[QUOTE=dai;51045143]what constitutes "slightly smaller"? That's the box I received yesterday and it didn't stand out enough for me to think about the difference compared to when we got pre-ordered units in at my office
[t]http://i.imgur.com/2xstOzT.png[/t][/QUOTE]
Definitely smaller compared to the four Vive boxes I've seen people get. Also ours didn't have a handle like that.
Vridge for gear vr came out few days ago, its a hella lot better than standard vr stream, it use the gear vr tracking and low persistence mode, i can play high precision game like dirt rally pretty well.
[QUOTE=Lyokanthrope;51043171]You can turn that off in the VR settings, actually. But the third person camera is labeled 'barfy' for a reason...
Also, it helps if you use a controller.[/QUOTE]
I use a controller, I could only find it comfortable with my G27 where I can control the steering in a way that isn't jerky. But you can't really use the flight controls with a wheel.
[QUOTE=*Freezorg*;51048466]I use a controller, I could only find it comfortable with my G27 where I can control the steering in a way that isn't jerky. But you can't really use the flight controls with a wheel.[/QUOTE]
I've tried it with a G27 too, yeah, flying controls are basically impossible. Maybe you could map the h-shifter to flight controls but that's just plain silly. Maybe a hybrid solution with a joystick could work.
[QUOTE=Orkel;51045909]Rift version of Space Engine works very nicely when it comes to 3D and all the controls, there's just an extremely annoying bug where all menus are flipped horizontally+vertically in the current implementation.
[t]http://i.imgur.com/rV7l6f4.jpg[/t]
(took a lens pic)
Apparently it's a common issue for Rift testers and should get fixed before release.[/QUOTE]
So jealous that you're a SE tester. I am so gutted that I applied for testing in that steam post (have both rift and vive), but was not accepted.
Did they say when the VR release will be? How is the framerate?
My Touch dev kit is being delivered today but I'm not at home :'(
Hope the UPS driver is lazy and lets a neighbour sign for it.
Shit, they ditched it at a nearby UPS access point and I'm probably not back before the store closes.
[QUOTE=Lyokanthrope;51043171]You can turn that off in the VR settings, actually. But the third person camera is labeled 'barfy' for a reason...
Also, it helps if you use a controller.[/QUOTE]
played distance in vive last night, was surprisingly OK for most of the experience but I'm definitely sending some feedback later on. Unfortunately the controller is STILL way too fucking sensitive, seems every default controller scheme is based on the playstation controller and its huge deadzone, but doesn't adjust the curves to fit that so the instant you leave the deadzone you're snapping into a turn. I'll see if that's the fault of the steam controller profiles provided, or the game itself not having anything short of 30%+ turn angle
When traveling on a vertical surface it tilts the camera to force you to tilt your head and 'feel' the angle you're at. This is cool when you're driving horizontally on a wall, but when you're driving straight down your camera very quickly tilts upward, and too far. The movement of your entire surroundings is very jarring, as the whole reason cockpits help VR sickness in high motion games is that they're a stationary point of reference. Tilting the camera up/down [b]takes away your horizon[/b] and that's a cardinal sin I've been writing about since the DK1. (nevermind the fact the game rarely has you aligned with the gravitational/visual understanding of the actual horizon, it's all about the part of it all that grounds you to your physical reality, aka the cockpit should always be exactly the same position in relation to you, your desk, your floor, etc)
also on the note of views, I'll check the other view options. First person in cockpit was cool but you have to sit tall in the seat (like your head against the glass above you) to get a good view of the track, since the dashboard sits really high. They tried to fix a bit of this view problem by adding a screen looking downward in the center, but it's just a bit too far down to really see anything more than "yep there's track there" unless you're a mile above it, and it has a weird fucking lensing problem and you can't properly look at distant props or the edge of the earth as the eye split seems reversed. I can understand why the follow cameras can be barfy, as they're really floaty in their current state. They can totally pull off a good VR follow cam but it has to adhere to some rules of motion first
[editline]e[/editline]
also with settings maxed out (780ti, on par with 980), there were noticeable slow-downs of ingame physics and timing when the obstacles started stacking up, most prominently around the rollers with spikes, oddly enough. It was kind of fun how every second was stretched to ~1.75 seconds and I had greater reaction time/a more casual feeling stroll during the hectic parts of a map, it caused issues with animated parts of a map. The weird flying things that slam into the track in front of you just kind of appeared out of nowhere, as did the giant pillars during the flying portion of one of the later maps. Movement of lasers and sawblades was not broken, and they moved in sync with the ingame speed (thank god)
[media]https://twitter.com/natemitchell/status/776104351966171136[/media]
also: [url=http://uploadvr.com/vr-concussion-test-stanford/]VR shows promise in diagnosing concussions more efficiently[/url]
Has anyone tried [url=http://store.steampowered.com/app/517710/]Redout[/url] yet? VR isn't required, but it's supported.
