• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
Touch is in the UPS sorting facility a city over! Very excited. Should I do the whole unboxing shtick, or just review it once I've had some time to mess with it?
[QUOTE=Zombii;51565181]I hope that devolver re-release Talos Principle with official VR support. I love that game so much and would be incredibly thrilled to replay it in VR.[/QUOTE] I'm surprised they ported Serious Sam TFE to VR instead of Talos which would make much more sense as a VR title. It's probably too soon to charge people 40$ for it again after just 2 years.
[QUOTE=AntonioR;51565668]I'm surprised they ported Serious Sam TFE to VR instead of Talos which would make much more sense as a VR title. It's probably too soon to charge people 40$ for it again after just 2 years.[/QUOTE] talos even had a rudimentary vr mode for the DK2, which is strange that they would just drop that to move to serious sam instead. hopefully they do eventually make it a fully fledged vr title, the teleportation mechanic wouldn't harm that game at all (even if it does mean no more sick bhops between puzzles), and it's puzzles would benefit greatly from the spatial awareness that comes from VR. maybe they'll make another expansion for it in vr
[QUOTE=El Periodista;51565428]Touch is in the UPS sorting facility a city over! Very excited. Should I do the whole unboxing shtick, or just review it once I've had some time to mess with it?[/QUOTE] it comes in a shoebox with a foam cutout; it isn't as glamorous a box to unbox as the headset was
Technical presentation by Alan Yates on Lighthouse, for those interested. [media]https://www.youtube.com/watch?v=75ZytcYANTA&feature=youtu.be[/media]
I see screen door effect when I close my eyes now. Maybe too much VR. :v:
[QUOTE=r0b0tsquid;51567639]I see screen door effect when I close my eyes now. Maybe too much VR. :v:[/QUOTE] Have you considered... that you might still be in VR. [editline]22nd December 2016[/editline] [url]http://www.dsogaming.com/news/ps4-exclusive-robinson-the-journey-is-coming-to-oculus-rift-this-january/[/url] Crytek's Robinson: The Journey is coming to the Rift next month!
[media]https://www.youtube.com/watch?v=tu4-5UOvYIo[/media] An interesting use of Tilt Brush in advertising. Hopefully this promotes VR to the average person.
And it's HERE! So far, I've tried First Contact, which is a little introductory piece, Kingspray Graffiti, and The Unspoken. My tracking is pretty solid. I've still got this set up in my office, which is about a 5x6' space, and I have three cameras. Two face forward, one faces diagonal from a corner. Aside from the occasional hiccup, or occlusion from the furniture, everything seems remarkably solid. Once I get this set up in the other room, I imagine it'll be bulletproof. As for the games, and interaction, I really like these controllers. I find them less awkward and tiring to hold than the Vive wands (one of my friends has a Vive), and tracking seems just as precise. The finger tracking is a really nice addition, it adds some sense of immersion I never got with the Vive. That said, if you're getting either VR headset, you really can't go wrong with either controller. They're both really good, and they give you a lot of freedom you don't have with a gamepad. I would say that, no matter which headset you choose, tracked controllers are mandatory for a worthwhile VR experience. And as for those three games, I really loved First Contact. It's got a lot of charm to it, and it does a good job at running you through the functionality of the controllers. The Unspoken is also really solid, and it actually got my heart racing... Although I may just be out of shape. Kingspray's going to take some getting used to, but I can tell it's a fairly powerful street art tool, and it's only going to be more fun with friends. I'll post another review with Medium, Quill, and Toybox later. VR Sports Challenge, RipCoil, and Dead and Buried reviews come... When they do. I'm not sure when I'll get around to those yet. Anyway, the final verdict is, if you have a Rift and don't have Touch, buy Touch. It's good. Necessary. If you have a Vive, don't go out and buy a Rift, because they're pretty much functionally identical.
Vertigo on Steam is out. [url]http://store.steampowered.com/app/465430/[/url] It's pretty fun, but for me it crashes at one spot, and that is annoying. It's cheap, and has 4-5 hours of content.
After playing around with PSVR I'm now totally sold on VR. I'm hoping to bring together enough dosh on Christmas to cut the pain out of buying a Vive. Speaking of, can anyone recommend any discounts or anything that might be going on?
I wonder if Lighthouse-tracked phone headsets will become a thing at all.
[QUOTE=lilguy;51568984]An interesting use of Tilt Brush in advertising. Hopefully this promotes VR to the average person.[/QUOTE] Is that a genuine Nissan ad? I learned more about Stephen and VR than the damn car. They put way too much effort into these I think.
I've injured myself in virtual reality. Smashed my wrist into my bookshelf while I was trying to throw darts at someone in rec room. Maybe I need to set up the big empty room sooner rather than later. Also, I'm intensely aware of my hands right now. They're freaking me out.
[QUOTE=Ott;51571267]I wonder if Lighthouse-tracked phone headsets will become a thing at all.[/QUOTE] Theoretically I don't see any big issues. You'd only need something like the Vive headset where you can slide in a phone, and you're done. Problem is that lighthouse beacons themselves aren't really that mobile, so I wonder if it'll catch on.
