[QUOTE=gk99;51260998]Probably:
1.) Cheapest option
[B]2.) It'll inevitably get drivers to make it pretend its a Vive[/B]
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.[/QUOTE]
That's almost the opposite of inevitable, super unlikely imo. Nobody should be buying PSVR hoping that some mysterious benevolent modder will somehow fix the poor tracking [I]and[/I] make it interface with SteamVR.
[QUOTE=srobins;51261009]That's almost the opposite of inevitable, super unlikely imo. Nobody should be buying PSVR hoping that some mysterious benevolent modder will somehow fix the poor tracking [I]and[/I] make it interface with SteamVR.[/QUOTE]
When did I say they'd fix the poor tracking?
[editline]a[/editline]
Maybe it's just that every time some hardware like this comes out someone finds a way to make it work on PCs that has me this optimistic. People did it with Wiimotes and Kinects, and both of those were things that people didn't particularly care about. Since VR is something that people actually [I]do[/I] care about, I doubt they won't do it with PSVR
I could see something like that working as an extension of PSMoveService, but you definitely shouldn't count on it. Even if someone does get that working, it's not going to be as good an experience as you could get with the other headsets. You're not going to be able to get the kind of tracking volume you can get with Rift + Touch or Vive, and that's to say nothing of tracking quality.
The only reason to get PSVR is if you have a PS4 and don't have a PC that's up to spec; the money you save over a Rift isn't worth it. Trust me, I've used PSMoveService, and you can't really use an opposing setup like you can with Rift or Vive. I can provide technical details if you want, but seriously, if you expect to play Vive games on your PSVR you will regret buying it.
[QUOTE=gk99;51261014]When did I say they'd fix the poor tracking?
[editline]a[/editline]
Maybe it's just that every time some hardware like this comes out someone finds a way to make it work on PCs that has me this optimistic. People did it with Wiimotes and Kinects, and both of those were things that people didn't particularly care about. Since VR is something that people actually [I]do[/I] care about, I doubt they won't do it with PSVR[/QUOTE]
It's possible it'll happen at some point but it's such an awful idea, you really shouldn't encourage it. Buying a slightly cheaper but still fairly expensive VR headset not made for PC on the off chance someone will create makeshift support just doesn't make sense.
[QUOTE=Elspin;51261257]It's possible it'll happen at some point but it's such an awful idea, you really shouldn't encourage it. Buying a slightly cheaper but still fairly expensive VR headset not made for PC on the off chance someone will create makeshift support just doesn't make sense.[/QUOTE]
Sony has said they might consider doing an official PC release for PSVR, and I wouldn't pursue getting a PSVR for PC simply because it is cheaper until/if they do. Now, if you wanted to try and make it work as a project, that is something else, but otherwise people should stick to the Vive and Occulus for the time being.
Microsoft just announced that vendors like HP, Acer, Asus, Lenovo, Dell etc are bringing out VR headsets starting at $300 with inside out tracking (think Hololens). They'll also be adding VR support directly into Windows 10 with a built in VR environment (this was already announced a while back).
[QUOTE=Marlamin;51263184]Microsoft just announced that vendors like HP, Acer, Asus, Lenovo, Dell etc are bringing out VR headsets starting at $300 with inside out tracking (think Hololens). They'll also be adding VR support directly into Windows 10 with a built in VR environment (this was already announced a while back).[/QUOTE]
Sounds neat, but we'll have to see how the quality of these new HMDs hold up.
[editline]26th October 2016[/editline]
Also the Magic Leap is a bit of a shit-show behind the scenes, who would've thought?
