• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
[QUOTE=e_k_M;51297015]shotforge is finally released! [url]http://store.steampowered.com/app/523170[/url] maybe soon the dev can add a workshop feature that gives you other people created guns because im super uncreative[/QUOTE] Hm, that's a good idea... the guns are just saved as small text files, so it should be possible.
Finished The Solus Project. It felt like a glimpse of what future big-budget VR gaming can bring. Exploring a large alien world, with secrets, mystery, danger and some beautiful and terrifying sights. Again though: best played seated with a gamepad. Might want to opt into the SteamVR beta too if you're using a Vive to make use of the new async reprojection for the occasional performance dip.
Obduction is amazing. Just needs fixes to choppiness, since even on insane hardware it can dip below 90fps.
[QUOTE=Orkel;51298287]Obduction is amazing. Just needs fixes to choppiness, since even on insane hardware it can dip below 90fps.[/QUOTE] the vr edition was already delayed for a long time; they probably optimized it all they could
People running GTX 1080s and i7s are getting choppiness on the lowest settings. That's not optimized.
What's the VR world's consensus on the 1070 right now? Is it future proof enough? Looking to deck my shit out early next year with a new PC and a Vive, but not completely sure yet how I'm gonna go at it. Might do a 1070, might do two R9 390x in CrossFire.
[QUOTE=EcksDee;51298424]What's the VR world's consensus on the 1070 right now? Is it future proof enough? Looking to deck my shit out early next year with a new PC and a Vive, but not completely sure yet how I'm gonna go at it. Might do a 1070, might do two R9 390x in CrossFire.[/QUOTE] I got a 1070 and I'm pretty pleased with it. I dunno about "future proof" but it seems like the tendency now is requirements being lowered, not raised, so...
Looking at planning a long VR demo (~1 to 2 hours) for a charity event, trying to decide what demos to run on our 2 vives that is as age/interest neutral as possible. So far we're looking at: age neutral experiences: -the blu -apollo 11 vr -maybe some destinations/the lab scenes? games that may be more dependant on user: -cloudlands mini golf (our users are likely going to be middle aged, so this is my best pick atm) -climbey (still need to determine how prone this is to motion sickness for older audience) -audioshield -nvidia's vr funhouse (not sure this will be appropriate, our two graphics cards are a 1060 and a 970 and I heard this was performance intensive?) -quanero? (still need to try this myself) -trials on tatooine? (still need to try this myself) no racing wheel here so I'm not sure racing games will be big but it's an option I suppose
Tilt Brush, ViveSpray, and Water Bears VR are pretty casual, easy to pick up, and hands on. For a mild bit of action, Longbow on The Lab should suffice, but ZenBlade/Fruit Ninja VR, Holoball, or any ping pong games are relatively light and easy on the body. If you want to freak some people out, Richie's Plank Experience.
Just started moving to a new place and I got my priorities straight! [t]https://cdn.discordapp.com/attachments/204212789173026816/243812617242673152/cya.jpg[/t] I just had to do it, going from 2x2m to 4x4m is a life changer.
After trying climbey that was like easily the most fun I've had in virtual reality, the feeling of weightlessly throwing yourself through jungle gyms is just amazing (and no motion sickness to speak of). Definitely gonna play the shit out of that on my own time even :v: Minigolf was also pretty perfect, again not really into golf but it was neat! The only problem I have really is the vive badly needs a strap from the bottom of the faceplate to the back of your neck because it slips like crazy when you're facing down
Just got a quick question, recently got the vive and tried it out with elite: dangerous since it's the only big game with VR support I've got right now. Problem I've encountered is that, no matter what adjustments I make, the text in the game is really hard to read out, like, I've got to lean in hard to actually read what I'm looking at and I'm starting to wonder if either A. I ain't compatible with this headset or B. Elite isn't really that good with the Vive. I've got to try and clear up in the room before I continue trying out games where you move around a lot, tried job simulator and I smacked into my window.
