I'm so glad the winter sale is on, any must-have Vive apps/games aside from TiltBrush, which I've already decided to get.
[QUOTE=Itszutak;51578448]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]
ItszuVR corporate espionage tactics
Has anyone messed around with Unreal's VR editor yet? I'm downloading it right now to give it a go. Worldbuilding is the most interesting part of VR to me, so I'm interested to see how well that works.
Also, quick review of Medium and Quill, since I had a couple hours of insomnia to burn tonight. Medium feels like I'm sculpting with a frosting gun. Because there's no weight, it's hard to get a good feel for the objects you're working on, and it's easy to slice right through them. It's also difficult to tell whether things are aligned properly, and I'm not entirely sure what the cause of that is. That said, I was able to turn out a few interesting chair designs, so my two hours there was not a total loss. I think this is a powerful tool, but it's going to need some serious work before you could really use it for professional work. Good for concepting, though. Also, it's not great for hard surface, so if you want to do that, you're going to have to clean up your models in post.
Quill, on the other hand, is a remarkably powerful program. That said, it's also MUCH less user friendly. It feels like you're inside a vector editing program circa 1998. You'd probably do better in that if you already have a knowledge of two-dimensional drawing. Also, the included scenes are NIGHTMARES DEAR GOD WHY. Except the museum, it's pretty cool.
All that to say, if you're artistically-inclined, you're going to love both of these. If you're not, like me, then... Well, it'll replace my sketch pad, because I still don't understand perspective.
Set up the vive at the family christmas gathering. It went great. Finally getting a few people of all different age groups to play it was pretty enlightening, and fun as hell. From the nine year olds spastically screaming at job simulator to my old ass, drunk ass grandfather giggling his way up the elevator in Richie's only to say "Oh fuck off" when he got to the top, I was laughing the whole way through.
I got a VR-capabele laptop (MSI GT62VR) last week as a Christmas present, one reason being that I could drag my 2nd Rift + Touch set around different Christmas parties. Lots of great reactions so far. Demoing theBlu, Toybox, SUPERHOT and The Climb.
Holy shit if any of you guys still play H3VR, you need to go in and check out what Anton added for Christmas day of the meatmas advent calendar.
It's [sp]an R8 Revolver, an RPG-7, and a fucking man-portable minigun.[/sp]
[QUOTE=Pilotguy97;51581704]Holy shit if any of you guys still play H3VR, you need to go in and check out what Anton added for Christmas day of the meatmas advent calendar.
It's [sp]an R8 Revolver, an RPG-7, and a fucking man-portable minigun.[/sp][/QUOTE]
I was confused when I tried to [sp]empty the R8's cylinder only to find out it's a leftie revolver[/sp]
otherwise, that's some good christmas presents.
brother got a vive for christmas, holy fuck, the setup process is a major pain in the ass compared to the rift's. not that it's unusable or anything, but the base stations (for all their advantages) introduce a lot of extra steps and failure points into the setup process. we still haven't managed to get it to work, with first steamvr refusing to launch, and now the headset giving a persistent red led. after some googling i think it's the hdmi cable, so we're going to pick up a mini-DP cable tomorrow...
another interesting thing is the 'port economy' of each headset. the vive+stations need approximately 6 fucktillion electrical outlets, while the rift+cameras need approximately 6 fucktillion usb ports
[QUOTE=Zombii;51582095]brother got a vive for christmas, holy fuck, the setup process is a major pain in the ass compared to the rift's. not that it's unusable or anything, but the base stations (for all their advantages) introduce a lot of extra steps and failure points into the setup process. we still haven't managed to get it to work, with first steamvr refusing to launch, and now the headset giving a persistent red led. after some googling i think it's the hdmi cable, so we're going to pick up a mini-DP cable tomorrow...
another interesting thing is the 'port economy' of each headset. the vive+stations need approximately 6 fucktillion electrical outlets, while the rift+cameras need approximately 6 fucktillion usb ports[/QUOTE]
That sucks. Troubleshooting cable and port issues is a major pain with desktop VR. Especially since it exposed how fucking sloppy USB controller manufacturers have been with the standard over the years.
Both SteamVR and Oculus Home could use better troubleshooting assistance too, even if it's just for narrowing down the problem.
