[QUOTE=Orkel;51403757]Just a couple more weeks to go till Touch ships. Good times ahead
[editline]21st November 2016[/editline]
They upgraded the chimp with a hand controller
[vid]https://i.imgur.com/oId6Nks.mp4[/vid][/QUOTE]
How that chimp grabs the vive controller in midair while with hmd on faster than most of humans I've demo'd to sursiously makes me worried about how smart most of my friends are.
The Vive is going to be 100$ off
[url]http://blog.vive.com/us/2016/11/black-friday-2016/[/url]
Time warp doesn't stop all the jitter on onward with the steam VR beta. I think it is a bit better though.
Has anyone got the light houses to turn off with bluetooth? i got the option active and installed the driver but they NEVER turn off when i exit steam vr, I would leave them on but the noise is annoying enough
[QUOTE=werewolf0020;51406089]Has anyone got the light houses to turn off with bluetooth? i got the option active and installed the driver but they NEVER turn off when i exit steam vr, I would leave them on but the noise is annoying enough[/QUOTE]
Mine works. They don't turn off immediately upon exiting SteamVR though, they usually take a minute. The bluetooth antenna should be within the link box.
[QUOTE=bitches;51404071]BigScreen is the best use of mixing monitors with VR so far, because it looks great once you blow something up as huge as a personal home theater. Monitor-sized things in vr, not so much.
What I really want is something like Envelop but overlaid ontop of other VR games.[/QUOTE]
An application like this is [URL="http://uploadvr.com/v-brings-favorite-apps-vr-free-beta-available-now/"]coming out[/URL] for the Rift. No talk of Vive support though.
[t]http://cdn.uploadvr.com/wp-content/uploads/2016/11/pin.gif[/t]
[QUOTE=werewolf0020;51406089]Has anyone got the light houses to turn off with bluetooth? i got the option active and installed the driver but they NEVER turn off when i exit steam vr, I would leave them on but the noise is annoying enough[/QUOTE]
The bluetooth on the vive is notoriously shit, it never worked reliably for me and lately it stopped working altogether
Best thing you can do is plug the headset and one lighthouse to a power strip, when you cut the power to the lighthouse on the "b" channel the other one will automatically turn off
Some kind of space roguelike
[hd]https://www.youtube.com/watch?v=sCZp3ZkkMYs[/hd]
[editline]21st November 2016[/editline]
[quote]Far Beyond: A space odyssey VR is the first hardcore Rogue-like in Virtual Reality with a Sci-fi atmosphere and AAA graphics. It features a hard but rich gameplay focused on resources management, craft and strategy.
You play the last survivor of your civilization. The last chance of survival you have is to take command of the Genesis, a spaceship on its last legs "supposed" to allow you to go across the universe and reach your one and only goal: a distant habitable planet, primitive and without any trace of intelligent life called "Earth".
Equipped with two mechanically capricious probes, Columbus and Digger Master, you have to travel through space, juggling between refueling and recharging the battery, extracting ore, repairing damages and planning your moves in hyperspace.[/quote]
[QUOTE=Ryo Ohki;51406765]The bluetooth on the vive is notoriously shit, it never worked reliably for me and lately it stopped working altogether
Best thing you can do is plug the headset and one lighthouse to a power strip, when you cut the power to the lighthouse on the "b" channel the other one will automatically turn off[/QUOTE]
Yeah thats what im doing now. lucky the plug is really close to me so it isnt that annoying to plug it off
[QUOTE=bord2tears;51406000]Time warp doesn't stop all the jitter on onward with the steam VR beta. I think it is a bit better though.[/QUOTE]
Yea Asynchronous reprojection only solves head rotation and not positional.
[QUOTE=Wickerman123;51406219]An application like this is [URL="http://uploadvr.com/v-brings-favorite-apps-vr-free-beta-available-now/"]coming out[/URL] for the Rift. No talk of Vive support though.
[t]http://cdn.uploadvr.com/wp-content/uploads/2016/11/pin.gif[/t][/QUOTE]
I already tried that. It's garbage for the moment, since it is literally just a web browser as bad as the classic 2D steam overlay's.