Eventually, but I think it's more likely portable devices will first focus on AR rather than VR, if anything because letting people walk around freely with goggles strapped to their face is a recipe for disaster
[QUOTE=El Periodista;51571927]I've injured myself in virtual reality. Smashed my wrist into my bookshelf while I was trying to throw darts at someone in rec room. Maybe I need to set up the big empty room sooner rather than later. Also, I'm intensely aware of my hands right now. They're freaking me out.[/QUOTE] I have an ikea L-desk, and I repeatedly smash my touch controllers into the glass desktop when playing superhot or i expect you to die
[QUOTE=Ryo Ohki;51572081]Eventually, but I think it's more likely portable devices will first focus on AR rather than VR, if anything because letting people walk around freely with goggles strapped to their face is a recipe for disaster[/QUOTE] Scanning and loading the physical environment into VR dynamically might be an easier problem than developing a fully featured AR device. HoloLens basically has the tech already.
I get this really weird, restricted feeling from playing touch games. A lot of them don't seem designed to fully take advantage of a free walking, fully 360 room scale environment. Discovering just how heavily I Expect You to Die relied on its weird telekensis system kinda bummed me out. Do you guys think this trend might be because you need the additional camera for full 360 room scale? I emphasise trend, because not all of the touch games feel like this. I also wish Superhot VR was more of a 360 experience. Enemies only seem to come at you from the front.
[QUOTE=WillerinV1.02;51572259]I get this really weird, restricted feeling from playing touch games. A lot of them don't seem designed to fully take advantage of a free walking, fully 360 room scale environment. Discovering just how heavily I Expect You to Die relied on its weird telekensis system kinda bummed me out. Do you guys think this trend might be because you need the additional camera for full 360 room scale? I emphasise trend, because not all of the touch games feel like this. I also wish Superhot VR was more of a 360 experience. Enemies only seem to come at you from the front.[/QUOTE] 180° degree experiences have the widest market because of Touch requiring 3 cameras for roomscale as well as PSVR being incapable of doing anything but. I did not realize that was the case for Superhot as well, what a waste. Saved myself some money I guess.
[QUOTE=Ryo Ohki;51572290] I did not realize that was the case for Superhot as well, what a waste. Saved myself some money I guess.[/QUOTE] I still think Superhot is very worth the money. I didn't even realise how front facing the level design of the game was until I was replaying some levels and found them incredibly easy to cheese.
[QUOTE=WillerinV1.02;51572259]I get this really weird, restricted feeling from playing touch games. A lot of them don't seem designed to fully take advantage of a free walking, fully 360 room scale environment. Discovering just how heavily I Expect You to Die relied on its weird telekensis system kinda bummed me out. Do you guys think this trend might be because you need the additional camera for full 360 room scale? I emphasise trend, because not all of the touch games feel like this. I also wish Superhot VR was more of a 360 experience. Enemies only seem to come at you from the front.[/QUOTE] Expect nothing else. This will be an issue for a long time, as long as recommended and cheapest setup is only two sensors. That's where the money is. But you can probably expect full roomscale games on Steam, because Vive did it right, and default Vive purchase has full experience. And that's why I personally went with Vive. When Valve will make a game, it will definitely be full roomscale, and anything put on Steam too.
[t]https://i.redd.it/m2yrk371dd5y.jpg[/t] Someone's working on a chimp model in Medium
[QUOTE=Ryo Ohki;51572290]180° degree experiences have the widest market because of Touch requiring 3 cameras for roomscale as well as PSVR being incapable of doing anything but. I did not realize that was the case for Superhot as well, what a waste. Saved myself some money I guess.[/QUOTE] Despite being made for Touches smaller area, its still probably the best/most fun shooting experience you can have right now in VR. It is really well done.
[QUOTE=Orkel;51574514][t]https://i.redd.it/m2yrk371dd5y.jpg[/t] Someone's working on a chimp model in Medium[/QUOTE] I can't figure out how to get that kind of detail. Anything I make is all low-res and blobby.
[url=http://www.geekwire.com/2016/oculus-engineering-leader-arrested-near-seattle-charged-soliciting-sex-cop-posing-15-year-old-girl/]Oculus engineering leader arrested near Seattle, charged with soliciting sex from cop posing as 15-year-old girl[/url] Oculus just can't catch a break
[QUOTE=EliteGuy;51577872][url=http://www.geekwire.com/2016/oculus-engineering-leader-arrested-near-seattle-charged-soliciting-sex-cop-posing-15-year-old-girl/]Oculus engineering leader arrested near Seattle, charged with soliciting sex from cop posing as 15-year-old girl[/url] Oculus just can't catch a break[/QUOTE] What a terrible, sick, twisted individual. I don't think this reflects on the company as a whole, though.
Didn't read about that guy before, but that's pretty terrible. Guess there's a new job opening on Oculus' computer vision team.
On the other hand i dated the engineer in charge of designing the lenses on the oculus rift and he was a really sweet guy
[QUOTE=EliteGuy;51577872][url=http://www.geekwire.com/2016/oculus-engineering-leader-arrested-near-seattle-charged-soliciting-sex-cop-posing-15-year-old-girl/]Oculus engineering leader arrested near Seattle, charged with soliciting sex from cop posing as 15-year-old girl[/url] Oculus just can't catch a break[/QUOTE] Not Oculus's fault by any means. Hopefully they can hire a replacement quickly so it won't slow development too much.
Sorry, you need to Log In to post a reply to this thread.