[QUOTE=Killeen;51303683]Just got a quick question, recently got the vive and tried it out with elite: dangerous since it's the only big game with VR support I've got right now. Problem I've encountered is that, no matter what adjustments I make, the text in the game is really hard to read out, like, I've got to lean in hard to actually read what I'm looking at and I'm starting to wonder if either A. I ain't compatible with this headset or B. Elite isn't really that good with the Vive. I've got to try and clear up in the room before I continue trying out games where you move around a lot, tried job simulator and I smacked into my window.[/QUOTE] Change your HUD colours to green. You get the most subpixels that way. Other than that, there's nothing else you can do. Vive doesn't have as much PPI as the Rift since it exchanges it for FoV, so text is harder to read on it. [editline]3rd November 2016[/editline] Well, you could wait for Gen 2.
[QUOTE=Orkel;51303718]Change your HUD colours to green. You get the most subpixels that way. Other than that, there's nothing else you can do. Vive doesn't have as much PPI as the Rift since it exchanges it for FoV, so text is harder to read on it. [editline]3rd November 2016[/editline] Well, you could wait for Gen 2.[/QUOTE] ItszuVR has the highest PPI of any HMD on the market* if you're okay with a 90 degree horizontal FOV and 60fps cap *while supplies last, limit 1
[QUOTE=Orkel;51303718]Change your HUD colours to green. You get the most subpixels that way. Other than that, there's nothing else you can do. Vive doesn't have as much PPI as the Rift since it exchanges it for FoV, so text is harder to read on it. [editline]3rd November 2016[/editline] Well, you could wait for Gen 2.[/QUOTE] That explains it, thanks. Didn't have much trouble in job sim, small blurryness but that's just me needing proper adjustment.
[url]https://www.reddit.com/r/magicleap/comments/5azhtx/i_wrote_the_new_forbes_cover_story_about_magic/[/url] AMA with the Forbes writer who did the recent Magic Leap article. He didn't sign an NDA, so he's revealing cool stuff. [editline]4th November 2016[/editline] [quote]I could get very close to MR objects without experiencing any problems. And there were certainly times when an experience was playing out across my view, and things looked like they were happening all around me... it's surprisingly immersive.[/quote] [quote]I can tell you the FOV is impressively large, and bigger than HoloLens.[/quote] [quote]I can absolutely see a pair of Magic Leap glasses replacing my TV and monitors. I live in a tiny New York city apartment and it would be so great to reclaim that physical space and just have virtual displays wherever I want them.[/quote] [quote]I've demoed the HoloLens, and Magic Leap's technology was definitely more advanced. I haven't tried Meta. The second question is harder to answer, because I knew on a rational level that what I was seeing was not real. Even perfectly photo-realistic 3D graphics won't trick people if they know they're wearing an AR headset and expect to see things that aren't really there. But if I may cut to the question I think you're really asking: Yes, I can imagine a scenario where someone is completely fooled into thinking an MR object created by Magic Leap's technology is 100% real.[/quote] [quote]In one of the demos I experienced, a fairy flew around the room and then flicked her wand at a lamp --a real lamp-- that was also in the room. The lamp turned on. It was a simple trick achieved using one of those web-connected light bulbs, but it was an incredibly effective display of how mixed reality allows digital objects to interact with the real world.[/quote]
[QUOTE=Orkel;51304336][url]https://www.reddit.com/r/magicleap/comments/5azhtx/i_wrote_the_new_forbes_cover_story_about_magic/[/url] AMA with the Forbes writer who did the recent Magic Leap article. He didn't sign an NDA, so he's revealing cool stuff. [QUOTE]I've demoed the HoloLens, and Magic Leap's technology was definitely more advanced. I haven't tried Meta.[/QUOTE][/QUOTE] The meta 1 was trash on par with the 3d head, and while the company has been going around making bold claims about the meta 2 at expos they didn't demo it at AWE. If the magic leap is better than the hololens, sign me up for the order list, I'm down
[QUOTE=Orkel;51304336][url]https://www.reddit.com/r/magicleap/comments/5azhtx/i_wrote_the_new_forbes_cover_story_about_magic/[/url] AMA with the Forbes writer who did the recent Magic Leap article. He didn't sign an NDA, so he's revealing cool stuff. [editline]4th November 2016[/editline][/QUOTE] If there's one thing I learned over the years is that none of these technologies are perfect. This guy doesn't address any sort of shortcomings or limitations of the tech and that just makes it pretty worthless in terms of new info. Magic Leap needs to send dev kits into the wild if it wants to claim to be better than everything else.
