• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
square enix is making a vive card game to be unveiled at tgs [url]https://www.vrfocus.com/2016/09/htc-vive-and-square-enix-reveal-collaboration-on-kai-ri-sei-million-arthur-vr/[/url]
[QUOTE=Wii60;50984270]square enix is making a vive card game to be unveiled at tgs [url]https://www.vrfocus.com/2016/09/htc-vive-and-square-enix-reveal-collaboration-on-kai-ri-sei-million-arthur-vr/[/url][/QUOTE] I wish someone would just license yugioh for a multiplayer game so we can yell "you've activated my trap card!" at people over the internet while being completely serious about it
[QUOTE=Elspin;50984349]I wish someone would just license yugioh for a multiplayer game so we can yell "you've activated my trap card!" at people over the internet while being completely serious about it[/QUOTE] You can do that in Tabletop Simulator. There are workshop mods that add YGO starter decks.
[url]https://blogs.nvidia.com/blog/2016/09/01/game-mods-vr-funhouse/[/url] So Nvidia Funhouse has mod support? That's unexpected and awesome.
between that and their new fallout mod, i'm glad nvidia is getting into showing off their cards via modding communities modding communities need more love
[QUOTE=lilguy;50984594]You can do that in Tabletop Simulator. There are workshop mods that add YGO starter decks.[/QUOTE] I guess, not really the same kind of experience I was thinking of though where there's the giant goofy holograms and the game automatically handles the mechanics
all I want is Card Wars [t]http://www.tubefilter.com/wp-content/uploads/2016/07/adventure-time-card-wars.jpg[/t]
Has anyone here experienced both Gear VR 2015 and 2016 version? I just got a Galaxy S7, and i wanna get a gear vr, But i can get the 2015 version for 50-60$ CAD cheaper than 2016, from what ive read, fov is slighty better, more confortable and has home button, but guess its not worth extra money?
[QUOTE=CodeMonkey3;50982306]My new favorite Onward moment. To draw your knife you have to press the grip buttons while over your left shoulder. To use it you have to pull the trigger so you don't accidentally kill yourself with it when you draw it across your neck. I got shot and I'm injured and in limbo waiting for a revive. I call for help and the enemy comes walking over my dead body and says [i]"Say goodnight."[/i] and slits his own throat.[/QUOTE] How is it for space needed? I have moved away from home back to University, so I'm residing in a small not-room scale suitable room, but have enough space for standing and some movement.
There's a new room in VRchat which is the Titanic, and allows you to walk all over the deck. The funnels are huge, like 4 story buildings, but the ship feels surprisingly narrow when you're standing on the deck. It's reasonably long and takes a while to walk from end to end, but narrow. It was probably pretty big in 1912, but having travelled on modern cruise liners, and now experiencing the scale of the Titanic in first person VR, it's not as big as the name would suggest. [editline]1st September 2016[/editline] It's probably tall as fuck though, and the VR room is only the deck, so I can't get a view from the side.
Has anyone here done any work with vive development outside of unity? Curious how hard it would be for some open source projects like openmw to support
[QUOTE=icemaz;50985068]How is it for space needed? I have moved away from home back to University, so I'm residing in a small not-room scale suitable room, but have enough space for standing and some movement.[/QUOTE] Sometimes I play it in my room with the better gaming rig in it which has probably 2'x2' play area and that's just me describing it generously. You can play it in a standing environment it's completely doable. Locomotion is done with the controllers. I can't go prone or crouch because the light houses can't see me that low in my tiny space. The only other issue is when you're holding out the gun and spinning around is you can potentially knock into things if they're within arms length. Also throwing grenades. Just don't go nuts. No baseball throws but you can pop them into rooms and stuff.
Taco Bell is going to have a PSVR Giveaway contest starts 9/15/16 and ends 10/19/16 the code is from a box meal but as usual every taco bell game contest is prob gonna have a free code. expect to see more soon.
[QUOTE=Wii60;50985949]Taco Bell is going to have a PSVR Giveaway contest starts 9/15/16 and ends 10/19/16 the code is from a box meal but as usual every taco bell game contest is prob gonna have a free code. expect to see more soon.[/QUOTE] having trouble finding more info on this; source?
