[QUOTE=bitches;51483839]I don't think you can really call generational upgrades one-upping. That's like saying Rift CV2 one-ups the Vive CV1. There's no point in it, which is why I instead presumed him to be thinking that the Vive prototype controller would release before second gen headsets.[/QUOTE]
No, I definitely was referring to generational upgrades. I probably could have used a better term than "one-upping", but this is what I was referring to a few pages back. You kind of jump on any discussion regarding the Vive and the Rift as a debate to be had, even if what you're responding to doesn't call for one.
[editline]6th December 2016[/editline]
[QUOTE=srobins;51483879]There's really nothing stopping them from releasing updated controllers, I don't know why the idea sounds so strange to you. Valve iterates quickly and they're already confirmed to be using Lighthouse, so there's really nothing stopping them from polishing it up and releasing it as an improved controller. I mean, the prototype is running in conjunction with a Gen 1 headset, so.. It's already a proven concept.[/QUOTE]
I would totally buy the new set of controllers to use with my current vive, too. I wouldn't want to wait for a Gen 2 headset to use them, if I didn't have to.
[QUOTE=Stents*;51483903]Imo other than the ugly design and the head strap I think the Vive headset is great for now. I don't think we'll need higher res screens anytime soon considering how amazing the difference between 100% and 200% supersampling is. If they just release a redesigned rigid head strap addon and new controllers I would be happy for a very long time. I don't even think wireless is that important right now, I only really notice the cord in seated games.[/QUOTE]
I disagree about the resolution thing but then again I play games on a 24in 4k monitor so maybe I'm not the best source on what people expect from simulation fidelity
[QUOTE=Itszutak;51484125]I disagree about the resolution thing but then again I play games on a 24in 4k monitor so maybe I'm not the best source on what people expect from simulation fidelity[/QUOTE]
For me just 200% super sampling makes the resolution almost entirely unnoticeable.
[QUOTE=Itszutak;51484125]I disagree about the resolution thing but then again I play games on a 24in 4k monitor so maybe I'm not the best source on what people expect from simulation fidelity[/QUOTE]
A resolution increase would be great and all but I think we'll need at least another generation of computer hardware before we're even remotely ready for that.
Honestly I feel like Gen 2 headsets need some sort of tech like eye tracking to help cut down on rendering costs. I think I remember reading something about how the people behind that eye tracking tech were either acquired/licensed/partnered with HTC now, so I feel like it's a reasonable bet that we might see foveated rendering coming in Gen 2. Make VR more accessible to cheaper hardware, and give the high end more room to breathe.
After clearing out some space in my living room by rearranging the dining table against the wall, and the couch against another wall, I now have access to a 3.5m x 4m play area!
SteamVR complains that the distance between lighthouses is too far, but so far it's not been an issue.
I've switched the chaperone bounds off, showing the play area only as an outline on the floor, while reducing the actual playable square to 2.8m x 2.8m. This means I have a massive play area to walk around it, and whenever I can't see the lines on the floor, I know I'm close to the edge.
Having about 70cm of buffer around my play area means I can move around anywhere without worry of hitting anything. It's incredible!
The table where I rest the Vive and controllers is just outside the playable area, and only in the peripheral vision of one lighthouse. So I've had a few occasions where the digital representation of the touch controller would float off into the distance before snapping back. It only happens when resting on the table so I'm pretty sure it's not an actual issue.
I had it set up in a small space room with 1.8m x 2m play area, which felt rather cramped.
This is such a massive difference, it's like a whole now experience.
Also, I LOVE Doom3VR but FUCK the touchpad navigation in that is way too twitchy. It feels like you swerve through the map instead of calmly gliding. I have a pretty strong stomach for VR, but I need to stop playing that after an hour or so.
It's way too easy in VR as well, holy shit. The AI was NOT made to counter blind firing around corners.
Had to send in a Vive basestation to HTC today, was reporting fault 02 after firmware upgrade, tried to restore but to no avail. HTC remoted in and tried a few things too but it seems properly dead. They tell me I'll have it back in a week. RIP buddy.
Tried out Vive yesterday at a PCWorld and I just have to say wow.
I always had reservations about VR and I still do about adoption and long term viability (at least for gaming specifically) but man oh man I am completely sold on the technology behind it.
I am so impressed with how smooth it is, how disconnected from reality you are, how well the tracking works, how well the controllers work, how motion sickness was an absolute non-issue, how comfortable I was with essentially walking around a room blind with a box on my head with complete strangers watching. I would love to be on something, have good music and just spend hours on TiltBrush.
