Sega announces Space Channel 5 VR, will be shown on vives at TGS
[url]http://sc5-vr.com/[/url]
up right left down chu chu chu
Wireless Vive prototype coming this fall.
[url]http://www.pcgamesn.com/wireless-vr[/url]
Works via Wi-Fi, remains to be seen how well they've handled the delay and quality. The signal goes from the headset dongle, to a transmitter in your pocket, to the PC. How can they handle the delay from that?
[QUOTE=Orkel;51009857]Works via Wi-Fi, remains to be seen how well they've handled the delay and quality. The signal goes from the headset dongle, to a transmitter in your pocket, to the PC. How can they handle the delay from that?[/QUOTE]
I think there might be a bit of confusion. The article says the transmitter connected to the headset communicates to the PC. That's a single communication direct link, so it has the potentially to bring all the advantages of wifi (highly efficient protocols for high bandwidth transfer) with none of the disadvantages (many devices being scheduled interfering with immediate communication, no intermediate router stage before relay, etc). I could be reading it wrong too but I read it as it being essentially a custom wi-fi direct dongle similar in general design to the one microsoft uses for xbox 360/one controllers. They'd be sending a signal essentially from a router to device directly cutting out a lot of issues. Not that it won't be massively impressive if they pull it off well, but I'm cautiously optimistic
wouldnt mind a wireless vr headset but then battery problems come in
[QUOTE=Wii60;51010264]wouldnt mind a wireless vr headset but then battery problems come in[/QUOTE]
After replacing a logitech G930 [sp](which is absolute trash btw)[/sp] with a steelseries h wireless I'm convinced that any wireless technology you plan to use for extreme lengths of time should have hot-swappable batteries. It's so convenient that after using it you have no idea how you lived without it. Would make a perfect fit for wireless VR IMO
[QUOTE=Wii60;51010264]wouldnt mind a wireless vr headset but then battery problems come in[/QUOTE]
You would probably be able to just plug in one of your battery banks for the mobile phone and keep it in your pocket or something while you play.
[QUOTE=Orkel;51009857]Wireless Vive prototype coming this fall.
[url]http://www.pcgamesn.com/wireless-vr[/url]
Works via Wi-Fi, remains to be seen how well they've handled the delay and quality. The signal goes from the headset dongle, to a transmitter in your pocket, to the PC. How can they handle the delay from that?[/QUOTE]
Doesn't unveil just mean officially announced? For all we know it could be another year or more before it's finished
in a surprise twist, I got a vive advert from facebook
[t]http://i.imgur.com/cgy14os.png[/t]
also hey guys I miss the thread
Several news article appeared recently mentioning a decline in sales of VR headsets. They base that on the Steam hardware survey. Today there is that Sony conference and probably they will also talk about PSVR. So, what are your guys opinion on current state of VR, did you expect more, and will PSVR finally manage to make it more popular ?
[url]http://metro.co.uk/2016/09/06/vr-sales-flatline-as-early-adopter-market-dries-up-6112288/[/url]
[URL="http://www.cgmagonline.com/2016/09/06/oculus-rift-and-htc-vive-on-decline-steam-study-finds/"]http://www.cgmagonline.com/2016/09/06/oculus-rift-and-htc-vive-on-decline-steam-study-finds/[/URL]
[QUOTE=Orkel;51009857]Wireless Vive prototype coming this fall.
[url]http://www.pcgamesn.com/wireless-vr[/url]
Works via Wi-Fi, remains to be seen how well they've handled the delay and quality. The signal goes from the headset dongle, to a transmitter in your pocket, to the PC. How can they handle the delay from that?[/QUOTE]
Wireless delay itself isn't all that much actually. The trade-off is between the amount of bandwidth and time spend compressing the signal to reduce that bandwidth. The problem up till now was that a fully uncompressed video signal is way too much to send over air, and had to be compressed incurring a significant delay. So either they come up with a very fast compression algorithm, or a wifi variant that has huge bandwidth.