Howdy all, crossposting from the Space Engine thread, hope you don't mind. [url]https://steamcommunity.com/groups/SpaceEngineOfficial#announcements/detail/823418741140111556[/url] [QUOTE][b]Looking for VR testers[/b] We are looking for people who own a Vive, but primarily consumer Rifts. People with other OpenVR compatible HMDs will be considered but CV1 Rifts will take priority since we already have a few people with a Vive for testing. If you own a Vive or Rift (CV1) and are interested in testing please post in the comments. Make sure to include your Computer specs, please include your GPU/CPU/RAM/HDD, whether you have a Vive/Rift (Preferably consumer versions with motion controls) or other HMD, and how often you are available. If you are selected for testing I (Dr. λᵐᵉʳᶤᶜᵃ) will send you a friend request to give you a key. [b]DO NOT ADD ME I WILL ADD YOU[/b] We are looking for people willing to actually test and use the program so please don't offer unless you have one of these HMDs and the time to use the program. [b]TESTERS WILL BE SELECTED TOMORROW September 2nd[/b] If you were selected before for beta testing then you already have access to the VR build and do not need to post for a new key[/QUOTE] Would help us out a bunch :excited:
Yea, applied.
[QUOTE=MangoJuice;50986346]Howdy all, crossposting from the Space Engine thread, hope you don't mind. [url]https://steamcommunity.com/groups/SpaceEngineOfficial#announcements/detail/823418741140111556[/url] Would help us out a bunch :excited:[/QUOTE] I'd apply but availability is kinda not there because i'm focusing on school. Not to mention if he is giving out codes tomorrow, i'm going to be away for a few days from a VR capable rig. Cool to see something like this getting VR support though!
[QUOTE=bitches;50980431]People who pre-ordered the Rift can now trial Unity Pro through December 31st. It's a nice offer, but for some reason requires that you make a new Unity account. I would have preferred if they let you start the four month trial whenever you wanted, so that I might wait for Touch instead.[/QUOTE] I'm honestly tempted to learn Unity. I think the fact that I'll be able to experience what I create in VR is a bonus. [editline]2nd September 2016[/editline] [QUOTE=MangoJuice;50986346]Howdy all, crossposting from the Space Engine thread, hope you don't mind. [url]https://steamcommunity.com/groups/SpaceEngineOfficial#announcements/detail/823418741140111556[/url] Would help us out a bunch :excited:[/QUOTE] I applied. Please choose me, a fellow facepuncher (my steam name is #edmund :v:)
[QUOTE=bitches;50986115]having trouble finding more info on this; source?[/QUOTE] taco bell employee [url]https://www.reddit.com/r/PS4/comments/50m3cu/upcoming_taco_bell_ps4_vr_sweepstakes/[/url] taco bell has done stuff with sony in the past and they always have a videogame related giveaway in the fall
[QUOTE=Elspin;50985368]Has anyone here done any work with vive development outside of unity? Curious how hard it would be for some open source projects like openmw to support[/QUOTE] I looked into it a bit, haven't personally finished an implementation but it seems pretty straightforward. You just submit your frame textures per-eye to OpenVR and query OpenVR for tracking and input. [editline]2nd September 2016[/editline] [QUOTE=Orkel;50985301]There's a new room in VRchat which is the Titanic, and allows you to walk all over the deck. The funnels are huge, like 4 story buildings, but the ship feels surprisingly narrow when you're standing on the deck. It's reasonably long and takes a while to walk from end to end, but narrow. It was probably pretty big in 1912, but having travelled on modern cruise liners, and now experiencing the scale of the Titanic in first person VR, it's not as big as the name would suggest. [editline]1st September 2016[/editline] It's probably tall as fuck though, and the VR room is only the deck, so I can't get a view from the side.[/QUOTE] That sounds really cool, if only for the historical perspective. One of my favorite applications of VR is education and being able to "be there" in locations that are either destroyed or inaccessible. The Mars photogrammetry scene in Destinations really blew my mind, and Realities.io is a small taste of what I think the future of education is going to look like. You get such a more grand appreciation for history and events/locations by actually being there. Seeing a little 4"x2" image printed in a textbook is meaningless in comparison.