Looking forward to picking it up when it's on sale in the future.
[QUOTE=lilguy;51051562]Has anyone tried [url=http://store.steampowered.com/app/471710/]Redout[/url] yet? VR isn't required, but it's supported.
Looking forward to picking it up when it's on sale in the future.[/QUOTE]
Redout? That's a link to Rec Room, a very VR game.
[editline]14th September 2016[/editline]
[url]http://store.steampowered.com/app/517710/[/url]
[QUOTE=bitches;51051600]Redout? That's a link to Rec Room, a very VR game.
[editline]14th September 2016[/editline]
[url]http://store.steampowered.com/app/517710/[/url][/QUOTE]
Oops, wrong link. Was chatting with my friend who recently got a Vive.
[QUOTE=lilguy;51051562]Has anyone tried [url=http://store.steampowered.com/app/517710/]Redout[/url] yet? VR isn't required, but it's supported.
Looking forward to picking it up when it's on sale in the future.[/QUOTE]
looks like it'd play similarly to Distance (at 175% the price), though obviously 100% race focused and with drifty pod racers/ships instead of a car with godly grip. Given how distance went for me last night, gameplay will be a fun romp once in a while, but you'll likely feel sick if you play it too much without having built up an immunity to VR sickness, and you'll definitely lose a competitive edge being in first person when tracks can have wild things happen but you're too close to the ground to see hazards/turns well. Your best bet would be VR only servers to level the playing field
holy shit spt is so good now, seperated leader boards is great and the volton wands are so fun
[QUOTE=Shadaez;51054459]holy shit spt is so good now, seperated leader boards is great and the volton wands are so fun[/QUOTE]
I pretty much spend all my rounds now with the shotgun and the sword pretending I'm some Kingsman-Genji hybrid :v:.
[del]That said, I did accidentally slam my controller down on my table trying to cleave the shit out of a drone, creating the only noticeable scratch mark on any of my Vive hardware, so it's not all sunshine and rainbows.[/del]
Scratch that (:v:), turns out it wasn't a permanent mark, just some paint off the table or something. Jesus christ these controllers are tonka tough.
Carmack is doing a panel at Minecon.
[media]https://twitter.com/ID_AA_Carmack/status/776551325983125504[/media]
[editline]16th September 2016[/editline]
Finally received firmware access and set up my Touch controllers. Haven't had time to play with them much yet, but first impressions:
* Very light, centre of gravity is much more towards the palm of your hand so feels a bit weird if you're used to the Vive controllers. Buttons and sticks are easy to reach.
* Grip buttons feel much easier to handle than the Vive's. No more fumbling trying to grab my shield in Space Pirate Trainer.
* [img]http://i.imgur.com/zOV0zM6.png[/img]
* SteamVR places me about 2m above the ground, will have to figure how to recenter tomorrow.
* Oh my god how do I put these down without them rolling off my desk all the time (my sample doesn't have the magnets yet).
I've seen pics of them laying handle-up, so that the whole circle of the tracking ring lays more or less stable on a desk.
[vid]https://i.imgur.com/QBPLtLC.mp4[/vid]
tactile objectification of felines
Facebook pushing stuff on oculus users
[url]http://arstechnica.com/gaming/2016/09/facebook-login-adds-real-name-policy-auto-updated-friends-list-to-oculus/[/url]
[QUOTE]once it rolls out, users are told that "Oculus is better with Facebook friends" and are given the option of logging in to a Facebook account.
To confirm, this is wholly optional, and the service will still operate normally should users not opt in. And in some ways, this change brings Facebook up to speed with other major online gaming platforms such as Steam, Xbox Live, and PlayStation Network, which all support Facebook-specific features like searching for friends and posting updates.
However, Oculus' tie-in to Facebook is different from the others in more aggressively tying FB to a gaming service, according to the Facebook-in-Oculus terms posted to the headset's official Reddit forum. For starters, should you log in to Facebook via the Oculus Rift's PC app, your username will change to your real name. If for any reason you'd rather your Oculus username continue to be your favorite gaming handle, whether for privacy's sake or just because you like the sound of it, you'll have to avoid the login.
Additionally, according to the update text, once you attach Facebook credentials to an Oculus account, the services will automatically add friends from Facebook to Oculus. Meaning, if someone on your FB friends list eventually buys an Oculus and attaches their FB account to their headset, they'll automatically be added to your Oculus friends list.
