• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
I think Vivecraft and Penumbra are the big ones, Dolphin emulator has a VR fork which lets you play Smash and like, watch the characters fly around in 3D in front of you which is pretty badass. I've also had DOOM3 VR on my to-do list, apparently it works really well. There's a lot of guides about it if you just search "doom 3" on /r/vive.
[QUOTE=Ryo Ohki;51509751]There's this dangerous enthusiasm of living in the golden age of indies that sometimes causes people to underestimate how difficult it still is to break into the industry Many first time developers whose game rose to fame had to work a second job for years before being able to become a developer full time (Minecraft, Rimworld, Stardew Valley come to mind) so if you're going to spend so much money on salaries your game better be worth it (and from the look of it, the game in question was a pretty unremarkable low budget puzzle game. Steamspy reports only 3% of players went over the 2 hours mark), or you're going to have to deal with the consequences of taking such a huge risk[/QUOTE] So much truth here. I work for a new indie company, first three years everyone on the team worked out of pocket, usually after they got home from work. A minority of the team was financially secure enough to work mostly full time up until we did a kickstarter and got $210k, which with everyone working full time is only enough to run development for around 6 months including licensing, software and hardware expenses. The biggest hurdle though is manpower, you either have to be multi-talented and get the ball rolling on your own or everyone working on a project has to be dedicated enough to the project to see it through the long haul, the team has to be stable enough to not implode half way through development. That's why there's so many indie games out there that started with one or two people that got the game to release, made it big then hired more people.
Got around to trying Rec Room. The socialising aspect is pretty fun, but among the minigames only paintball and the 3D pen one really work. The other rely too much on throwing, teleportation or swinging which really isn't that great to do in VR without physical objects. Also saw at least 2 counts of virtual sexual harassment in the lobby area. This is why we can't have nice things :v:
Oh, can someone with Touch confirm for me whether or not they are rechargeable batteries? I remember people suggesting that by launch they would be, but when I messed with the Touch demo at the Microsoft store I don't think I saw any USB ports or anything to charge with..
[QUOTE=srobins;51510921]Oh, can someone with Touch confirm for me whether or not they are rechargeable batteries? I remember people suggesting that by launch they would be, but when I messed with the Touch demo at the Microsoft store I don't think I saw any USB ports or anything to charge with..[/QUOTE] They each take one AA battery, with no USB port. Reportedly the battery life is 30 hours. I've been using mine a lot and the battery bar hasn't gone down any.
[QUOTE=bitches;51510935]They each take one AA battery, with no USB port. Reportedly the battery life is 30 hours. I've been using mine a lot and the battery bar hasn't gone down any.[/QUOTE] I only replaced mine today with my own Eneloop rechargables. So those batteries lasted since I got my Touch controllers around the start of October, though I use them a lot more now of course.
Where can I download the Penubra Vive mod anyhow? something I need to try for sure
[url]http://rly.sexy/penumbra-vr-release/[/url] gotcha fam
Right now Penumbra VR is impossible to finish entirely in VR, 0.2 version will probably have that fixed. There are maybe 3 moments where movement in VR is just not enough to get somewhere or something does not work how it should and you cannot proceed. Not really annoying, but it is there and will be fixed "soon".
[QUOTE=Stents*;51509960]It's one thing for an already established developer to make a VR title without making a profit and an entirely different thing for a literally who indie developer to do the same thing. Also, can we please stop acting like exclusivity is the only way to offer subsidization for games? Don't act like Oculus has any goodwill by purchasing exclusivity (even if it is just timed) from developers. The same goes for Valve and their VR "loans".[/QUOTE] you don't get it; there is no money in VR right now. Not in software, not in hardware, [i]nowhere[/i]. If the people at Oculus just wanted to make money, pretty much anything is safer than the massive risk and questionable long term payout of VR.
[QUOTE=1STrandomman;51511203]you don't get it; there is no money in VR right now. Not in software, not in hardware, [i]nowhere[/i]. If the people at Oculus just wanted to make money, pretty much anything is safer than the massive risk and questionable long term payout of VR.[/QUOTE] I still don't understand, and this is an honest question, I'm hoping to be informed, but: Does it [I]have[/I] to be exclusivity deals? Surely there are other incentives oculus could use to justify pumping money into projects. With how ReVive allows pretty much 100% of the touch games to be played on a vive, it seems there'd be no difference between oculus claiming exclusivity and them just slapping an "optimized for the rift" sticker on it or something
[QUOTE=WillerinV1.02;51511316]I still don't understand, and this is an honest question, I'm hoping to be informed, but: Does it [I]have[/I] to be exclusivity deals? Surely there are other incentives oculus could use to justify pumping money into projects. With how ReVive allows pretty much 100% of the touch games to be played on a vive, it seems there'd be no difference between oculus claiming exclusivity and them just slapping an "optimized for the rift" sticker on it or something[/QUOTE] Software sales are more important than hardware sales, and Valve doesn't want to let Oculus run the Oculus API on Vive headsets, as it would show them the Oculus storefront when they put it on. I asked Oculus support to clarify the preorder benefit of Medium, and they told me that it isn't just free for Touch preorders, but any Touch purchase, and that it is sold on their storefront so that users of other headsets (Vive) can enjoy them at their own risk. The exclusivity is more about storefronts than headsets.
