I have issues with the tracking on my Vive sometimes jumping around a lot, mostly when the controllers switch from vision of one base station to another. I'm not sure if I'm imagining things but turning off most resource intensive programs seems to decrease the amount of tracking errors and the controllers jumping around.
Could the tracking become inaccurate because my PC is struggling with processing the data if I have a lot of things running? I have a GTX 970, 24 gb of ram and an i7 4790k running at 4.2 ghz.
That should have little effect, the calculations done for tracking are relatively simple. Make sure there are no reflective surfaces around your play area.
[QUOTE=Pilotguy97;52467226]Gorn
Hotdogs, Horseshoes, Hand Grenades (H3VR)
Super Hot VR
House of the Dying Sun
DCS
And people in this thread say Sairento VR is good as well, but I've never tried that one.
Onward's also supposed to be like Arma, but last I checked, it was super unpolished and unoptimized.[/QUOTE]
Onward is one of the most polished VR shooter games out TBH
I can't speak for it's optimization though, but I've personally never had any issues with it
[QUOTE=Kylel999;52469161]Onward is one of the most polished VR shooter games out TBH
I can't speak for it's optimisation though, but I've personally never had any issues with it[/QUOTE]
I've had it running on a 970m, with ATW of course.
I'd say its optimisation is OK. You can always drop the "Quality", it just makes some of the aliasing on alphas a bit more gnarly along with a drop in texture res.
Also, I should have bought Super Hot when it was on sale
I wonder how we can start to categorize VR games a bit better.
E.g. Kylel correctly called onward a VR shooter. But I wonder how we can differentiate between that and space pirate trainer or such.
It's just that sooo many VR games are shooting focused and I feel like the term may get muddled.
Is it just me?
I really want there to be better, longer VR games. Like right now so many of them seem like mini games, and I think that the Wii experienced issues like this to some degree as well, where games are developed only harnessing a small scope of what can actually be done with a motion platform like this, and then you end up with games that are fun, if only for like an hour.
My friend and I finally settled on a game that we wanna work on for VR that feels more like a full game and less like an activity, if that makes sense, but it seems so daunting that I have no idea when it'll get finished.
[QUOTE=bitches;52468988]He said he tried that earlier in the thread and that he thinks it's the video port itself that's busted.[/QUOTE]
I've actually read about someone with a problem similar to mine, wherein heat caused the circuitry to desolder near the HDMI port, IDK if this is a common defect or not.
[QUOTE=Kylel999;52469161]Onward is one of the most polished VR shooter games out TBH
I can't speak for it's optimization though, but I've personally never had any issues with it[/QUOTE]
Moah, the shooting mechanics might be, but the rest of the game is pretty unpolished slap-together of mostly asset store stuff. It'd be great if he got some decent artists and level designers working on it.
I'd say the Serious Sam VR First and Second Encounters are by far the most polished VR shooting games right now.
Both games have reasonably good graphics and very fun gameplay that works surprisingly well in VR. They also have a large variety of options and settings for movement including teleporting, free movement, and keyboard and mouse.
The singleplayer portions of the games themselves are much, much longer than the average VR game. The First Encounter took me around 11 hours to finish, and I still haven't finished the second encounter which is supposed to be significantly longer. Additionally, to me they just feel far more like proper full-fledged games rather than tech demos or mini-games like just about everything else.
Both games also include multiplayer (both pvp game modes and co-op). The multiplayer allows vr players to play with people playing the normal version, so finding people to play with isn't too hard. However, I will say that currently cross VR-2d multiplayer isn't fairly balanced. VR players are overpowered they get to dual wield with no firing cooldowns unlike 2d players.
Additionally, the games come with full modding and workshop support.
The only issue I have with them is they charge you $40 for each, even if you already own the original games. I'd recommend only getting the second encounter as it's longer and has more weapon, enemy, and level variety.
[QUOTE=En_Carlson;52470270][U]I'd say the Serious Sam VR First and Second Encounters are by far the most polished VR shooting games right now.[/U]
Both games have reasonably good graphics and very fun gameplay that works surprisingly well in VR. They also have a large variety of options and settings for movement including teleporting, free movement, and keyboard and mouse.
[U]The singleplayer portions of the games themselves are much, much longer than the average VR game. [/U]The First Encounter took me around 11 hours to finish, and I still haven't finished the second encounter which is supposed to be significantly longer. Additionally, to me they just feel far more like proper full-fledged games rather than tech demos or mini-games like just about everything else.
Both games also include multiplayer (both competitive game modes and co-op). The multiplayer allows vr players to play with people playing the normal version, so finding people to play with isn't too hard. However, I will say that currently cross VR-2d multiplayer isn't fairly balanced. VR players are overpowered they get to dual wield with no firing cooldowns unlike 2d players.
