YES mine is coming tomorrow holy shit
original estimate was 9th, but somehow it dropped to 6th
[editline]5th December 2016[/editline]
launch day touch boiiiiiiiiis
Mine arrives on launch day also!
(There's no info of when it left the Netherlands, yet it's 5 mins down the road where I live.)
rip hopes and dreams. finnish independence day just happens to be on the 6th, so there's no deliveries. everything is delayed to the 7th even tho the package will be sitting 1km from my house
[QUOTE=Orkel;51479217]rip hopes and dreams. finnish independence day just happens to be on the 6th, so there's no deliveries. everything is delayed to the 7th even tho the package will be sitting 1km from my house[/QUOTE]
Break in
So ups just poped a note though my door, no knocks or bell rings; ran outside with this note and the dude closes his back door, ignores me jumps into his van and drives off. What a cunt. :|
[QUOTE=Orkel;51479217]rip hopes and dreams. finnish independence day just happens to be on the 6th, so there's no deliveries. everything is delayed to the 7th even tho the package will be sitting 1km from my house[/QUOTE]
If the postal office is open you could just go down and pick it up
Also I'd never realized Orkel is Finnish.
Nothing is open on the 6th
Touch controller review embargo has been lifted. There's a lot of them coming in now.
[url]http://uploadvr.com/oculus-touch-controllers-review/[/url]
[url]http://kotaku.com/oculus-touch-review-the-best-vr-you-can-get-1789670303[/url]
[url]http://arstechnica.co.uk/gaming/2016/12/oculus-touch-controller-review/[/url]
[url]http://www.polygon.com/2016/12/5/13836348/oculus-touch-review-rift-controllers#0[/url]
[url]https://www.wired.com/2016/12/review-oculus-touch/[/url]
Tested as well
[hd]https://www.youtube.com/watch?v=C7iJWO7Q_Uk[/hd]
watching stuff about touch makes me wonder if ill have another moment like i did in the oculus masks demo in dreamdeck when i get them
that's been the only time ive legitimately had presence, standing up doing dreamdeck and when that demo came on i was immediately unnerved as fuck, and the feeling of realizing that the mask in the mirror is you, i dont know why, but something about that just caused a disconnection or jolt where i forgot i was in vr for a moment and was legitimately creeped out for a bit
More reviews
[url]http://vrscout.com/news/oculus-touch-review/[/url]
[url]https://www.engadget.com/2016/12/05/oculus-touch-review/[/url]
[url]http://www.gamespot.com/articles/oculus-touch-review/1100-6445933/[/url]
The Verge video
[hd]https://www.youtube.com/watch?v=scLVZafPFQo[/hd]
I really hope someone can figure how to get the touch controllers to work with the vive they look a lot more comfortable than the vive wands
ohboy ohboy ohboy ohboy
[t]http://i.imgur.com/ygDlGzS.jpg[/t]
It's not a vive or oculus, but it's mine.
Virtuix Omni cancels all orders outside the US :v:
[url]http://forum.virtuix.com/discussion/2895/international-refund-program#latest[/url]
[QUOTE=werewolf0020;51480338]I really hope someone can figure how to get the touch controllers to work with the vive they look a lot more comfortable than the vive wands[/QUOTE]
That's not possible though, at least not without also having an Oculus camera(s) just for the controllers. Oculus uses outside in tracking while Vive does it the other way around. So trying to use Touch with the Vive's base stations, they'll just blink IR light at each other.
But yes, god damn, the Touch controllers look really great. Personally I'm really not a fan of the Vive controller's trackpad, so I would love to be able to use Touch with my Vive.
[QUOTE=Orkel;51480491]Virtuix Omni cancels all orders outside the US :v:
[url]http://forum.virtuix.com/discussion/2895/international-refund-program#latest[/url][/QUOTE]
Why the fuck is anyone still following this thing?
i really really hope oculus cools it on the walled garden shit on the oculus store, i mean steamvr allows and supports everything VR related but oculus are so tight on only allowing their own hardware, it's crazy. i shouldn't have to use hacky methods and external programs just to play oculus games on other hardware when steam does it natively and openly supports it.
Then don't use Oculus store, let it wither and die.
Got my touch controllers, top quality Mitsubishi AA battery's to go along with it straight out of the box.
:joy:
Damm people were not wrong when they said these controllers are really balanced.
