[QUOTE=Giraffen93;50854458]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[/QUOTE]
Be one of those people who plug in a USB fan into their headset.
Have you tried wiping the lenses down? Once the headset is roughly the same temperature as your head it shoukd stop fogging up
[QUOTE=lilguy;50854497]Be one of those people who plug in a USB fan into their headset.[/QUOTE]
that won't help, since the air won't get into the headset itself
[QUOTE=Mesothere;50854590]Have you tried wiping the lenses down? Once the headset is roughly the same temperature as your head it shoukd stop fogging up[/QUOTE]
i had some anti-fog spray left and it helped a bit
but it's still unusable due to all the sweat :v:
[QUOTE=Giraffen93;50854458]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[/QUOTE]
I feel like you're just physically incapable of enjoying anything related to VR. Being sweaty is not some endemic problem that is keeping people from enjoying VR, I think you just have a hot room and a tendency to complain about literally everything. I don't think you've made a single post that wasn't a complaint in the months you've been posting in here. Have you thought about putting a fan in your room? I get sweaty too after a while yet somehow my lenses don't fog up and become impossible to see, so this sounds less like a VR problem and more like a you problem.
[editline]9th August 2016[/editline]
If you want a real solution to this ridiculous sweat issue (other than the obvious COOL DOWN YOUR FACE AND ROOM), try taking the nose cover off of your Vive (If that's what you have, I can't even remember at this point), it might let the heat vent out of the face chamber and reduce the fogging.
[QUOTE=srobins;50855417]I feel like you're just physically incapable of enjoying anything related to VR. Being sweaty is not some endemic problem that is keeping people from enjoying VR, I think you just have a hot room and a tendency to complain about literally everything. I don't think you've made a single post that wasn't a complaint in the months you've been posting in here. Have you thought about putting a fan in your room? I get sweaty too after a while yet somehow my lenses don't fog up and become impossible to see, so this sounds less like a VR problem and more like a you problem.
[editline]9th August 2016[/editline]
If you want a real solution to this ridiculous sweat issue (other than the obvious COOL DOWN YOUR FACE AND ROOM), try taking the nose cover off of your Vive (If that's what you have, I can't even remember at this point), it might let the heat vent out of the face chamber and reduce the fogging.[/QUOTE]
to be fair he well might have an actual medical condition if he sweats that easily
[QUOTE=Timebomb575;50855456]to be fair he well might have an actual medical condition if he sweats that easily[/QUOTE]
Hyperhidrosis is a thing.
I'm a big dude and I can get sweaty in the Rift to the point where the face cushion is wet, but not to the point where it fogs the lenses.
Still I usually go with a fan on, next to my window.
[QUOTE=Timebomb575;50855456]to be fair he well might have an actual medical condition if he sweats that easily[/QUOTE]
But at a certain point it's like, why keep posting about it? Every single post is about how bad shipping costs are or how sweaty he gets, as if anyone here can do anything about it. If I had a medical condition that made me uncontrollably sweaty to the point of not being able to use my $900 toy, I'd just return it instead of constantly talking about how bad it is.
Crytek streamed footage of The Climb being played with Oculus Touch:
[url]https://www.twitch.tv/crytek/v/82617732?t=9m51s[/url]
Looks pretty great, great for arm stretching exercises :v:
[QUOTE=Clavus;50856721]Crytek streamed footage of The Climb being played with Oculus Touch:
[url]https://www.twitch.tv/crytek/v/82617732?t=9m51s[/url]
Looks pretty great, great for arm stretching exercises :v:[/QUOTE]
Looks neat, I thought they were going to use the hand tracking features of the touch but maybe that'd be a bit overboard?
[QUOTE=Bloodshot12;50856956][url]http://technoaisle.com/doom-vr-different-first-person-vr-games/[/url]
teleporting :/[/QUOTE]
I don't get it, how is it different from regular teleporting?
[QUOTE=Elspin;50856997]Looks neat, I thought they were going to use the hand tracking features of the touch but maybe that'd be a bit overboard?[/QUOTE]
It's subtle especially with the game directly controlling the hand animations whenever he is holding a ledge, but the fingers definitely do respond to his IRL grasping intensity.
Go to [url=https://www.twitch.tv/crytek/v/82617732?t=19m53s]19:53[/url]
[QUOTE=bitches;50857109]It's subtle especially with the game directly controlling the hand animations whenever he is holding a ledge, but the fingers definitely do respond to his IRL grasping intensity.