[QUOTE=WillerinV1.02;51511316]I still don't understand, and this is an honest question, I'm hoping to be informed, but: Does it [I]have[/I] to be exclusivity deals? Surely there are other incentives oculus could use to justify pumping money into projects. With how ReVive allows pretty much 100% of the touch games to be played on a vive, it seems there'd be no difference between oculus claiming exclusivity and them just slapping an "optimized for the rift" sticker on it or something[/QUOTE] Like bitches said, it's about the store. I don't think Oculus can expect to fully recoup their investment through software sales, but it's better than nothing. Do you really think anyone would use home if it all went up on steam the same day?
[QUOTE=1STrandomman;51511373]Like bitches said, it's about the store. I don't think Oculus can expect to fully recoup their investment through software sales, but it's better than nothing. Do you really think anyone would use home if it all went up on steam the same day?[/QUOTE] I know I would. For the moment, SteamVR is terribly buggy for me.
[QUOTE=bitches;51511388]I know I would. For the moment, SteamVR is terribly buggy for me.[/QUOTE] just got to right click your games and launch them in Oculus SDK mode 👌
[QUOTE=1STrandomman;51511373]Like bitches said, it's about the store. I don't think Oculus can expect to fully recoup their investment through software sales, but it's better than nothing. Do you really think anyone would use home if it all went up on steam the same day?[/QUOTE] [QUOTE=bitches;51511335]Software sales are more important than hardware sales, and Valve doesn't want to let Oculus run the Oculus API on Vive headsets, as it would show them the Oculus storefront when they put it on. I asked Oculus support to clarify the preorder benefit of Medium, and they told me that it isn't just free for Touch preorders, but any Touch purchase, and that it is sold on their storefront so that users of other headsets (Vive) can enjoy them at their own risk. The exclusivity is more about storefronts than headsets.[/QUOTE] Ah, okay. Interesting. So is the real reason Vive can't natively run Rift games due to Valve, then?
[QUOTE=WillerinV1.02;51511435]Ah, okay. Interesting. So is the real reason Vive can't natively run Rift games due to Valve, then?[/QUOTE] Valve wants Oculus to use OpenVR, but Oculus wants to retain total control over their own software environment without being tied down to what features Valve does or does not support in the OpenVR SDK. Valve is cool with Rifts being used with Steam so that their store is more relevant in VR gaming. IMO Valve is well aware that Oculus can't just agree to give up control of their software, and is happy to reap the benefits of this disagreement both in terms of storefront sales and in the PR issues Oculus suffers in the doing.
[QUOTE=hakimhakim;51507984]Wow Sony patented VR gloves. Looks like they really went all out on PS VR. [url]http://wccftech.com/sony-files-patent-glove-controller-potentially-psvr/[/url] [IMG]http://cdn.wccftech.com/wp-content/uploads/2016/02/sony_glove_patent_2.png[/IMG][/QUOTE] [img]http://image4.spreadshirtmedia.com/image-server/v1/compositions/110998301/views/1,width=235,height=235,appearanceId=2/Kancho-T.jpg[/img] ?
[QUOTE=bitches;51511335]Software sales are more important than hardware sales, and Valve doesn't want to let Oculus run the Oculus API on Vive headsets, as it would show them the Oculus storefront when they put it on.[/QUOTE] [QUOTE=bitches;51511553]Valve wants Oculus to use OpenVR, but Oculus wants to retain total control over their own software environment without being tied down to what features Valve does or does not support in the OpenVR SDK. Valve is cool with Rifts being used with Steam so that their store is more relevant in VR gaming. IMO Valve is well aware that Oculus can't just agree to give up control of their software, and is happy to reap the benefits of this disagreement both in terms of storefront sales and in the PR issues Oculus suffers in the doing.[/QUOTE] This is almost an inversion of the truth. The OpenVR model is to have two interfaces, application-to-runtime and runtime-to-driver. If you want to access the HMD directly and bypass the SteamVR runtime, you can do that by loading the Vive/Lighthouse driver directly, using the runtime-to-driver interface. OSVR have a project that does just that: [url]https://github.com/OSVR/OSVR-Vive[/url] [QUOTE]Note that each time you want to run an OSVR application on your Vive (including the initial setup app), you need to tell SteamVR to release control of it: in the SteamVR menu, disable "Direct Mode" (if it was enabled) then exit SteamVR. (You may actually be able to get away with leaving it in direct mode - it may depend on your system. Test it and see!)[/QUOTE] [url]https://github.com/OSVR/OSVR-Docs/blob/master/Configuring/HTC-Vive.md[/url] On the other hand, Oculus doesn't provide anything like the runtime-to-driver interface, only an application-to-runtime interface. Which means that you have to go through their runtime to access the Rift. One could say that Valve is tied down to whatever features Oculus does or does not support in their SDK.
