• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
[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 only thing I've gotten tired of is people not noticing the chaperone borders and bumping into my desk or wall. :v:
[QUOTE=Ott;52196373]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.[/QUOTE] Unless they fixed them they actually really aren't, at least not compared to other controllers I have the shell is tough but the tracking points are connected to this cable inside it that's insanely loosely connected and can disconnect VERY easily pretty much decided to just take it apart to fix. Easy fix, easy to fuck up. They're still pretty durable but there are WAY more durable controllers out there that aren't made for that kind of stuff
[QUOTE=Orkel;52196078]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][/QUOTE] The jump in resolution is really nice but lack of positional tracking and a lower refresh rate make it a deal breaker for me at least. [editline]7th May 2017[/editline] I've had people swipe at walls and standing fans but never been anything more that a slight knock. Though there was one person who basically collapsed forward when doing Richie's plank, and had I not have been there to catch her, she would have smacked face first into a hardwood doorframe... That gave me quite a fright because the front of the headset doesn't seem that tough.
Sooo... Has anyone had to deal with fixing/replacing vive controllers? Housemate brought some friends over to show them the VR experience, they had some drink in them and my housemate just threw them in Brookhaven Experiment without explaining much. Lots of punching and arm swinging was involved and the strap on one of the controllers broke and the controller went full speed into the ground. It was one of the original infamous grey straps. Doesn't track no more, all the buttons seem to work just no tracking. I was reading about it and it sounds like HTC don't want to replace or repair them under the warranty in situations like that. But surely because it was the strap that broke it's their responsibility? On the other hand though, the controller has fallen and has hit the walls before and there are multiple marks on it from damage. One time it fell when my housemate wasn't using the straps, and hitting walls just sometimes happen with inexperienced players especially. Or should I just say fuck it and open up the controller and try fixing it myself? Seems like a common fix is just making sure the ribbon cables are hooked up okay.
[url]http://boards.4chan.org/v/thread/376248526[/url] Well, pack your bags folks. VR is dead. Apparently.
[QUOTE=*Freezorg*;52199266][url]http://boards.4chan.org/v/thread/376248526[/url] Well, pack your bags folks. VR is dead. Apparently.[/QUOTE] What did the thread say? it's gone.
[QUOTE=Splungey;52199309]What did the thread say? it's gone.[/QUOTE] "Why did VR for gaming flop?" With a bunch of actual retards talking as if VR is doomed for some odd reason just because the first generation headsets didn't sell millions Archive: [url]https://boards.fireden.net/v/thread/376248526/[/url]
[QUOTE=Orkel;52196078]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][/QUOTE] I wonder if it would be possible to pop the screen out of that HMD and hack it into my vive... Looks really clear
[QUOTE=*Freezorg*;52199505]"Why did VR for gaming flop?" With a bunch of actual retards talking as if VR is doomed for some odd reason just because the first generation headsets didn't sell millions Archive: [url]https://boards.fireden.net/v/thread/376248526/[/url][/QUOTE] i mean they're not wrong in certain ways, if it continues being wave shooter after wave shooter it is going to be doomed. however, they're saying that as if there isn't a ton of VR content in dev right now. personally excited to see what Valve is doing with VR games (allegedly), since they are still pretty much the bar for quality VR content
[QUOTE=Korro Bravin;52199561]I wonder if it would be possible to pop the screen out of that HMD and hack it into my vive... Looks really clear[/QUOTE] Personally I hope we just get 1200p non-Pentile displays for the next gen headsets. 4k VR would incur a downright painful performance hit even for those with 1080s.
[QUOTE=Korro Bravin;52199561]I wonder if it would be possible to pop the screen out of that HMD and hack it into my vive... Looks really clear[/QUOTE] The screen's quality is actually kind of.... bleh apparently from some reviews I've seen. it displays at like. 60Hz INTERLACED, with some weird technique to try and hide it.
[QUOTE=LZTYBRN;52199563]i mean they're not wrong in certain ways, if it continues being wave shooter after wave shooter it is going to be doomed. however, they're saying that as if there isn't a ton of VR content in dev right now. personally excited to see what Valve is doing with VR games (allegedly), since they are still pretty much the bar for quality VR content[/QUOTE] I think one of the biggest things that could help game-based consumer VR out is high-profile "full" story mode-based games having full VR support. Serious Sam VR is is the sort of thing I'm talking about, but it's certainly not nearly as popular as a game like Fallout 4, where the VR version is still unreleased. And don't get me started on how pissed I am that Valve cba to update HL2 one more time to at [I]least[/I] make it work with their own fucking peripheral's [I]headset[/I], let alone the roomscale and motion tracking functionality their system provides.
