• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
[QUOTE=Mesothere;51249662]A little disingenuous, given that the creator said "there are a lot of problems with occlusion and i would like to see if the vive trackers do any better so i'll likely try this again later at work where i've got access to a vive setup." It's a novel idea though, I quite like the thought of incorporating real objects[/QUOTE] he clearly doesn't care very much about his Touch tracking setup given that the cameras are set at waist level; he probably doesn't care much because of how small his room looks to be my point is that it still works despite the huge box and bad camera placement making for a worst-case-scenario
[media]https://youtube.com/watch?v=xQXd6GDZiQw[/media] Half Life 3 please.
Full video of Oculus' room-scale setup: [media]https://www.youtube.com/watch?v=D5Cyo5ZyWfs[/media] Noticing that they still say "insert your batteries", Clavus, do they still use AAs in the engineering prototypes?
Nothing says "quality" as "put AA battery into controller". I wonder if they include batteries with purchase :v:
[QUOTE=Xanoxis;51253720]Nothing says "quality" as "put AA battery into controller". I wonder if they include batteries with purchase :v:[/QUOTE] I mean, it could also mean that the controller has replaceable rechargeable battery packs, which would be nice.
[QUOTE=Timebomb575;51253730]I mean, it could also mean that the controller has replaceable rechargeable battery packs, which would be nice.[/QUOTE] They could be doing something along the lines of the 360/xbox one controllers that gives you both as an option with an external charger.
[QUOTE=Timebomb575;51253636]Full video of Oculus' room-scale setup: [media]https://www.youtube.com/watch?v=D5Cyo5ZyWfs[/media] Noticing that they still say "insert your batteries", Clavus, do they still use AAs in the engineering prototypes?[/QUOTE] Yup, one AA per controller. I don't mind since I have plenty of rechargeables around, don't run the risk of a battery pack becoming crappier over time. [editline]24th October 2016[/editline] [QUOTE=Xanoxis;51253720]Nothing says "quality" as "put AA battery into controller". I wonder if they include batteries with purchase :v:[/QUOTE] Dev samples came with batteries included.
[QUOTE=Clavus;51253956]Yup, one AA per controller. I don't mind since I have plenty of rechargeables around, don't run the risk of a battery pack becoming crappier over time. [/QUOTE] Oh wow, just one per? How long does that last?
[QUOTE=Timebomb575;51254100]Oh wow, just one per? How long does that last?[/QUOTE] Not all that different from a vive battery tbh. Vive batteries are 3.69W*Hr, an AA rechargable is ballpark 2.88W*Hr if it's a good one. Without knowing the draws of both controllers it'd be really hard to determine whether it's a big deal, but typically controllers don't need much power. Worth noting the vive controller is receiving laser light while the touch controller is generating light but again without knowing the draw of the LEDs etc it's really hard to say if it matters.
[QUOTE=Elspin;51254131]Not all that different from a vive battery tbh. Vive batteries are 3.69W*Hr, an AA rechargable is ballpark 2.88W*Hr if it's a good one. Without knowing the draws of both controllers it'd be really hard to determine whether it's a big deal, but typically controllers don't need much power. Worth noting the vive controller is receiving laser light while the touch controller is generating light but again without knowing the draw of the LEDs etc it's really hard to say if it matters.[/QUOTE] Yeah, just looked it up and I'm pretty surprised that its only a 960mah battery in the Vive wand, that's pretty close to the capacity of a normal rechargable AA.
[QUOTE=Timebomb575;51254188]Yeah, just looked it up and I'm pretty surprised that its only a 960mah battery in the Vive wand, that's pretty close to the capacity of a normal rechargable AA.[/QUOTE] My rechargables are 2500mah Eneloops :v: Anyway my Touch controllers are still full bars on the original batteries after many weeks of sporadic use. They last pretty long.
[QUOTE=Clavus;51254500]My rechargables are 2500mah Eneloops :v:[/QUOTE] That comes out to less total power, the vive is using lithium which is 3.7 volts nominal instead of 1.2.
[QUOTE=Elspin;51254644]That comes out to less total power, the vive is using lithium which is 3.7 volts nominal instead of 1.2.[/QUOTE] Oh now i get how that shit works, i never quite understood how those eneloop batteries could be 2500 mAh
[QUOTE=paul simon;51254736]Oh now i get how that shit works, i never quite understood how those eneloop batteries could be 2500 mAh[/QUOTE] It can honestly get pretty complicated, you should always think of any amp hour ratings as a guideline, anyhow. They can be heavily dependant on the rate of drain of the battery, alkaline batteries are notably absolute dumpster trash at maintaining their rated capacity under heavy load, but NiMH batteries hold up pretty good.
