• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
[QUOTE=bitches;52202780]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.[/QUOTE] How about if they're so fucking keen on convincing me they'll do the literal [I]only thing I want from them[/I] which is release the game on Steam so I can just buy it, install it and launch it like any other VR game I own Why do I have to fucking install Revive and set up this elaborate, finicky, often barely functional chain of events just to launch a god damn game that Facebook still expects me to pay for ? Not to mention that the exclusivity deals hurts the games themselves because they have to be designed for 180° gameplay. I sure as fuck would have enjoyed Robo Recall a lot more if it didn't yell at me whenever I try to turn around and shoot a robot behind me, instead forcing me to use this fucking trash teleportation system they have. [QUOTE=AntonioR;52202879]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.[/QUOTE] RE7's VR feature has been delayed by a whole year for PC if I recall correctly. I'll gladly buy the game on steam as soon as it gets that extra bit of missing content.
[QUOTE=bitches;52204306]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[/QUOTE] [quote]Facebook is working with the Khronos group and web VR standard creation,[/quote] open standards != open platform, they could easily continue running a closed platform even after standards are established. just because they're working towards making other VR platforms stable on oculus doesnt mean they have any intent to make it easier for a Vive user to run a game without needing 3rd party apps and limited to 180 degrees of gameplay [quote]released a big game as open source[/quote] I'm not sure what you're referring to. OpenVR? what? [quote]selling you games given free to their own Oculus customers[/quote] oh wow, bless them for letting me pay exorbitant prices so that i still have to run imperfect workarounds to get their games working on my headset with limitations that don't exist on my headset
I think he's referring to the fact Robo Recall technically has a free open source version but it's not designed for actual gameplay since that version runs like shit.
[QUOTE=LZTYBRN;52205071]open standards != open platform, they could easily continue running a closed platform even after standards are established. just because they're working towards making other VR platforms stable on oculus doesnt mean they have any intent to make it easier for a Vive user to run a game without needing 3rd party apps and limited to 180 degrees of gameplay[/QUOTE] Once other HMD owners can run content from the Oculus store officially, I don't see much of a problem. There are plenty of store-restricted titles on the market, notably EA's PC games. And I don't see why they would want to shoot themselves in the foot by not properly supporting those other setups.
[QUOTE=Ganerumo;52204565] Not to mention that the exclusivity deals hurts the games themselves because they have to be designed for 180° gameplay. I sure as fuck would have enjoyed Robo Recall a lot more if it didn't yell at me whenever I try to turn around and shoot a robot behind me, instead forcing me to use this fucking trash teleportation system they have. [/QUOTE] This is a big problem I have with certain Oculus funded games, and it's an opinion some people have dumbed me for having here before. When I play games like Superhot and Robo Recall, I can't shake this feeling that the 180° centric gameplay, and all the inherent limitations that brings, simply wouldn't have existed if the games were designed with more than just the Rift headset in mind. Superhot is [I]great[/I] fun, and everything I was hoping for out of the VR port, but without that exclusivity deal I feel we'd most likely be dealing with arenas that account for 360° a lot more often, offering richer gameplay. Infact, had Superhot not been released intended for a system with a userbase much more new to roomscale gameplay, it may have even included some form of locomotion. A lot of this is just speculation but I can't shake the almost lacking feeling when roomscale games don't want me to turn around.
[QUOTE=Ganerumo;52204565] Not to mention that the exclusivity deals hurts the games themselves because they have to be designed for 180° gameplay. I sure as fuck would have enjoyed Robo Recall a lot more if it didn't yell at me whenever I try to turn around and shoot a robot behind me, instead forcing me to use this fucking trash teleportation system they have. [/QUOTE] Nothing stops you from turning around 360 in Robo Recall. Enemies come at you from all around, in 360, and you can disable the camera warning. The teleportation system is vital to the gameplay; you couldn't get up to the high places (which you do often) without it. Don't make up shit to support your point.
Last I played Robo Recall the big "TURN AROUND NOW MOTHERFUCKER THIS IS A 180° GAME" flashing warning sign could not be turned off. If you mean you can turn it off via mods you can kindly fuck off since mods disable progression altogether. The teleportation system is shit because of the way you turn around using it, not because it's teleportation. Teleportation is totally fine as long as the game doesn't turn you around every time you teleport which Robo Recall requires you to do extensively, since it's designed around the fact you aren't supposed to physically turn around. Like you can keep fucking whining about how people are making shit up or something but that doesn't change the fact those games have to objectively gimp themselves.
The game came out two months ago, and it received its patch to disable the camera warning (without mods) one month later. IIRC it also disables the rotation on teleport. There is nothing gimping about a game supporting 360 and foremost supporting the common denominator.
