[media]https://www.youtube.com/watch?v=uFzAB4mr3KI[/media]
Update for tiltbrush, and it looks goood
[quote]Other notable changes:
Fifteen new brushes
New video capture feature (through “Cameras” tool)
New “Sketchbook” panel, located below Tools
New “Tips ‘N Tricks” tutorial section
Streamlined panels down to three
Export supports textured FBX files
Various bug fixes, UX improvements, etc.[/quote]
[QUOTE=icemaz;50811999]Yeah I refunded Raw Data just because I couldn't get it to work consistently even on the lowest settings (6600k, GTX 1070) after a couple of updates to the game. That was on top of N64 ass looking textures every single time I loaded that game due to streaming issues.
I understand it's early access, but I feel for all VR games they should work on performance first. If your game looks great cool, but if it doesn't maintain a solid fps then its no good to me.[/QUOTE]
Bit late on this, but I have a 6700k and a 970 and I've never noticed any stuttering on raw data. I wonder if it's just more CPU dependant??
New GearVR was announced together with the Note 7. The FoV is higher (101 vs 96 degrees). The Note 7 only has a 1440p display like the previous phones, BUT the screen supports HDR VR which is a big deal.
[QUOTE=Str4fe;50817258][media]https://www.youtube.com/watch?v=uFzAB4mr3KI[/media]
Update for tiltbrush, and it looks goood[/QUOTE]
I hope Tilt Brush updates to include sculpting and solids support like Oculus Medium. Tilt Brush is such an amazing app already, if they had solids support like Medium it'd be pretty much perfect.
[editline]2nd August 2016[/editline]
[QUOTE=Orkel;50817753]New GearVR was announced together with the Note 7. The FoV is higher (101 vs 96 degrees). The Note 7 only has a 1440p display like the previous phones, BUT the screen supports HDR VR which is a big deal.[/QUOTE]
Are there any good video demonstrations on HDR VR? It sounds really cool but I have a hard time envisioning it.
[QUOTE=Str4fe;50817258]https://www.youtube.com/watch?v=uFzAB4mr3KI
Update for tiltbrush, and it looks goood[/QUOTE]
Holy shit, finally we get 3D brushes. And audio reactive brushes. I didn't even know I wanted this! I just tried it out and it is amazing. Really love the "disco" brush.
[QUOTE=srobins;50818047]I hope Tilt Brush updates to include sculpting and solids support like Oculus Medium. Tilt Brush is such an amazing app already, if they had solids support like Medium it'd be pretty much perfect.[/QUOTE]
I still just wish they would add the ability to grab and move brushes you've already placed. I don't think Tilt Brush should strive to become a sculpting app, but it really needs a way to allow for more precision - which would be accomplished if we could move strokes.
On the topic of painting / sculpting apps, I've been spending a while with the awful game PaintLab. I feel that it has one severely underrated feature that I really hope someone repeats somewhere else, as PaintLab is a terrible mess surrounding this fantastic feature. It's the fact that when you grab your object with both hands, you can scale it almost seemingly limitlessly. Some days ago, I drew a planet and then drew a continent on it, then a lake on that, then I zoomed all the way in and drew a ship and a giant monster, and I was able to scale up my creation so that I was standing on the ship and had this massive monster behind me and mountains in the far distance. Although I did reach a limit of zoom where things started to shake and wiggle weirdly. This is the one game that affects me the most with VR after effects with how it completely messes with my sense of scale constantly. I view it not as a sculpting tool, but a really terrible level creator with amazing movement and scale control.
[QUOTE=RoboChimp;50816141]Not really VR related, but do you guys know of any object tracking systems I could rig to a camera in a studio to get accurate tracking? I'd use to 1080P webcams if I thought it would work.[/QUOTE]
if you have experience with coding or strong enough google-fu you could use OpenCV or ARtoolkit for marker based tracking.
[url]https://www.microsoft.com/microsoft-hololens/en-us/development-edition[/url]
you can now buy Hololense :O
[QUOTE=Elspin;50817260]Bit late on this, but I have a 6700k and a 970 and I've never noticed any stuttering on raw data. I wonder if it's just more CPU dependant??[/QUOTE]
A 6600K shouldn't be causing stuttering in you're game, and if it is your game is trash. It's not the only Unreal game to stutter for me, it's probably just kinks that need working out. They just need to be worked out soon or more games will suffer from stuttering
I bought myself a cheap VR headset for my smartphone, can anyone recommend some good VR apps/games for Android I can check out?
[QUOTE=bitches;50820633][url]https://www.microsoft.com/microsoft-hololens/en-us/development-edition[/url]
you can now buy Hololense :O[/QUOTE]
I still wouldn't recommend it in the state it is now. It's amazing fun, but it's clearly meant for developers. I mean if you're filthy fucking loaded absolutely buy one, it's an incredible experience using it, but the app selection is really limited because of the small amount of people who have it and while the 40 degree FOV is nowhere near as bad as you think it is if you're basing it off of experience in VR, it's still smaller than would be ideal.
