[QUOTE=bitches;51177738]you mean like [url=https://www.youtube.com/watch?time_continue=42&v=pW6nlLV88Zk]this[/url]?
it didn't get popular because pacing back and forth is even less fun than teleporting[/QUOTE]
no, I mean moving steamvr play area in any game, as you play it, to move your location in the game as a 'cheat' for locomotion
[editline]10th October 2016[/editline]
it should be possible to edit in real time since things like the floor fix overlay app do it, if you don't understand what I mean, your origin in games is relative to the play area, if the play area moves you will move in the opposite direction in the game world
I'm working on a proof of concept now, it should be possible to move in any game, I'll probably try it with grip since they aren't used frequently
This is a pretty awesome take on a counter strike-esque game for VR
Just get it with the sale because the full price is kind of ridiculous
[url]http://store.steampowered.com/app/531270/[/url]
[video=youtube;X3tAGn3fh4s]https://www.youtube.com/watch?v=X3tAGn3fh4s[/video]
How does it compare to onward though? What's this game changing locomotion system? They didn't show it off in the video.
I never played onward but from what I heard and seen it's faster and more arcadey. Matches usually last a couple of minutes and when you die you get teleported to the lobby to mess around, so there's no downtime
You have counter strike-like money system, you can scavenge weapons and you get to keep them if you survive
Yeah the "game changing" locomotion system is a bit bullshit, it's the "air dragging" that a few other games have been experimenting with.
It [I]works[/I] pretty well, and it's a very good option for those that suffer from motion sickness, but you have the option of having regular artificial movement which is simply faster and hassle free if you can handle it
I think I'd rather spend my money on Onward for now. I don't have a lot of money to spend freely. (getting a Vive as partly a gift, I had to put my savings of £200 towards it)
What time do the pre-orders for the touch open at? (UK so GMT+1)
[QUOTE=shadowboy303;51183182]What time do the pre-orders for the touch open at? (UK so GMT+1)[/QUOTE]
12pm PT, in about 2 hours
[url]https://www.reddit.com/r/oculus/comments/56s7ex/nate_mitchell_vp_of_product_i_dont_want_to_eat_my/[/url]
USB extension cable included with additional sensor cameras.
TotalBiscuit seems to be leaning to the Rift because of the more consumery feel
[img]http://horobox.reager.org/u/orkel_1476162349.png[/img]
It's kinda silly tho. Rift will have now more wires.
[QUOTE=Xanoxis;51183470]It's kinda silly tho. Rift will have now more wires.[/QUOTE]
I think he aimed at the number of wires in the HMD itself. Rift is a single cable, while the Vive has three distinct (though bundled) cables that split up near both ends, plus the audio cable.
[editline]10th October 2016[/editline]
Guess what's up for pre-order.
[url]https://www.oculus.com/cart/[/url]
It begins.
[T]https://dl.dropboxusercontent.com/u/71184478/ShareX/2016/10/chrome_2016-10-10_20-04-30.png[/T]
[QUOTE=Clavus;51183546]I think he aimed at the number of wires in the HMD itself. Rift is a single cable, while the Vive has three distinct (though bundled) cables that split up near both ends, plus the audio cable.
[/QUOTE]
the newer 3-in-1 cables are actually 1 cable now like the Rift's.
compared to the old one:
[t]http://i.imgur.com/sQk4X4W.jpg[/t]
[url]http://imgur.com/gallery/BySwd[/url]
Touch has no shipping costs :v:
[QUOTE=Orkel;51183777]Touch has no shipping costs :v:[/QUOTE]
*checks order*
Completely missed that fact :v:
[editline]10th October 2016[/editline]
Though it does state this bit:
[quote]Taxes, Surcharges and Fees: Applicable shipping, taxes and duties will be added to and charged in your payment upon shipment of the unit.[/quote]
Don't know if they can even do that when you only agreed to the amount stated in the cart though. Might just be some legalese to cover their cases.
Officially confirmed that shipping is free: [url]https://www.reddit.com/r/oculus/comments/56tt6f/osa_australian_customers_pricing_is_in_usd_not_aud/d8mapef[/url]
They seem confident in their shipping capability this time, at least for preorderers. I was a late rift preorder, and preordered late today too, but my shipping date estimate is the same as everyone else's.
[editline]10th October 2016[/editline]
So whatever happened to Hover Junkers? It was the hottest game around for a good while. Did the updates come to a crawl or something?
[QUOTE=bitches;51185060]So whatever happened to Hover Junkers? It was the hottest game around for a good while. Did the updates come to a crawl or something?[/QUOTE]
incompetent devs.
[editline]10th October 2016[/editline]
like, they think that the huge delay between ships movement is caused by network latency, which makes 0 sense. The players position and rotation seems to work flawlessly and they'll rotate as if they're moving where their ship should be - if that makes sense. 99% sure it's their 'network smoothing'
[editline]10th October 2016[/editline]
heres a shitty image to explain
[img]http://i.imgur.com/0QNNTJb.png[/img]
the enemy is moving left
you (the lower box) see the enemy at red position but they're actually at the black square position.
their rotation is correct as if their ship was in their real location, so network latency doesn't make sense
I never had any technical problems with Hover Junkers, I just got a bit bored of it. They need to add objectives like CTF, I even emailed them about it but they just said they're focused on finishing single player before they do anything new with multiplayer.. Not a smart move imo.
