• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
[QUOTE=EliteGuy;52214403][video=youtube;m6Tqf1kKstg]http://www.youtube.com/watch?v=m6Tqf1kKstg[/video] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=923491647[/url][/QUOTE] I got unreasonably hyped when I saw the motion controls working properly. I didn't think I'd find the time for another HL2 VR playthrough but [I]boy[/I] am I ready for this.
[video]https://youtu.be/dVXpHKktbzM[/video]
[QUOTE=Timebomb575;52215255]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[/QUOTE] I can only speak for myself but I really don't like using touchpads for any form of complex movement.
[QUOTE=bitches;52214595]The trailer hardly shows off much, but I hope they see it through. It's a shame Valve themselves never did it.[/QUOTE] [QUOTE=SEKCobra;52214606]I'm not upvoting something that shows so little actual stuff.[/QUOTE] It appears to be from the same people who made the mod that allowed you to play like this back when the Razer Hydra and Oculus Dev Kits were the latest hardware, so I'm fairly sure they'll go through with it, but I don't know why they included so fucking little of the actual VR on their Greenlight page. Like, that's kind of the whole point of the mod, why not show it off?
[QUOTE=SEKCobra;52214606]I'm not upvoting something that shows so little actual stuff.[/QUOTE] They've proven themselves in the past, why doubt them now for doing something for free? There's nothing to lose [QUOTE=gk99;52215804]Like, that's kind of the whole point of the mod, why not show it off?[/QUOTE] I imagine they decided to hold off on showing footage since they still need access to the source code. Getting Greenlight access would provide them with the engine code to better implement modern VR since the old code is pretty broken and outdated.
[QUOTE=Ott;52215524][video]https://youtu.be/dVXpHKktbzM[/video][/QUOTE] Yeah I can't say too much about it but one of the things our company figured out a long ass time ago is that the vive tracking system is really simple in terms of the basics but getting the level of precision and quality it has is real fucking dark magic :v:
[QUOTE=gk99;52215804]It appears to be from the same people who made the mod that allowed you to play like this back when the Razer Hydra and Oculus Dev Kits were the latest hardware, so I'm fairly sure they'll go through with it, but I don't know why they included so fucking little of the actual VR on their Greenlight page. Like, that's kind of the whole point of the mod, why not show it off?[/QUOTE] If Early Access and Greenlight have taught us anything, it's to judge games by their current state. And the current state of that Greenlight page is 'HL2 Promo shots'.
[QUOTE=SEKCobra;52217567]If Early Access and Greenlight have taught us anything, it's to judge games by their current state. And the current state of that Greenlight page is 'HL2 Promo shots'.[/QUOTE] I dunno, there's a lot of clips both in the trailer and hanging around their development pages showing how far the motion controls have come. Just the fact that they've got the Half Life 2 weapons behaving exactly how you'd expect them to in a VR roomscale space is enough to get the hype train rolling for me. If this wasn't a mod of a pre-existing game maybe I'd get you, but this is slapping motion controls on an already VR-enabled game. I have faith that they can do that.
so i got into the mindshow alpha [video=youtube;yW_clGJCCqA]http://www.youtube.com/watch?v=yW_clGJCCqA&[/video] [video=youtube;PDheI6h8_QM]http://www.youtube.com/watch?v=PDheI6h8_QM[/video] man, this app is stupidly fun. It's makes creating a short film super easy and the production value is super high considering what the app actually is. also the heavy model makes every scene better
[QUOTE=Orkel;52212495]People are making fan art of my VRchat avatars :pwn: also the endgame talkshow just ended, we took a group pic [img]https://horobox.co.uk/u/acDQKW.jpg[/img][/QUOTE] the artist has returned [t]https://horobox.co.uk/u/kPtbJg.jpg[/t] a truly magnificent visage
Anyone else have their vive performance mysteriously go to shit as framespikes(drops) here and there when you got an (possible new tech?) NVMe drive? I've done every possible fix/hardware checked right now even my expert friend(co maker of ReVive) look up what was going wrong and didn't know, but it was CPU that is causing it. Which is directly linked to my new NMVe drive, beceuse PCI-E lanes. And the shitload IRQ codes for my NMVe drive which is weird, Only in my devicemanager which might be conflicting with USB vive IRQ codes. I have not tried removing it yet(still need backup sdd before installing windows on it) Regardless It's the only thing that was recent. And everything seems to point towards it now. So anyone also having an unfixable problem and dont know why but you installed a Polaris NMVe drive? I wonder if im not only one.. Was so much fun my vive at launch and now this problem for few months which makes it impossible to supersample when you got the GPU power therefor playing games SUCKS. Yes, I've dedicated quite some days to this issue.
