[QUOTE=Elspin;50828798]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]
I [I]am[/I] an engineer :v: just not at a company that would be interested in this kind of thing like yours is.
I feel like a lot of VR tech is being developed by startups, and 3 grand per person is a quite a lot of money to be spending, especially if you're just getting off the ground or want to mess with an idea.
[QUOTE=Timebomb575;50828868]I [I]am[/I] an engineer :v: just not at a company that would be interested in this kind of thing like yours is.
I feel like a lot of VR tech is being developed by startups, and 3 grand per person is a quite a lot of money to be spending, especially if you're just getting off the ground or want to mess with an idea.[/QUOTE]
Engineer or not (and it's not just being some kind of engineer, you need to at least have the require knowledge in both mechanical *and* electrical specifically to finish something with this) that would be where the second half of my post comes in. If you can't afford $3000 to attend a training course and get hardware you're a thousand miles away from being able to afford to manufacture several prototypes with precise sensor placement and then enter production with your product. Startups with insanely low capital from someone's basement are only really feasible on a software level where the only cost is time. It's an unfortunate reality but it will always be true, doing hardware requires materials, tools, and manufacturing that can't be done with 0 cost like software.
[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]
Like 5 days
Mins has taken over a month because they shipped it to some dude in norcal
[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]
I remember playing this
first true horror experience, and my only good horror experience
the game was too good, it ruined everything else for me
[QUOTE=Elspin;50828931]Engineer or not (and it's not just being some kind of engineer, you need to at least have the require knowledge in both mechanical *and* electrical specifically to finish something with this) that would be where the second half of my post comes in. If you can't afford $3000 to attend a training course and get hardware you're a thousand miles away from being able to afford to manufacture several prototypes with precise sensor placement and then enter production with your product. Startups with insanely low capital from someone's basement are only really feasible on a software level where the only cost is time. It's an unfortunate reality but it will always be true, doing hardware requires materials, tools, and manufacturing that can't be done with 0 cost like software.[/QUOTE]
Sorry man but that's bullshit in this day an age. You of all people should know that there are an ENORMOUS number of options out there these days for rapid prototyping, such that you can take pretty much any idea and make it into a reality very easily. That's why such a large number of hardware startups are showing up these days.
I work for a low-volume defense sector manufacturer that does a lot of prototyping and experimenting. I can assure you that prototyping tracked peripherals for gaming is not rocket science, and is [B]absolutely[/B] something a maker-y person could do in decently equipped home shop, if there wasnt a $3k barrier to entry that required them to fly to Seattle and undergo a week of training.
[QUOTE=Timebomb575;50828996]Sorry man but that's bullshit in this day an age. You of all people should know that there are an ENORMOUS number of options out there these days for rapid prototyping, such that you can take pretty much any idea and make it into a reality very easily. That's why such a large number of hardware startups are showing up these days.
I work for a low-volume defense sector manufacturer that does a lot of prototyping and experimenting. I can assure you that prototyping tracked peripherals for gaming is not rocket science, and is [B]absolutely[/B] something a maker-y person could do in decently equipped home shop, if there wasnt a $3k barrier to entry that required them to fly to Seattle and undergo a week of training.[/QUOTE]
Yeah if you already have equipment to manufacture you can hand-make a few prototypes to some vague amount of quality (which is extremely important when placing sensors to use for tracking), as well as with a 3D printer, but you'd be nuts to think that's the whole price you'd need to have a startup make these kinds of things. It's not bullshit, it's reality, and it sets in frequently on hardware startups when they get to the "oh shit we actually have to manufacture these" stage, even among pretty commonly produced and simple devices.
[QUOTE=Timebomb575;50827646]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?[/QUOTE]
it is already the case; steamVR natively supports the Touch developer hardware
there's already a ton of videos on youtube where Touch is used to play Vive games in full roomscale without any problems
the button inputs are actually very similar to each other; the thumbstick has a sensor to know if you're even touching it which means it can differentiate a leftward movement versus the stick resetting leftwards to the center from the right (the end result is supporting trackpad swiping for what few games might use them)
the only times you hear that a developer is working on [I]specifically[/I] supporting Touch is when they're adding features that only Touch provides (things that use its many sensors, such as to recognize simple hand gestures to mirror in VR instead of hitting a button to do them in social games)
[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]
I'd suggest ebay. I sold mine a few months ago for about $200. With VR headsets being everywhere, right now is a good time to sell motion controllers.