Oculus does not currently allow users to filter their VR friend list. If a coworker automatically lands on your VR friends list, and you don't want them to see what games you're playing or at what times, you can only block their access by blocking everyone from seeing your Oculus account information. From the sound of Oculus' official help page on the matter, deleting a single FB-added user from your Oculus list may not do the trick; as the site reads, "when you connect to Facebook, your Oculus friend list is continuously updated so you can share VR easily." Thus, Oculus may not currently have a mechanism in place to tell the VR software that certain FB friends should be considered forbidden from your VR world.
These two changes were not included in the Facebook integration that Oculus added to its GearVR app in March. [/QUOTE]
[IMG]http://i.imgur.com/Vp3RZP9.png[/IMG]
[QUOTE=Wii60;51059536]Facebook pushing stuff on oculus users[/QUOTE]
Except Steam has had the exact same feature for years now :v:
Not an issue unless it stops being opt-in.
[QUOTE=Wii60;51059536]Facebook pushing stuff on oculus users
[quote]
once it rolls out, users are told that "Oculus is better with Facebook friends" and are given the option of logging in to a Facebook account.
To confirm, this is wholly optional, and the service will still operate normally should users not opt in. And in some ways, this change brings Facebook up to speed with other major online gaming platforms such as Steam, Xbox Live, and PlayStation Network, which all support Facebook-specific features like searching for friends and posting updates.
[B]However, Oculus' tie-in to Facebook is different from the others in more aggressively tying FB to a gaming service, according to the Facebook-in-Oculus terms posted to the headset's official Reddit forum. For starters, should you log in to Facebook via the Oculus Rift's PC app, your username will change to your real name. If for any reason you'd rather your Oculus username continue to be your favorite gaming handle, whether for privacy's sake or just because you like the sound of it, you'll have to avoid the login.[/B]
Additionally, according to the update text, once you attach Facebook credentials to an Oculus account, the services will automatically add friends from Facebook to Oculus. Meaning, if someone on your FB friends list eventually buys an Oculus and attaches their FB account to their headset, they'll automatically be added to your Oculus friends list.
Oculus does not currently allow users to filter their VR friend list. If a coworker automatically lands on your VR friends list, and you don't want them to see what games you're playing or at what times, you can only block their access by blocking everyone from seeing your Oculus account information. From the sound of Oculus' official help page on the matter, deleting a single FB-added user from your Oculus list may not do the trick; as the site reads, "when you connect to Facebook, your Oculus friend list is continuously updated so you can share VR easily." Thus, Oculus may not currently have a mechanism in place to tell the VR software that certain FB friends should be considered forbidden from your VR world.
These two changes were not included in the Facebook integration that Oculus added to its GearVR app in March.[/quote]
[url]http://arstechnica.com/gaming/2016/09/facebook-login-adds-real-name-policy-auto-updated-friends-list-to-oculus/[/url]
[IMG]http://i.imgur.com/Vp3RZP9.png[/IMG][/QUOTE]
That's a lot of scaremongering misinformation. I was waiting for someone to post it here, knowing how this thread never misses a smear opportunity.
The option does not even display to users by default. It's something you have to seek out in the settings panel.
Oculus already has separate "Username" and "Real Name" options. The only thing this does is update your Real Name to your facebook Real Name, and is only shown to friends you share on facebook.
There's nothing you could possibly be upset about beyond making shit up. You can't honestly portray this as "pushing stuff".
[QUOTE=Clavus;51059706]Except Steam has had the exact same feature for years now :v:
Not an issue unless it stops being opt-in.[/QUOTE]
For now, but Valve isn't inside Facebook's headquarters. They aren't really separate anymore.
Not to mention Palmer said this would never happen. [url=http://www.forbes.com/sites/jasonevangelho/2014/04/13/oculus-vr-founder-explains-why-we-can-breathe-a-sigh-of-relief-about-facebook-deal/#272369505c41]"and there will be zero Facebook branding"[/url]
[QUOTE=EliteGuy;51060038]For now, but Valve isn't inside Facebook's headquarters. They aren't really separate anymore.
Not to mention Palmer said this would never happen. [url=http://www.forbes.com/sites/jasonevangelho/2014/04/13/oculus-vr-founder-explains-why-we-can-breathe-a-sigh-of-relief-about-facebook-deal/#272369505c41]"and there will be zero Facebook branding"[/url][/QUOTE]
"Spooky evil Facebook is going to ruin Oculus because me and my slippery slope say so"
Facebook account linking is Facebook branding? That quote was originally from an impromptu interview with addressed concern to physical branding on the headset itself.