Go to [url=https://www.twitch.tv/crytek/v/82617732?t=19m53s]19:53[/url][/QUOTE]
Just can't see it at all, especially later on at like ~51:00 (skipped around) you can see the guy very deliberately taking his single finger off of the trigger and the hand expanding fully, and the hand has a very jarring snap whenever they pull the trigger.
[QUOTE=Elspin;50857208]Just can't see it at all, especially later on at like ~51:00 (skipped around) you can see the guy very deliberately taking his single finger off of the trigger and the hand expanding fully, and the hand has a very jarring snap whenever they pull the trigger.[/QUOTE]
It's definitely not a graceful usage of the sensors; my point is that it does use them. They still have months to implement better animations to transition between detected states.
[QUOTE=Clavus;50856721]Crytek streamed footage of The Climb being played with Oculus Touch:
[url]https://www.twitch.tv/crytek/v/82617732?t=9m51s[/url]
Looks pretty great, great for arm stretching exercises :v:[/QUOTE]
I haven't really looked at the Oculus touch (or used them), but he's just moving a single finger to grab and let go. What is the difference between that and a vive? If it has proper finger tracking then why is this game not using it, or would that just make the controllers difficult to hold and use?
I want to be able to use all my fingers to climb a wall, not just a single trigger finger. Can the touch actually do this comfortably?
[QUOTE=Bloodshot12;50856956][url]http://technoaisle.com/doom-vr-different-first-person-vr-games/[/url]
teleporting :/[/QUOTE]
"unique solution"
this is literally what raw data does, I expect it's going to be standard soon
[QUOTE=Darkwater124;50857104]I don't get it, how is it different from regular teleporting?[/QUOTE]
It's pretty much the same except instead of being instant you just move really fast, it doesn't cause motion sickness and it's not as jarring as teleporting (but it's pretty much still teleporting)
[QUOTE=icemaz;50857259]I haven't really looked at the Oculus touch (or used them), but he's just moving a single finger to grab and let go. What is the difference between that and a vive? If it has proper finger tracking then why is this game not using it, or would that just make the controllers difficult to hold and use?
I want to be able to use all my fingers to climb a wall, not just a single trigger finger. Can the touch actually do this comfortably?[/QUOTE]
I can't answer as to why that developer video uses the index finger, but it's noteworthy that your 3 side fingers all go around the main gripping trigger on the back of the handle. Squeezing your hand squeezes the gripping trigger.
[editline]9th August 2016[/editline]
The second guy they have play it is visibly loosening his entire grip every time he makes a new move. I'm not sure that it really is just using the index finger.
[QUOTE=Ryo Ohki;50857300]"unique solution"
It's pretty much the same except instead of being instant you just move really fast, it doesn't cause motion sickness and it's not as jarring as teleporting (but it's pretty much still teleporting)[/QUOTE]
I really hope there's an option for normal movement too. I haven't found anything so far to make me motion sick in VR, including bhopping in Quake so I think DOOM would be fine normally.
I don't know why you guys are so down on DOOM's dash method. It works great in Raw Data and in DOOM they improved it by adding some timescaling features to make it feel even more natural and less immersion breaking. Sounds awesome to me.
[editline]10th August 2016[/editline]
Just had to submit an issue to OpenVR on GitHub because it turns out some of Qt's widgets perform really horribly in VR, specifically the QTableWidget which I was using to display search results from Spotify. Even with only 5 rows, it runs like garbage, which means I need to create my own search list out of non-shitty widgets.
EDIT: And now the issue is closed and I'm redirected to Qt, which means this probably just won't ever get fixed lol
[QUOTE=srobins;50857699]Just had to submit an issue to OpenVR on GitHub because it turns out some of Qt's widgets perform really horribly in VR, specifically the QTableWidget which I was using to display search results from Spotify. Even with only 5 rows, it runs like garbage, which means I need to create my own search list out of non-shitty widgets.
EDIT: And now the issue is closed and I'm redirected to Qt, which means this probably just won't ever get fixed lol[/QUOTE]
You're not technically bound to use Qt, though. Anything that can render to a texture can be used.