[QUOTE=Str4fe;50817258][media]https://www.youtube.com/watch?v=uFzAB4mr3KI[/media]
Update for tiltbrush, and it looks goood[/QUOTE]
So now I really want TiltBrush and Soundstage rolled into one ultimate psychedelic DJ simulator.
[media]https://www.youtube.com/watch?v=hBFlYGWWXOg[/media]
[QUOTE=Shadaez;50827744]made by a facepuncher (Downsider) btw[/QUOTE]
Downsider is also the guy that got GTAV running in the Vive. Guy is a fucking god. I always feel a little bit of pride whenever I recognize a Facepuncher elsewhere on the internet.
[QUOTE=srobins;50831536]Downsider is also the guy that got GTAV running in the Vive. Guy is a fucking god. I always feel a little bit of pride whenever I recognize a Facepuncher elsewhere on the internet.[/QUOTE]
they sure do seem to get shit done
i'm pretty sure anyone working in the electrical or mechanical engineering fields can easily cough up 3k, it's more meant as a "wall" to keep the general public out. Which i'm fine with cause I don't know either :v:
[QUOTE=Clavus;50839215][media]https://www.youtube.com/watch?v=2p9Cx4iX47E[/media]
Pretty neat idea.[/QUOTE]
Didn't think of this. Imagine if one was made with realistic graphics and you could literally mod every aspect of it, then edit it into your own show/movie.
[QUOTE=Mr. Agree;50839696]Didn't think of this. Imagine if one was made with realistic graphics and you could literally mod every aspect of it, then edit it into your own show/movie.[/QUOTE]
Judging from the heavy at the end it looks like it might support custom content?
[editline]6th August 2016[/editline]
I watched the trailer muted so idk if they talked about that
It's a neat idea but so far all implementations of IK animations I've seen look like ass if you plan on doing anything but standing straight up in the same spot
[QUOTE=Ryo Ohki;50839994]It's a neat idea but so far all implementations of IK animations I've seen look like ass if you plan on doing anything but standing straight up in the same spot[/QUOTE]
hopefully you can manually adjust leg positions once you've recorded your movement
I got the Vive for a while, and I can't wait for next one. Everything is great, but that crispy sharp look that will come with better optics, 4k screens and foveated rendering will be so, soo much better.
Finally made some progress on my Spotify overlay for SteamVR. You have to manually open/poll/close the VR keyboard, which isn't documented anywhere, so I had to spend some time reading the OpenVR headers to work it out.. But boy is it satisfying..
[media]https://www.youtube.com/watch?v=uRn2cJklJtE&[/media]
Lionsgate making/funding 12-15 VR games, John Wick Coming out at end of year for vive only (as they have a huge deal with valve that brought their movies to steam and other things)
Starbreeze's VR headset is also getting something, since they are buddies (they had a deal where john wick was free payday 2 dlc and if you bought a fandango ticket for john wick you got a free payday 2 copy.)
[url]http://www.neogaf.com/forum/showthread.php?t=1259928[/url]
[QUOTE]There's a mix of PC/console style VR and mobile VR across 11 separate developers.
There's also a mix of VR enabled games and VR exclusive games.
3 of them are new IPs, while the rest are existing Lionsgate IPs.*
One of the flagship games is a John Wick VR FPS where you play John Wick during his Impossible Mission. The directors/writers/etc behind the film are closely overseeing the project. It's on VIVE first in Q4 and then all the platforms.
There's also a Now You See Me VR game for mobile VR.
At least one of the projects sounds like it's going to be part of the Starbreeze/IMAX VR arcade ecosystem.
Lionsgate is not a game developer, so inherently all of these are made by partner studios. They're signing globally, so they have Telltale, Starbreeze, and starts ups like Next Games and Fifth Journey.
There's an implication in here that Telltale is making a VR enabled game with their Lionsgate license, which I don't think we knew before.
* I believe Lionsgate announced a project that's coming out as a book, film, game, etc all at the same time. I'm not sure if that counts as a new or existing IP.[/QUOTE]
No word on what HBO is doing with vive yet, since they signed a deal with htc/valve at the announcement of the vive.