Additionally, the games come with full modding and workshop support.
The only issue I have with them is they charge you $40 for each, even if you already own the original games. I'd recommend only getting the second encounter as it's longer and has more weapon, enemy, and level variety.[/QUOTE]
Yeah, that is how it works when all you had to do is plug in VR support in an existing game. It's unfair to compare it to games that are built from ground up. $40 is a ridiculous price for 8 year old games that are being sold for 1-2$ almost every other week.
Onward is getting an update that'll introduce some AI enemies in "Operations". This is pretty exciting to me, while I never have any troubles finding a game in Onward, being able to play it offline will introduce a lot of replayability, I think. Sometimes I just don't feel sociable enough to play such a communication intensive game.
[QUOTE=Novangel;52467845]How would you control the movement of the mech though?[/QUOTE]
I'd imagine that, when one's hand is taking control of the mech's hand, the button above the touch pad would be used as a sort of locomotion thing, like in H3VR. It could toggle trackpad locomotion. Since you're in a cockpit, there's less worry of motion sickness. (Plus there could be vignette options, too.) Toggling it could make it so that the mech turns with the head, too, with some head-turning slack. There's various ways you could go about it, really.
I don't usually like to talk about this sort of stuff (especially not here, but I'd rather discuss it with VR folk), but I'm pretty concerned about the viability of the Vive next to the Rift's current price. Where I live, you'll be paying almost $600 more for the Vive than the Rift. That is an [I]insane[/I] price difference. I've always been okay with the Vive costing a little more because of a bunch of tiny little benefits I find it has over the Rift, but at the moment, when someone finishes up a demo on my Vive and inquires about buying their own VR device, I have no choice but to recommend the Rift without question. I can't possibly justify pitching the higher FOV and superior tracking for that high of a price increase.
With the Rift's price dropping so low, the price entry point for VR is going to be a lot lower and people are going to come to expect to pay a lower price for VR headsets in the future. The Vive hasn't really budged on its price point so far and I don't see it doing so anytime soon. If it doesn't, I can see it very easily becoming completely obsolete in the face of a clearly more affordable option.
While it's pretty obvious I'm a bit of a Vive fanboy and inherently don't want to see it die/become irrelevant because of that, I'd hate in general for either headset to dominate the high-end PC VR gaming market. HTC/Valve [I]really[/I] needs to step up their game, especially if I'm going to be expected to drop another two hundred or so on the new knuckle controllers.
At the moment, I find the Rift even more economically viable than the PSVR, and that's crazy to me. I mean it's [I]good,[/I] I'm really happy to see VR becoming more affordable by moves like these, I just hope Vive catches up. They'll need another significant innovation to VR like roomscale if they're going to maintain that high of a price.
[QUOTE=WillerinV1.02;52471071]I don't usually like to talk about this sort of stuff (especially not here, but I'd rather discuss it with VR folk), but I'm pretty concerned about the viability of the Vive next to the Rift's current price. Where I live, you'll be paying almost $600 more for the Vive than the Rift. That is an [I]insane[/I] price difference. I've always been okay with the Vive costing a little more because of a bunch of tiny little benefits I find it has over the Rift, but at the moment, when someone finishes up a demo on my Vive and inquires about buying their own VR device, I have no choice but to recommend the Rift without question. I can't possibly justify pitching the higher FOV and superior tracking for that high of a price increase.
With the Rift's price dropping so low, the price entry point for VR is going to be a lot lower and people are going to come to expect to pay a lower price for VR headsets in the future. The Vive hasn't really budged on its price point so far and I don't see it doing so anytime soon. If it doesn't, I can see it very easily becoming completely obsolete in the face of a clearly more affordable option.
While it's pretty obvious I'm a bit of a Vive fanboy and inherently don't want to see it die/become irrelevant because of that, I'd hate in general for either headset to dominate the high-end PC VR gaming market. HTC/Valve [I]really[/I] needs to step up their game, especially if I'm going to be expected to drop another two hundred or so on the new knuckle controllers.
At the moment, I find the Rift even more economically viable than the PSVR, and that's crazy to me. I mean it's [I]good,[/I] I'm really happy to see VR becoming more affordable by moves like these, I just hope Vive catches up. They'll need another significant innovation to VR like roomscale if they're going to maintain that high of a price.[/QUOTE]
Completely agree, and I mean they're releasing wireless adapters and a tracking 2.0 version that allows house scale but I'm still not sure that'll justify the price increase. No doubt in my mind anyone who's really wealthy and super into vr would immediately go for the option that allows them to walk around their entire house in VR (although differing elevations is definitely a big question), but that's not enough to make it relevant to most consumers either imo
So, I've got an issue with VR right now. I know valve will eventually release an updated headset soon with the new "knuckles" and updated lighthouses. I could buy into that OR go ahead and buy an oculus now. Should I wait for an updated headset or buy into VR now?