[QUOTE=Elspin;51010007]I think there might be a bit of confusion. The article says the transmitter connected to the headset communicates to the PC. That's a single communication direct link, so it has the potentially to bring all the advantages of wifi (highly efficient protocols for high bandwidth transfer) with none of the disadvantages (many devices being scheduled interfering with immediate communication, no intermediate router stage before relay, etc). I could be reading it wrong too but I read it as it being essentially a custom wi-fi direct dongle similar in general design to the one microsoft uses for xbox 360/one controllers. They'd be sending a signal essentially from a router to device directly cutting out a lot of issues. Not that it won't be massively impressive if they pull it off well, but I'm cautiously optimistic[/QUOTE]
I'll say this again for people who don't know, the last time valve tried this (and publicly mentioned it), the only thing on the market that worked hogged several bands at one time so you could only have one person per room. This was years ago so things could have improved in tech.
[QUOTE=AntonioR;51012497]Several news article appeared recently mentioning a decline in sales of VR headsets. They base that on the Steam hardware survey. Today there is that Sony conference and probably they will also talk about PSVR. So, what are your guys opinion on current state of VR, did you expect more, and will PSVR finally manage to make it more popular ?
[url]http://metro.co.uk/2016/09/06/vr-sales-flatline-as-early-adopter-market-dries-up-6112288/[/url]
[URL="http://www.cgmagonline.com/2016/09/06/oculus-rift-and-htc-vive-on-decline-steam-study-finds/"]http://www.cgmagonline.com/2016/09/06/oculus-rift-and-htc-vive-on-decline-steam-study-finds/[/URL][/QUOTE]
It was always PSVR that stood the biggest chance at mainstream adoption, by virtue of gaming brand recognition and cost. It's not surprising that PC VR had a huge initial boost, considering the market that has been waiting years for the chance to spend money on VR.
[QUOTE=Clavus;51012746]Wireless delay itself isn't all that much actually. The trade-off is between the amount of bandwidth and time spend compressing the signal to reduce that bandwidth. The problem up till now was that a fully uncompressed video signal is way too much to send over air, and had to be compressed incurring a significant delay. So either they come up with a very fast compression algorithm, or a wifi variant that has huge bandwidth.[/QUOTE]
They could probably get it to work decently enough with the newish 802.11ad 60Ghz standard. It's pretty much a short range line of sight 3.5Gb/s form of wifi, so with some improvements it should be able to handle the extreme throughput required for uncompressed video. Plus due to the short range, the 60ghz band is pretty much free and open from interference unless you had several people using it in the same room.
Palmer decided to chip in on the sales thing
[media]https://twitter.com/PalmerLuckey/status/773602903156068352[/media]
[media]https://twitter.com/PalmerLuckey/status/773603594637410304[/media]
[media]https://twitter.com/PalmerLuckey/status/773605840452407296[/media]
But surely the rate at which VR owners (all lumped together) participate in the survey is indicative of sales velocity, at [I]least[/I] among those who buy VR for games on Steam?
Does Palmer think that Vive owners using Steam are some sort of minority?
i've been waiting for Chernobyl VR Project to be released yesterday and it didnt. Its so weird that there's no news from the devs about not being released after the timer went out
[url]http://store.steampowered.com/app/504010[/url]
[quote]Vast majority of VR market never touches that survey.[/quote]
There's no reason to think the same wouldn't apply to Vive users, which means percentages are still relevant. (For Steam users, at least.)
I'd think vive users would be more exposed to and inclined to participate in a steam survey???
Aren't we talking about VR in general though
[img]http://i.imgur.com/zaoOpps.png[/img]
finally have my own personal pan pizza on the way, should be here maybe friday or saturday
So has anyone tried [url=http://store.steampowered.com/app/233610/]Distance[/url] in VR? How is it? I'm gonna have an extended play session at a place with both a Rift and a Vive (I've already tried the Vive, it's cool as shit) and I wanna try more stuff :v:
[QUOTE=Lyokanthrope;51017462]So has anyone tried [url=http://store.steampowered.com/app/233610/]Distance[/url] in VR? How is it? I'm gonna have an extended play session at a place with both a Rift and a Vive (I've already tried the Vive, it's cool as shit) and I wanna try more stuff :v:[/QUOTE]
Big fan of distance but TBH with the ridiculous speed and collisions you pick up in that game I kinda felt like it would be a vomit comet, did you like it?
