• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
You dont want to do that, I had situations where something messed up and the eye position got misaligned. it was physically painful, I couldn't keep both eyes open for long
[QUOTE=Cold Finger;51425757]I was thinking of something similar today. What if they switched the lens cameras so your left eye sees what your right eye sees and vice versa? I want to experience this.[/QUOTE] It turns out our vision is SUPER delicate to things like misalignment and perspective issues. Don't fuck with eye location unless you really like puking or being totally blind
[QUOTE=Itszutak;51425935]It turns out our vision is SUPER delicate to things like misalignment and perspective issues. Don't fuck with eye location unless you really like puking or being totally blind[/QUOTE] It would be really uncomfortable and it wouldn't really work, but our vision isn't that delicate. Afaik our eyes have no fixed up or down or left and right so if you leave them with a "broken" view of the world long enough they'll adapt and everything will appear normal. Though it does take around 10 days for the brain to fully adapt to it so it'd never work with VR. Slightly off topic but I found it interesting :v:
is there any vive dirving game that i can play with a steering wheel beside project cars? for some reason i suck at controlling the cars in this game [editline]25th November 2016[/editline] or mechs games. seeing those inprogress/rift only demos makes me sad
ets2 and ats work with wheels
i tried that but its give you this eye burning stuttering screen in the headset it hurts my eyes when its in openVR mode
[QUOTE=e_k_M;51426114]i tried that but its give you this eye burning stuttering screen in the headset it hurts my eyes when its in openVR mode[/QUOTE] The stuttering is caused by SLi, turn it off in the hardware profile using Nvidia Inspector.
Snatched a PS VR today. So far pretty pleased with the overall experience. The spec wasn't the best, controller tracking is jittery at times, but it all came together pretty comfortably. My only regret is that DOAX3 VR mode is still pending :v:
Got a Vive for use in developing games. Managed to punch a wall with good force while playing GORN with one of the controllers. That game is intense. Oops. No damage to the controller miraculously enough, just a piece of the wallpaper in the outer seam that I got out with a toothpick.
[QUOTE=Namelezz!;51428461]Got a Vive for use in developing games. Managed to punch a wall with good force while playing GORN with one of the controllers. That game is intense. Oops. No damage to the controller miraculously enough, just a piece of the wallpaper in the outer seam that I got out with a toothpick.[/QUOTE] If you ever wanna chit chat about VR dev stuff feel free to add me on Steam (same to anyone in the thread, really). It's nice to be in touch with other VR devs since there are some pretty VR-specific issues we all come across.
Got a vive, im loving it so far. Cant wait to try warthunder and other games in vr mode
so rec room is some of the most fun ive had in a multiplayer game in like decade. being able to communicate with people with gestures while playing sports is so much damn fun.
HTC is giving away vive games as a part of some promotion. It's only meant for Australians but I think anyone can access it (vive serial number needed). [url]http://www.htconeday.com/viveoffer[/url] Here are some codes I don't want: A-10 VR [sp]6JA4M-IM6M8-KHFQA[/sp] Jeeboman [sp]HQCIF-XHE3B-0H8K5[/sp]
[QUOTE=Histrionic;51430034]HTC is giving away vive games as a part of some promotion. It's only meant for Australians but I think anyone can access it (vive serial number needed). [url]http://www.htconeday.com/viveoffer[/url] Here are some codes I don't want: A-10 VR [sp]6JA4M-IM6M8-KHFQA[/sp] Jeeboman [sp]HQCIF-XHE3B-0H8K5[/sp][/QUOTE] I claimed the first key, I'll leave the other one for someone else. [editline]26th November 2016[/editline] I was under the impression it'd be a "BBRRRRRRTTT" kind of A-10 sim but this still looks fun :v:
I was dicking around with my steam-enabled ps4 controller and I realized the tilt sensor movement on it was way smoother, quicker to respond, and less prone to drift than the magnetometer. It got me thinking and... I present itszuvr v.2.5: [t]http://imgur.com/b2gk3FX.png[/t] [t]http://imgur.com/i5rzZQq.png[/t] [editline]26th November 2016[/editline] I'm probably gonna buy another ps4 controller or a steam controller or something to dissect. Maybe I can bind the other keys to useful things to have on a headset...
I think I found a way to drastically reduce motion sickness. Just move your body and head like youe character would. Just a lil bit. It tricked my brain into thinking that I'm reallly take a turn in Driveclub VR, and eliminates most motion sickness.
[QUOTE=Histrionic;51430034]HTC is giving away vive games as a part of some promotion. It's only meant for Australians but I think anyone can access it (vive serial number needed). [url]http://www.htconeday.com/viveoffer[/url] Here are some codes I don't want: A-10 VR [sp]6JA4M-IM6M8-KHFQA[/sp] Jeeboman [sp]HQCIF-XHE3B-0H8K5[/sp][/QUOTE] Where do I check my vive serial key?