[editline]21st November 2016[/editline]
[QUOTE=Orkel;51406828]Some kind of space roguelike
[hd]https://www.youtube.com/watch?v=sCZp3ZkkMYs[/hd]
[editline]21st November 2016[/editline][/QUOTE]
there's a lot of cool stuff launching with Touch but that trailer is just way too vague
[editline]21st November 2016[/editline]
[QUOTE=Sivics;51407646]Yea Asynchronous reprojection only solves head rotation and not positional.[/QUOTE]
that's what ASW is for, but for now it's only in the Oculus runtime
the name ASW is misleading though
it uses the graphics card's depth information to reconstruct what a scene should be by guessing from movement velocities, but it does so in a 45fps non-asynchronous way
[editline]21st November 2016[/editline]
[media]https://www.youtube.com/watch?v=O0xxmQH1Rp4[/media]
supposedly this launch title is the hottest shit, though UploadVR has a reputation of giving high reviews to everything
[editline]21st November 2016[/editline]
it's made by the same group as Edge of Nowhere, a 10/10 for me as far as seated VR goes
[editline]21st November 2016[/editline]
so far the free game/program tally for the Touch launch is Medium (sculpting), Quill (painting), some simple sports game, and The Unspoken (the above wizard duel game)
anything I left out?
[editline]21st November 2016[/editline]
looks like Oculus is also having a black friday sale; you can get 100$ of store credit with Rift purchases for a few days
this brings the total price of a rift-ready PC, rift, and 100$ of games to $1,200 USD
that's $1,400 of course, once you factor in the controllers
[url=http://arstechnica.com/gaming/2016/11/impressions-oculus-touch-controllers-fix-the-rifts-biggest-omission/]Ars Technica gives a brief impressions review of Oculus Touch[/url]
Excerpts:
[quote]A fuller review of the hardware will have to wait until closer to the controllers' December 6 launch. For now, we can tell you that the Touch controllers are still incredibly comfortable to hold and track very well with the addition of an included second camera. The bit that presses into your palm keeps it balanced even if you open your hands.
...
I don't know what it feels like to be a wizard, but after playing The Unspoken—and seeing and feeling a fireball grow above my right palm before launching it at an opposing wizard across the way—I'd like to think I have some idea.
I'm not sure if eSports is ready to make the leap to virtual reality just yet, but The Unspoken is a good early attempt at an online competition that really takes advantage of the new technology.
...
When it comes to idly doodling, a game like Tiltbrush is easier to just jump into and futz around with. But when it comes to making convincing 3D scenes, Medium might have more long-term potential for those with an artistic bent.[/quote]
[url=http://arstechnica.com/gaming/2016/10/why-oculus-has-my-favorite-vr-hand-tracking-controller/]And from their early review last month:[/url]
[quote]Oculus Touch's biggest strength is that you don't have to focus on holding it at all times. With controllers like the HTC Vive or PlayStation Move (or even the Wii Remote), your fingers and hand position are limited by the need to grip the controllers with most of your fingers at all times. Oculus Touch, on the other hand, is balanced to stay in the crook between your thumb and index finger, even if you open your fingers and thumb and even as you twist and turn your hands around in all directions.
This makes it easier to forget the controller is there and to use your virtual hands as you would real hands. In a game like The Unspoken, I hurled magical fireballs by pushing out with an open palm. In Super Hot VR, I reached out and grabbed guns or objects with my whole hand—instead of just clicking an index finger trigger—and threw them with a natural release.[/quote]
A key difference between the two reviews is that they complained of a few tracking jitters at the official demo booths, which take the form of a series of demo stations side by side to let more users demo at the same time. In their newer review where they have the luxury of setting up the cameras in their own office (presumably opposing corners), they confirm that it works great.
I mean some titles need you to try to figure out but unspoken looks profoundly boring to me. The Touch itself does seem pretty cool though, I didn't figure it would have any real issues other than *possibly* durability given its small CSA but there's plenty of extremely strong plastics they could use.
The real question for me is to what extent devs are going to end up using the hand controls, they're really cool but practically they add even more dev time to games that are already pretty expensive to produce for the size of the target market
The green light against his face looks fucking creepy
[QUOTE=Clavus;51412130][media]https://twitter.com/OwlchemyLabs/status/801120265333833728[/media]
Wow.[/QUOTE]
That is incredible. I'd be really interested to know how they do the dynamic lighting.
