[url]https://www.indiegogo.com/projects/athena-by-ilium-vr#/[/url]
[img]https://media.giphy.com/media/3oriNRk7BwgP0GLcsw/source.gif[/img]
First lighthouse-integrated third party controller?
I'm not too fond of hardware Kickstarters nowadays. Prone to fail, let alone enjoy widespread software support.
Which is ironic seeing how much I got out of the Oculus Kickstarter.
[editline]12th December 2016[/editline]
Also my consumer Touch set arrived. Visually identical to my Engineering Sample it seems.
As usual kickstarter pages are very light on details for the things that matter
I'd like to hear more about the "minor changes" you need to implement this and what happens when the game requires you to pick up objects? What happens when the 3d weapon model doesn't line up with the gun rig? What happens when the game uses other weapon types other than rifles? As the list of tweaks and requirements you need to implement it into your game go up, the chances of developers taking time to support a 300 dollars controller go down
All the kickstarter shows is a generic gun rig and how it works with generic shooting galleries, unless they have more plans I can't imagine you're going to get much use out of it
So I know at least one other person on here has a Daydream View.
I just grabbed "Wands" ([url]https://play.google.com/store/apps/details?id=com.NuxStudios.Wands[/url]) off the play store, and it's a cool little PvP spell dueling VR game. However, it's multiplayer only, and I can't find anyone to play with.
If you've bought it, could you PM me or just post on here and maybe we could organize something? I really want to try it out.
[url=http://uploadvr.com/robo-recall-gears-of-war-oculus/]Oculus is spending about 10 million dollars[/url] to fund Robo Recall.
[QUOTE=Timebomb575;51518911][url]https://www.indiegogo.com/projects/athena-by-ilium-vr#/[/url]
[img]https://media.giphy.com/media/3oriNRk7BwgP0GLcsw/source.gif[/img]
First lighthouse-integrated third party controller?[/QUOTE]
Anything that is not universal controller for given platform really puts me off.
With how many games will this gun be compatible? 1? If lucky, maybe TWO? Yeah, it's not going to work.
[QUOTE=Xanoxis;51519977]Anything that is not universal controller for given platform really puts me off.
With how many games will this gun be compatible? 1? If lucky, maybe TWO? Yeah, it's not going to work.[/QUOTE]
Good design should be able to mitigate that a lot. For example, having all the same buttons and in a convenient place, having a shoulder strap to let you use said buttons with one hand while you have a controller in the other, etc. There's not a lot of buttons on the vive controller, so the only real tough part will be the touchpad, probably.
[QUOTE=Xanoxis;51519977]Anything that is not universal controller for given platform really puts me off.
With how many games will this gun be compatible? 1? If lucky, maybe TWO? Yeah, it's not going to work.[/QUOTE]
So what about steering wheels? Or HOTAS? Wouldn't a gun make sense for arguably the most popular genre of video games?
[QUOTE=Ott;51520214]So what about steering wheels? Or HOTAS? Wouldn't a gun make sense for arguably the most popular genre of video games?[/QUOTE]
If you have money, I guess everything is not a problem. Buying extra controllers that will be barely supported compared to Vive wands is a niche.
[QUOTE=Xanoxis;51520252]If you have money, I guess everything is not a problem. Buying extra controllers that will be barely supported compared to Vive wands is a niche.[/QUOTE]
There's also the problem that the gun shape itself is part of a niche, while it's not too much of a stretch for a rifle to pretend to be a shotgun it's a pretty enormous stretch to pretend to be a pistol.
[QUOTE=Ott;51520214]So what about steering wheels? Or HOTAS? Wouldn't a gun make sense for arguably the most popular genre of video games?[/QUOTE]
Not in virtual reality, if your controller doesn't exactly conform between virtual and real space you get all kinds of issues. The vive and rift controllers can get away with it because they're the most primitive form of tracked objects and they become an extention of your hands- you don't have to reach around the controller to mess around with its parts and they don't extend outwards for noticeable lenghts.
This means whatever game doesn't specifically conforms your 3d weapon to the real gun model (something that would take time to implement and not necessarily fit into the game) and doesn't assume your gun is constantly attached to your hand is not going to work properly. Imagine bending over to pick up something and smacking your big ass 300 dollars plastic gun against the ground because although in the virtual space your hands are empty in reality you're still holding the controller in your hand
It's not that it doesn't [I]work[/I], but a controller like that is a lot more restrictive than they probably want you to think
play as an amputee who clicks guns and hands into his wrist stumps
that way you have an in-game reason to switch between a gun and the official controller
[QUOTE=bitches;51520348][B]play as an amputee who clicks guns and hands into his wrist stumps
[/B]
that way you have an in-game reason to switch between a gun and the official controller[/QUOTE]
I'm 100% stealing this as an interaction method. "How do I pick up a gun with no hands??" "You don't.. Punch it!"
I just want a trigger guard so I can do stupid tricks with the controller like its a revolver or something
Well, just sent my vive controller off to be repaired after putting it off for like, two months. Now I'm just stuck with seated experiences which, funnily enough, feel gimmicky after spending so much time in roomscale gaming.
[QUOTE=WillerinV1.02;51520382]Well, just sent my vive controller off to be repaired after putting it off for like, two months. Now I'm just stuck with seated experiences which, funnily enough, feel gimmicky after spending so much time in roomscale gaming.[/QUOTE]
Porn
[QUOTE=WillerinV1.02;51520382]Well, just sent my vive controller off to be repaired after putting it off for like, two months. Now I'm just stuck with seated experiences which, funnily enough, feel gimmicky after spending so much time in roomscale gaming.[/QUOTE]
play better seated games
[editline]12th December 2016[/editline]
i'm not going to call monitors gimmicky just because Dead and Buried is so fun
[QUOTE=bitches;51520574]play better seated games
[editline]12th December 2016[/editline]
i'm not going to call monitors gimmicky just because Dead and Buried is so fun[/QUOTE]
Nah man, you misunderstand me. Like a literal gimmick. Not bad inherently. I'm not trying to bad mouth any games here.