Never got the update for it. Oculus is too busy throwing a bitchfit at the fact my nonexistent sensor and headset aren't configured properly to download an update for the game. Good thing I have to deal with this shit and an extra third party API just to play this game.
[url]https://forums.oculus.com/community/discussion/52564/upcoming-v1-15-software-update-live-on-public-test-channel[/url] [quote]First, with 1.15, Rift will fully support three-sensor configurations for larger roomscale setups. We’ve updated the new three-sensor setup wizard in the Oculus app based on the latest data, and everything looks good. This also means we’re planning to remove the experimental tag from roomscale support.[/quote] [quote]We’ve also improved the way we share health and safety information, including a new safety video with the option – after you’ve acknowledged the information – to enable/disable health and safety reminders when putting on Rift.[/quote] Topical.
I ordered a third sensor yesterday since I get some tracking issues with two in my current setup.
[QUOTE=Ganerumo;52205167]I think he's referring to the fact Robo Recall technically has a free open source version but it's not designed for actual gameplay since that version runs like shit.[/QUOTE] It's certainly not "technically a free open source version." It's a modkit. You can play the first level to test your mods and fuck about in the hub. That does not count. That's like saying you can get Squad or ARK for free from the Epic Games Launcher.
I just want to say that I've never had any issue with the "Turn the fuck around you idiot" warning on a three-sensor roomscale setup. It's just never appeared for me.
[QUOTE=Buck.;52198926]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.[/QUOTE] Take it in for the warranty or fix the ribbon cable I fixed it myself but I'm impatient which is why easy enough job tbh just need the right screws, something I keep on me
[url]http://store.steampowered.com/app/582500/We_Were_Here/?snr=1_7_7_230_150_5[/url] So I can play in VR while someone else plays online-coop as a non-VR player, right? or is this VR only
[QUOTE=J!NX;52208912][url]http://store.steampowered.com/app/582500/We_Were_Here/?snr=1_7_7_230_150_5[/url] So I can play in VR while someone else plays online-coop as a non-VR player, right? or is this VR only[/QUOTE] From what I see it has optional VR support. So you can probably co-op with non-VR players just fine.
Payday 2 (in its entirety) is coming to the Vive, supports playing with non-vr players in coop too [video=youtube;XTwSQLkJy5Q]http://www.youtube.com/watch?v=XTwSQLkJy5Q[/video]
Looks really shoehorned, by the looks of it other players don't even see your movements. Basically it's just gonna be a wraper to do the same old predefined actions.
Still looks great fun though. Also: [media]https://twitter.com/OwlchemyLabs/status/862396877945417728[/media]
Owlchemy Labs is absurdly talented, honestly. Glad google got their back.
People are making fan art of my VRchat avatars :pwn: [t]https://horobox.co.uk/u/55fb5r.jpg[/t] [t]https://horobox.co.uk/u/3G3Et.jpg[/t] [editline]11th May 2017[/editline] [t]https://horobox.co.uk/u/j7mHVs.png[/t] [t]https://horobox.co.uk/u/Dlr8mO.jpg[/t] also the endgame talkshow just ended, we took a group pic [img]https://horobox.co.uk/u/acDQKW.jpg[/img]
I'm having trouble imagining what it's like to see one of those in person. How can I get in on this?
[QUOTE=SEKCobra;52210997]Looks really shoehorned, by the looks of it other players don't even see your movements. Basically it's just gonna be a wraper to do the same old predefined actions.[/QUOTE] To be fair, what other players see isn't all that important because it's an entirely coop game, but I do hope the hitboxes and shit change to fit with your VR self.
[QUOTE=gk99;52213653]To be fair, what other players see isn't all that important because it's an entirely coop game, but I do hope the hitboxes and shit change to fit with your VR self.[/QUOTE] IDK, to me the whole point of Multiplayer VR is interaction above all else.
[QUOTE=SEKCobra;52213659]IDK, to me the whole point of Multiplayer VR is interaction above all else.[/QUOTE] In PD2 you're not exactly spending your time staring at your teammates, if you did you'd all be dead.
[video=youtube;m6Tqf1kKstg]http://www.youtube.com/watch?v=m6Tqf1kKstg[/video] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=923491647[/url]
The trailer hardly shows off much, but I hope they see it through. It's a shame Valve themselves never did it.
I'm not upvoting something that shows so little actual stuff.
[media]https://twitter.com/Windows/status/862715694558846976[/media] I'm missing a bit of... elegance? :v: [editline]11th May 2017[/editline] It has both a thumbstick and a touchpad. Whaaat
It looks like the retarded mutant offspring of a Vive wand and touch controller :v: [editline]11th May 2017[/editline] That said, the touchpad/stick combo seems like a pretty good idea, since both have strengths and weaknesses
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