[QUOTE=Clavus;51304414]If there's one thing I learned over the years is that none of these technologies are perfect. This guy doesn't address any sort of shortcomings or limitations of the tech and that just makes it pretty worthless in terms of new info. Magic Leap needs to send dev kits into the wild if it wants to claim to be better than everything else.[/QUOTE] The rumor is CES 2017 for their first public demos IIRC.
[QUOTE=Zombii;51304418]The rumor is CES 2017 for their first public demos IIRC.[/QUOTE] Well let's see them bring it. In my mind Magic Leap is currently filled with nervous engineers trying to live up to the hype the sales department has spread. :v: [editline]4th November 2016[/editline] Or maybe just one nervous engineer and a very big sales department.
[QUOTE=Clavus;51298282]Finished The Solus Project. It felt like a glimpse of what future big-budget VR gaming can bring. Exploring a large alien world, with secrets, mystery, danger and some beautiful and terrifying sights. Again though: best played seated with a gamepad. Might want to opt into the SteamVR beta too if you're using a Vive to make use of the new async reprojection for the occasional performance dip.[/QUOTE] You can play this online ye? Coop with a non VR user? [editline]4th November 2016[/editline] nvm fuck guess not was thinking of something else :v:
Tried the climbey demo. Punched my lampshade. Got motion sick while jumping. Seems cool but yet again, I'm limited by my susceptibility to to motion sickness :/
[QUOTE=Wickerman123;51307538]Tried the climbey demo. Punched my lampshade. Got motion sick while jumping. Seems cool but yet again, I'm limited by my susceptibility to to motion sickness :/[/QUOTE] Did you try the FOV reduction when moving setting? I put it on without trying it without, not sure how big of a deal it is but there was that study using the rift that showed good results
Anything out there that's as fleshed out as DCS World VR that doesn't charge you $50 for a single plane to fly? I love DCS World but I'm tired of the starting craft, and it ain't worth $50 just for one plane that might not even be fun to fly.
[QUOTE=zombini;51307739]Anything out there that's as fleshed out as DCS World VR that doesn't charge you $50 for a single plane to fly? I love DCS World but I'm tired of the starting craft, and it ain't worth $50 just for one plane that might not even be fun to fly.[/QUOTE] I don't think there is. Try to wait until there is a sale, I've bought the A-10C, P-51D and UH-1H for about €10 each and I would say that it is worth it for that price.
[QUOTE=Elspin;51307626]Did you try the FOV reduction when moving setting? I put it on without trying it without, not sure how big of a deal it is but there was that study using the rift that showed good results[/QUOTE] I did, but it only kicks in at high velocities, like when you're falling. The walking was mostly fine, it was just when I tried jumping that I started getting a bit sick. I had to stop when trying that green trampoline looking thing. I didn't figure it out bit jumping at it and sliding off was too much, annoyingly.
We have an industrial robot arm on a giant steel frame we just installed in our shop today and I noticed it's very compatible with human arm shape (it's mounted with it's base on a vertical surface like a shoulder joint). I really badly want to write a quick application to sync up the arm to vive controllers strapped to my arm v:v:v [thumb]https://robotics.kawasaki.com/userAssets1/productsImages/medium/RS05L.png[/thumb]
[url]http://www.gamesindustry.biz/articles/2016-10-20-htc-vive-has-sold-more-than-140-000-units-report[/url] more than 140,00 units sold people still talking about VR being a failure cause they buy into clickbait "VR is a failure" articles :v:
[QUOTE=zombini;51307739]Anything out there that's as fleshed out as DCS World VR that doesn't charge you $50 for a single plane to fly? I love DCS World but I'm tired of the starting craft, and it ain't worth $50 just for one plane that might not even be fun to fly.[/QUOTE] War Thunder for sure, but I'm honestly struggling to think of what flight games support VR aside from DCS and War Thunder. I really hope BMS can figure it out some time, because BMS would be amazing in VR, but that's unlikely. The new IL-2 (Battle of Stalingrad/Moscow/Kubin) is supposed to be getting an upgraded graphics engine with DX11 support and consequently VR support, but there's no ETA on that as far as I know.
Im going to a hackathon 2morrow and will most likely fuck around with an htc vive. Anyone got cool suggestions on what to make?
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