• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
I figured it wasn't Unity but didn't see where they specified their engine on their website's front page and said fuck it.
[QUOTE=Ott;51526209]who cares, it's just a joke[/QUOTE] Because in a thread about VR enthusiasm knowing what engine one of the biggest vr games to come out is using for purposes of comparing performance, features, etc might be useful? It's not like I said "wow look who's a big IDIOT for not knowing" or anything, was just pointing it out in case anyone didn't know.
[QUOTE=Elspin;51526415]Because in a thread about VR enthusiasm knowing what engine one of the biggest vr games to come out is using for purposes of comparing performance, features, etc might be useful? It's not like I said "wow look who's a big IDIOT for not knowing" or anything, was just pointing it out in case anyone didn't know.[/QUOTE] i mean it wasn't exactly a discussion about the performance and features of Raw Data
[QUOTE=bitches;51526502]i mean it wasn't exactly a discussion about the performance and features of Raw Data[/QUOTE] Not sure if you're being deliberately obtuse here, my point was that it could be relevant to discussion so I mentioned it, not that it was immediately important for your joke to be accurate because it was a serious discussion. I think it's pretty interesting going back to the original article that despite how many games/experiences are produced with unity the highest funding I've seen thrown at a single game was for an unreal engine game (though Oculus might have funded something more ofc, I'm not aware of any of their hard numbers but $50m seems steep)
Alright, seriously.. Everyone needs to download the VR hack for Doom 3. This is 100% verified the best thing that exists for VR, [I]this[/I] is what I was praying for when I bought the Vive.
[QUOTE=srobins;51526988]Alright, seriously.. Everyone needs to download the VR hack for Doom 3. This is 100% verified the best thing that exists for VR, [I]this[/I] is what I was praying for when I bought the Vive.[/QUOTE] Second it. If somehow there's a manual way of operating the guns (and a wireless headset) it will be the perfect vr game for me
[QUOTE=srobins;51526988]Alright, seriously.. Everyone needs to download the VR hack for Doom 3. This is 100% verified the best thing that exists for VR, [I]this[/I] is what I was praying for when I bought the Vive.[/QUOTE] 90% darkness just got more realistic
Hey, I've got a package from Oculus arriving tomorrow! No idea what it is. They haven't updated my order on the website. :unimpressed:
Goddamn, my Touch FINALLY shipped. Apparently arriving Monday.
[QUOTE=El Periodista;51534816]Hey, I've got a package from Oculus arriving tomorrow! No idea what it is. They haven't updated my order on the website. :unimpressed:[/QUOTE] [QUOTE=Dracon;51534918]Goddamn, my Touch FINALLY shipped. Apparently arriving Monday.[/QUOTE] What are your Oculus Home nicks so I can add you up
I doubt I'm going to be playing online anything. So I don't think there's much reason for you to add me.
We should set up a Facepunch paintball team in Rec Room or something :v: [editline]15th December 2016[/editline] Also, extended my Rift cord by 2 meters yesterday using a Delock HDMI 1.4 cable and standard USB 3 extension cable. No tracking or screen issues so far, and irons out the last obstacle for room-scale.
[QUOTE=Xanoxis;51512870]I'm kinda tired of wave shooters, but I guess this is how it gonna be for a while.[/QUOTE] they're the most boring (action) genre out there they're great for parties, and just kinda having fun as they're the most universally easy to get into... but they're really all the same game with but different guns and enemies
[QUOTE=Dracon;51535049]I doubt I'm going to be playing online anything. So I don't think there's much reason for you to add me.[/QUOTE] Same here. I'm not super interested in the multiplayer stuff right now. Maybe later. They updated the order. It's the sensor. At least I can have better tracking, I guess.
Is Rec Room cross platform? (I hate using that term because it's a fucking peripheral)
Yes
[t]https://pbs.twimg.com/media/CztRNCiXEAETPVH.jpg[/t] [I]fucking lewd[/I]
I tried out rec room the day I got the touch. It's a fantastic social platform. I wanna shoot some FP boyz in paintball and throw ping-pong balls at your heads.
Just tried Touch for the first time, and as much as it pains me to admit it: Touch is better. All 4 wands I've tried have had several occlusion problems, and are overall uncomfortable, but the Touch is super comfortable, track excellently, and just feel way more natural than the wands ever could. Valve need to make major strides with the CV2 controllers, or they could be beat in that area. I still dislike Oculus as a company, but I'll be damned if they don't make a damn good product.
[QUOTE=DarklytheGreat;51536443]Just tried Touch for the first time, and as much as it pains me to admit it: Touch is better. All 4 wands I've tried have had several occlusion problems, and are overall uncomfortable, but the Touch is super comfortable, track excellently, and just feel way more natural than the wands ever could. Valve need to make major strides with the CV2 controllers, or they could be beat in that area. I still dislike Oculus as a company, but I'll be damned if they don't make a damn good product.[/QUOTE] As a company, Oculus is improving: [img]http://i.imgur.com/wj0j7Ye.png[/img] If that's not a good sign for cross-compatibility and a lack of hardware locks, nothing is.