So I got my hands on some cheap ass Razer Hydra controllers, I now have a makeshift vive!
[QUOTE=MadBomber;50986844]So I got my hands on some cheap ass Razer Hydra controllers, I now have a makeshift vive![/QUOTE] If you need help with diy vr headset design, ping me and i can point you at some resources
[QUOTE=Itszutak;50988031]If you need help with diy vr headset design, ping me and i can point you at some resources[/QUOTE] Well I was trying to figure out how to some how create a room scale situation with the DK2 camera
[QUOTE=Elspin;50985368]Has anyone here done any work with vive development outside of unity? Curious how hard it would be for some open source projects like openmw to support[/QUOTE] I did. I added support for the VIVE in the spring RTS engine, just to see if it would be possible. It was quite easy, all I had to do was to hook in the render method, offset the camera with the transformation given by the steam vr api, render one eye, offset for the second eye, render second eye. It was just a proof of concept, I didn't go further. But I've never used the VR SDK before. So basic support should be easy but would need fine tuning afterwards.
Using that technology to block light in those liquid crystal blinds and shutter glasses, would it be possible to direct the laser beam so that the Vive lighthouses don't need motor with a rotating laser?
[QUOTE=RoboChimp;50989557]Using that technology to block light in those liquid crystal blinds and shutter glasses, would it be possible to direct the laser beam so that the Vive lighthouses don't need motor with a rotating laser?[/QUOTE] The resolution would have to be insanely dense and you'd have to have lightning fast access to individual pixels, so not likely. The arrays they're planning on using for solid state lidars could possibly do it, but I've yet to be able to find good data on how accurate their angle projections are
[QUOTE=Elspin;50989634]The resolution would have to be insanely dense and you'd have to have lightning fast access to individual pixels, so not likely. The arrays they're planning on using for solid state lidars could possibly do it, but I've yet to be able to find good data on how accurate their angle projections are[/QUOTE]Wouldn't it depend on how accurate you were to the degree? But with higher density and higher latency displays increasing so rapidly, I'd imagine it's not that far off. A cheap way to build solid state lidar is going to be the holygrail of Augmented reality. My money is on solid state lidar by early 2020s. These guys are making some pretty bold claims: [url]http://www.spar3d.com/news/lidar/solid-state-lidar-company-quanergy-lands-90-million-investment/[/url] Also, do you guys know what the latency of Li-fi is? My money is on the Vive 3.0 having solid state laser beam steering and wireless transmission via some sort of optical data transmission integrated into the lighthouses.
[QUOTE=RoboChimp;50989765]Wouldn't it depend on how accurate you were to the degree? But with higher density and higher latency displays increasing so rapidly, I'd imagine it's not that far off.[/QUOTE] The blinds do not work with angles, they work with pixels. They're just transparent displays moving between transparent and dark. Basically you'd want an extremely dense, extremely fast refresh, extremely small display. These are all parameters that companies are extremely bad at producing right now, so it's not likely to be good (or cheap) anytime soon. To put it in perspective, 240hz, which is about as good as most consumer displays get and quite expensive, would be nowhere near what you'd need. If you're trying to match a current light house's capabilities that's a 120 degree sweep in 8.33ms. That means your display (which can only change 240 times a second, or once every ~4ms) would only be able to do about 2 angles. That's not close, that's light years away from being usable. To get 1mm increments at 5m away in the sweep, you'd need to be able to refresh roughly 10.5 thousand times in 8.33ms. Optical phased arrays are the only thing I can think of that would have any chance of removing all moving parts really
Does anyone use a 144hz monitor with their Vive? I can only go up to 120hz without getting distortion ever since getting my Vive. Not really sure what to do :v:
[QUOTE=srobins;50991854]Does anyone use a 144hz monitor with their Vive? I can only go up to 120hz without getting distortion ever since getting my Vive. Not really sure what to do :v:[/QUOTE] I run 2x144hz monitors, what kind of distortion are you getting?
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