[QUOTE=Marlamin;50858867]You're not technically bound to use Qt, though. Anything that can render to a texture can be used.[/QUOTE]
That's true! I hadn't considered that. Do you have any specific recommendations for an alternative? I wonder if I could just render the native Spotify window to a texture and stick that in VR instead of writing my own Spotify client :v:
[QUOTE=srobins;50858908]That's true! I hadn't considered that. Do you have any specific recommendations for an alternative? I wonder if I could just render the native Spotify window to a texture and stick that in VR instead of writing my own Spotify client :v:[/QUOTE]
I know people were experimenting with Awesomium and the like. Even Unity. :v:
VR PTSD
[media]https://www.youtube.com/watch?v=TXOyJWJ4KnU[/media]
SO FUCKING HYPE
Just started on a school with a new game design class, I am friends with the teacher and I have convinced him to consider getting vives for development instead of rifts, but he's worried about the costs, is there anything other than
1. HTC vive has motion controllers right now, which is the most unique feature of VR.
2. They will be really close in terms of cost when touch comes out if they want hands.
3. The setup of vives for room scale is much simpler, in not using cameras, and thus better to develop on if you want to make room scale games.
4. Chaperone (is there going to be an alternative option for rift?)
Do you guys know if there are some ways to make Vives cheaper if you buy them for educational purposes?
Are there other things that I need to consider?
Is openVR better to develop on from the get go if you want to support more headsets?
I will suggest getting some waterproof covers for the headsets too.
What are some things that speak for getting rifts? If you assume that we're getting hand controllers.
[QUOTE=mu ha ha;50866629]Just started on a school with a new game design class, I am friends with the teacher and I have convinced him to consider getting vives for development instead of rifts, but he's worried about the costs, is there anything other than[/QUOTE]
It'll definitely be challenging to develop with sharing the VR headsets between several people I'd say, could get some other opinions but if it's going to be like 5 vives per 20 people it'll be hard to test. If you're interested in learning to develop for VR there's no way I'd go for the rift, the touch seems like it'll be great but it's not out yet and developing for interacting with the environment is a pretty key component of the future of VR
[QUOTE]Are there other things that I need to consider?
Is openVR better to develop on from the get go if you want to support more headsets?.[/QUOTE]
It seems like it, with it supporting vive and the rift apparently.
[QUOTE=mu ha ha;50866629]Just started on a school with a new game design class, I am friends with the teacher and I have convinced him to consider getting vives for development instead of rifts, but he's worried about the costs, is there anything other than
1. HTC vive has motion controllers right now, which is the most unique feature of VR.
2. They will be really close in terms of cost when touch comes out if they want hands.
3. The setup of vives for room scale is much simpler, in not using cameras, and thus better to develop on if you want to make room scale games.
4. Chaperone (is there going to be an alternative option for rift?)
Do you guys know if there are some ways to make Vives cheaper if you buy them for educational purposes?
Are there other things that I need to consider?
Is openVR better to develop on from the get go if you want to support more headsets?
I will suggest getting some waterproof covers for the headsets too.
What are some things that speak for getting rifts? If you assume that we're getting hand controllers.[/QUOTE]
Definitely develop on OpenVR, there's almost no reason not to at this point. The only thing I can think of that the Oculus SDK has over OpenVR is ATW, but imo supporting two platforms with one codebase is a worthwhile tradeoff if you're competent enough to avoid poor performance that would necessitate ATW in the first place. You can always go back and make an Oculus SDK build later on if you need to squeeze extra performance out. I think your list is pretty solid, you'll have motion controls ASAP, proven room-scale tracking and simple set-up process without the need for extra peripherals and wiring, etc. I don't really know the status of chaperone for the Rift, I think hypothetically it should be supported once Touch comes out and you can set play boundaries, but I don't think I've heard of this being confirmed yet?
[editline]11th August 2016[/editline]
Also it turns out I had reprojection disabled this whole time and it actually works quite well so.. Shame on me? lol
[QUOTE=mu ha ha;50866629]Just started on a school with a new game design class, I am friends with the teacher and I have convinced him to consider getting vives for development instead of rifts, but he's worried about the costs, is there anything other than
1. HTC vive has motion controllers right now, which is the most unique feature of VR.
2. They will be really close in terms of cost when touch comes out if they want hands.
3. The setup of vives for room scale is much simpler, in not using cameras, and thus better to develop on if you want to make room scale games.
4. Chaperone (is there going to be an alternative option for rift?)
Do you guys know if there are some ways to make Vives cheaper if you buy them for educational purposes?
Are there other things that I need to consider?
Is openVR better to develop on from the get go if you want to support more headsets?
I will suggest getting some waterproof covers for the headsets too.
What are some things that speak for getting rifts? If you assume that we're getting hand controllers.[/QUOTE]
OpenVR makes a lot more sense to develop for, at least until the mythical day when Valve and Oculus work together to allow the Rift's software to directly control the Vive hardware.
As to cost, it's a question of when you need it. The Touch controllers look like they'll be nicer to use, but if you are looking to develop this semester there's really no debate: you need the Vive for its hand tracking.
