• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
[QUOTE=bitches;51444359]How many videos of Touch performing great in roomscale will it take to dispel this idea Vive owners have that only their product works?[/QUOTE] Aren't we over this? Rift is great, Touch is great - He didn't say the Rift doesn't work, he implied that for room scale, it isn't flawless or as easy to set up as the Vive. I don't entirely agree with the notion that the Vive is flawless myself, but you're misrepresenting his words by replying like that.
[QUOTE=Xanoxis;51444419]So if you want the roomscale more than sitting and playing simulators, Vive will win out of the box.[/QUOTE] Guessing you've not tried an Oculus? It lets you walk around quite a bit out of the box. In fact, this thread had made me [I]think[/I] it would be a sitting down experience - Turns out it isn't.
My order got processed just now. Woo
[QUOTE=Xanoxis;51443658]I feel like playing games since being 3 years old (Doom on Christmass with cousin) made me immune to any VR sickness. At least I don't feel like I will get any sick. The worst thing I felt was some weird pressure or something, when playing Doom 3. And about all that Rift vs Vive, If roomscale is what you desire, go with Vive. It's flawless, easy to set up (making holes in wall and thats it), and once it is done, you don't hate to worry, no matter where you look or crouch or move.[/QUOTE] You don't actually need to put holes in the walls either if you get a large tripod or those cheap roof tension poles either. You can also use short tripods in a pinch, but having to run the sync cable is less clean of course. When I set up for that charity auction I actually carried the entire vive setup on me at once. Laptop in bag on the shoulder, 2 tripods on the other shoulder, vive in its original box. Oculus does have some advantages right now tho, with the better software interpolation and controllers. Couldn't care less about the half a smartphone lower weight but built in hand tracking is pretty cool. The only reservation I have about it is designing for hand gesture control in any meaningful way can be complicated, so there's a reasonable question over whether or not it will be heavily used given the expensive nature of developing for VR. I mean just being able to flip off people in VR is a feature that some games are adding on the vive wands anyways so if nothing else you'll probably be able to do that easier. [editline]ddd[/editline] Oh also I might have found what was fucking up my performance in VR a while ago, apparently the steam xbox app leeches onto your games to try and be a hideous combination of shadowplay's always on but without the "not really affecting your framerate" bit. Steam support added a guide to turning it off: [url]https://support.steampowered.com/kb_article.php?ref=6239-DZCB-8600[/url] Could be relevant to rift folks as well
[QUOTE=paul simon;51444484]Guessing you've not tried an Oculus? It lets you walk around quite a bit out of the box. In fact, this thread had made me [I]think[/I] it would be a sitting down experience - Turns out it isn't.[/QUOTE] Being able to stand up and walk around with your head facing forward is not the same thing as being able to explore every corner of a 5x5m space, bend down, reach up and interact with tracked controllers without losing tracking once. Not saying Touch can't do that (at this point I'm just keeping my mouth shut until its in the hands of the public, I've heard both good and bad from devs who have access), but it's your own fault for not recognizing that's what the debate has been about all these months. [editline]29th November 2016[/editline] [QUOTE=Elspin;51445142]You don't actually need to put holes in the walls either if you get a large tripod or those cheap roof tension poles either. You can also use short tripods in a pinch, but having to run the sync cable is less clean of course. When I set up for that charity auction I actually carried the entire vive setup on me at once. Laptop in bag on the shoulder, 2 tripods on the other shoulder, vive in its original box. Oculus does have some advantages right now tho, with the better software interpolation and controllers. Couldn't care less about the half a smartphone lower weight but built in hand tracking is pretty cool. The only reservation I have about it is designing for hand gesture control in any meaningful way can be complicated, so there's a reasonable question over whether or not it will be heavily used given the expensive nature of developing for VR. I mean just being able to flip off people in VR is a feature that some games are adding on the vive wands anyways so if nothing else you'll probably be able to do that easier. [editline]ddd[/editline] Oh also I might have found what was fucking up my performance in VR a while ago, apparently the steam xbox app leeches onto your games to try and be a hideous combination of shadowplay's always on but without the "not really affecting your framerate" bit. Steam support added a guide to turning it off: [url]https://support.steampowered.com/kb_article.php?ref=6239-DZCB-8600[/url] Could be relevant to rift folks as well[/QUOTE] I'm hoping hand/finger tracking and gesture support becomes standard, and it looks to be going that way based on that Vive controller prototype that was shown off a few months ago. Definitely the best way of interacting in VR is just "doing it" instead of trying to map your impulses to buttons that you can't see.
