• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
Apparently they sold out in 18 minutes..
So Epic just sent me an HTC Vive as an Unreal Dev Grant. I am more than excited to get it.
Some of the PSVR for PC workarounds are coming along very well. People have managed to get head tracking working. Still, no official support.
[QUOTE=Wickerman123;51354805]Apparently they sold out in 18 minutes..[/QUOTE] Great.
I've been watching gameplay from a couple of VR games with melee combat and I gotta ask. Is it the VR set-up, the player, or the game itself that makes it look like they don't know how to swing/are swinging REALLY slowly?
[QUOTE=kyle877;51355485]I've been watching gameplay from a couple of VR games with melee combat and I gotta ask. Is it the VR set-up, the player, or the game itself that makes it look like they don't know how to swing/are swinging REALLY slowly?[/QUOTE] The player or the game. Vive motion controls are so fast that your brain thinks that you're actually looking at the controllers themselves while you're in the menu. There is almost no latency at [I]all.[/I]
[QUOTE=kyle877;51355485]I've been watching gameplay from a couple of VR games with melee combat and I gotta ask. Is it the VR set-up, the player, or the game itself that makes it look like they don't know how to swing/are swinging REALLY slowly?[/QUOTE] playing with h3vr melee weapons is pretty tiring after a while so it starts to look like wiimote waggling for me haha
[QUOTE=kyle877;51355485]I've been watching gameplay from a couple of VR games with melee combat and I gotta ask. Is it the VR set-up, the player, or the game itself that makes it look like they don't know how to swing/are swinging REALLY slowly?[/QUOTE] I think you're just used to video game swinging speeds from that perspective, everything looks slower in VR because movement is naturally realistic There's also the fact that most games don't require you to swing fast or properly (and in those that do it becomes apparent that a lot of people have no idea how to swing a sword) and if your play area isn't very big you risk smacking your controller into a wall, so you usually take it easy unless you really have to
[QUOTE=kyle877;51355485]I've been watching gameplay from a couple of VR games with melee combat and I gotta ask. Is it the VR set-up, the player, or the game itself that makes it look like they don't know how to swing/are swinging REALLY slowly?[/QUOTE] I don't swing my remotes hard because I don't want to risk punching the wall or ceiling which is way easier to do than it seems.
Yeah, melee combat in VR in general ends up in Wiimote-waving for the best results more often than not. A big part of melee combat is the weight of the weapon and impact on hit, which is hard to simulate.
So, I'm thinking about buying a vive but then I thought about waiting for a second gen. Should I buy now or just wait for second gen (assuming there will be one)?
See this is a common dilemma enthusiasts face. It's the same with a lot of hardware. Do I get the best thing out right now, or wait for the new one? There's no real way to answers, because there's always going to be a better version at some point down the line, it's really bad with graphics cards. If you wait for the Gen2, the likelihood is you'll have it for a year or two and you'll already be looking to the Gen3. You just have to weigh up how badly you want VR.
[QUOTE=SpyWolf;51356622]So, I'm thinking about buying a vive but then I thought about waiting for a second gen. Should I buy now or just wait for second gen (assuming there will be one)?[/QUOTE] If you can find a place to try it, go and test it before you buy it
I think waiting for gen2 is a good time investment. I've been really impressed by VR, having tried the Vive and the DK2, but I just don't think it's worth buying it until there's substantial games as well as a better looking screen.
[QUOTE=revan740;51357711]I think waiting for gen2 is a good time investment. I've been really impressed by VR, having tried the Vive and the DK2, but I just don't think it's worth buying it until there's substantial games as well as a better looking screen.[/QUOTE] VR already has substantial games, and looks a surprising amount better on existing screens if your graphics card can supersample your resolution rendering. The real trouble is in the dosh you have to spend. 3 new great PC games in one year is fine because you already have a big library of previous purchases, but buying about $1,000 in VR equipment before [I]any[/I] games makes it a tough investment.
I hope there are options to upgrade to gen2. It would blow to have to buy a whole new headset
[QUOTE=Kylel999;51359019]I hope there are options to upgrade to gen2. It would blow to have to buy a whole new headset[/QUOTE] I heard a rumour of this somewhere, can't remember where. It would make sense, they could recycle parts from trade ins - which is getting ever more important as the price of precious metals rises.
