• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
One of our vives now has a hand carved foam block with a shucked camera wrapped around a piece of plastic hot taped then hot glued to the front. AR/VR here we come v:v:v [sp]the vive camera does not play nice with 3rd party usage[/sp]
[QUOTE=Elspin;50874643]One of our vives now has a hand carved foam block with a shucked camera wrapped around a piece of plastic hot taped then hot glued to the front. AR/VR here we come v:v:v [sp]the vive camera does not play nice with 3rd party usage[/sp][/QUOTE] Why doesn't the Vive camera play nice? I thought it was exposed in OpenVR.
[QUOTE=srobins;50874736]Why doesn't the Vive camera play nice? I thought it was exposed in OpenVR.[/QUOTE] When trying to use it as a standard webcam, it consistently refuses to be read, especially when steamvr is running. I got it to read once when doing a fresh restart in VLC but virtually everything in unity says "r u fucking joking". I asked around on reddit but nobody said they'd been able to get a solid way to get it to play nice. On the plus side, my hot glued webcam is marker tracking, only annoyance really now is that the usb cable doesn't fit nicely into the vive's top compartment so I have it hanging open
[QUOTE=bitches;50869916] How long do the Vive wand controllers run before they need charging? A quick google suggested four hours, in which case my random idea about battery life is a different issue entirely. [/QUOTE] Never died on me, it lasts enough for me to play entire day (well, not 16 hours, but like, 8 easily), and plug them in for night. Even if I forget there is still enough juice for some gaming. They don't charge long tho. It should be expected also to lose 10% of the power in battery in first 1-3 years. That's usually how it works.
Google puts up code for a new RTOS, apparently built around VR applications for high-end systems. it's also not based on linux. [url]https://fuchsia.googlesource.com/[/url] people are talking about it here: [url]https://news.ycombinator.com/item?id=12271354[/url]
So, i have enough room for Room-Scale if i move some furniture around like a Tetris puzzle, does anyone have any solutions for putting the sensors on the wall that doesn't involve drilling into them? it's a complete no-go in this house. I've got a spot where i can rest one on top of a book-case but the other would have to be on a wall, or a tripod and having to use a Tripod would cut down on some space i don't have.
Drilling is the best thing you could do, but alternative could be a 3M VHB tape for wall, but that is still risky, in the looong run, no idea if vibrations would weaken the glue. Who knows. But VHB is very good, it should not move under Lighthouse weight.
[QUOTE=kenji;50878129]So, i have enough room for Room-Scale if i move some furniture around like a Tetris puzzle, does anyone have any solutions for putting the sensors on the wall that doesn't involve drilling into them? it's a complete no-go in this house. I've got a spot where i can rest one on top of a book-case but the other would have to be on a wall, or a tripod and having to use a Tripod would cut down on some space i don't have.[/QUOTE] Use a pole. [url]https://www.amazon.com/Manfrotto-170-Spring-Loaded--Ceiling/dp/B001M4HUGA/ref=sr_1_1?s=photo&ie=UTF8&qid=1466798419&sr=1-1&keywords=floor+to+ceiling+pole[/url]
Any Vive owners willing to help me test out my Spotify Overlay before release? [url]https://github.com/rrkpp/SpotifyOverlay[/url] [media]https://www.youtube.com/watch?v=4vb6xc_aLWk[/media] Just grab the files from /bin, put them somewhere on your computer and run SpotifyOverlay.exe. Let me know if anything explodes.