Yay, they extended Carmack's keynote at Oculus Connect to 90 minutes this year :v:
I played today with my ordered recently Vive. Damn, VR is great! Technically its far from perfect, but if game is well made, it just sucks you in. Longbow was great for example.
Tho drilling in some walls is pain in the ass.
I just want my vive to get here already
fucking christ
I have a used Razer Hydra that I'm looking to sell after buying a Vive. It's mostly sat in my closet unused. It's in pretty good condition except for the micro USB cable is a little finicky, though that easily replaced. If anyone here would be interested just message me. I'd prefer not to ship outside the US, but if you're outside you can still message me.
So, a plan fell though and i've not got an opportunity to snag a VR headset, I was just curious with the Vive, I've got about enough space in my room to have about a meter of space, so i know that full room thing isn't going to happen, but i've seen some games use Teleporting as a way of moving the player, so are games like that, or ones where you're in a very confined space (Hover Junkers etc?) a thing that would be availible for me to play? Otherwise, it's just going to be used just the headset only to improve the experience of some games like Elite Dangerous, or DCS and would i then be better off just grabbing an Occulus?
[QUOTE=kenji;50826787]So, a plan fell though and i've not got an opportunity to snag a VR headset, I was just curious with the Vive, I've got about enough space in my room to have about a meter of space, so i know that full room thing isn't going to happen, but i've seen some games use Teleporting as a way of moving the player, so are games like that, or ones where you're in a very confined space (Hover Junkers etc?) a thing that would be availible for me to play? Otherwise, it's just going to be used just the headset only to improve the experience of some games like Elite Dangerous, or DCS and would i then be better off just grabbing an Occulus?[/QUOTE]
most game developers are aiming for as much non-reliance on large playing spaces as possible, to maximize sales
motion controls definitely have a space in cramped bedrooms, but if you're being forced to wait before purchasing a headset, consider that Oculus will be releasing their own new form of motion controller (compatible with all Vive titles) in about four months
if you can't buy anything yet, then you've got a great opportunity to make a more informed purchase once both major PC VR devices are fully on the market
[QUOTE=kenji;50826787]So, a plan fell though and i've not got an opportunity to snag a VR headset, I was just curious with the Vive, I've got about enough space in my room to have about a meter of space, so i know that full room thing isn't going to happen, but i've seen some games use Teleporting as a way of moving the player, so are games like that, or ones where you're in a very confined space (Hover Junkers etc?) a thing that would be availible for me to play? Otherwise, it's just going to be used just the headset only to improve the experience of some games like Elite Dangerous, or DCS and would i then be better off just grabbing an Occulus?[/QUOTE]
As long as you can stretch your arms to your sides all around you should be good
[QUOTE=Stents*;50826488]I have a used Razer Hydra that I'm looking to sell after buying a Vive. It's mostly sat in my closet unused. It's in pretty good condition except for the micro USB cable is a little finicky, though that easily replaced. If anyone here would be interested just message me. I'd prefer not to ship outside the US, but if you're outside you can still message me.[/QUOTE]
Seeing as you're wanting to sell within the US, I don't want to jump all over your sale here, but if anyone is from the UK looking to buy one, I'm selling one from there.
[QUOTE=phygon;50825697]I just want my vive to get here already
fucking christ[/QUOTE]
how long does it usually take for a vive to arrive?
when i ordered my vive i looked online to see a lot of horror stories about delayed orders or even outright cancelled ones. but my vive got to me in a pretty astonishing 4 days.
[QUOTE=bitches;50826824]
motion controls definitely have a space in cramped bedrooms, but if you're being forced to wait before purchasing a headset, consider that Oculus will be releasing their own new form of motion controller [B](compatible with all Vive titles)[/B] in about four months
[/QUOTE]
is that the case? I know it will work with SteamVR and stuff but since both controllers have completely different inputs (apart from the triggers) I have to imagine that developers would need to add functions in right?
or will SteamVR mirror the Touch thumbsticks/buttons to emulate the Vive wand trackpads/buttons in games that require the trackpad?
[editline]4th August 2016[/editline]
[QUOTE=WillerinV1.02;50827466]how long does it usually take for a vive to arrive?
when i ordered my vive i looked online to see a lot of horror stories about delayed orders or even outright cancelled ones. but my vive got to me in a pretty astonishing 4 days.[/QUOTE]
phygon got screwed because his Vive was somehow sent to the wrong address, which is a unique case
these days it normally takes 3 days to a week to arrive from the date you order it, depending on how close you are to a distribution center
VR 'NOPE' of the week
[vid]https://zippy.gfycat.com/ImpressionableMiniatureFugu.webm[/vid]
Penumbra in VR
[editline]4th August 2016[/editline]
For all you crazies, the mod is not released yet
made by a facepuncher (Downsider) btw
[QUOTE=Str4fe;50827728]VR 'NOPE' of the week
[vid]https://zippy.gfycat.com/ImpressionableMiniatureFugu.webm[/vid]
Penumbra in VR
[editline]4th August 2016[/editline]
For all you crazies, the mod is not released yet[/QUOTE]
Is that using tracked controllers or a mouse?