[QUOTE=Wii60;50851071]Lionsgate making/funding 12-15 VR games, John Wick Coming out at end of year for vive only (as they have a huge deal with valve that brought their movies to steam and other things)
Starbreeze's VR headset is also getting something, since they are buddies (they had a deal where john wick was free payday 2 dlc and if you bought a fandango ticket for john wick you got a free payday 2 copy.)
[url]http://www.neogaf.com/forum/showthread.php?t=1259928[/url]
No word on what HBO is doing with vive yet, since they signed a deal with htc/valve at the announcement of the vive.[/QUOTE]
Being on the Vive's platform first doesn't mean it's "Vive-only". Anything made for the Vive also functions on the Rift (thanks to Valve), unless you're telling me that Valve is now doing DRM exclusivity deals even more restrictive than Oculus's.
By the tone of that quote it sounds more like they're talking about releasing it for mobile (GearVR type) VR after the PC launch.
[QUOTE=bitches;50851422]Being on the Vive's platform first doesn't mean it's "Vive-only". Anything made for the Vive also functions on the Rift (thanks to Valve), unless you're telling me that Valve is now doing DRM exclusivity deals even more restrictive than Oculus's.
By the tone of that quote it sounds more like they're talking about releasing it for mobile (GearVR type) VR after the PC launch.[/QUOTE]
Should be clear that when people say exclusive to vive/oculus they're talking about what it was developed for, the same way people call oculus store exclusives exclusives still even though you can play them on the vive through revive. With this quote, it does not appear to be anything approaching an exclusivity deal:
[QUOTE]It's on VIVE first in Q4 and then all the platforms.[/QUOTE]
it likely uses motion controls imo, in which case Oculus users would have to wait until they get their hands on the touch anyhow.
[QUOTE=Xanoxis;50843161]I got the Vive for a while, and I can't wait for next one. Everything is great, but that crispy sharp look that will come with better optics, 4k screens and foveated rendering will be so, soo much better.[/QUOTE]
How are you planning on running 4k at 70+fps
So during my windows 10 upgrade, it seems Driver BCM2045A0 did not transfer over properly?
Is only shows up when my Vive is active so my question is, what is it responsible for? Google is not being very helpful.
[QUOTE=Elspin;50851873]Should be clear that when people say exclusive to vive/oculus they're talking about what it was developed for, the same way people call oculus store exclusives exclusives still even though you can play them on the vive through revive. With this quote, it does not appear to be anything approaching an exclusivity deal:
it likely uses motion controls imo, in which case Oculus users would have to wait until they get their hands on the touch anyhow.[/QUOTE]
When you say something is exclusive to the Rift, what it really means is that it was made for the Rift's SDK instead of OpenVR. The Rift SDK is Rift-only for the moment. Other times, it means that while a developer [I]could[/I] make an OpenVR version, they are practicing timed exclusivity before doing so.
When you say something is made for the Vive, it means it is made for the OpenVR SDK. The OpenVR SDK natively supports the Rift hardware. So yes, the only thing it [I]can[/I] mean is that it focuses on motion controls, but if it's releasing in Q4 that means it will release more or less alongside Touch anyway.
Regardless of all, the context of the article has a strong implication that they're talking about mobile VR's relation to desktop VR, so I'm not so sure that this game is being made with motion controls in mind.
[QUOTE=bitches;50852327]When you say something is made for the Vive, it means it is made for the OpenVR SDK. [b]The OpenVR SDK natively supports the Rift hardware.[/b][/QUOTE]
I think this is what you misunderstood about my post. I understand this completely, but what I'm trying to get across is if it's only developed for the vive there are things that matter other than whether you can officially start up the game out of the box with a rift on instead of a vive. If a game is literally just head tracking on a normal game like the rift currently supports then for the most part it's a done deal, but even when the rift does get motion controllers the layout is fairly different on both.
Here's a practical example. I've heard it said that the oculus touch will support presence detection on the joystick, so you can hypothetically emulate the vive-style touchpad-for-menu. However, how they usually do this is projecting a menu onto the 4 (or however many) quadrants of the touch pad while it shows you live which one you're hovering over before you click the touchpad in. If the touch's joystick detects whether you're touching the stick it can emulate the same kind of interface, but the problem comes when the software has been designed to project that menu over the shape of the vive controller. Depending on how it's written, it'll either look like a mess or not work at all. Supporting both headsets at a hardware level doesn't necessarily mean it'll work out of the box.