This all being said, I simply cannot see any point in picking one up. Or to be more accurate, I cannot see how waiting for the tech to develop even more can hurt compared to doing an impulse buy. Because at least for me that is exactly what it would be right now. A very expensive impulse buy. My PC just about is VR capable, I barely have the room to do room tracking, but apart from all those issues I just feel like as amazing as this iteration is, it is only going to get better or get wiped off in the near-ish future. And if it improves I'd pick it up and if it falls flat I won't have a 800 quid box gathering dust. I also know if enough people think the way I do the technology will never gain enough momentum to get over the hump. I suppose that is a catch-22.
Anyways going to try to find a demo Oculus today to do a bit of a comparison.
[QUOTE=Fetret;51485034]Tried out Vive yesterday at a PCWorld and I just have to say wow.
I always had reservations about VR and I still do about adoption and long term viability (at least for gaming specifically) but man oh man I am completely sold on the technology behind it.
I am so impressed with how smooth it is, how disconnected from reality you are, how well the tracking works, how well the controllers work, how motion sickness was an absolute non-issue, how comfortable I was with essentially walking around a room blind with a box on my head with complete strangers watching. I would love to be on something, have good music and just spend hours on TiltBrush.
This all being said, I simply cannot see any point in picking one up. Or to be more accurate, I cannot see how waiting for the tech to develop even more can hurt compared to doing an impulse buy. Because at least for me that is exactly what it would be right now. A very expensive impulse buy. My PC just about is VR capable, I barely have the room to do room tracking, but apart from all those issues I just feel like as amazing as this iteration is, it is only going to get better or get wiped off in the near-ish future. And if it improves I'd pick it up and if it falls flat I won't have a 800 quid box gathering dust. I also know if enough people think the way I do the technology will never gain enough momentum to get over the hump. I suppose that is a catch-22.
Anyways going to try to find a demo Oculus today to do a bit of a comparison.[/QUOTE]
If you can live without one, by all means wait for next gen. A whole bunch of more amazing stuff is coming I'm sure.
Yeah, current gen (1st) is for enthusiasts. Gen 2 will have massive improvements and additions like eye tracking and possibly foveated rendering, and very likely higher resolution.
[QUOTE=Orkel;51485191]Yeah, current gen (1st) is for enthusiasts. Gen 2 will have massive improvements and additions like eye tracking and possibly foveated rendering, and very likely higher resolution.[/QUOTE]
tbh if they get foveated rendering / eye tracking properly, the optimization is going to be insane. Is it even like, possible, since our eyes move so fast?
[QUOTE=Nexosz;51485224]tbh if they get foveated rendering / eye tracking properly, the optimization is going to be insane. Is it even like, possible, since our eyes move so fast?[/QUOTE]
Oculus Connect 3 had a keynote about the difficulty of eye tracking, you can find it on their channel afaik
[QUOTE=Orkel;51485242]Oculus Connect 3 had a keynote about the difficulty of eye tracking, you can find it on their channel afaik[/QUOTE]
Michael Abrash's talk yeah.
Someone on Reddit compiled a list of the free content Touch owners can get on the Oculus Store and how (they're free in different ways): [url]https://www.reddit.com/r/oculus/comments/5go71s/free_touch_content_on_the_oculus_store/[/url]
Posted this in the gamedev thread, might as well share it here. A bartending game I've been working on for the Vive - you run your own taphouse and make drinks for thirsty dwarves. Work in progress but I'm open to fun ideas what to implement after I've got the drinks flowing and people ordering. Crossbow under the counter to rough up annoying customers perhaps?
[vid]https://my.mixtape.moe/sdbusq.webm[/vid]
Doom2VR when?
Anybody tried Minecraft for VR?
Care to give your impression?
[QUOTE=hakimhakim;51485632]Anybody tried Minecraft for VR?
Care to give your impression?[/QUOTE]
I've tried both the microsoft store version, and the vanilla modification.
I tried it sitting with a controller, and also sitting with a mouse and keyboard, I do not currently have the space to do anything with motion controls.
Honestly. It's pretty aweful, even with the turning being in "snaps"
reason being, the jumping, just really fucks with you.
[QUOTE=Dracon;51485685]I've tried both the microsoft store version, and the vanilla modification.
I tried it sitting with a controller, and also sitting with a mouse and keyboard, I do not currently have the space to do anything with motion controls.
Honestly. It's pretty aweful, even with the turning being in "snaps"
reason being, the jumping, just really fucks with you.[/QUOTE]
That was my experience as well.
It was a pretty good implementation, but the weird scale and the jumping issues kinda broke it for me.
[QUOTE=hakimhakim;51485632]Anybody tried Minecraft for VR?
Care to give your impression?[/QUOTE]
Vivecraft is great, you can even swim by making swimming movements, climb ladders with a climbing movement, mine and hit stuff by actually hitting it, row boats by actually rowing and jumping by actually jumping. Everything works as it should, even the bows work like real bows. Oh and you can play with non-vr players as well.
