, but I think I was too close to the Foosball table or something. Vive tracking is pretty flawless from my experience.[/QUOTE] Only issue I have ever had with the tracking was due to an uncovered mirror on the wall, other than that, no problems.
[QUOTE=venom;52178589]Watch em close so they don't break your controllers by hitting each other with them and please record it when they inevitably do[/QUOTE] I intend on being close on hand the whole time anyway. I'm not overly concerned, it's a good group. Worst case, they all make more money then me.
[URL="https://arstechnica.com/gaming/2017/05/oculus-shuts-down-emmy-winning-vr-short-film-division/"]Oculus has shut down Oculus Story Studio, effective immediately. [/URL] They're replacing it with everyone's favorite, more platform-exclusive content.
Palmer & grillfriend spotted in Japan [img]https://i.redd.it/v3dk5w068mvy.jpg[/img] :ohno:
Looks like not everyone at Oculus is happy with Facebook's meddling. Per Vognsen (Lead Software Engineer at Oculus) tweeted (then later deleted) "Sad to hear about Story Studio shutting down, but it's unfortunately predictable. Soulless corporations don't know what to do with artists."
Kinda sucks if they're shutting down Oculus' internal content production efforts. But in the end the best stuff on the Rift does come from third parties, so it might be wise to invest more into those. Expecting Valve to set a new bar for VR games though, if they'll ever get their projects to that stage. [editline]5th May 2017[/editline] [QUOTE=Orkel;52189462]Palmer & grillfriend spotted in Japan [img]https://i.redd.it/v3dk5w068mvy.jpg[/img] :ohno:[/QUOTE] This guy made millions bringing a new medium to life, shitposted his way out of the company, and is now practically retired with his hot cosplaying girlfriend. Palmer is a living Mary Sue. :v:
So update on today's events. The Vive went over insanely well at work. No one was really drunk, and I had people playing from pretty much the time I got set up till I left. H3VR took the spot light early on, and that was just the normal gun range. After I introduced Gorn, things got crazy. People loved that one. Later on I fired up Surgeon Simulator. At that point we had 20 people in the room watching someone attempt heart surgery. Took a lot of questions while people were playing. No one really gawked at the price tag, and there were definitely some folks very much interested in getting there own. I'm real happy with how everything went and plan on bringing it back in again.
We have a few vive trackers at work now, and man are they cool. Not only are they easily mounted, very lightweight, and easy to use, but they come with a dongle that settles a long standing frustration I had as an engineer working with the vive: they each come with a dongle that lets you use the lighthouses for tracking without an hmd/link box. That means for just the price of a single lighthouse and the vive tracker, you can get an incredibly powerful tracking system! When I did my grad project in robotics a big component of it was indoor positioning, and I had to shell out a lot of money (relatively) for an enormously worse and more complicated tracking system from MIT. It's really exciting what the lighthouse tracking could do if it was fully extensible (as gabe newell called it, "house scale")
So in my moment of weakness, I bought Summer Lesson for PS VR. It's a short chill game, too short actually. You went through 7 days and you're done. The environment and the character was beautifully made. They even looks very detailed with quality materials effect even if I stuck my eyes close to the object. Very well done. But somehow the overall detail looks increasingly blurry the farther we're from it, which is kind of a waste because they're really good looking. The character looks human enough. The dialogues are quite funny. The interactions are varied, but too simple imo. Overall, I think it's an experiment/first try to make a social VR game. More of like a curiosity, not a full fledged full blown 100 hours time sinker. I wemt into it with a mindset of wanting to have a VR game where I can chill in a beautiful environment (I'm sick of shooters and killing sprees), and it sort of like did that. But if you're hoping for a more sexually 'intimate' experience, better look for other game *cough*VR Kanojo*cough. I think this review said it best. [url]http://gameaxis.com/reviews/summer-lesson-playstation-vr-game-want/[/url]
From Facebook's developer conference: [vid]https://i.imgur.com/Gsoc000.mp4[/vid] Realtime 3D analysis. [url=https://www.youtube.com/watch?v=LIUYDUlGJzM]Reminder that Oculus is working on inside-out-tracking VR headsets[/url]
I refuse to believe they'd get low-poly, perfectly symmetrical models like that programmatically.
Yeah, they're probably cheating somehow. A computer can't get that model out of a single camera feed, let alone with such a fancy fitting intro animation. If it's really realtime, they probably had the meshes pre-prepared and dynamically fit at best.
[QUOTE=Orkel;52189462]Palmer & grillfriend spotted in Japan [img]https://i.redd.it/v3dk5w068mvy.jpg[/img] :ohno:[/QUOTE] I hope someone mods him into MGS5 now tbh
[QUOTE=Ott;52192781]I refuse to believe they'd get low-poly, perfectly symmetrical models like that programmatically.[/QUOTE] Yeah no, I work in computer vision and it's likely bullshit. We have cameras that could scan that room in realtime and model it with enough detail that you could see the floating cheerios but they cost more than several entire pc+rift combos.
Pretty sure it's just scanning the environment and replacing objects it recognizes with premade meshes The question is are they pretending it's anything more than that or is it just being thrown around without context The spatial mapping of the Hololens gives you an idea of how an actual scanned mesh would look like [video=youtube;BC1k_18JUDk]http://www.youtube.com/watch?v=BC1k_18JUDk[/video]
I'm at work doing some soldering on my robot's power distribution board and a coworker is letting his gf play dreadhalls while he's here doing some work too. Sounds like it's pretty good, she keeps screamin :v:
[QUOTE=revan740;52178494]Be prepared to buy a new Vive just in case someone gets too happy.[/QUOTE] I've gotten kind of tired of demoing the Vive to people because of how retarded people seem to act. Like, I get that it's your first time, but can you not swing your fucking arms like a madman while holding my $900 toys? You realize it's still a video game right? Drives me absolutely nuts.
Someone is comparing the SDE of the Pimax 4K HMD with Vive+Rift in-lens view, the difference is noticeable. [hd]https://www.youtube.com/watch?v=0OPCZ4tBvAw[/hd]
What a great soundtrack :v:
[QUOTE=srobins;52195181]I've gotten kind of tired of demoing the Vive to people because of how retarded people seem to act. Like, I get that it's your first time, but can you not swing your fucking arms like a madman while holding my $900 toys? You realize it's still a video game right? Drives me absolutely nuts.[/QUOTE] What do you mean "swing your fucking arms like a madman?" Like, what would inspire doing something like that? The worst thing I did was tap the two controllers together to see how accurate the tracking was and swat at a sardine or something instinctively in theBlu because it got really close to me.
[QUOTE=srobins;52195181]I've gotten kind of tired of demoing the Vive to people because of how retarded people seem to act. Like, I get that it's your first time, but can you not swing your fucking arms like a madman while holding my $900 toys? You realize it's still a video game right? Drives me absolutely nuts.[/QUOTE] The controllers are super resilient and probably don't cost that much compared to the HMD. I'm sure HTC would send you a replacement if your friends somehow do break them.
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