These are some nice looking games.
[editline]6th October 2016[/editline]
Oooeh, Epic is showing their VR game.
[editline]6th October 2016[/editline]
Oh wow it's free.
[QUOTE=Clavus;51161360]These are some nice looking games.
[editline]6th October 2016[/editline]
Oooeh, Epic is showing their VR game.[/QUOTE]
Ehhh, on the rails movement still. :/
Maybe in a few years.
Will it come with 2 sensors then, or will you need to buy a third for room scale?
[QUOTE=Timebomb575;51161390]Will it come with 2 senors then, or will you need to buy a third for room scale?[/QUOTE]
Touch comes with a second sensor. A third one is recommended, but not required for room scale.
[QUOTE=Timebomb575;51161390]Will it come with 2 sensors then, or will you need to buy a third for room scale?[/QUOTE]
We've seen videos from developers where roomscale works fine with 2 cameras. I guess it's more of a "if you want to have the smoothest experience without any blind spots" then get 3.
3 sensors are recommended I guess. In the end there's a reason why the Vive controllers are bulkier, it's so they're always visible from at least one base station.
[QUOTE=Orkel;51161403]We've seen videos from developers where roomscale works fine with 2 cameras. I guess it's more of a "if you want to have the smoothest experience without any blind spots" then get 3.[/QUOTE]
Oh yeah for sure, Im just thinking in terms of equivilant room scale performance to the lighthouse system
[editline]6th October 2016[/editline]
I wonder what the suggested configuration is for 3 cameras. If one is going to be in the "middle" of a wall as opposed to a corner, it might be more annoying to run a USB cable to it
[QUOTE=Timebomb575;51161413]I wonder what the suggested configuration is for 3 cameras. If one is going to be in the "middle" of a wall as opposed to a corner, it might be more annoying to run a USB cable to it[/QUOTE]
The slide made it look like one would face you from the middle of the desk, and the other two would be in the corners behind you.
[QUOTE=Clavus;51161407]3 sensors are recommended I guess. In the end there's a reason why the Vive controllers are bulkier, it's so they're always visible from at least one base station.[/QUOTE]
Yeah of course. They're still light despite the size though, I measured one of ours in at 202g which is basically nothing. Still, unless the roomscale setup for the rift+touch setup is huge I doubt you'll really need 3 cameras
[QUOTE=Clavus;51161318]They render every other frame with ASW, so you only need to hit 45 fps.[/QUOTE]
What is ASW? I can't really find any explanations on google.
all this mobile stuff has been terrible tbh
[QUOTE=simkas;51161475]What is ASW? I can't really find any explanations on google.[/QUOTE]
ATW (asynchronous timewarp) only predicted rotational movement. ASW (asynchronous spacewarp) also predicts positional movement by using the last two frames and exterpolate scene movement.
[editline]6th October 2016[/editline]
Oculus Story Studios just teamed up with Disney.
[editline]6th October 2016[/editline]
Abrash on stage. Prepare for mental shenanigans.
[editline]6th October 2016[/editline]
Dude is sick and still standing on stage.
[img]http://i.imgur.com/0S7emTY.png[/img]
I want more games to come out using Onwards system of locomotion. You can actually make legit FPS shooters like that with big relatively detailed maps and fun gun play.
I'm so fustrated literally only one game so far has shown any compelling potential for future VR titles (for me at least)
It's like everyone is to caught up on the locomotion meme to actually make a good game.
The details on the state-of-the-art of eye tracking were very interesting.
I know this isn't really related to the presentation, but I wanted to make my first post in here by saying shoutouts to UPS for delivering this before Hurricane Matthew arrives at my doorstep!
[t]http://i.imgur.com/IjrXW3V.jpg[/t]
[QUOTE=ChrisR;51161641]I know this isn't really related to the presentation, but I wanted to make my first post in here by saying shoutouts to UPS for delivering this before Hurricane Matthew arrives at my doorstep!
[t]http://i.imgur.com/miOX8li.jpg[/t][/QUOTE]
You have just enough time to [I][B]setup [/B][/I]your Vive and PC before the hurricane takes you! :v:
[QUOTE=ChrisR;51161641]I know this isn't really related to the presentation, but I wanted to make my first post in here by saying shoutouts to UPS for delivering this before Hurricane Matthew arrives at my doorstep!
[t]http://i.imgur.com/miOX8li.jpg[/t][/QUOTE]
Yeah ive already packed everything including vive. Shit's coming soon, and its coming in hard. Stay safe fellow east coast floridians.
I hope you get to have it setup in your home by saturday
Interjecting briefly: anybody gets a chance, can they try out the release of Anyland? Made by the same people of Manyland. I'm Viveless, but if somebody can post some stuff they did fucking around or gifs of things they encounter that'd be cool. It came out like practically today, and I've been watching it for a while
I love how my 2nd desktop with an i5 4570S and R9 280X now falls within the new target spec. Almost bought a new graphics card for it yesterday :v:
[hd]https://www.youtube.com/watch?v=qOfpu4RUjuo[/hd]
The avatar you create will be persistent across all titles that support them.