Chaperone is an obvious and simple feature that I would be shocked to not see come to the Rift.
The only thing I disagree with here is the notion that the Vive is easier to install in a room. Either way you're going to be drilling holes in your wall if you don't have a place to put a Rift camera stand or a Vive lighthouse up in the top corners of your room (for what it's worth, note that the Rift's camera unscrews from the stand with a standard size screw to use other commercial mounts/tripods). After that, you're either using a power outlet or you're running a cable along the edge of the ceiling to the PC, which is the only major difference.
However, that difference is a five minute one that I don't see as a significant reason to ignore the headset/controller duo's other qualities. They're a more streamlined set of consumer hardware designed for comfort; don't underestimate the value of high quality built-in headphones with a headset whose front-facing weight is half that of the other.
TLDR the hardware you buy is, in my opinion, dependent on when you need it.
[QUOTE=bitches;50868047]OpenVR makes a lot more sense to develop for, at least until the mythical day when Valve and Oculus work together to allow the Rift's software to directly control the Vive hardware.
As to cost, it's a question of when you need it. The Touch controllers look like they'll be nicer to use, but if you are looking to develop this semester there's really no debate: you need the Vive for its hand tracking.
Chaperone is an obvious and simple feature that I would be shocked to not see come to the Rift.
The only thing I disagree with here is the notion that the Vive is easier to install in a room. Either way you're going to be drilling holes in your wall if you don't have a place to put a Rift camera stand or a Vive lighthouse up in the top corners of your room (for what it's worth, note that the Rift's camera unscrews from the stand with a standard size screw to use other commercial mounts/tripods). After that, you're either using a power outlet or you're running a cable along the edge of the ceiling to the PC, which is the only major difference.
However, that difference is a five minute one that I don't see as a significant reason to ignore the headset/controller duo's other qualities. They're a more streamlined set of consumer hardware designed for comfort; don't underestimate the value of high quality built-in headphones with a headset whose front-facing weight is half that of the other.
TLDR the hardware you buy is, in my opinion, dependent on when you need it.[/QUOTE]
But Oculus wants the cameras to be on each side of a desk, not in diagonal corners, so users would likely have to buy extra long USB cables to be able to reach each diagonal corner of the room, which is what I meant with simpler setup, with the vive you can screw them in the walls like you said, or place them high up by other means.. Hell right now, I'm using a temp setup of one in belly height and the other at head height, none of them are screwed in, but it works good enough for me at the moment.
Less weight is definitely a big bonus, seated gameplay with the vive hurts my neck pretty quickly, so I can imagine that less weight in the front would be very nice.
I don't know how many headsets they will get, I guess I'll ask him tomorrow, I'd say at least 1 per 4 people in the class, that's how many we are supposed to be in each group, that way every group will always have access, but multiplayer games would be a problem to test.
I'm afraid the school might be too strapped for cash to shell out for enough headsets, and I haven't even asked if they've thought of computers to run this hardware yet, most students won't have laptops that are able to run VR, I think.
You can mount Lighthouses by tripod as well, drilling isn't even remotely necessary, plus you have the added benefit of not needing to string cables around your play space because the Lighthouses are just a set-and-forget piece of hardware, they need a power supply and that's it.
[QUOTE=mu ha ha;50868129]But Oculus wants the cameras to be on each side of a desk, not in diagonal corners, so users would likely have to buy extra long USB cables to be able to reach each diagonal corner of the room, which is what I meant with simpler setup, with the vive you can screw them in the walls like you said, or place them high up by other means.. Hell right now, I'm using a temp setup of one in belly height and the other at head height, none of them are screwed in, but it works good enough for me at the moment.
Less weight is definitely a big bonus, seated gameplay with the vive hurts my neck pretty quickly, so I can imagine that less weight in the front would be very nice.
I don't know how many headsets they will get, I guess I'll ask him tomorrow, I'd say at least 1 per 4 people in the class, that's how many we are supposed to be in each group, that way every group will always have access, but multiplayer games would be a problem to test.
I'm afraid the school might be too strapped for cash to shell out for enough headsets, and I haven't even asked if they've thought of computers to run this hardware yet, most students won't have laptops that are able to run VR, I think.[/QUOTE]
You can place either set of tracking devices in the same way as each other, be it by simply sitting it down, using a tripod, or screwing it into a wall.
The only difference is that you have a 5$ USB extension cable to go with your 800$ hardware. Like I said, it's a one-time five minute difference to route the cable to the PC. That isn't nearly enough of a negative to choose the other set of hardware over.
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