[QUOTE=werewolf0020;51430537]Where do I check my vive serial key?[/QUOTE] I just entered in a fake one since i was out and not near my vive. [thumb]http://images2015.cnblogs.com/news/66372/201605/66372-20160503165602935-1653621748.jpg[/thumb] Just do something similar to that, It's easily exploitable to obtain multiple keys so be nice.
Done just did it and it said i should receive my key soon. looks like it got fixed tho since i havent received anything
I did it as well with my Vive's actual serial number, no email.
Playstation VR Playroom VR is exquisite. Sony really managed to make to nail how a good VR world should look like. I never thought a 3rd person platformer couldnbe so immersive. Not to mention they brought out the 'social' aspect of VR really well. In Wanted the other audience were describing the criminal face as I hunt and shoot him in a cowboy saloon. In Monster rampage, I'm rampaging as a VR godzilla, smashing buildings with my helmet, while the other person play as a power ranger on the normal screen, throwibg things at me. Developers should reallytake a leaf from this game
has anyone tried out daydream vr yet? if so, how is it?
[QUOTE=Histrionic;51430034]HTC is giving away vive games as a part of some promotion. It's only meant for Australians but I think anyone can access it (vive serial number needed). [url]http://www.htconeday.com/viveoffer[/url] Here are some codes I don't want: A-10 VR [sp]6JA4M-IM6M8-KHFQA[/sp] Jeeboman [sp]HQCIF-XHE3B-0H8K5[/sp][/QUOTE] what games are offered?
Is it possible to develop for vr without having a headset? I imagine it is but it'd be rather difficult.
So I have to ask since 2 of my friends just tried out a vive. One of them tried the oculus first and said the vive was way more comfortable, and the other keeps reminding me of the fact that the vive has wall mounted sensors. With the touch being $200 I'm starting to feel like there was no benefit to getting the oculus. Can anyone who has used both tell me some good pros and cons of each and which one they prefer?
[QUOTE=Mikesword221;51431288]Is it possible to develop for vr without having a headset? I imagine it is but it'd be rather difficult.[/QUOTE] If you have a decent prototype, apply for an Unreal Dev grant and specify that you want a Vive. They might still have some Vive Pres available.
[QUOTE=Bloodshot12;51431308]So I have to ask since 2 of my friends just tried out a vive. One of them tried the oculus first and said the vive was way more comfortable, and the other keeps reminding me of the fact that the vive has wall mounted sensors. With the touch being $200 I'm starting to feel like there was no benefit to getting the oculus. Can anyone who has used both tell me some good pros and cons of each and which one they prefer?[/QUOTE] Oculus Rift has a clearer image both in general and in terms of clarity loss approaching the periphery. It is also lighter with integrated high quality headphones and a rigid spring-using strap that make putting it on like a hat. The only reason to say the Vive is more comfortable is if you wear glasses, which don't fit very well into the smaller Rift headset. Other than that reviews significantly prefer the comfort of the Rift. As a side note, PSVR is said the be the most comfortable of the three. Plus, the Rift's Touch controllers are nicer all around. Go back just a page or two; I posted a review comparing them against the Vive wands. [editline]26th November 2016[/editline] It would be best if you tried both out if there are demos in Best Buy or Microsoft stores near you.
[QUOTE=Bloodshot12;51431308]So I have to ask since 2 of my friends just tried out a vive. One of them tried the oculus first and said the vive was way more comfortable, and the other keeps reminding me of the fact that the vive has wall mounted sensors. With the touch being $200 I'm starting to feel like there was no benefit to getting the oculus. Can anyone who has used both tell me some good pros and cons of each and which one they prefer?[/QUOTE] I'd recommend the Vive, imo its comfy and having a bigger FOV helps a lot with immersion. Regarding the mounts, it took me 30 minutes to mount my stations to the walls in my room, and its worked perfect since then. If you don't want to deal with mounts you can just put them on shelves or standard camera tripods, they're not very picky in my experience so they'll pretty much just work as long as you have them in opposite corners of the room.
[QUOTE=srobins;51432091]I'd recommend the Vive, imo its comfy and having a bigger FOV helps a lot with immersion. Regarding the mounts, it took me 30 minutes to mount my stations to the walls in my room, and its worked perfect since then. If you don't want to deal with mounts you can just put them on shelves or standard camera tripods, they're not very picky in my experience so they'll pretty much just work as long as you have them in opposite corners of the room.[/QUOTE] they do need to be high up and pointed down, bending down does lose sync often if they are at chest height.
[QUOTE=codemaster85;51432402]they do need to be high up and pointed down, bending down does lose sync often if they are at chest height.[/QUOTE] I had mine at chest height the first night I used it and didn't experience any issues whatsoever [editline]26th November 2016[/editline] Though they are supposed to be like 6.5ft from the ground
Sorry, you need to Log In to post a reply to this thread.