Looking at this resolution improvements, I can't wait for LG headset with improved resolution. They said it will be even better than the 1440p in the dev kit.
[url=http://ghostline.xyz/publications/Waltz-of-the-Wizard-comparing-room-scale-May-2017.pdf]So the Waltz of the Wizard devs have released some fairly interesting spatial data.[/url] It has a lot of neat information on hardware differences. One interesting note I noticed was a seemingly overwhelming amount of Oculus users play with only two sensors, and apparently experience 2x the tracking loss. I wonder if the lack of the third sensor is because of price or convenience? Waltz is a fairly old game at this point so I'd be interested to see similar data to this from other, more popular games.
I had no idea it had different levels.
[QUOTE=LZTYBRN;52199563]personally excited to see what Valve is doing with VR games (allegedly), since they are still pretty much the bar for quality VR content[/QUOTE] If Valve set the bar for you with VR content quality after releasing nothing but The Lab, you've not looked very far. I agree that whenever they do announce and release their mysteries they'll be wonderful, but if their VR demo is the best you've seen you've just not been looking.
[QUOTE=bitches;52201273]If Valve set the bar for you with VR content quality after releasing nothing but The Lab, you've not looked very far. I agree that whenever they do announce and release their mysteries they'll be wonderful, but if their VR demo is the best you've seen you've just not been looking.[/QUOTE] Ive played pretty much all of the big Oculus stuff and would still say that the Lab and Destinations are still the tightest, highest quality VR experiences out there atm The obviously dont have all that much content/gameplay, but they are certianly top notch in terms of being well put together. I'd be curious to hear what you thought was better
Chronos and Edge of Nowhere are still the best made VR games I've seen, despite being seated gamepad games; the quality to them is unmatched. Just about any of the big budget [I]games[/I] for Touch have been better than Valve's demo. The Unspoken, Dead and Buried, SuperHot, Robo Recall, The Climb, even Wilson's Heart despite its flaws. I've heard that I Expect You To Die is good, but I've not tried it. It feels like Vive fans instantly dismiss anything budgeted by Facebook. How many of these titles can you claim to have actually bought and played?
[QUOTE=bitches;52201395] It feels like Vive fans instantly dismiss anything budgeted by Facebook. How many of these titles can you claim to have actually bought and played?[/QUOTE] Dismissing his preference for the Lab as being a dismissive Vive fan inherently against anything budgeted by Facebook is pretty unfair, I think. I agree with you, there's loads of VR titles out there richer in both quality and content than the Lab, but his subjective tastes considered, the Lab does stand up pretty well to those games you listed. I've played five out of the seven roomscale games you mentioned and I can see where he's coming from when he talks about a high quality VR experience. Games like SuperHot and RoboRecall are really fun, though more "conventional", and I thoroughly enjoyed Wilson's Heart and The Climb, but the Lab consistently manages to trigger "wow" moments whenever I play it, each minigame crafted to show off what exactly makes VR, and roomscale, an amazing experience. Considering it's status as basically a demo, it does alright against games designed to be played for fun and replayability. I personally don't get much out of the Lab these days, but I can totally see where he's coming from. Some games are fun, some games look better, but the Lab truly knows how to take advantage of being a VR [I]experience.[/I] It sits at around 20 hours played for me, which is fairly high in my VR library. While that obviously includes demos to friends, SuperHot only got around 5 hours out of me, RoboRecall even less. That's not to say these games aren't of high quality and well crafted, there's just a certain kind of "VR replayability" that some may truly value over tight mechanics or amazing graphics.
I tend to dismiss games budgeted by Facebook because Facebook has actively shown disdain to my platform of choice by pushing exclusivity nonsense onto a platform that really doesn't need this kind of shit. Even if they're fun, even if they're enjoyable, I still can't brush off the feeling that I had to go through several extra steps of installing third party shit just to get the game running.
[QUOTE=Ganerumo;52201831]I tend to dismiss games budgeted by Facebook because Facebook has actively shown disdain to my platform of choice by pushing exclusivity nonsense onto a platform that really doesn't need this kind of shit. Even if they're fun, even if they're enjoyable, I still can't brush off the feeling that I had to go through several extra steps of installing third party shit just to get the game running.[/QUOTE] Facebook is working with the Khronos group and web VR standard creation, released a big game as open source, and is selling you games given free to their own Oculus customers. Nothing will convince you.
