• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
[QUOTE=Stents*;52539169]What's it like using your own headphones with the audio strap?[/QUOTE] Not too bad tbh, but I find it just more convenient to use the built in ones.
The Killing Floor Incursion pre-order is very tempting, but I'm kinda worried how the game will turn out.
Ok, I'm t+3 days into having my rift. I'm so deeply in love. The lab was cool, if a bit broken (looking at you secret shop crashing on start). h3 is a joy as ever, patrolling wurstworld with a c96 was a good ol time. Job simulator is a bit of a bore, I guess it would have been cooler if it was one of my first experiences but hey, its on my brothers account so whatever. The multiplayer games though. Oh man, pavlov is a rush, running around with an ak, trying to defuse the bomb in the last few seconds, highfiving teammates after a successful round at de-dust, its a thrill. Echo arena is on a whole new level. It kind of feels like what I imagined sports to feel like, ie working with a teem and feeling some sort of weird teamwork buzz. The movement is perfect, and hanging out in a lobby with 8+ robits, holding onto each other and forming a robo-train, knowing that you're connecting with real people (mostly from the south for whatever reason) in this silly new social space felt really special. I've started to work my way through the campaign, just got through the first act. I'm excited to see where character narrative goes in this, but holy shit my back is tired from waving my arms around for 10+ hours in 2 days. We've come a long way from the virtual-boy.
Don't forget to visit VRchat.
[QUOTE=Stents*;52539169]What's it like using your own headphones with the audio strap?[/QUOTE] It's possible in theory but I'd rather not have something that could possibly fall off my head like that. The bulk of the strap and the wires would probably make it uncomfortable if you've got a big head. The built-in ones are honestly just as good as any solid $50-100 headphones although there's no noise cancellation at all.
-snip- didn't realize we had a discord, i'll hop in there.
[QUOTE=Clavus;52538265]Welcome to the club :) VR's biggest obstacle is still exposure. No news article in the world is going to convey what the actual experience is like until you tried it yourself.[/QUOTE] It might help if businesses actually advertised that they demo'd units. I went to the Microsoft Store near my house, saw the Vive and Rift, and the only reason I knew they were demoing the headsets was because I went up to someone working there as I was leaving and asked if they were. The only people that'd actually be able to test it out were the people who already knew what VR was or people who accidentally stumbled into one and went "what is this?" Fortunately, the entire front of the store is glass and when people saw me flailing around like a fish out of water in Raw Data, it did draw a couple of people in to test as well, but I had to start the initial train of people coming in. There wasn't a banner or anything saying "TEST AND BUY VR HERE" in the front of the store, which wouldn't be out of place in a mall, where the store was located.
[QUOTE=Orkel;52539277]Don't forget to visit VRchat.[/QUOTE] Orkel was a great guide. But he easily got seduced by anime girls. Or it was he that seduced them. [IMG]https://dl.dropboxusercontent.com/s/pxgjs01b8aoln3p/ApplicationFrameHost_2017-08-04_21-49-31.png[/IMG] [IMG]https://dl.dropboxusercontent.com/s/41i0qsg0w2xgden/ApplicationFrameHost_2017-08-04_21-50-30.png[/IMG] [IMG]https://dl.dropboxusercontent.com/s/sgssnkytuwt23i3/ApplicationFrameHost_2017-08-04_21-54-44.png[/IMG]
no animes can resist the ass
got my rift set up today, i've only done the introduction experience so far and I was instantly 100% in there. It's hard to explain. going to set up in a larger area tomorrow to let family try it out. Robo Recall next!
holy shit onward is fucking amazing
Yeah I just played a bit of Onward for the first time in ages. It got quite a few nice QoL improvements, but development isn't going very fast it seems.
[QUOTE=Orkel;52539017]It's like explaining television to someone in the 1930s. You don't understand it until you try it.[/QUOTE] I'm so ready to spend the $1,000 CAD on a Vive right now. Gonna make another trip to the VR cafe to really decide (and I also want to test to see if I can use VR without glasses). [editline]4th August 2017[/editline] Also holy shit knuckle controllers look so good
A dude was making cards of VRchat regulars, the head got included. Lots of animes unsurprisingly [t]http://horobox.co.uk/u/cGhxI8.jpg[/t] [t]http://horobox.co.uk/u/YFfjcR.jpg[/t] [t]http://horobox.co.uk/u/ycOhUy.jpg[/t]
So how good is VR Chat? Orkel has an amazing avatar and how would I go about making one?
It's a more developery altspace, if you want to make an avatar you need to know how to use Unity and whichever modeling program you choose (blender, maya, medium, google blocks etc). You can find tutorials on youtube, and also I recommend you join the VRchat discord since there's a huge community that can help you get started.