[QUOTE=paul simon;51254736]Oh now i get how that shit works, i never quite understood how those eneloop batteries could be 2500 mAh[/QUOTE] That's why its usually more informative to measure it in terms of watt hours rather than amp hours
[QUOTE=lilguy;51252879][media]https://youtube.com/watch?v=xQXd6GDZiQw[/media] Half Life 3 please.[/QUOTE] tbh almost amazed no ones done this yet but in hl2 it has hydra support (non-official) but no major vive support and thats terrible
Is there a mirror for the Oculus room-scale video? They made it private.
[QUOTE=J!NX;51254997]tbh almost amazed no ones done this yet but in hl2 it has hydra support (non-official) but no major vive support and thats terrible[/QUOTE] I feel like it's inevitable that at some point, a crazy mod team will reproduce HL2 in VR. Rip the assets, spend a few months recreating the maps in Unity and write some basic gun and physics interaction code and you're pretty much done.
So someone modded their vive headset to use a welding harness to hold it. [t]https://cdn.instructables.com/FK7/532Q/IUKEZMGY/FK7532QIUKEZMGY.MEDIUM.jpg[/t] If you feel adventurous [url=http://www.instructables.com/id/HTC-Vive-Welding-Harness-Modification/]Click me[/url]
[QUOTE=KOManiacJim;51257186]Going to buy Playstation VR with my new gaming pc, and with some trickery I can use the whole monitor. Is that cheating?[/QUOTE] ???
what the fuck do you think you're doing
[QUOTE=KOManiacJim;51257186]Going to buy Playstation VR with my new gaming pc, and with some trickery I can use the whole monitor. Is that cheating?[/QUOTE] Sounds like a great IDEA. I use playstay VR on my gaming PC all the time >:) [editline]25th October 2016[/editline] [QUOTE=srobins;51256084]I feel like it's inevitable that at some point, a crazy mod team will reproduce HL2 in VR. Rip the assets, spend a few months recreating the maps in Unity and write some basic gun and physics interaction code and you're pretty much done.[/QUOTE] Why recreate the game? why not just mod the game itself? just assign 1 trackpad to a weapon wheel, another to teleporting/joystick move, triggers to shoot, etc
[QUOTE=KOManiacJim;51257186]Going to buy Playstation VR with my new gaming pc, and with some trickery I can use the whole monitor. Is that cheating?[/QUOTE] why would you buy a vr headset not meant for PC?
[QUOTE=KOManiacJim;51257186]Going to buy Playstation VR with my new gaming pc, and with some trickery I can use the whole monitor. Is that cheating?[/QUOTE] Why would you need a VR headset if you can strap your entire monitor to your face?
[QUOTE=KOManiacJim;51257534]Pardon my idiocy but all i have to do to use the Playstation VR with my future tabletop computer running a fast processor is arrange the cables to trick the box into thinking that the PC is the PS4. Vola, now I'm up close and personal with whatever action i want to be in. And also, the monitor is free for spectators to watch. You can't do that on Virtual Boy. Which proves that a stupid idea with a Playstation VR does what Nintendon't.[/QUOTE] You're being funny on purpose, right?
[QUOTE=KOManiacJim;51257563]Yes! I dare to be stupid so you don't have to. By the way, I saw Yahtzee review Quake recently and now I want to play Quake. Only from start to finish.[/QUOTE] I mean, you do realize that even though you can output the screen signal to it, it won't actually track your head or do anything useful in VR terms. You'd be better off buying a google cardboard at that stage
The playstation vr thing does do a 3-axis virtual screen through hdmi, but it's a lot blurrier than what you'd see in reality, and it's 2D. It's an interesting gimmick but useless unless you need the privacy--since it doesn't track translational movement, you can't move closer to the screen to read blurry text.
[QUOTE=KOManiacJim;51257563]Yes! I dare to be stupid so you don't have to. By the way, I saw Yahtzee review Quake recently and now I want to play Quake. Only from start to finish.[/QUOTE] Are you a bot.
Any developers have any good articles or papers relating to VR that they think would be good to reference in a report? Not looking for anything specific at this stage, just wondering if there's anything interesting out there that I may have missed.
[QUOTE=Mio Akiyama;51257446]why would you buy a vr headset not meant for PC?[/QUOTE] Probably: 1.) Cheapest option 2.) It'll inevitably get drivers (thirdparty or not) to make it pretend its a Vive 3.) Can be used with a PS4 if he has one If the PSVR motion tracking wasn't such a shitty system I'd say it'd be one of the better options if you're patient and don't have $800 to spare.
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