[QUOTE=Timebomb575;52215255]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[/QUOTE] tbh I'd rather have buttons, then have one hand have a pad, the other a stick
there was a unspoken tournament at the nearby MSFT store and i joined in because why not. its this game [video=youtube;UVD1O853aSw]https://www.youtube.com/watch?v=UVD1O853aSw[/video] got a free copy of the game due to it so thats cool i guess. the dude who won was the only dude who owned the game (he got 100$ oculus credit and progresses thru the tournament stuff) got to finally play robot recall for the first time while i was there, gonna make sure to make it work on my vive now via unreal editor so i dont have to pay the 30$ convenience tax.
[QUOTE=Wii60;52227543] got to finally play robot recall for the first time while i was there, gonna make sure to make it work on my vive now via unreal editor so i dont have to pay the 30$ convenience tax.[/QUOTE] It's a mod kit. You can play the first level and it's in developer mode so you have to compile the shaders and you're framerate won't be the same as the release version.
[QUOTE=Wickerman123;52227584]It's a mod kit. You can play the first level and it's in developer mode so you have to compile the shaders and you're framerate won't be the same as the release version.[/QUOTE] cool i get to learn gamedev too edit: can i get it off the unreal engine launcher for 30$? i have a 30$ balance back when they made unreal 4 free.
I ordered another sensor from Oculus on the 7th, and it doesn't even have shipping info yet, how long do they take?
[QUOTE=Richardroth;52228941]I ordered another sensor from Oculus on the 7th, and it doesn't even have shipping info yet, how long do they take?[/QUOTE] I got mine in less than a week.
I got an HTC Vive a few days ago. I've wanted one for like, a year and I was getting more and more excited to own one since now there's a lot more stuff out there, though occasionally I'd see super negative perspectives on it and I'd get marginally worried. After playing with it awhile though I can very happily say that it's one of the coolest things I've ever gotten, and my god I'm having a super great time with it. Got Virtual Rickality, Job Simulator, Tilt Brush, and a handful of free games to get started with it. Gonna try to get Serious Sam later too if I can. My only real complaint with it all so far is the price of the games for what seem to be small amounts of content for a lot of them. Hopefully though when the summer sale comes I can get a bunch more games out of it
[url]https://steamcommunity.com/sharedfiles/filedetails/updates/923491647/[/url] HL2VR got greenlit! [QUOTE=HWECQI;52230025]I got an HTC Vive a few days ago. I've wanted one for like, a year and I was getting more and more excited to own one since now there's a lot more stuff out there, though occasionally I'd see super negative perspectives on it and I'd get marginally worried. After playing with it awhile though I can very happily say that it's one of the coolest things I've ever gotten, and my god I'm having a super great time with it. Got Virtual Rickality, Job Simulator, Tilt Brush, and a handful of free games to get started with it. Gonna try to get Serious Sam later too if I can. My only real complaint with it all so far is the price of the games for what seem to be small amounts of content for a lot of them. Hopefully though when the summer sale comes I can get a bunch more games out of it[/QUOTE] Feel free to visit VRchat as well, it's the closest thing to a metaverse atm.
[QUOTE=Wii60;52227732] can i get it off the unreal engine launcher for 30$? i have a 30$ balance back when they made unreal 4 free.[/QUOTE] No, it's only available on the Oculus Store.
[url]http://www.irishnews.com/magazine/science/2017/05/15/news/watch-how-virtual-reality-is-helping-the-lives-of-dementia-patients-1026839/[/url] [quote]The system was initially designed to help people living with dementia, but Tribemix says the project is now being broadened to include patients from paediatrics, respiratory disorders, physical disabilities and elderly care. One user, Ann, who took part in VirtuCare’s immersive therapy, said she felt “happy” during the experience. “This is happy tears by the way, I am not sad,” she said. Another user, Richard, said he “loved” seeing gorillas and found the experience “peaceful”.[/quote]
[QUOTE=Clavus;52209136]From what I see it has optional VR support. So you can probably co-op with non-VR players just fine.[/QUOTE] Similar to Tabletop Simulator I guess
[url]http://www.roadtovr.com/oculus-research-demonstrate-groundbreaking-focal-surface-display/[/url] [url]https://www.oculus.com/blog/oculus-research-to-present-focal-surface-display-discovery-at-siggraph/[/url] [quote]Oculus Research, the VR and AR R&D division of the company, today announced a new display technology that they’re calling the “Focal Surface Display.” The display aims to improve the vergence-accommodation conflict that plagues today’s VR headsets. The company calls the work “groundbreaking.”[/quote] [quote]Focal surface displays mimic the way our eyes naturally focus at objects of varying depths. Rather than trying to add more and more focus areas to get the same degree of depth, this new approach changes the way light enters the display using spatial light modulators (SLMs) to bend the headset’s focus around 3D objects—increasing depth and maximizing the amount of space represented simultaneously. All of this adds up to improved image sharpness and a more natural viewing experience in VR. By combining leading hardware engineering, scientific and medical imaging, computer vision research, and state-of-the-art algorithms to focus on next-generation VR, this project takes a highly interdisciplinary approach—one that, to the best of our knowledge, has never been tried before. It may even let people who wear corrective lenses comfortably use VR without their glasses.[/quote] [vid]https://thumbs.gfycat.com/BrownRealAcouchi-mobile.mp4[/vid] [editline]15th May 2017[/editline] [hd]https://www.youtube.com/watch?v=gwO-3AgNIao[/hd]
It looks like a big deal but I still don't understand If there's audio on those videos I also can't hear it, though because I'm at work so I may be missing some kind of layman's explanation
One of the biggest issues with VR headsets is that there is a very small focal point on the lens that you have to look at, moving your eyes in a VR headset and trying to look at different areas on the screen leads to blur. You can see this clearly with a Vive and how the lens was created with rings to help with the focal point and rid of distortion. [t]http://i.imgur.com/u0Hjv1A.jpg[/t] Basically what this new tech does is eliminate that issue by magical wizardry.