All this talk about how the touch controllers ability to track gestures is going to change the game and I'm just sat here like "What ever happened to Control VR?" [media]https://www.youtube.com/watch?v=_jgAJcmmlVs[/media]
[QUOTE=MrBond;51435998][media]https://www.youtube.com/watch?v=yWfpNnTJuQ0[/media] A VR mod for Penumbra Overture was released, it's a little wonky right now but I recommend giving it a go to anyone who owns the game. And even if you don't, it's on sale for $1.99 which is a steal if you like horror.[/QUOTE] best horror game tbh
[QUOTE=srobins;51445476]Being able to stand up and walk around [B]with your head facing forward[/B] is not the same thing as being able to explore every corner of a 5x5m space...[/QUOTE] The very post you replied to applies to you as well: you have not tried it, and you missed his point besides. The argument has in-fact [I]not[/I] been about Rift without Touch versus Vive with Wands; that's just asinine. If you've made that your argument that's your own fault for equating apples to oranges. The only worthwhile argument to have is in comparison of [I]just the headsets[/I] or [I]just the controllers[/I] between the products. [editline]29th November 2016[/editline] [QUOTE=Xanoxis;51444419]There is difference between "works" and just works. No cables for lighthouses going to PC, no problems with occlusion without third camera (that the company ITSELF recommends, you can't deny this), longer cable, camera that helps etc. So if you want the roomscale more than sitting and playing simulators, Vive will win out of the box.[/QUOTE] They recommend a third camera because they want users to interact with their hands right beside one another, where one hand could occlude the other hand if directly facing one opposing-corner camera. It isn't because there's a difference in occlusion in equivalent use-cases. The Rift controllers are smaller, and can get close enough together to pose a new occlusion risk (something the larger Vive controllers cannot do). One of their launch titles is for sculpting with virtual clay using precision tools. As I said before, there's lots of videos already online of Touch performing great in roomscale with just two opposing-corner cameras. You're doing exactly what I accused you of: misrepresenting Rift+Touch as being less capable.
[QUOTE=Orkel;51444791]My order got processed just now. Woo[/QUOTE] Hopefully mine gets processed soon, Was a pain in the ass for the rift to ship originally so i assume it'll be the same case for the touch.
[QUOTE=RaptorBlackz;51448217]Hopefully mine gets processed soon, Was a pain in the ass for the rift to ship originally so i assume it'll be the same case for the touch.[/QUOTE] So far all signs point to a successful holiday launch, other than the headset's long-past fiasco.
[QUOTE=bitches;51447278]They recommend a third camera because they want users to interact with their hands right beside one another, where one hand could occlude the other hand if directly facing one opposing-corner camera. It isn't because there's a difference in occlusion in equivalent use-cases. The Rift controllers are smaller, and can get close enough together to pose a new occlusion risk [B](something the larger Vive controllers cannot do)[/B]. [/QUOTE] I dont get this, what prevents Vive controllers from getting just as close to each other as Touch controllers? What you would describe as interactions with hands right beside each other? I would say that H3VR is pretty much exclusively that, and the Vive controllers have no problem with that at all. [editline]30th November 2016[/editline] I mean you can basically shove the Vive wand donuts into each other and still not have occlusion problems.
i believe his point is that the top of the vive controllers limits how closely you can bring your hands together
Vive wands simulate tools, Touch simulates hands, wasn't this what some testers said a long time ago Maybe the consumer version Touch ergonomics have changed from the early Touches, but I think that comparison is still somewhat realistic - both can do both, but Vive wands feel more "tooly" (guns, swords etc) while the Touch is designed for having VR hands?
In a long run nobody gonna care either way, and they gonna be used just as controllers. There is always that nerd war where people come up with every possible flaw and good thing, and in the long run it doesn't even matter. Did I care about any hardware specifics of Vive while playing Penumbra, or about how controllers are "tools"? Nope.
I had the chance to use the Rift CV1 and the Vive CV1 within 10 minutes of each other today. The Rift is lighter, but the Vive is more comfortable. I actually like the screen on the Vive better, as well. I felt like the FOV on the Rift was smaller than the Vive, too. I think I'd rather get the Oculus due to space and budget issues, but the Vive is definitely worth the extra money if you want to go all the way.
[QUOTE=Xanoxis;51449235]In a long run nobody gonna care either way, and they gonna be used just as controllers. There is always that nerd war where people come up with every possible flaw and good thing, and in the long run it doesn't even matter. Did I care about any hardware specifics of Vive while playing Penumbra, or about how controllers are "tools"? Nope.[/QUOTE] Well I would usually agree with something like this, I feel VR is unprecedented ground and that the whole difference between tool controllers and hand emulators is pretty big, actually.
[QUOTE=DarklytheGreat;51449256]The Rift is lighter, but the Vive is more comfortable. [/QUOTE] Should be noted people tend to put on the Rift 'wrong' the first time around. You have to make sure the back grasps around the base of your skull, and that you don't set it too tight on your face. Once you do that, I don't think I've heard anyone say they prefer the Vive's straps.