Official Rift version of Minecraft just launched today, you can grab it on the Oculus store. However it just states "failed to launch minecraft" for me when in the menu. Tried reinstalling, but not luck so far :/
[QUOTE=Clavus;50890772]Official Rift version of Minecraft just launched today, you can grab it on the Oculus store. However it just states "failed to launch minecraft" for me when in the menu. Tried reinstalling, but not luck so far :/[/QUOTE] Meanwhile, Vivecraft just added a [I]ton[/I] of new shit [url]http://www.vivecraft.org/vivecraft-v5-huge-roomscale-overhaul/[/url] [quote] Swimming [B]-You can now swim in roomscale.[/B] Specifically the breast-stoke. Use 2 hands and move them together, do not alternate hands or you will be eaten by squids. You do not need to hold down a button. Swim rapidly at shore to get out. Being eaten by squids disqualifies you from competition. Climbing: [B]-You can climb ladders in roomscale.[/B] Only available in free-move or if 'simulate falling' is turned on. Simply touch a ladder with either hand to grab on and up you go, no button presses required. Once your feet are within 1 block of the top, simply lean forward to get off. Eating: [B]-Hold food or drink items up to your pie hole to consume automatically. [/B]Om nom nom nom nom. When you go experiment with this please recall you typically cannot eat in creative mode, nor when your player isn't hungry. Yes, eating is a sport, in my mind. Sneaking: [B]-To sneak in roomscale, duck.[/B] The game tries to keep track of your normal standing height and will put you in sneak mode if you get low enough. Also when in sneak mode (however you get there) your hands and items will appear slightly transparent. If you get stuck sneaking, use the 'calibrate height' button that can be found on the in-game menu. Jumping: [B]-You can jump in roomscale. [/B]To do so... jump!. If you're having trouble getting it to work note that it's looking for the HMD and both controllers to go 'up'. So when you jump, do not flap your arms, you thilly goose. Uses the same height-tracking thing as sneaking so reset your standing height if you have trouble. Walking [B]-A new 'walking multiplier' option is available that will amplify your roomscale movements so you can cover more virtual area in your play space. Not for the queasy.[/B] Running: [B]-I've implemented a very basic Run-In-Place movement mode.[/B] This is the 3rd form of free move alongside the already existing controller-pointing and HMD-pointing options. To turn on: Set Move mode to Free Move and set Free Move Type to RunInPlace. To activate RIP you DO need to hold down the left trigger (move forward button) and swing/jiggle your arms. Try to keep the controllers out in front of you a little and move both of them in a similar motion. Does NOT work in water or going up ladders, so.. use the roomscale variants. Rowing: [B]-That's a paddlin'. You can row boats in roomscale.[/B] Does not require a button press. Simply move one or the other controller rapidly to stroke the oar on that side to turn. Move both controllers to move forward. Equestrian: [B] -Horse riding has been improved. [/B]You now sit up off the ground like you should and jumping is nice and smooth. I also think I fixed shooting bows on horseback. [/quote] Super excited to try it all out tonight, Ive been playing a lot of Vivecraft on a server with my non-vive owning friends. [editline]15th August 2016[/editline] Vivecraft also supports the Rift apparently, and it honestly sounds like it has a wayyy more extensive and better implemented feature set.
yeah just play vivecraft, there's a seated mode & it's not stuck on "Windows 10 edition", you can play any server with any other (non vr) vanilla players
[QUOTE=srobins;50886768]Any Vive owners willing to help me test out my Spotify Overlay before release? [url]https://github.com/rrkpp/SpotifyOverlay[/url] Just grab the files from /bin, put them somewhere on your computer and run SpotifyOverlay.exe. Let me know if anything explodes.[/QUOTE] Getting this when I try to run SpotifyOverlay.exe [img]http://image.prntscr.com/image/83c00f7e4d164b08a51b0dba14f4ab09.png[/img]
Finally got the Win 10 Minecraft to run. They did some pretty neat stuff with on-the-fly switching between 'immersive' mode, and a theatre mode where you play MC on a virtual screen. They did something weird with the menus though. They're usable, but when you have your menu open the world is suddenly also mono-perspective rendered it seems. Lots of options to toggle though so maybe you can tweak that. [editline]15th August 2016[/editline] [media]https://www.youtube.com/watch?v=j-Nfe5fc-xU[/media] At around 1:57 they show how that mode switching works.
Anyone into Rec Room's paintballing? Been playing it for a fair bit of time and wondering if any regulars are from here.