There's that Facebook money. I, too, have no idea what this does, though. I am intrigued by the promise of glasses-free VR, but I don't understand how that's possible.
[QUOTE=Shirky;52232264]One of the biggest issues with VR headsets is that there is a very small focal point on the lens that you have to look at, moving your eyes in a VR headset and trying to look at different areas on the screen leads to blur. You can see this clearly with a Vive and how the lens was created with rings to help with the focal point and rid of distortion. [t]http://i.imgur.com/u0Hjv1A.jpg[/t] Basically what this new tech does is eliminate that issue by magical wizardry.[/QUOTE] Uh no, it doesn't actually have anything to do with that. It's about focal depth in 3D scenes. Right now we see 3D in VR headsets because of the parallax between what your left and right eye see. However, focal depth is another depth cue that we use in real life and which is missing in current VR products. If you hold an virtual object close to your face in a current VR, it's just as much in focus as the background, which isn't natural. This tech aims to approximate the real effect. I expect that once I try this for myself I might end up having another minor 'mind blown' experience, since it'll probably add another layer of realism on top of how you perceive virtual spaces. One of those 'you didn't know what you were missing until you got it' kind of things. [editline]1[/editline] The neat thing is that I didn't expect them to implement this without eye tracking, since my first thought was that you'd need to know where someone is looking to render depth of field dynamically. But they seem to tackle this problem with optic wizardry, and a conventional display.
It also sounds like it will help make "infinite" distances look much better than they do now; I believe GabeN called it the cardboard people effect, or something similar. Some interview with somebody a year ago was talking about how flying on a dragon is actually really underwhelming compared to your expectations on today's hardware, because the huge distance between yourself and the ground doesn't truly have the sense of far-away depth (in truth, some few meters away).
[QUOTE=bitches;52232459]It also sounds like it will help make "infinite" distances look much better than they do now; I believe GabeN called it the cardboard people effect, or something similar. Some interview with somebody a year ago was talking about how flying on a dragon is actually really underwhelming compared to your expectations on today's hardware, because the huge distance between yourself and the ground doesn't truly have the sense of far-away depth (in truth, some few meters away).[/QUOTE] DK2 did actually have infinite focal distance, and the Rift CV1 is at several meters (at which is pretty similar). So we've actually been looking at everything in those 'infinite' distances all the time, but maybe the lack of comparison with closer objects is what lessens the effect. [editline]15th May 2017[/editline] I wonder, could this tech nullify the need for glasses? Basically dial in your glass prescription and have the focal depth offset compensated?
[QUOTE=Clavus;52232420]Uh no, it doesn't actually have anything to do with that. It's about focal depth in 3D scenes. Right now we see 3D in VR headsets because of the parallax between what your left and right eye see. However, focal depth is another depth cue that we use in real life and which is missing in current VR products. If you hold an virtual object close to your face in a current VR, it's just as much in focus as the background, which isn't natural. This tech aims to approximate the real effect. I expect that once I try this for myself I might end up having another minor 'mind blown' experience, since it'll probably add another layer of realism on top of how you perceive virtual spaces. One of those 'you didn't know what you were missing until you got it' kind of things. [editline]1[/editline] The neat thing is that I didn't expect them to implement this without eye tracking, since my first thought was that you'd need to know where someone is looking to render depth of field dynamically. But they seem to tackle this problem with optic wizardry, and a conventional display.[/QUOTE] Sorry, I guess I should have said that is what I assume it meant. Although the issue I stated is still an issue none the less, and is quite annoying.
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