[url]https://www.businessinsider.nl/magic-leap-lawsuit-secrets-revealed-2016-10/?international=true&r=US[/url]
Valve added their own [URL="https://steamcommunity.com/games/250820/announcements/detail/599369548909298226"]async reprojection[/URL] yesterday. Doesn't work on AMD yet though
I wonder if it has rendering artifacts like timewarp does
$299
inside-out tracking that even carmack&co haven't yet 100% figured out
"more immersive than current HMDs"
I'm calling a bad headset a'la Vuzix that only old crusty suits at microsoft think is worth anything in today's market
expect shit resolution, FoV, glitchy tracking etc
[QUOTE=Marlamin;51263184]Microsoft just announced that vendors like HP, Acer, Asus, Lenovo, Dell etc are bringing out VR headsets starting at $300 with inside out tracking (think Hololens). They'll also be adding VR support directly into Windows 10 with a built in VR environment (this was already announced a while back).[/QUOTE]
I can say two things with confidence:
-Some experiences would fit a HL style headset with inside-out tracking in VR really well, and barring gymnastics done with the headset on it would perform way better than you'd need
-I would not want it for chaperone because while it's pretty good any unmapped area takes some time to register and you could bump into a wall in VR because you can't see through the display as opposed to AR with the HL
[QUOTE=Clavus;51263241]Also the Magic Leap is a bit of a shit-show behind the scenes, who would've thought?
[url]https://www.businessinsider.nl/magic-leap-lawsuit-secrets-revealed-2016-10/?international=true&r=US[/url][/QUOTE]
Giving a small startup 4.5 billion dollars and then showing what I can only assume are wildly over-exaggerated visions of what the product will ever be able to do tends to cause a bit of disruption. The main focus of the article appears to be two people trying to ditch the company and take people with them, though
[editline]26th October 2016[/editline]
[QUOTE=Orkel;51263370]$299
inside-out tracking that even carmack&co haven't yet 100% figured out
"more immersive than current HMDs"
I'm calling a bad headset a'la Vuzix that only old crusty suits at microsoft think is worth anything in today's market
expect shit resolution, FoV, glitchy tracking etc[/QUOTE]
I don't know how you missed this in the thread but the tracking on the hololens is great, carmack&co are behind. Can't comment on anything else because nobody has seen it but if the tracking is the same as it is on the HL (again, uncertain) it's pretty great. It has errors, sure, and it helps to pre-map the environment to avoid loading times, but the actual positioning is pretty decent and it can actually show you obstacles in the room without you having to wave a controller around them to set a virtual gate
[QUOTE=Elspin;51263372]I don't know how you missed this in the thread but the tracking on the hololens is great, carmack&co are behind. Can't comment on anything else because nobody has seen it but if the tracking is the same as it is on the HL (again, uncertain) it's pretty great. It has errors, sure, and it helps to pre-map the environment to avoid loading times, but the actual positioning is pretty decent and it can actually show you obstacles in the room without you having to wave a controller around them to set a virtual gate[/QUOTE]
I'll have my doubts, because cramming a $3,000 hololens into a $299 VR headset that they straight up claim is more immersive than Vive/Rift, without even revealing the specs, sounds like "we need something to get into this market fast!!!!!!" suit talk to me.
[QUOTE=Orkel;51263440]I'll have my doubts, because cramming a $3,000 hololens into a $299 VR headset that they straight up claim is more immersive than Vive/Rift, without even revealing the specs, sounds like "we need something to get into this market fast!!!!!!" suit talk to me.[/QUOTE]
To be fair pretty much every company on the planet likes to brag theirs is "the best", I definitely don't expect it to be better in any measurable way in terms of the optics and display than the rift. I'm just saying that the tracking could be great if it matches the device it's copying from, and it's a bit harsh to decide the rest is going to be bad.
As for the price issue, keep in mind that's mostly because they were doing a low volume runs with a lot of hand assembly because the hololens was hard to manufacture. They intentionally limited the dev kits to companies that could pay for them because they wanted to get it to as many companies as possible for testing and feedback purposes. None of the tracking sensors on the hololens are particularly expensive to add with the possible exception of the high quality wide FOV depth sensor, which I don't think the wireless rift prototype has and the hololens can manage without.