[QUOTE=Orkel;51412419][hd]https://www.youtube.com/watch?v=vedFA8yXr2Y[/hd][/QUOTE]
Oh fuck yeah, the original game was fucking rad, I was thinking they should turn it into a full thing.
[QUOTE=Elspin;51377815]It's not just a practice thing anyhow, people have biologically determined dominant eyes and hands, and they're not always the same. If you're trying to use a gun right handed with a dominant left eye without closing your left eye, it'll be a mess. It's really important to shoot accurately to avoid hitting something you don't want to, and especially if safety lessons aren't mandatory to own firearms in your country you realllly want to avoid misinformation.
For anyone who was totally oblivious to this, there's a fun demo you can do to understand just how important it is:
1) Focus on a distant object point so it's in the centre of your vision, doorknobs corner of doors etc
2) Put the tip of a finger on that point while still focusing on the distant object
3) Slowly move the finger back towards you while maintaining it on the point
If you did it properly, you'll be *very* distinctly on your dominant eye, you can also close your now determined to be dominant eye and see your finger shift massively when you force dominance on your other eye, but you'll notice when you close your non-dominant eye the image does not shift at all.
In case anyone's curious, dominant eyes play a big role in augmented and virtual reality inner workings as well, because the "origin" of your vision physically is your dominant eye. Calibration procedures for the HoloLens have you close the opposite eye to calibrate each screen to account for skew in the data they'd collect in the screen on your non-dominant eye[/QUOTE]
I'm not sure if I've understood this properly. If I focus on a distant object I cant cover it with a fingertip as the finger appears twice, either side of the point (because each eye is seeing it in a different position). Obviously i can cover the point with either of the images of the fingertip but which one? If i choose the left one it ends up over my right eye and if i pick the right one it ends up over my left eye.
[QUOTE=Kenneth;51412675]I'm not sure if I've understood this properly. If I focus on a distant object I cant cover it with a fingertip as the finger appears twice, either side of the point (because each eye is seeing it in a different position). Obviously i can cover the point with either of the images of the fingertip but which one? If i choose the left one it ends up over my right eye and if i pick the right one it ends up over my left eye.[/QUOTE]
I'd recommend trying the other test mentioned afterwards, it seemed to be universally better liked and easier to do. Put your hands in a ring or triangle (some kind of crosshair) over a distance object, and close your right eye. If the image shifts massively, your right eye is dominant, otherwise your left eye is dominant. If you close your non-dominant eye you should see no shift.
So i got my self Samsung galaxy s7 edge and i've been looking at the gear vr. Main question is can it be used for gaming or is it only for youtube etc.?
There are some games on it, and some require use of a bluetooth or wired controller.
You can also install Sideload VR to get access to a few more games, such as QuakeVR
I have one, it's alright. After getting an Oculus Rift though, I never want to use the GearVR again.
But i want to know could it be used for games like Elite dangerous & warthunder?
no lol
How do you even expect that a phone can possibly run those games, let alone in VR?
to be fair I thought it would be WAY easier to use my phone as a desktop HMD through usb3 or something like that. ItszuVR basically came out of the same question of "can I use my phone as a headset"
If your phone is an iphone there are tethering options available, but the resolution is abysmal; if you're on android the only solution I know of was taken away by a recent update nVidia made to their game streaming software.
If anyone is at VRLO today, stop by the Rewind stand and say hello I guess.
[url]http://vrlo.co/[/url]
[QUOTE=Teippiman;51415141]But i want to know could it be used for games like Elite dangerous & warthunder?[/QUOTE]
I've tried it with streamtheatre (best possible solution) it's not worth it. The lag is terrible, and it will make you puke immediately. It will also drain your phone battery much much faster, and no, you cannot charge it and use GearVR at the same time.
Just demoed the Rift to about 300 10th graders.
The mirror scene in Oculus Dreamdeck is practically a self-conscious test; only about half realised they were looking at their own reflection.
So there's no way to get gear vr working with vr supported games on pc? though i've seen vidoes about people use them and they said they only had small lag
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