[QUOTE=Ellistron;51480608]i really really hope oculus cools it on the walled garden shit on the oculus store, i mean steamvr allows and supports everything VR related but oculus are so tight on only allowing their own hardware, it's crazy. i shouldn't have to use hacky methods and external programs just to play oculus games on other hardware when steam does it natively and openly supports it.[/QUOTE]
Which is why i chose the Vive. I won't support a group that claims to want to help push VR forward and actively does things that make moving forward more difficult
-snip bad reading-
Is there any games where we can explore a huge castle? Or better, explore a huge castle with friends?
[QUOTE=Zombinie;51480386]ohboy ohboy ohboy ohboy
[t]http://i.imgur.com/ygDlGzS.jpg[/t]
It's not a vive or oculus, but it's mine.[/QUOTE]
Oh wow, I'd be really interested to hear you post a little review. I love mobile VR and Daydream looks pretty brilliant.
That pro fishing game is currently free on the Oculus Store, might be worth trying for you Vive users as well.
[editline]5th December 2016[/editline]
Bullet Train is also free. The game shown as one of the first Touch demos
[editline]5th December 2016[/editline]
Tom's Hardware is also in with their review
[url]http://www.tomshardware.com/reviews/oculus-touch-motion-controller-review,4841-5.html[/url]
[quote]This is a difficult observation to quantify, but the Touch controllers seem to track more accurately than the Vive's. Occasionally, HTC's hardware will "jitter" a bit; we didn't see anything like that from Oculus. The tracking is almost too sensitive, though. The controllers translate every subtle movement of your hand, which is good if your hand is steady; not so good when your arms get tired and become shaky.
The Rift's tracking system also appears to work better in rooms with reflective surfaces. There is a glass display cabinet in the room I use for testing VR equipment, and it often interferes with the Vive wands when I'm close to it. Touch doesn't have any issues tracking when I'm close to the glass.[/quote]
Revive now updated for Touch games!
[url]https://github.com/LibreVR/Revive#installation[/url]
[QUOTE=srobins;51480898]little review[/QUOTE]
I got mine from the Google online store for ~$85, took about a week to ship.
Packaging was very good.
It is very comfortable to wear and the materials are very nice to touch (a smooth velvety fabric), but because there is no strap across the top of your head, the strap sits higher than you would expect.
The graphics are good but you really notice small fibers / dust on your phone screen so I would also buy a screen wipe.
Whatever you are facing is crystal clear, but your peripheral vision is blurry and you must turn your head to see things clearly, not your eyes.
The controller is decent, the pointer has a small amount of jitteriness but nothing unacceptable. It has a small trackpad-type thing which is accurate.
The phone gets rather hot after a long session, but you will not feel it.
Might be just me and my nose, but if you try you can see below you irl through a small gap when looking directly down (with your eyes, not head), the seal on your face is not perfect but I imagine that might be to accommodate individuals of different sizes (I am skelly).
The remote charges with a USB-C cord, which is [U]not[/U] included.
I will also answer follow up questions, and post more photos if you want.
[QUOTE=Timebomb575;51480972]Revive now updated for Touch games!
[url]https://github.com/LibreVR/Revive#installation[/url][/QUOTE]
Reminder that the guy behind this doesn't even accept donations and just forwards them to EFF. What a fucking champ.
[editline]5th December 2016[/editline]
[QUOTE=Zombinie;51480979]I got mine from the Google online store for ~$85, took about a week to ship.
Packaging was very good.
It is very comfortable to wear and the materials are very nice to touch (a smooth velvety fabric), but because there is no strap across the top of your head, the strap sits higher than you would expect.
The graphics are good but you really notice small fibers / dust on your phone screen so I would also buy a screen wipe.
Whatever you are facing is crystal clear, but your peripheral vision is blurry and you must turn your head to see things clearly, not your eyes.
The controller is decent, the pointer has a small amount of jitteriness but nothing unacceptable. It has a small trackpad-type thing which is accurate.
The phone gets rather hot after a long session, but you will not feel it.
Might be just me and my nose, but if you try you can see below you irl through a small gap when looking directly down (with your eyes, not head), the seal on your face is not perfect but I imagine that might be to accommodate individuals of different sizes (I am skelly).
The remote charges with a USB-C cord, which is [U]not[/U] included.