It's less of a big deal on the rift/vive controllers than it was back in the dark ages but I remember before the 360 controller took over everything some games with "generic gamepad support" would swap joysticks from controller to controller, the buttons would be in retarded places, and sometimes literally nothing was configurable.
[QUOTE]Regardless of all, the context of the article has a strong implication that they're talking about mobile VR's relation to desktop VR, so I'm not so sure that this game is being made with motion controls in mind.[/QUOTE]
They do mention mobile VR, but the only thing they confirmed to be a part of it is a "now you see me" game.
[QUOTE=Elspin;50852553]I think this is what you misunderstood about my post. I understand this completely, but what I'm trying to get across is if it's only developed for the vive there are things that matter other than whether you can officially start up the game out of the box with a rift on instead of a vive. If a game is literally just head tracking on a normal game like the rift currently supports then for the most part it's a done deal, but even when the rift does get motion controllers the layout is fairly different on both.
Here's a practical example. I've heard it said that the oculus touch will support presence detection on the joystick, so you can hypothetically emulate the vive-style touchpad-for-menu. However, how they usually do this is projecting a menu onto the 4 (or however many) quadrants of the touch pad while it shows you live which one you're hovering over before you click the touchpad in. If the touch's joystick detects whether you're touching the stick it can emulate the same kind of interface, but the problem comes when the software has been designed to project that menu over the shape of the vive controller. Depending on how it's written, it'll either look like a mess or not work at all. Supporting both headsets at a hardware level doesn't necessarily mean it'll work out of the box.
It's less of a big deal on the rift/vive controllers than it was back in the dark ages but I remember before the 360 controller took over everything some games with "generic gamepad support" would swap joysticks from controller to controller, the buttons would be in retarded places, and sometimes literally nothing was configurable.
They do mention mobile VR, but the only thing they confirmed to be a part of it is a "now you see me" game.[/QUOTE]
Gamers have been using joysticks to use radial menus for years, and they know how far you're radially moving them at the angle you're pushing it. The sensors on it can only improve this; I don't see any reason for it to not function properly.
From what I've heard, OpenVR is an abstraction layer for inputs that very easily converts over to the Touch controllers, hence the many videos of Touch developers playing "Vive-only" games without any problems.
[editline]9th August 2016[/editline]
They've both got very similar buttons. The Vive has a trigger and a side grip; the Rift has a trigger and a gripping trigger. The biggest feature for each controller aside from those is the trackpad versus the fancy analog stick, and then they've both got minor surface buttons.
There's nothing to indicate that it will be the horror story of old gamepad situations, since Valve is doing the work to remap controls automatically for Touch controllers (known hardware) rather than using code to guess inputs from arbitrary hardware.
The fun really starts when some third company jumps into vr with a totally new controller & ecosystem
[QUOTE=bitches;50852786]Gamers have been using joysticks to use radial menus for years, and they know how far you're radially moving them at the angle you're pushing it. The sensors on it can only improve this; I don't see any reason for it to not function properly.
From what I've heard, OpenVR is an abstraction layer for inputs that very easily converts over to the Touch controllers, hence the many videos of Touch developers playing "Vive-only" games without any problems.[/QUOTE]
It's like the post went right in your eyes and out the back of your head v:v:v
I said pretty explicitly that the buttons aren't really as big of a deal for the most part, no reason it can't emulate the style typically done on the vive, but the graphical portion could be messy/broken (ie: it might be pulling up a vive model, or it might be trying to attach graphics to a vive model that isn't there).
[QUOTE]They've both got very similar buttons. The Vive has a trigger and a side grip; the Rift has a trigger and a gripping trigger. The biggest feature for each controller aside from those is the trackpad versus the fancy analog stick, and then they've both got minor surface buttons.
[b]There's nothing to indicate that it will be the horror story of old gamepad situations[/b], since Valve is doing the work to remap controls automatically for Touch controllers (known hardware) rather than using code to guess inputs from arbitrary hardware.[/QUOTE]
[QUOTE=Elspin]It's less of a big deal on the rift/vive controllers than it was back in the dark ages[/QUOTE]
Cool, that's exactly what I said though, I was just trying to give an example of when something *technically* worked but wasn't convenient because it was designed for something else.
And now comes the double final nail in the coffin, the lenses completely fogs up within half a minute, can't do shit. I guess this is what is with sweat problems have to skip out on
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