Can you name anything this account linking does that is actually [I]bad[/I]?
[QUOTE=EliteGuy;51060038][url=http://www.forbes.com/sites/jasonevangelho/2014/04/13/oculus-vr-founder-explains-why-we-can-breathe-a-sigh-of-relief-about-facebook-deal/#272369505c41]"and there will be zero Facebook branding"[/url][/QUOTE]
it's not "facebook branding" the product if it's giving you an option to go and link your account to your facebook, it's just a rather common and generic social connectivity feature but this time facebook's actually affiliated with the property
that statement was also made amid the fucktacular fearmongering over facebook cramming ads into the interface or making it a paid social experience and a billion other "why would this ever happen" theories, some serious concern, some misinformation with malice for clickbait draw, and others just mocking
[t]http://blog.megafanapps.com/wp-content/uploads/2014/03/FB-bought-Oculus-1024x576.jpg[/t]
[t]http://www.pcinvasion.com/wp-content/uploads/2014/03/facebook-oculus-2-1024x543.jpg[/t]
[img]http://i.imgur.com/DKBqSyg.png[/img]
[QUOTE=Wii60;51059536]Facebook pushing stuff on oculus users
[url]http://arstechnica.com/gaming/2016/09/facebook-login-adds-real-name-policy-auto-updated-friends-list-to-oculus/[/url]
[IMG]http://i.imgur.com/Vp3RZP9.png[/IMG][/QUOTE]
But Steam did this years ago? When you link your Steam account to Facebook it allows people who also connect them who are also friends to easily find each other with their real names, even if the Steam account has no publicly available real name displayed.
This is just going to be pushed as "WE TOLD YOU SO" from everybody who jumped off the Oculus train at the end of 2014. Many online services have this kind of integration and it works fine.
So I have that little-nib-coming-lose-underneath-the-touchpads problem on the Vive controllers.
You know, where the top right of the touchpads start to refuse to click in and sometimes keep registering as if there was touch occurring on the pad without any interaction physically happening.
I got into a live chat with an HTC rep and she went through all the normal protocols to check out the devices and gave me a repair reference number, and i'm going to ship the controllers to their Texas facility to have them checked out.
Sucks that this happened, but I guess that this problem doesn't really occur much anymore with the newer batches.
Feral Rites price dropped from $49.99 to $29.99 on the Oculus store. If you bought it with the original price, you're getting free games.
[quote]Hi,
Oculus Studios, its developers, and its players are all pioneers in the new world of VR content. As such, we’re all learning as we go.
As you know, Oculus Studios and Insomniac Games recently released a game called Feral Rites. Our teams felt the product was of high quality and, due to the depth and length of play, a price of $49.99 was chosen. You were one of the dedicated VR enthusiasts that tried the game at that price. For that, we thank you!
After listening to the community the last few days, it has become evident to us that this price was too high. So we’ve decided to drop the price.
Today you’ll find Feral Rites for $29.99 on the Oculus store. We’ve also added the title to our Fall Sale at $9.99.
[B]For pioneers like you, who gave the game a chance at the original price and gave us the valuable feedback we need, we’ve decided to add six Oculus Studios’ games to your account at no cost:
AirMech Command
Damaged Core
Defense Grid 2: Enhanced VR Edition
Chronos
Edge of Nowhere
The Climb[/B]
The games should automatically appear in your library by Sunday, September 18. If you have questions, or if you’d rather have a refund of the purchase price, please contact the Oculus support team at support.oculus.com and click “Contact Us”.
We thank you for your trust in Oculus Studios and Insomniac Games, and appreciate your continued help as we bring VR to the world.
— Oculus Studios[/quote]
[QUOTE=ClarkWasHere;51061650]So I have that little-nib-coming-lose-underneath-the-touchpads problem on the Vive controllers.
You know, where the top right of the touchpads start to refuse to click in and sometimes keep registering as if there was touch occurring on the pad without any interaction physically happening.
I got into a live chat with an HTC rep and she went through all the normal protocols to check out the devices and gave me a repair reference number, and i'm going to ship the controllers to their Texas facility to have them checked out.
Sucks that this happened, but I guess that this problem doesn't really occur much anymore with the newer batches.[/QUOTE]
That happened to me just the other week, and while it is annoying, I was [I]very[/I] pleased with how quick HTC got it shipped off to a repair center and back. I had it back by the end of the week.
Just gave me an excuse to play more seated games/Oculus games really. (Which btw, locking down your games to one headset is just not cool guys)
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