Oculus shipping early! This is from a French user (shouldn't be fake, the guy's part of a French VR team) [img]http://i.imgur.com/u2j8SBk.png[/img] [editline]30th November 2016[/editline] Others also receiving the mail, it's legit
[QUOTE=Clavus;51449371]Should be noted people tend to put on the Rift 'wrong' the first time around. You have to make sure the back grasps around the base of your skull[/QUOTE] It's not just a rift thing, people also tend to struggle attaching the vive to their heads too. Once properly attached, I don't think you notice either for them during play.
[QUOTE=Orkel;51449650]Oculus shipping early! This is from a French user (shouldn't be fake, the guy's part of a French VR team) [img]http://i.imgur.com/u2j8SBk.png[/img] [editline]30th November 2016[/editline] Others also receiving the mail, it's legit[/QUOTE] I've still yet to receive any information about the touch, Seems no Australians received any information from the looks of it.
Kingspray release trailer [hd]https://www.youtube.com/watch?v=k3M08PzFcqE[/hd]
[QUOTE=Orkel;51449935]Kingspray release trailer [hd]https://www.youtube.com/watch?v=k3M08PzFcqE[/hd][/QUOTE] It still pains me that this game was effectively finished months ago and release was withheld.
[QUOTE=DarklytheGreat;51449256] I think I'd rather get the Oculus due to space and budget issues, but the Vive is definitely worth the extra money if you want to go all the way.[/QUOTE] You don't need to run the Vive in room scale. I've used my Vive a few times with just one lighthouse sitting next to my desk - even been able to turn around in my chair and still get good tracking, the only time it's lost is if I hold the controller against my chest. The Vive is really scaleable. You can go from seated with one lighthouse to huge space - see below. [media]https://www.youtube.com/watch?v=VD4UlShicgY[/media] [editline]30th November 2016[/editline] [QUOTE=Orkel;51449935]Kingspray release trailer [hd]https://www.youtube.com/watch?v=k3M08PzFcqE[/hd][/QUOTE] When is this releasing? I've been hyped for this for so damn long. I always wanted to try Graffiti, even back in art class in school. Kingspray is one of the few titles that made me really want a VR headset. [editline]30th November 2016[/editline] [QUOTE=Mesothere;51450100]It still pains me that this game was effectively finished months ago and release was withheld.[/QUOTE] Wait what? Why?
A Valve dev clarified that SteamVR does let the Oculus Runtime do ATW/ASW, bypassing their own implementation: [url]https://steamcommunity.com/app/250820/discussions/0/305510202679681031/[/url] [editline]30th November 2016[/editline] Though it's still not entirely clear if you're supposed to first disable SteamVR reprojection manually, otherwise the Oculus Runtime 'thinks' you're running at target framerate after correction.
[QUOTE=Wickerman123;51450525] Wait what? Why?[/QUOTE] Oculus bought the timed exclusive for the rift, originally it was a vive title and had a release date for like 6 months ago Although after the PR disaster I think they ended up changing their mind about exclusives and they just postponed it to be a launch title for touch
You know how a while back we were saying that the PSVR likely won't ever work with steamvr because it only runs in a limited mode with a PC meaning it would be a lot of custom driver/firmware development for a less usable system? Well somebody is [url=https://www.reddit.com/r/PSVR/comments/5e7xkb/trinus_psvr_play_steamvr_games_on_psvr/]doing it anyway[/url], apparently. If anyone with a PSVR wants to give it a try that'd be interesting, although without even basic positional tracking I'm not sure what experiences would work. You could do a lot less fun versions of the blu and apollo 11 vr maybe
Another Oculus Medium sculpt [t]http://horobox.reager.org/u/orkel_1480599693.jpg[/t] Insane potential in that program for the 0,01% of people with enough skill to use it.
[QUOTE=Orkel;51451654]Another Oculus Medium sculpt [t]http://horobox.reager.org/u/orkel_1480599693.jpg[/t] Insane potential in that program for the 0,01% of people with enough skill to use it.[/QUOTE] Reminds me of the people that somehow took draw something for phones and painted incredible drawings with it, while the rest of us are drawing comically badly proportioned stick figures. Still, that's like a z-brush tier sculpting, I'd love to see how they did that.
[QUOTE=lilguy;51441508]Do it for Honey Select as well. Also, make sure your characters have proper height. You might be dealing with full bodied waifus that only reach the height of your waist.[/QUOTE] I don't really like Honey Select's art style as much as CM3D. It's less 2D waifu and more DoA
[QUOTE=Orkel;51451654]Another Oculus Medium sculpt [t]http://horobox.reager.org/u/orkel_1480599693.jpg[/t] Insane potential in that program for the 0,01% of people with enough skill to use it.[/QUOTE] I want this so much... Can you get it for the Vive?
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