[QUOTE=Ryo Ohki;50890883]Getting this when I try to run SpotifyOverlay.exe [img]http://image.prntscr.com/image/83c00f7e4d164b08a51b0dba14f4ab09.png[/img][/QUOTE] Updated, should fix that: [url]https://github.com/rrkpp/SpotifyOverlay/blob/master/release/SpotifyOverlay_v1_0.zip?raw=true[/url] [editline]15th August 2016[/editline] [QUOTE=Timebomb575;50890806]Meanwhile, Vivecraft just added a [I]ton[/I] of new shit [url]http://www.vivecraft.org/vivecraft-v5-huge-roomscale-overhaul/[/url] Super excited to try it all out tonight, Ive been playing a lot of Vivecraft on a server with my non-vive owning friends. [editline]15th August 2016[/editline] Vivecraft also supports the Rift apparently, and it honestly sounds like it has a wayyy more extensive and better implemented feature set.[/QUOTE] I think my favorite part about VR is the fun little community we've managed to foster, with people all over the internet hacking together VR support for people's favorite games like Minecraft and GTA. It's cool getting to participate in such a niche community where everyone is peripherally aware of everyone else's little projects.
[QUOTE=Clavus;50891245]Finally got the Win 10 Minecraft to run. They did some pretty neat stuff with on-the-fly switching between 'immersive' mode, and a theatre mode where you play MC on a virtual screen. They did something weird with the menus though. They're usable, but when you have your menu open the world is suddenly also mono-perspective rendered it seems. Lots of options to toggle though so maybe you can tweak that. [editline]15th August 2016[/editline] [media]https://www.youtube.com/watch?v=j-Nfe5fc-xU[/media] At around 1:57 they show how that mode switching works.[/QUOTE] Is the virtual screen 3D? Is Windows 10 Edition still worse than vanilla java? [editline]15th August 2016[/editline] mojang doesn't even seem to sell ~windows 10 edition~ on their website; must be through the windows store app (ugh) [editline]15th August 2016[/editline] just tried out the demo it still strikes me as a port of a phone game the virtual screen thing is neat the jumping physics are horribly janky it's just not worth it
Just a minor update, thanks to Ryo Ohki's testing, SpotifyOverlay is ready to release. Get it [url=https://github.com/rrkpp/SpotifyOverlay/blob/master/release/SpotifyOverlay_v1_0.zip?raw=true]here[/url] and drop it anywhere on your PC, run SpotifyOverlay.exe once and it'll be set to auto-run whenever SteamVR starts.
[QUOTE=srobins;50855417]I feel like you're just physically incapable of enjoying anything related to VR. Being sweaty is not some endemic problem that is keeping people from enjoying VR, I think you just have a hot room and a tendency to complain about literally everything. I don't think you've made a single post that wasn't a complaint in the months you've been posting in here. Have you thought about putting a fan in your room? I get sweaty too after a while yet somehow my lenses don't fog up and become impossible to see, so this sounds less like a VR problem and more like a you problem. [editline]9th August 2016[/editline] If you want a real solution to this ridiculous sweat issue (other than the obvious COOL DOWN YOUR FACE AND ROOM), try taking the nose cover off of your Vive (If that's what you have, I can't even remember at this point), it might let the heat vent out of the face chamber and reduce the fogging.[/QUOTE] dude it's [I]bad[/I]. and my room isn't hot at all, i'd say about 18-20c, and i have a fan with the strongest setting on pointed at me when i use it nose cover is a pretty good idea though, i'll try that i don't really have any games that i enjoy on it though, i don't have much use for the vive personally :v: [QUOTE=Timebomb575;50855456]to be fair he well might have an actual medical condition if he sweats that easily[/QUOTE] [QUOTE=Jojje;50855603]Hyperhidrosis is a thing. I'm a big dude and I can get sweaty in the Rift to the point where the face cushion is wet, but not to the point where it fogs the lenses. Still I usually go with a fan on, next to my window.[/QUOTE] yeah i'm gonna go check at the doctor when they get back from vacation, would be amazing if there was a fix to this, it's ridiculous [QUOTE=srobins;50855855]But at a certain point it's like, why keep posting about it? Every single post is about how bad shipping costs are or how sweaty he gets, as if anyone here can do anything about it. If I had a medical condition that made me uncontrollably sweaty to the point of not being able to use my $900 toy, I'd just return it instead of constantly talking about how bad it is.[/QUOTE] i get enjoyment out of friends using it though, so it's not just a waste of money my wiiu is at a friends house too, and sometimes when i'm over i buy games for it for them to play :v: i have maybe played one of all the vr games that i've bought, they just don't appeal to me personally