I will also answer follow up questions, and post more photos if you want.[/QUOTE]
How's the content for it? I know Google has been pushing development of a bunch of Daydream stuff, seen on Twitter some of it looks pretty decent. Would also love some more glamour shots, such a nice looking headset!
[QUOTE=Orkel;51480902]
Tom's Hardware is also in with their review
[url]http://www.tomshardware.com/reviews/oculus-touch-motion-controller-review,4841-5.html[/url][/QUOTE]
Interesting, that'd be the first Ive heard of someone having tracking problems on correctly-functioning Vive equipment.
also thought this was interesting:
[quote]
We’d recommend one of the alternative experimental setups for this kind of experience. Once we plugged in a third sensor, our tracking woes were gone, and the room-scale setup is ideal for games that exploit your natural reactive tendencies. The optional dual-sensor, 360° setup works well for these games also, just with a smaller tracked area. Officially Oculus doesn't yet support 360° and room-scale configurations beyond "experimental support," [B]but we recommend spending the extra $79 on that third sensor for the full experience.[/B]
[/quote]
seems like pretty much everyone is saying you need that third $80 sensor to get the same experience for room scale
uploadVR (which has been very favorable towards Touch) agrees:
[url]http://uploadvr.com/vive-vs-oculus-rift-touch-roomscale/[/url]
[quote]
Final Verdict: HTC Vive
Ultimately, if you’re looking for the better roomscale VR experience, then the HTC Vive is still the way to go. Setting aside the content questions (the Rift enables both Oculus Home and Steam VR games and applications, the Vive is limited to just Steam without a hack) and just focusing on the roomscale capabilities renders a clear edge to the HTC Vive, even after the Touch controllers are out and you purchase an extra sensor on top of that. For Vive, you get it all for $799. For Rift, you need the headset ($599), the Touch controllers and second sensor ($199) and a third sensor ($80). That comes out to approximately $100 more for a comparable, but still slightly inferior, roomscale experience.
[B]The frustrating cord length, abundance of USB ports and extra cables, added price tag for a third sensor, and finicky tracking precision all add up to the Oculus Rift still not quite measuring up to the relative ease and simplicity of roomscale VR through the HTC Vive.[/B] It’s also worth noting that the entire prospect of roomscale VR was something that HTC coined with the creation of the Vive and for a piece of technology that wasn’t and still isn’t primarily designed to offer such an experience, the Rift is more than capable.
[/quote]
[quote]
The Rift on the other hand is bit more finicky. Once the sensors are in their ideal places, perfectly angled, and at exactly the correct recommended distance, everything works the same as the Vive. It tracks movement around the room, we were able to lay on the ground, stand on chairs, and do pretty much anything we’d ever need to do in a roomscale experience. The added sensor all but eliminates the possibility of occlusion for either of the Touch controllers.
But the sticking point here is once they were set up perfectly. It’s more difficult to mount the Oculus sensors, and any variation in height or angle seemed to really throw a wrench into the entire process. When it works, it works, but it required jumping through a few more hoops to get there.[/quote]
Here is Oculus's recently released playmode info text:
[img]http://i.imgur.com/wT9UUUF.png[/img]
Each app on the Oculus Store has its own playmode rating so you know what's required
[QUOTE=Orkel;51481033]Here is Oculus's recently released playmode info text:
[img]http://i.imgur.com/wT9UUUF.png[/img]
Each app on the Oculus Store has its own playmode rating so you know what's required[/QUOTE]
Very interesting, are there sitting Touch games?
[editline]5th December 2016[/editline]
Also, to anyone with Touch, how does the Guardian system look in-game? I remember seeing what I thought were prototypes of it that looked pretty cool, and less immersion-breaking than the chaperone walls.
[QUOTE=srobins;51480982]
How's the content for it?[/QUOTE]
Sort of lacking. I (on my first day) have YouTube VR, Polyrunner (spaceship game like starfox), and a music visualizer. There are more games, but most do not interest me, I never used my phone for games in the first place. I plan to use this mostly for youtube, internet browsing, and [sp]porn[/sp].
Will get more photo's later tonight.
It would make sense that the touch is more difficult to setup and needs an extra camera given the reduced FOV compared to the lighthouse, it would also make sense that the vive controllers would glitch more when they are near very reflective objects, given it receives the light on-device. The light is received on-camera for the rift so the equivalent scenario would be if the very reflective object was near the rift camera, which you should obviously avoid.
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