AMD released a video on Asynchronous Space Warp.
[media]https://www.youtube.com/watch?v=6HIjt3CP1B4[/media]
Nvidia also just dropped new drivers that fix some VR judder/FPS issues.
[editline]6th October 2016[/editline]
Touch mails being sent out for Rift pre-orderers
[t]http://i.imgur.com/WsFfDEf.png[/t]
The December release puts me in a bind. I'm moving back in with my parents once my internship ends, just before Christmas. Do I risk the shipping going to my apartment when I'm gone, in a bid to receive them while I still have a huge space to use them in? Or, do I just let them ship to my parents and only ever use it in a tiny space?
I could always throw out my bed.
Epic's free Oculus Touch game Robo Recall, the thing that evolved from their Bullet Train demo:
[media]https://www.youtube.com/watch?v=MIK4D0kVlIs[/media]
I still want a game where I can sit in a cockpit and pilot a mech. Like this:
[media]https://www.youtube.com/watch?v=GiWFRDJcDxg[/media]
Emphasis on manual control. Not just a mech game where you have a headset yet still use a keyboard/mouse.
[QUOTE=Zakkin;51162670]I still want a game where I can sit in a cockpit and pilot a mech. Like this:
[media]https://www.youtube.com/watch?v=GiWFRDJcDxg[/media]
Emphasis on manual control. Not just a mech game where you have a headset yet still use a keyboard/mouse.[/QUOTE]
Something like this? [url]http://www.voxmachinae.com/[/url]
[editline]7th October 2016[/editline]
UploadVR actually went hands-on with the "Santa Cruz" wireless Rift prototype:
[url]http://uploadvr.com/hands-santa-cruz-inside-out/[/url]
[quote]We went hands on with the Santa Cruz prototype from Oculus, which is the current name for an early standalone mobile VR headset the company is working on that includes position tracking.
No photos or videos were allowed for the demo, and it was a brief hands-on. The device looked and felt much like an Oculus Rift. Demo providers declined to say whether the demo ran at 60, 75 or 90 frames per second, nor did they reveal the resolution of the headset. Inside the headset, I walked from one end of the room to another and back again, jumped and crouched, and the self-contained unit didn’t lose tracking. The headset displayed a sparse environment with no clear interactivity available beyond the ability to move freely around the room. The headset featured four cameras on the front face, two pointed toward the ceiling and two more pointed toward the floor.
When I approached a wall a blue grid line came up warning me of my proximity. Tracking did have one small hiccup when I reached a corner of the room and turned quickly, but otherwise tracking was really solid and I felt no discomfort quickly taking several steps across the room. Overall, the experience felt more like a Rift that went wireless rather than a Gear VR that gained position tracking.
The headset was in a super early state, with a battery hanging on the back that got disconnected as they carefully placed it on my head.
Intel and Qualcomm are among a number of tech companies attempting to figure out how to do inside out position tracking in a way that doesn’t drain the battery too quickly. With a big reveal on ‘Santa Cruz’ at Oculus Connect by Facebook CEO Mark Zuckerberg, it is clear a self-contained mobile unit is a high priority of the company.[/quote]
[editline]7th October 2016[/editline]
Confirmed that it was still a self-contained unit with a mobile chip at this stage, so not streaming data from a PC.
[QUOTE=Clavus;51162692]Something like this? [url]http://www.voxmachinae.com/[/url][/QUOTE]
...If that gets some sort of single-player thing, I will love it forever.
But looking at the trailer, I don't see any controller interaction. If it's just another "use keyboard/controller with a headset" game, then aw. I always figured a really fun part of a mech game in VR would be, well, operating it.
[QUOTE=Clavus;51162692]Something like this? [url]http://www.voxmachinae.com/[/url]
[editline]7th October 2016[/editline]
UploadVR actually went hands-on with the "Santa Cruz" wireless Rift prototype:
[url]http://uploadvr.com/hands-santa-cruz-inside-out/[/url]
[editline]7th October 2016[/editline]
Confirmed that it was still a self-contained unit with a mobile chip at this stage, so not streaming data from a PC.[/QUOTE]
IMO the PC<->HMD streaming sounds really trivial in comparison to inside-out tracking
pretty awesome; looks like VR headsets in 5 years will make our current stuff a joke
[QUOTE=bitches;51163040]IMO the PC<->HMD streaming sounds really trivial in comparison to inside-out tracking
pretty awesome; looks like VR headsets in 5 years will make our current stuff a joke[/QUOTE]
Both things are already possible, just not "good enough". PC -> HMD streaming does seem to be the first to hit the bar, given recent news.
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