Windlands' Touch release trailer:
[media]https://www.youtube.com/watch?v=kx_0IK7rcTE[/media]
I should give it another shot. Didn't like playing it with the Vive because I couldn't get used to the touchpad for movement. The thumbsticks will probably suit me better.
its gonna be shitty as long as the forward direction is tied to your head rather than the direction your hand's facing (or an option for either), looking around in VR shouldn't be punishing.
[QUOTE=Shadaez;51186986]its gonna be shitty as long as the forward direction is tied to your head rather than the direction your hand's facing (or an option for either), looking around in VR shouldn't be punishing.[/QUOTE]
Ground movement is relative in Windlands, but most of the time you're up in the air where it depends on your momentum.
there's lots of air control in windlands still
Valve is showing off some new VR peripherals at the Steam Dev Days (next 2 days). Wonder what they/their licensees came up with!
VR relevant bits in bold.
[quote=https://steamdb.info/blog/steam-dev-days-2016-day-zero/]VALVE HOSTING STEAM DEV DAYS
Summit for Desktop, Living Room, and VR Content Creation
October 11, 2016 - Happening this Wednesday and Thursday in Seattle, WA, Steam Dev Days gives content creators a chance to share their experiences using Steam and attend briefings about new tools, services, and hardware in production for 2017 and beyond.
Celebrating over 10 years since the first third-party title was launched on the platform, developers have published over 10,000 titles on Steam for Windows PC, Linux, Mac and multiple VR systems.
[b]
Support for VR was introduced just six months ago, yet developers have already published over 600 VR experiences via Steam for those using multiple VR systems, including OpenVR.
Complementing the title and revenue growth, the adoption of SteamVR Tracking continues with over 300 licensees planning to incorporate the technology for a variety of uses, ranging from entertainment VR to automotive to televisions and toys. Many of these are targeted to ship in 2017.
[/b]
The two-day event will feature keynotes from third parties and Valve, who will be discussing near-term and long-term expansions to Steam. [b]In addition, new VR peripheral prototypes will be made available for demonstration and design collaboration with attendees.[/b]
About Steam Dev Days
Steam Dev Days is a two-day developers' conference where professionals can meet in a relaxed, off the record environment. Developers will share their design and industry expertise, participate in panel discussions, and attend lectures by industry veterans on a variety of topics. Attendees will also have direct access to Valve's Steam Team, and [b]will be given a chance to test-drive and provide feedback on new VR prototypes[/b].
For more information, please visit [url]http://www.steamdevdays.com/[/url][/quote]
Nice, the custom VR peripherals could be something to add value to the Vive package again. People on the subreddit have been kind of glum ever since OC3 :v:
[QUOTE=Clavus;51189252]Nice, the custom VR peripherals could be something to add value to the Vive package again. People on the subreddit have been kind of glum ever since OC3 :v:[/QUOTE]
People should see new features from any VR company as good news for the industry in general as everyone will probably eventually end up having these features.
At this point the Vive has been out for 6 months. I was honestly expecting it already to be old news by now and that Valve/HTC would already be talking about the next iteration of the Vive, but that hasn't happened yet.
But alas, the year isn't over yet!
Wouldn't making additional peripherals be technically easier for the Rift, since you'd just need IR LEDs and not sensors on the devices?
[QUOTE=Dracon;51189316]Wouldn't making additional peripherals be technically easier for the Rift, since you'd just need IR LEDs and not sensors on the devices?[/QUOTE]
Any Vive peripherals technically need sensors on them as well as the ability to connect to the headset via bluetooth, so yeah it's a good bit more complicated than a Rift peripheral
[editline]11th October 2016[/editline]
on the other hand Valve has basically open-sourced the lighthouse system, so it's a good bit easier to develop Vive stuff at present
hopefully Oculus does something similar with the Constellation tech, but given how cagey they are with software, I dont have particularly high hopes
[QUOTE=Clavus;51189252]Nice, the custom VR peripherals could be something to add value to the Vive package again. People on the subreddit have been kind of glum ever since OC3 :v:[/QUOTE]
What are they glum about?
[QUOTE=Orkel;51189407]What are they glum about?[/QUOTE]
I think mostly just the lack of big news around the Vive in the past months, while the Oculus subreddit got bombshell after bombshell from OC3. With the Steam Dev Days starting tomorrow that shouldn't last long though.
[editline]11th October 2016[/editline]
[QUOTE=Timebomb575;51189395]Any Vive peripherals technically need sensors on them as well as the ability to connect to the headset via bluetooth, so yeah it's a good bit more complicated than a Rift peripheral
[editline]11th October 2016[/editline]
on the other hand Valve has basically open-sourced the lighthouse system, so it's a good bit easier to develop Vive stuff at present
hopefully Oculus does something similar with the Constellation tech, but given how cagey they are with software, I dont have particularly high hopes[/QUOTE]
One thing Lighthouse tech definitely does better than Constellation is handling many tracked objects. There's little additional cost in having many objects since each calculates its own orientation, while in Constellation tech you have to be able to identify every object from a single image stream.
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