Fuck it, took the plunge an ordered a Vive. I can't wait.
[video=youtube;kb06e4N1yu0]http://www.youtube.com/watch?v=kb06e4N1yu0[/video]
WEEEEEEEEEEEEEEEEEEEEEEELLLLL
Now if only facebook would stop shitting all over VR by crapping out exclusives and gating the already thin community right away
And it's not just Games that have a use for VR. Working at Legend, I'd hear about their VR side of things being used for theatre and even retail. Especially for house retail, where you can visit the house without actually being there (Used for high end fancypants type houses mainly)
Hell, VR gives games features, when it comes to shooters at least, you instantly get leaning/cover systems that work naturally and intuitively, proning, Dual wielding with [I]independent aim[/I] Lean systems in anything that isn't horror is a joke. But in VR? Even Serious Sam makes it work
[QUOTE=J!NX;52542478]Hell, VR gives games features, when it comes to shooters at least, you instantly get leaning/cover systems that work naturally and intuitively, proning, Dual wielding with [I]independent aim[/I] Lean systems in anything that isn't horror is a joke. But in VR? Even Serious Sam makes it work[/QUOTE] Not just shooters. How would Job Simulator play if it wasn't a VR game?
[QUOTE=djjkxbox;52542582]Not just shooters. How would Job Simulator play if it wasn't a VR game?[/QUOTE] VR did indeed invent new forms of games. Job Sim / Virtual Rickality just wouldn't work at all without it, having 3D space and interaction is literally bringing an entire dimension of new possibilities to games that, even in something like GMod, wasn't that interactive. Don't touch anything for example becomes a much more amazing experience. [editline]5th August 2017[/editline] Tbh I want to see a full blown GMod in VR not just a simple sandbox but something that is as well put together as gmod
The logic behind the oculus sale makes sense to me for all the reasons mentioned in the video. adding onto it I think they were trying to sell through their old headset and touch controller individual stock before launching it as a single stronger package.
Fuck I bought GORN, VTOL VR and Assetto Corsa. Played so much I'm sweating.
Im having this weird bug where second I start playing GORN sweat literally explodes out of my body.
A quick PSA. Doom VFR which is up for preorder on Steam for 30, is currently [url=https://uk.gamesplanet.com/game/doom-vfr-steam-key--3320-1?ref=itad]on sale for £18[/url] on GamesPlanet. Pretty good deal if you intend to preorder.
After asynchronous timewarp (ATW) and spacewarp (ASW), Oculus introduces [url=https://developer.oculus.com/blog/introducing-stereo-shading-reprojection-for-unity]stereo shading reprojection[/url], another magic technology that increases performance by 20%. [quote]TL;DR: We are introducing a new technique to optimize VR rendering by reprojecting rendered pixels from one eye to the other eye, and then filling in the gaps with an additional rendering pass. In our Unity sample, this idea has proven to work very well for pixel shader heavy scenarios, saving ~20+% GPU cost per frame for our test scene. It is also very easy to integrate into your own Unity projects, sample for direct download coming soon.[/quote] [img]https://scontent.fqlf1-1.fna.fbcdn.net/v/t39.2365-6/20562240_132085984064304_6896192875655069696_n.png?oh=06fb9230a8253bb44bde14f7263c840f&oe=59EDB5EA[/img] [quote]We can see the opaque pass cost drops from 4.6ms to 3.4ms, which is about a ~26% saving, this included all the overhead introduced by the reprojection ( about 0.7ms for this case ). In total, the whole frame GPU cost drops from 5.6ms to 4.4ms -- still a ~21% saving. Depending on the chosen MSAA level and framebuffer format , the reprojection overhead can vary due to the cost of the MSAA resolve ( 0.5ms - 1.2ms ). Because reprojection overhead is a constant cost, the more expensive opaque shading pass resulted in a better saving percentage. We also profiled it on AMD R290 and GTX 1080 and observed similar savings. [/quote]
[QUOTE=Orkel;52545385]After asynchronous timewarp (ATW) and spacewarp (ASW), Oculus introduces [url=https://developer.oculus.com/blog/introducing-stereo-shading-reprojection-for-unity]stereo shading reprojection[/url], another magic technology that increases performance by 20%. [img]https://scontent.fqlf1-1.fna.fbcdn.net/v/t39.2365-6/20562240_132085984064304_6896192875655069696_n.png?oh=06fb9230a8253bb44bde14f7263c840f&oe=59EDB5EA[/img][/QUOTE] Looks like a neat optimization. Not compatible with Unity's single-pass stereo rendering though.
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