Avatars is out for those that have a development Touch, here's some footage. [hd]https://www.youtube.com/watch?v=ckFGwIsOPOA[/hd]
[QUOTE=Wickerman123;51359195]I heard a rumour of this somewhere, can't remember where. It would make sense, they could recycle parts from trade ins - which is getting ever more important as the price of precious metals rises.[/QUOTE] If HTC really takes headsets back to replace the screen or whatever with upgraded ones, I would fucking shit. Of course there's gonna be a price, but I assumed the only way we would get some form of upgrading is a deal on the components (screens, etc) themselves and have to open up the headset and install them ourselves. What an awesome rumor
[QUOTE=Orkel;51359471]Avatars is out for those that have a development Touch, here's some footage. [hd]https://www.youtube.com/watch?v=ckFGwIsOPOA[/hd][/QUOTE] Maybe I'm just a huge dork for collectables, but I would love to see an Xbox Live avatar style thing with bits of clothing and other customization items tied to game achievements and stuff.
[QUOTE=Timebomb575;51359525]Maybe I'm just a huge dork for collectables, but I would love to see an Xbox Live avatar style thing with bits of clothing and other customization items tied to game achievements and stuff.[/QUOTE] Avatars in VR are way more effective though. It's really a lot more immersive and I appreciate it in 3D way more. For example, in Anyland you can build your avatar from scratch with basic shapes. It's pretty awesome. You can even attach things to your hands. If you wanted to, you could make yourself into Edward Penishands or something
[QUOTE=Timebomb575;51359525]Maybe I'm just a huge dork for collectables, but I would love to see an Xbox Live avatar style thing with bits of clothing and other customization items tied to game achievements and stuff.[/QUOTE] I'm guessing the rather generic look is so that it's easily integrated in games with a wide variety of art styles without clashing too much.
[QUOTE=bitches;51358481] 3 new great PC games in one year [/QUOTE] JUST 3? :v:
[QUOTE=J!NX;51359731]JUST 3? :v:[/QUOTE] out of many games released this year, only a few are going to appeal to any one person who buys every new game release? DOOM, Titanfall, SOMA, Dishonored, Battlefield... maybe if you're loaded with cash [I]and[/I] love every genre
[QUOTE=bitches;51359927]out of many games released this year, only a few are going to appeal to any one person who buys every new game release? DOOM, Titanfall, SOMA, Dishonored, Battlefield... maybe if you're loaded with cash [I]and[/I] love every genre[/QUOTE] 3 games for a year is insanely low unless you buy 1 and then obsess over it like a mad man for months at a time unless we're talking games like Souls or fallout, mgs5, which are huge games, that is crazy low like, we have Solus, Subnautica, Raw Data, Windlands, Hover Junkers, and just a shitload of others for VR. Playing only 3 games a year would make buying a VR headset a worthless investment. [editline]12th November 2016[/editline] that, and having a large library means nothing if you've already played all of them i have over 300. Some where bundled with others and I don't care about, most I've played enough of.
the guy I was responding to was specifically talking about "substantial" games, very much unlike subnautica, raw data, or windlands I wasn't talking about repeatedly buying indie flavor-of-the-month [editline]12th November 2016[/editline] I even gave you several examples of large games that I was referring to, so I don't know how you failed to understand
[QUOTE=Orkel;51359471]Avatars is out for those that have a development Touch, here's some footage. [hd]https://www.youtube.com/watch?v=ckFGwIsOPOA[/hd][/QUOTE] That interface looks so terrible.
[QUOTE=Orkel;51359471]Avatars is out for those that have a development Touch, here's some footage. [hd]https://www.youtube.com/watch?v=ckFGwIsOPOA[/hd][/QUOTE] Oh man he just keeps dropping shit over and over again
probably afraid to smack his face with the controllers
[QUOTE=Clavus;51359708]I'm guessing the rather generic look is so that it's easily integrated in games with a wide variety of art styles without clashing too much.[/QUOTE] Performance is the biggest reason. They can't have photorealistic avatars yet, since this system is planned to work on multiple apps, both simple and demanding. The current system seems to allow for a lot of variety with the simple style which is cool.
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