[media]https://twitter.com/brendaniribe/status/765449676971610112[/media]
Holy fuck, I'm glad I held out for a little while longer on laptop purchasing. Sager has laptops that are "VR ready" for literally less than half of what the [b]minimum[/b] price used to be. You can now get them for about ~1300 USD (GTX 1060, 6700HQ). Wish they had 6700k as an option over the 6700HQ like they do on some of their other laptops but what a beast of a laptop for the price
My Vive arrived today! Spent the day playing mostly War Thunder giving myself motion sickness which was a good laugh, Anyone have any game recommendations? Sitting/Standing preferably [t]http://i.imgur.com/lnXtA6k.png[/t]
intel unveils project alloy, a wireless vr headset that doesnt need controllers to see your hands [url]https://newsroom.intel.com/chip-shots/intel-unveils-project-alloy/[/url] they also are introducing "Vision for Merged Reality" at a developer forum (bunch of vids and info here) [url]https://newsroom.intel.com/chip-shots/intel-ceo-introduces-vision-for-merged-reality-at-2016-intel-developer-forum/[/url] microsoft is also working with them to bring AR to every win 10 pc [url]http://www.pcworld.com/article/3108477/hardware/microsoft-will-bring-holographic-mixed-reality-to-every-windows-10-pc.html[/url] [video]https://youtu.be/Gu09UWqS8-Q[/video]
[QUOTE=Wii60;50898381][video]https://youtu.be/Gu09UWqS8-Q[/video][/QUOTE] [img]http://articles-images.sftcdn.net/wp-content/uploads/sites/3/2009/04/search01.png[/img] ?
I'm curious how intel can get the bandwidth and latency for wireless vr.
[QUOTE=Itszutak;50899465]I'm curious how intel can get the bandwidth and latency for wireless vr.[/QUOTE] By doing all the processing in the headset itself ?
[QUOTE=Itszutak;50899465]I'm curious how intel can get the bandwidth and latency for wireless vr.[/QUOTE] It's not likely but they could be using the new 802.11ad wireless standard. It uses a 60Ghz millimeter-wave connection, which requires line of sight between the transmitter and receiver, but can get insane data transfer rates. [url=http://arstechnica.com/gadgets/2016/01/tp-link-unveils-worlds-first-802-11ad-wigig-router/]TP-Link[/url] is selling 802.11ad hardware now. Not so sure about latency but it's capable of 4.6gbps over a short range, which probably means if the connection is in the same room as the transmitter. The 60Ghz band is also practically empty, so interference should be nonexistent.
[QUOTE=Wii60;50898381] microsoft is also working with them to bring AR to every win 10 pc [url]http://www.pcworld.com/article/3108477/hardware/microsoft-will-bring-holographic-mixed-reality-to-every-windows-10-pc.html[/url] [/QUOTE] That looks like something that could run perfectly well on the Vive and Oculus (with tracked controllers). Actually looking forward to this now, dammit.
[QUOTE=Ott;50898799][img]http://articles-images.sftcdn.net/wp-content/uploads/sites/3/2009/04/search01.png[/img] ?[/QUOTE] That same yellow dog is available as a hologram on the hololens "Holograms" app as well. Basically the app lets you put holographic decorations around your place that will remain in place indefinitely. [QUOTE=Itszutak;50899465]I'm curious how intel can get the bandwidth and latency for wireless vr.[/QUOTE] There is no wireless, the processing is done on the headset, but I did spot something on r/vive the other day claiming to be a wireless solution with only 12ms of measured latency. If you've got 3000 euros kicking around to try it out, here it is: [url]http://www.wirelessvr.net/#!product-page/p42wv[/url] . I'd recommend just getting a hololens if you wanna spend $3000 on work in progress hardware, it'll probably be more fun. There's also this: [url]http://www.slashgear.com/intels-wigig-vr-prototype-cuts-oculus-cord-16452042/[/url]
Oculus has a truck doing a tour in Germany, starting at Gamescom. [img]http://i.imgur.com/J6cn9yw.jpg[/img] And once again they got an enormous stand: [media]https://twitter.com/oculus/status/765846982397222912[/media] Meanwhile HTC is doing some neat mixed-reality demos: [media]https://twitter.com/htcvive/status/765908276999585792[/media]
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