Also people seem to forget Resident Evil 7, a full blown critically acclaimed AAA title, has full VR support on Playstation. Just because it isn't on the Vive it doesn't mean it doesn't exist. You may hate Facebook/Sony for whatever reason, but you are unfair to all the developers who worked hard to make all these games.
Vertigo Games (Arizona Sunshine dev) contacted me to come by their office soon. They're looking for new developers and they remember my application from December 2015. This could be fun :D
Facebook VR games come always with some cons, they are like bad genie's spell. Wilson's Heart - cool adventure game with puzzles and stuff! Uh, yeah, you can only go to some spots and not full 360. Robo Recall - cool wave shooter! Yeah, 360 stuff is just experimental, and will be added later. Superhot - cool wave shooter! Yeah, enemies come only from 180 degrees, and you teleport from place to place. Etc... They do they best to use that limitation with the gameplay to make it fun, but still, it's not really great for me.
[QUOTE=Xanoxis;52203036]Facebook VR games come always with some cons, they are like bad genie's spell. Wilson's Heart - cool adventure game with puzzles and stuff! Uh, yeah, you can only go to some spots and not full 360. [B]Robo Recall - cool wave shooter! Yeah, 360 stuff is just experimental, and will be added later.[/B] Superhot - cool wave shooter! Yeah, enemies come only from 180 degrees, and you teleport from place to place. Etc... They do they best to use that limitation with the gameplay to make it fun, but still, it's not really great for me.[/QUOTE] It's a game where robots come at you from all around and you teleport wherever you want, and are free to turn around. You're so biased.
I Expect You To Die is a real good game. Definitely worth it if you like puzzle games. I already knew the solutions to the first two puzzle scenarios, so I only got an hour's worth out of it. Though, I didn't bother with the side objectives.
[t]https://horobox.co.uk/u/4VZkN4.png[/t] watching shitty 80s martial arts movies together is what VR was made for
[QUOTE=bitches;52201395]Chronos and Edge of Nowhere are still the best made VR games I've seen, despite being seated gamepad games; the quality to them is unmatched. Just about any of the big budget [I]games[/I] for Touch have been better than Valve's demo. The Unspoken, Dead and Buried, SuperHot, Robo Recall, The Climb, even Wilson's Heart despite its flaws. I've heard that I Expect You To Die is good, but I've not tried it. It feels like Vive fans instantly dismiss anything budgeted by Facebook. How many of these titles can you claim to have actually bought and played?[/QUOTE] i think you missed my point pretty hard. In terms of general polish, The Lab is still at/near the top end, because tons of time and care was put into making it a solid tech demo for their investment. I have nothing against Oculus exclusives (you know, other than the aggressively anti-consumer bullshit they're showing no signs of stopping), and Superhot is up there with some of my favorites, and for as tight and polished as it is, RoboRecall is still a wave shooter. I'm waiting for valve's next VR outings because it seems like they've gone through an effort to make a handful of solid vr titles, one of which hopefully is their attempt at story conveyed through VR. Please show me where Oculus is putting in stuff like that. Oh wait.. rip story studio
[QUOTE=LZTYBRN;52204167]i think you missed my point pretty hard. In terms of general polish, The Lab is still at/near the top end, because tons of time and care was put into making it a solid tech demo for their investment. I have nothing against Oculus exclusives (you know, other than the aggressively anti-consumer bullshit they're showing no signs of stopping), and Superhot is up there with some of my favorites, and for as tight and polished as it is, RoboRecall is still a wave shooter. I'm waiting for valve's next VR outings because it seems like they've gone through an effort to make a handful of solid vr titles, one of which hopefully is their attempt at story conveyed through VR. Please show me where Oculus is putting in stuff like that. Oh wait.. rip story studio[/QUOTE] Story studio wasn't producing anything compelling to the gaming market, and Oculus's own developers have worked with their partner developers (such as Insomniac) to create games (such as an intensively story based adventures Edge of Nowhere and Wilson's Heart). Also, I made a post on this same page you ignored, detailing the good they've been doing for the industry that really undermines your ass-pulled anti-consumer comment.
This argument again huh.
Sorry, you need to Log In to post a reply to this thread.