How on earth do you go back to menu / reset progression in superhot?. I want to show it off to some friends but I don't wanna start mid game
[QUOTE=Jodern;51512654]How on earth do you go back to menu / reset progression in superhot?. I want to show it off to some friends but I don't wanna start mid game[/QUOTE] I've only given it one full playthrough so far, but I know that once you beat the game you can select from the levels. I expect this is a saved value, so you should be good once you've done so at least. [editline]11th December 2016[/editline] [QUOTE=aiusepsi;51512199]This is almost an inversion of the truth. The OpenVR model is to have two interfaces, application-to-runtime and runtime-to-driver. If you want to access the HMD directly and bypass the SteamVR runtime, you can do that by loading the Vive/Lighthouse driver directly, using the runtime-to-driver interface. OSVR have a project that does just that: [url]https://github.com/OSVR/OSVR-Vive[/url] [url]https://github.com/OSVR/OSVR-Docs/blob/master/Configuring/HTC-Vive.md[/url] On the other hand, Oculus doesn't provide anything like the runtime-to-driver interface, only an application-to-runtime interface. Which means that you have to go through their runtime to access the Rift. One could say that Valve is tied down to whatever features Oculus does or does not support in their SDK.[/QUOTE] You're totally right that Valve's OpenVR has to run through the Oculus API, but all the Oculus API does inbetween is feed OpenVR with the tracking data and add ATW+ASW to the image; afaik it doesn't limit Valve's actions, but perhaps OpenVR could be less of a buggy mess for Rift users if Valve was able to take direct control. Last I heard Valve was requiring APIs to be open source before officially allowing direct control of their hardware. At first this meant only their own API, but it's good to see OSVR getting to utilize the hardware directly. This still doesn't allow Oculus to do so, at least not without giving away their ASW research to competitors for free. [editline]11th December 2016[/editline] More gameplay video of Robo Recall [media]https://www.youtube.com/watch?v=ck_NgNvT1I4[/media] Reminds me of SuperHot in the right ways.
I'm kinda tired of wave shooters, but I guess this is how it gonna be for a while.
Back with an update since I said I would. Have my sensors set 2m high, 3m apart diagonally, tilted down ~30 degrees. Play area is about 2x2.5m, and I've not had any significant tracking issues apart from when I try to fuck it up by climbing down in a corner somewhere. Bullet Train is super fun and I can't wait for robo recall. Although I woulda liked if they went full ham on the matrix-esque feel instead of the arcade style.
Tried Ripcoil. Pretty fun, but it's hard to control the direction of the disk with punches.
Man the night-time levels in The Climb are bloody gorgeous. No wonder Crytek is going bankrupt. [editline]11th December 2016[/editline] Fucking drowning in VR games right now. I love it.
Whatever bug kept me from connecting to matches in Dead and Buried went away, and [I]woah[/I] that game is amazing. I was in a shootout on a moving train, in my bedroom.
Bought a Gear VR headset last night to hold me over until I have enough money for a Vive. Took it to a bar with an older crowd and introduced them to VR with "Rilix VR" from the Oculus store. I wish I was able to record the reactions but obviously it was using my phone. :v:
apparently my extra sensor is shipping before my Oculus Touch, even though I ordered the Touch long before the sensor... wtf.
[QUOTE=Dracon;51517062]apparently my extra sensor is shipping before my Oculus Touch, even though I ordered the Touch long before the sensor... wtf.[/QUOTE] Not as many extra sensors being ordered, so you're further up in line probably than with your Touch.
Someone made a pokemon friend simulator thing [url]https://tomcat94.itch.io/pokemon-amie-vr[/url] The FAQ gave me a good laugh: [QUOTE]Will you be adding more Pokemon? No. But I want to pet-- No. I'm not going to draw any more attention to Nintendo's / Gamefreak's lawyers than I already have. I found a bug, can you fix it? I'm sorry, but as far as this experience is concerned, it is what it is. I made this mainly as a fun side project to de-stress myself during finals week and take a break from my main projects, so I can't afford to spend any more time on this than I already have. [b]Will you add Gardevoir? Go to church.[/b][/QUOTE]
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