[QUOTE=Elspin;51018174]Big fan of distance but TBH with the ridiculous speed and collisions you pick up in that game I kinda felt like it would be a vomit comet, did you like it?[/QUOTE]
I haven't tried it in VR yet but I'm excited to.
I'm also gonna give The Solus Project and Sublevel Zero a try.
So how does the movement in Onward work? I googled and it looks like it's just trackpad locomotion, but that can't be it
[QUOTE=Lyokanthrope;51017462]So has anyone tried [url=http://store.steampowered.com/app/233610/]Distance[/url] in VR? How is it? I'm gonna have an extended play session at a place with both a Rift and a Vive (I've already tried the Vive, it's cool as shit) and I wanna try more stuff :v:[/QUOTE]
goddamn that's an instant buy, looks nothing short of a great successor to san francisco rush 2049
[media]https://www.youtube.com/watch?v=f1AMnsZD_KE[/media]
also judging from how I handled some of the earlier oculus game experiments (can't remember what it was but it resembled [url=http://store.steampowered.com/app/330770/]this[/url] but far more mechanically linked to the track, had to whip around to avoid obstacles), it might be surprisingly OK in VR and I'll definitely give it a go when my [del]pizza[/del] gets here. When you crash it'll be hella disorienting but it often feels deserved and natural as a feedback for fucking up
[QUOTE=dai;51018830]goddamn that's an instant buy, looks nothing short of a great successor to san francisco rush 2049
[media]https://www.youtube.com/watch?v=f1AMnsZD_KE[/media]
also judging from how I handled some of the earlier oculus game experiments (can't remember what it was but it resembled [url=http://store.steampowered.com/app/330770/]this[/url] but far more mechanically linked to the track, had to whip around to avoid obstacles), it might be surprisingly OK in VR and I'll definitely give it a go when my [del]pizza[/del] gets here. When you crash it'll be hella disorienting but it often feels deserved and natural as a feedback for fucking up[/QUOTE]
Funnily enough Distance is actually a successor to [url=http://nitronic-rush.com/]Nitronic Rush[/url] which in and of itself was a tribute to Rush 2049 :v:
[QUOTE=Itszutak;51018312]So how does the movement in Onward work? I googled and it looks like it's just trackpad locomotion, but that can't be it[/QUOTE]
That's it. You just touch the trackpad and you move in a direction, like a joystick. It works surprisingly good.
The official German partner of Oculus listed the Touch store page for a short while before taking it down. The release date was 21st of November with the price of 199€.
[url]http://www.virtualreality-news.net/news/2016/sep/08/media-markt-publishes-price-and-launch-date-oculus-touch-then-removes-it/[/url]
Some discussion on it:
[quote]MediaMarkt is Oculus distribution partner in Germany and runs Oculus demonstrations in some localisations. So they are closer to Oculus than some other random stores.[/quote]
[quote]I can confirm that Media Markt is their official partner, I did an in-store demo in Cologne during Gamescom and they even had a Touch prototype in a glass display. These leaks are at least 90% legit for the german market, my guess is 199$ for the US.[/quote]
[quote]But keep in mind the launch date is for German retail, US and/or online orders directly from Oculus could be sooner (the Rift took a while before it arrived in retail in Germany)[/quote]
[quote]MediaMarkt has a price guarantee though, so if their placeholder value is low, they eat the difference.[/quote]
second life's devs just showed pics pf the new vr version of sl
[media]https://twitter.com/Lucas_Matney/status/771003136429268992[/media]
[media]https://twitter.com/LindenLab/status/771031014722252800[/media]