[QUOTE=DarklytheGreat;51536443]Just tried Touch for the first time, and as much as it pains me to admit it: Touch is better. All 4 wands I've tried have had several occlusion problems, and are overall uncomfortable, but the Touch is super comfortable, track excellently, and just feel way more natural than the wands ever could. Valve need to make major strides with the CV2 controllers, or they could be beat in that area. I still dislike Oculus as a company, but I'll be damned if they don't make a damn good product.[/QUOTE] Sorry to say that, but nah. Those controllers are tools, not some definitive ways to control everything, and one is somehow superior in everything. Wands never have tracking problems (for me at least, no idea why you had occlusion. My setup is perfect, so maybe thats why I had no problems), can go anywhere, and are tough. I love trackpad, and I would not trade for analog stick no matter what. It's way more useful for UI and other tricks. Very useful in mods for normal games changed to VR. All this "xyz is better" is very subjective. I would love to get my hands on next version of wands, and for sure they might be better. But for now I have everything I want.
[QUOTE=bitches;51536503]As a company, Oculus is improving: [img]http://i.imgur.com/wj0j7Ye.png[/img] If that's not a good sign for cross-compatibility and a lack of hardware locks, nothing is.[/QUOTE] That's really good news to me, now I feel less hesitant to buy games for my Vive on their store. Anyone know if you can run a Vive headset with touch controllers? In some games I would prefer joysticks instead of trackpads..
[QUOTE=DarklytheGreat;51536443]Just tried Touch for the first time, and as much as it pains me to admit it: Touch is better. All 4 wands I've tried have had several occlusion problems, and are overall uncomfortable, but the Touch is super comfortable, track excellently, and just feel way more natural than the wands ever could. Valve need to make major strides with the CV2 controllers, or they could be beat in that area. I still dislike Oculus as a company, but I'll be damned if they don't make a damn good product.[/QUOTE] The touch controllers seem to have net advantages but better tracking is definitively not one of them, if you're having tracking problems with the vive wands there is a hardware fault or your setup is bad, no two ways around that.
They weren't my wands. They are two different sets that I'ved used at two different times in two different places. Both times the tracking seemed jittery and slightly inaccurate, while I never had that on the Touch. [editline]16th December 2016[/editline] This is coming from a Vive fanboy, by the way.
[QUOTE=DarklytheGreat;51537363]They weren't my wands. They are two different sets that I'ved used at two different times in two different places. Both times the tracking seemed jittery and slightly inaccurate, while I never had that on the Touch. [editline]16th December 2016[/editline] This is coming from a Vive fanboy, by the way.[/QUOTE] fanboy or not, neither of those sets of wands were functioning correctly, either due to being set up wrong, or because of a hardware malfunction of some kind.
[QUOTE=DarklytheGreat;51537363]They weren't my wands. They are two different sets that I'ved used at two different times in two different places. Both times the tracking seemed jittery and slightly inaccurate, while I never had that on the Touch. [editline]16th December 2016[/editline] This is coming from a Vive fanboy, by the way.[/QUOTE] It doesn't matter if you tried it in a hundred places or if gaben is your favourite person in the world, the tracking is not jittery in the slightest unless you have setup issues v:v:v Like to be clear I think it's totally fair if you think the touch controllers are better, they very well seem to have some objective advantages, I'm just saying that you'd be objectively wrong to say that tracking quality is one of the advantages because it's definitely not
Whenever I hear people having tracking issues with the Vive I just like to imagine them trying to play Unseen Diplomacy in some kind of wholesale mirror warehouse with only one Lighthouse set up lol
[QUOTE=DarklytheGreat;51537363] This is coming from a Vive fanboy, by the way.[/QUOTE] You might even be Jesus, why would it matter? Anyway. Climbey and one round of Rec Room are probably only games recently that I come back almost daily. Climbey is so much fun, even tho I get sometimes mad at some hard levels.
[QUOTE=DarklytheGreat;51537363]They weren't my wands. They are two different sets that I'ved used at two different times in two different places. Both times the tracking seemed jittery and slightly inaccurate, while I never had that on the Touch. [editline]16th December 2016[/editline] This is coming from a Vive fanboy, by the way.[/QUOTE] Then they were all broken. We used a pretty old dev kit at university that had also gone through a lot of punishment and were even taped around to hold together in places and even used them in less than ideal conditions and the tracking was still pretty much perfect, it would only start to jitter and do weird shit when someone or something was completely blocking one of the lighthouses or when the controllers were low on battery (these were the ones that still used replaceable batteries).
Wish it'd be easier to debug tracking for both the Rift and Vive, like visualise any reflective surfaces or odd camera / lighthouse behaviour. A guy on the subreddit noticed his right Touch controller was freaking out a lot, and using his phone camera found out that one strip of IR lights on the controller wasn't working.
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