Just feels like roomscale VR is more true to the VR experience, yknow? It's more inventive and the games are just more immersive. I'm saying this as someone who's spent most of their VR time in roomscale, of course.
I'm actually playing that game you recommended to everyone a while ago, that Edge of Nowhere game. It's really cool, but with most seated games I have this urge to just take the headset off and play it on a monitor. I dunno though, I'm probably just weird. Didn't intend to start a debate with that post.
[editline]13th December 2016[/editline]
I'm actually having a lot of fun with House of the Dying Sun, which surprised me. It's totally not a genre I'm usually interested in. The power of VR, man.
What if a future Vive/Rift controller had a little combination data port and locking lug so they could fit [I]into[/I] peripheral controllers? The peripherals could be way cheap, because they'd just be dumb plastic with the sensors/LEDS wired up while the real controllers do all the work. Imagine a stripped-down gun-shaped shroud that fits over one Vive wand with a quick-attach "foregrip" slot for the other wand.
[QUOTE=Plint;51521062]What if a future Vive/Rift controller had a little combination data port and locking lug so they could fit [I]into[/I] peripheral controllers? The peripherals could be way cheap, because they'd just be dumb plastic with the sensors/LEDS wired up while the real controllers do all the work. Imagine a stripped-down gun-shaped shroud that fits over one Vive wand with a quick-attach "foregrip" slot for the other wand.[/QUOTE]
It's a neat idea but puts a lot of constraints on an already very constrained controller design. I think it'd be better to develop a common VR controller interface that also supplies the controller shape / model.
[QUOTE=bitches;51510159]The caged flying monkey thing that steals spell-balls from your enemy is so good.
I just spent about two hours in SuperHot VR. I can't recommend it enough! The price is steep for its length, but I've not had that much fun playing a videogame in years. It had me falling and crawling on my floor to dodge bullets all over the place. Taking off my headset and it being dark outside was surreal.
[editline]a[/editline][/QUOTE]
Yup it's really good. I figured out you can throw weapons to bypass them getting destroyed when you teleport to the next stage. It allows you to do some real fun stuff:
[vid]https://u.nya.is/jjeabq.mp4[/vid]
[QUOTE=bitches;51519392][url=http://uploadvr.com/robo-recall-gears-of-war-oculus/]Oculus is spending about 10 million dollars[/url] to fund Robo Recall.[/QUOTE]
i really hope its not oculus only or i have to use revive or whatever to play it
its oculus exclusive so yeah. Revive it is
Brendan Iribe has switched his job from Oculus CEO to leading the PC VR team, to split up the mobile and PC development of Oculus more cleanly.
[quote=Iribe]“We’ve decided to establish new PC and mobile VR groups to be more focused, strengthen development and accelerate our roadmap.
Looking ahead and thinking about where I’m most passionate, I’ve decided to lead the PC VR group—pushing the state of VR forward with Rift, research and computer vision. As we’ve grown, I really missed the deep, day-to-day involvement in building a brand new product on the leading edge of technology.
You do your best work when you love what you’re working on. If that’s not the case, you need to make a change. With this new role, I can dive back into engineering and product development. That’s what gets me up every day, inspired to run to work.”[/quote]
[quote]Update: After publication, Oculus PR also informed us of how this affects the roles of Nate Mitchell, VP of Product, and Michael Abrash, Cheif Scientist, upon further inquiry: “Nate will be leading Rift, on Brendan’s PC VR team. Michael Abrash still leads Oculus Research on Brendan’s team.
When asked about John Carmack, CTO, and Michael Antonov, Chief Software Architect, Oculus PR informed us that, “they are both still at Oculus and they work on the mobile team. Michael Antonov is leading the Carmel and ReactVR effort today.”[/quote]
Replacement CEO will likely be Jason Rubin
Survios, the guys behind Raw Data, received $50 million of funding this year, with one of their backers being MGM.
[url]http://venturebeat.com/2016/12/13/vr-game-studio-survios-nabs-mgm-as-investor-in-fundings-totaling-50-million/[/url]
Hopefully other great VR developers are being picked up as well. Not sure if they had any financial issues starting out, but at least they have been recognized and are being rewarded for it.
[QUOTE=lilguy;51523596]Survios, the guys behind Raw Data, received $50 of funding this year, with one of their backers being MGM.
[url]http://venturebeat.com/2016/12/13/vr-game-studio-survios-nabs-mgm-as-investor-in-fundings-totaling-50-million/[/url]
Hopefully other great VR developers are being picked up as well. Not sure if they had any financial issues starting out, but at least they have been recognized and are being rewarded for it.[/QUOTE]
Wow a bit stingy with the funding there.
[QUOTE=Sivics;51524851]Wow a bit stingy with the funding there.[/QUOTE]
man, Unity games became very affordable ever since they added that neural network editor
[QUOTE=bitches;51524980]man, Unity games became very affordable ever since they added that neural network editor[/QUOTE]
Raw Data is unreal engine.
[QUOTE=Sivics;51524851]Wow a bit stingy with the funding there.[/QUOTE]
Ahh fixed lol
[QUOTE=Elspin;51525009]Raw Data is unreal engine.[/QUOTE]
who cares, it's just a joke
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