[QUOTE=Orkel;51263370]$299
inside-out tracking that even carmack&co haven't yet 100% figured out
"more immersive than current HMDs"
I'm calling a bad headset a'la Vuzix that only old crusty suits at microsoft think is worth anything in today's market
expect shit resolution, FoV, glitchy tracking etc[/QUOTE]
[B]Starting[/B] at $299. They will probably have premium models for 500-600$ or something.
[QUOTE=AntonioR;51264064][B]Starting[/B] at $299. They will probably have premium models for 500-600$ or something.[/QUOTE]
OOC: did they say if they were wired to the PC? I assumed that they'd be all in one systems due to the inside out tracking that excels at bringing tracking to an untethered device but I saw a picture in a dumpster trash pcgamer article about the reveal of a cord going from a surface book to one of the headsets? I mean that would help explain the lower cost by quite a bit
judging by [URL="http://www.theverge.com/2016/10/26/13418156/microsoft-windows-10-holographic-virtual-reality-headset-announced-price"]this[/url] article they're tethered, but details seem pretty sparse; gonna check out the event [url="http://news.microsoft.com/microsoft-event-2016/#2Ezje2dEX13dMFI8.97"]VOD[/url]
and what controllers?
or is microsoft going to repeat kinect by going full hand gestures? hopefully we're not getting mobile tier games where finger clicking is the only way to interact like on the hololens
Most likely scenario given testing on the HL:
1) if microsoft wants to make their own ecosystem separate from the oculus sdk and openvr, the answer is no apps. hololens apps wouldn't necessarily work even if they're fully compatible in the technical sense because they're designed to be attached to a real world that you can see, not just detect
2) hand gestures on the hololens are not like the kinect, and the hololens provides incredibly smooth tracking of your hand position. they'll likely use something like the hololens clicker to provide buttons on top of the hand tracking
Geez, who would guess that the holiday season would bring more sales?
:mindblown:
[QUOTE=bitches;51250643]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[/QUOTE]
He had a camera pointing down from the ceiling.
I've found with the Vive that the lighthouses are very forgiving for where they're placed. I keep mine at about 7ft height but even when I've used them at ~4ft they worked flawlessly
[QUOTE=Kylel999;51268544]I've found with the Vive that the lighthouses are very forgiving for where they're placed. I keep mine at about 7ft height but even when I've used them at ~4ft they worked flawlessly[/QUOTE]
I started out using my Vive in my bedroom with one Lighthouse 2~3 feet off the floor on top of some boxes and the other one on top of my dresser. It worked fine, provided that I didn't try to lie flat on the floor or someone move the boxes while I was using it.
Have you guys played Anyland? Everything in the game is made by players. You can even build your own player model. I'm a walking penis, because why not
[QUOTE=Kylel999;51274128]Have you guys played Anyland? Everything in the game is made by players. You can even build your own player model. I'm a walking penis, because why not[/QUOTE]
Haven't tried it yet, but it seemed pretty funny. Golden rule of any game that allows user created content: dicks.
Damnit, I want more Flagship news. It was one of the biggest things I wanted for VR.
[video=youtube;qejyKI0hqQE]http://www.youtube.com/watch?v=qejyKI0hqQE[/video]
Chet's talk from a few weeks ago
New halloween update for H3VR is really fun, I've spent hours today playing it. It's super simple and bare bones but being able to actually use the mechanics of H3VR in a practical gameplay sense is really fun. I recommend anyone who owns H3VR to try it out asap.
[video=youtube;pNXz1X_yFjg]http://www.youtube.com/watch?v=pNXz1X_yFjg[/video]
Marvel used Tilt Brush to make 360 degree promotional videos for Doctor Strange
You guys know RUST, the makers of Hotdogs, Horseshoes, and Handgrenades?
Recently, they've made an update to their game that adds a mode that basically makes it survival horror VR.
[media]https://www.youtube.com/watch?v=NxrOGeYTOGA[/media]
And it's out now I think.
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