[QUOTE=Elspin;52471525]Completely agree, and I mean they're releasing wireless adapters and a tracking 2.0 version that allows house scale but I'm still not sure that'll justify the price increase. No doubt in my mind anyone who's really wealthy and super into vr would immediately go for the option that allows them to walk around their entire house in VR (although differing elevations is definitely a big question), but that's not enough to make it relevant to most consumers either imo[/QUOTE]
"house scale" sounds much more like something to be used in a VR arcade experience than anyone's actual home filled with breakables. It's enough hassle already to find a place to play in where you can stretch out and not punch anything.
[editline]15th July 2017[/editline]
[QUOTE=SpyWolf;52471588]So, I've got an issue with VR right now. I know valve will eventually release an updated headset soon with the new "knuckles" and updated lighthouses. I could buy into that OR go ahead and buy an oculus now. Should I wait for an updated headset or buy into VR now?[/QUOTE]
Are the knuckles worth waiting several months and paying 400$ more, to you?
Disney just announced a AR Star wars game thing for your phone that you slide into a disney-made headset thing.
Building bases and playing the chess game from the first movie seem to be certian types of games
[IMG]http://i.imgur.com/bPXXa6f.png[/IMG]
[editline]15th July 2017[/editline]
[media]https://twitter.com/Marvel/status/886326290831167489[/media]
I got my vive in today.
How blurry is everything supposed to be? Text is extremely blurry around the edges and I really can't get a proper sight picture in H3VR.
[QUOTE=Wii60;52471756][media]https://twitter.com/Marvel/status/886326290831167489[/media][/QUOTE]
Guessing that's the new Oculus funded title they teased a few days ago? Kinda disappointed since it doesn't interest me all that much.
I'm wishing for an open-world VR game that is all about exploration. The Solus Project gave a glimpse of how amazing a game like that could be.
Anyone have any opinions on VorpX
is it worth the price?
[QUOTE=mastermaul;52472134]I got my vive in today.
How blurry is everything supposed to be? Text is extremely blurry around the edges and I really can't get a proper sight picture in H3VR.[/QUOTE]
1.) Make sure your IPD is set correctly - there is a slip of paper with a ruler to measure your IPD and set it correctly. (You can also get it measured more accurately at an optometrist but it's not important to be that precise.)
2.) Make sure the headset is correctly positioned on your face - having it be slightly offset at all will make everything blurry.
3.) Make sure the headset is fully retracted - pull out the bezels on the head strap mountings, rotate them so that the headset moves as close as possible to your face. Bringing the lenses closer to your face usually solves the "blurry around the edges" problem.
4.) Try the [URL="https://www.reddit.com/r/Vive/comments/4gezog/8_sleep_mask_mod_worked_better_than_expected_and/"]sleep mask mod[/URL] - it moves the lenses closer to your eyes and improves comfort and breathability.
5.) Accept the fact that VR is like putting your phone directly in front of your eyes, it's just not going to have the same effective pixel density as a monitor a few feet away from your face. You won't be able to read text way out in the distance, it's just not possible.
I think a lot of the problem is it sits too low on my face right now, how can I fix that?
[QUOTE=mastermaul;52472700]I think a lot of the problem is it sits too low on my face right now, how can I fix that?[/QUOTE]
Just move it up and strap it in tighter. It should rest on your face, not on your nose. Alternatively, get some foam padding (or something) and jam it in the nose indent.
I'm gonna give away a copy of GORN, just rate this with a [img]https://facepunch.com/fp/ratings/wrench.png[/img] by the end of the GORN sale 38 hours from now. Might be a little longer, depends on how much I sleep in.
also please have an HMD.
I mostly feel fine in VR but I feel fucking weird for like an hour coming out of it.
I got pretty sick and some headaches the first day but now I'm use to it. Except when my tail rotor snaps or I lose a bunch of blade in DCS and I spin out of control, that shit twists my stomach but its awesome at the same time so I don't care :v:.
Takes some time, variable from person to person, to get your VR legs. And remember that the devkits were worse for that.
I somehow had pretty good VR legs from the get-go and it's only gotten better as time goes on. It's actually kind of awesome. The only time I have issues is with really bad framerate or just really bad movement like playing HL2/TF2 with the old DK2 VR support
Even with VR legs you'll be a bit woozy after long sessions of a mildly uncomfortable VR game. I'd say your brain is constantly filtering 'bad' info in VR, and when you suddenly jump back to reality it needs time to adjust again. It'd be great if we could trick our inner ear one of these days.
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