Tried Oculus today. The demo was way less well done than Vive. Gave the choice of choosing one game instead of showcasing different things. I went for the Climbing sim by Crytek.
For whatever reason I thought the screen/focus was worse than Vive, with some blurring and double vision to the edges of my vision but that might just be the optics not being set properly. The screen-door effect seemed pretty much the same.
The game looked quite stunning visually and my god I fucking felt moving up and climbing. It was very good at giving the feel of almost falling backwards. And since it was a climbing game I did not miss the lack of room tracking at all. That being said, watching the shooter game I thought it looked very static.
Finally I don't want to blame this entirely on Oculus because I had a few pints last night and while I wasn't hungover maybe I was not in the best state, but I did feel a bit queasy and off for 30 minutes after the demo. I'm guessing all the amazing climbing and falling I did and felt with no inner ear input might have played a bit of a number on me.
Overall I feel much closer to Vive as it stands. But seriously it is all magical.
When using the Rift it's important to not just use the IPD slider, and adjust the goggles up and down on your face, but also [B]tilt[/B] it up and down.
[QUOTE=Orkel;51485923]When using the Rift it's important to not just use the IPD slider, and adjust the goggles up and down on your face, but also [B]tilt[/B] it up and down.[/QUOTE]
Shit see I'm sure if I have the units I can mess around with stuff to get a much better fit but as it stands the demos are too rushed to be that personal. Still though, even with generic settings it all works so well.
[QUOTE=Krahn;51485705]That was my experience as well.
It was a pretty good implementation, but the weird scale and the jumping issues kinda broke it for me.[/QUOTE]
Not sure what the deal is with jumping (I never really had a big problem with it), but you can change your scale. The problem isn't really vivecraft though, it's that minecraft's blocks are quite large so the minimum object height is kinda in your face.
[QUOTE=hakimhakim;51485632]Anybody tried Minecraft for VR?
Care to give your impression?[/QUOTE]
Vivecraft is God tier, give it a shot dude. One of everybody's favorites that I show to people.
[editline]6th December 2016[/editline]
I think I'm gonna try to track down a Touch demo after finals today. I gotta see these bad boys.
[QUOTE=Elspin;51482852]I mean, I'm excited to hear more about these and what they can do but this might be jumping the gun a bit :v:[/QUOTE]
Honestly, people were saying for months how much Touch is going to be better, and how it is, even tho it is subjective thing.
[B]It's our turn.[/B]
Now we say Gen2 Wand is going to be better.
[QUOTE=Xanoxis;51486382]Honestly, people were saying for months how much Touch is going to be better, and how it is, even tho it is subjective thing.
[B]It's our turn.[/B]
Now we say Gen2 Wand is going to be better.[/QUOTE]
It's silly to have a pissing match over it to be honest, of course the newer stuff is gonna be better than the older stuff :v:
[editline]6th December 2016[/editline]
So I'm looking for a Touch demo through the Oculus website, are they doing demos at all Best Buy locations? Because the map just appears to be a locator for Best Buy
Khronos (the group behind OpenGL and Vulkan) have announced they are beginning development of a universal VR standard API. Both Oculus and Valve are onboard. Valve has said they hope OpenVR will be replaced by this standard some day. Hopefully this puts an end to the idea that each headset is a separate platform. If there's a group which can make a platform agnostic standard it's Khronos.
[url]https://www.khronos.org/news/press/khronos-announces-vr-standards-initiative[/url]
[url]http://steamcommunity.com/games/250820/announcements/detail/289750654270118873[/url]
[editline]New info[/editline]
I wouldn't be surprised if OpenVR is turned into this new API, similar to how AMD's mantle was turned into Vulkan.
[QUOTE=pip12345;51485845]Vivecraft is great, you can even swim by making swimming movements, climb ladders with a climbing movement, mine and hit stuff by actually hitting it, row boats by actually rowing and jumping by actually jumping. Everything works as it should, even the bows work like real bows. Oh and you can play with non-vr players as well.[/QUOTE]
The ability to scale youself is really cool too. Basically tuns it into sandcastle simulator. I could spend hours just wondering around in creative mode with the bow, it's so satisfying.
I don't have a lot of free time so I've barely used my Vive but damn did I enjoy vivecraft. The teleporting feels cheaty but I just don't have the stomach for touchpad movement :/
[QUOTE=Wickerman123;51486655]The ability to scale youself is really cool too. Basically tuns it into sandcastle simulator. I could spend hours just wondering around in creative mode with the bow, it's so satisfying.
I don't have a lot of free time so I've barely used my Vive but damn did I enjoy vivecraft. The teleporting feels cheaty but I just don't have the stomach for touchpad movement :/[/QUOTE]
Playing HL2 in VR, while it will destroy your stomach and leave you immobile for an hour after your first session, goes a long way to building up VR sickness resistance.
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