[QUOTE=Str4fe;50827728]VR 'NOPE' of the week
[vid]https://zippy.gfycat.com/ImpressionableMiniatureFugu.webm[/vid]
Penumbra in VR
[editline]4th August 2016[/editline]
For all you crazies, the mod is not released yet[/QUOTE]
saw this in WAYWO too, soooo cool. the Penumbra games are definitely one of my favorite games of all time, playing any of them in VR would literally be a dream come true. or hell, any of Frictional's games would be amazing in VR
Valve has a new developer kit on the way for people wanting to make SteamVR tracked objects.
[url]https://partner.steamgames.com/vrtracking[/url]
Mandatory 3000 USD training course.
[QUOTE=Marlamin;50828306]Valve has a new developer kit on the way for people wanting to make SteamVR tracked objects.
[url]https://partner.steamgames.com/vrtracking[/url]
Mandatory 3000 USD training course.[/QUOTE]
I guess the training course fee is how Synapse is supposed to make money off the partnership, and so that Valve won't have to maintain training and consulting services.
Wonder how easy it'll be to create tracked objects. The Vive wands and HMD are pretty bulky, the trackers seem to need quite a bit of space. About 4 or 5 trackers need to see the base station to get a pose, and 3 are needed to maintain it, from every angle. Is there something like a 'minimal trackable object' specified?
[QUOTE=Marlamin;50828306]Valve has a new developer kit on the way for people wanting to make SteamVR tracked objects.
[url]https://partner.steamgames.com/vrtracking[/url]
Mandatory 3000 USD training course.[/QUOTE]
aawwwwww shit I cant wait for tracked accessories to start becoming a thing
I bet we start seeing stuff like StrikerVR coming out by the end of the year. Maybe this will encourage Oculus into releasing their hardware development stuff alongside Touch? That'd be rad.
[editline]4th August 2016[/editline]
[QUOTE=Clavus;50828704]I guess the training course fee is how Synapse is supposed to make money off the partnership, and so that Valve won't have to maintain training and consulting services.[/QUOTE]
I'm pretty disappointed by the steep cost of entry considering Valve's usually-libertarian policy of "Here's what you need to develop your game/software/hardware, knock yourself out". If they were just selling the HDK I probably would have bought one to experiment with controller configurations of my own. I love tinkering with that kind of thing.
On the bright side, in the FAQ they do actually acknowledge the high cost of entry and say that they're aiming to eventually do away with the mandatory training at some point.
[editline]4th August 2016[/editline]
[QUOTE=Clavus;50828704]
Wonder how easy it'll be to create tracked objects. The Vive wands and HMD are pretty bulky, the trackers seem to need quite a bit of space. About 4 or 5 trackers need to see the base station to get a pose, and 3 are needed to maintain it, from every angle. Is there something like a 'minimal trackable object' specified?[/QUOTE]
[url]http://www.synapse.com/sites/all/themes/synapse/img/steamvr/Schedule.pdf[/url]
looks like that's that majority of what they're talking about in the class, actually.
I hope someday they release the course materials as a online class, sounds like it'd be absolutely fascinating from an industrial design perspective.
[QUOTE=Timebomb575;50828712]I'm pretty disappointed by the steep cost of entry considering Valve's usually-libertarian policy of "Here's what you need to develop your game/software/hardware, knock yourself out". If they were just selling the HDK I probably would have bought one to experiment with controller configurations of my own. I love tinkering with that kind of thing.[/QUOTE]
They specified that you should be a mechanical and/or electrical engineer, this kit goes deeper than "glue this bit onto your device". It's not meant for non-tech public to play with. This is for companies looking to develop hardware for lighthouse tracking.
[QUOTE]On the bright side, in the FAQ they do actually acknowledge the high cost of entry and say that they're aiming to eventually do away with the mandatory training at some point.[/QUOTE]
That would be nice, although it's worth mentioning that the cost of the dev kit is nowhere near the final cost of making a product with parts like that. If you just want to glue their basic reference object onto a 3d printed or foam cut gun or something they might just sell that on its own in the future, but you're probably better off just sticking a controller in it like someone here did with PVC pipe.
[QUOTE]Wonder how easy it'll be to create tracked objects. The Vive wands and HMD are pretty bulky, the trackers seem to need quite a bit of space. About 4 or 5 trackers need to see the base station to get a pose, and 3 are needed to maintain it, from every angle. Is there something like a 'minimal trackable object' specified?[/QUOTE]
In order to create any tracked object, lighthouse or not, you'll need to be able to machine a precise placement for sensor ICs, you can place trackers closer together the lower your error is. The sensors are not exactly huge, just look at the little oval windows on your controllers.
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