PS VR only have like, 1 electrical socket, and 1 USB
[QUOTE=kyle877;51571224]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?[/QUOTE]
Vive is on sale on Newegg, $699
[QUOTE=Zombii;51582095]brother got a vive for christmas, holy fuck, the setup process is a major pain in the ass compared to the rift's. not that it's unusable or anything, but the base stations (for all their advantages) introduce a lot of extra steps and failure points into the setup process. we still haven't managed to get it to work, with first steamvr refusing to launch, and now the headset giving a persistent red led. after some googling i think it's the hdmi cable, so we're going to pick up a mini-DP cable tomorrow...
another interesting thing is the 'port economy' of each headset. the vive+stations need approximately 6 fucktillion electrical outlets, while the rift+cameras need approximately 6 fucktillion usb ports[/QUOTE]
I hear that, and yet at the same time, I set up Vive for christmas and in my home when I got back, and it took 15 minutes for each. I was even suprised that lighthouses just laying somewhere were doing fine for tracking, when I set them up on christmas.
[QUOTE=Zombii;51582095]brother got a vive for christmas, holy fuck, the setup process is a major pain in the ass compared to the rift's. not that it's unusable or anything, but the base stations (for all their advantages) introduce a lot of extra steps and failure points into the setup process. we still haven't managed to get it to work, with first steamvr refusing to launch, and now the headset giving a persistent red led. after some googling i think it's the hdmi cable, so we're going to pick up a mini-DP cable tomorrow...
another interesting thing is the 'port economy' of each headset. the vive+stations need approximately 6 fucktillion electrical outlets, while the rift+cameras need approximately 6 fucktillion usb ports[/QUOTE]
There's objectively more steps to setup the rift, and I'm not so sure it's fair to compare receiving what appears to be a faulty package to a functioning one. I can relate to the suffering of getting an incomplete or faulty product tho, I ordered a CNC machine recently and of all things they left out the leveling feet that you need at the start of assembly
[QUOTE=Elspin;51586263]There's objectively more steps to setup the rift, and I'm not so sure it's fair to compare receiving what appears to be a faulty package to a functioning one. I can relate to the suffering of getting an incomplete or faulty product tho, I ordered a CNC machine recently and of all things they left out the leveling feet that you need at the start of assembly[/QUOTE]
How are there more steps to set up rift+touch?
I'm not saying rift is superior, and I'm not trying to start an argument. I'm just speaking from the point of view of an impartial consumer who received a product.
For rift+touch, you install the software, plug in the headset and cameras, set up your cameras, turn on the oculus remote, turn on the controller, turn on touch, set up your ipd/default view, configure boundaries, and then you're done.
For Vive, you download the setup installer (and are informed that setup will take 30 minutes [!!!!!!!!]), Then you have to wait for 12.5GB of software to download, then you plug in the headset cables to the link box, then to the PC, then you plug the micro USB cables into the controller's to charge them, then you have to mount the lighthouses (which I seem to recall this thread having a large discussion about, we used the included mounts and 3m command strips), then you install SteamVR, turn on your controllers, and setup boundaries.
The setups are incredibly similar, but there is no refuting that the vives setup is far less polished than oculus's. Hell, after you finish HTC's Vive setup, then you're supposed to use SteamVR to finish everything else, but the setup just dumps you to the desktop, at least to us.
If you could show how the rift has 'objectively more' steps to set it up (not including the steps that don't actually do anythinf, like 'center yourself in your pkaysoace and click next', or 'faniliarize yourself with your headset').
Like I said, the Vive and Rift are both great, we now have both a Vive and Rift+Touch, they're both great and have their own weaknesses and strengths, but the vives setup is definitely less friendly to the layman.
[QUOTE=Zombii;51586869]How are there more steps to set up rift+touch?
I'm not saying rift is superior, and I'm not trying to start an argument. I'm just speaking from the point of view of an impartial consumer who received a product.
For rift+touch, you install the software, plug in the headset and cameras, set up your cameras, turn on the oculus remote, turn on the controller, turn on touch, set up your ipd/default view, configure boundaries, and then you're done.
For Vive, [B]you download the setup installer[/B] (and are informed that setup will take 30 minutes [!!!!!!!!]), Then you have to wait for 12.5GB of software to download, then you plug in the headset cables to the link box, then to the PC, then you plug the micro USB cables into the controller's to charge them, then you have to mount the lighthouses (which I seem to recall this thread having a large discussion about, we used the included mounts and 3m command strips), then you install SteamVR, turn on your controllers, and setup boundaries.
The setups are incredibly similar, but there is no refuting that the vives setup is far less polished than oculus's. Hell, after you finish HTC's Vive setup, then you're supposed to use SteamVR to finish everything else, but the setup just dumps you to the desktop, at least to us.
If you could show how the rift has 'objectively more' steps to set it up (not including the steps that don't actually do anythinf, like 'center yourself in your pkaysoace and click next', or 'faniliarize yourself with your headset').
Like I said, the Vive and Rift are both great, we now have both a Vive and Rift+Touch, they're both great and have their own weaknesses and strengths, but the vives setup is definitely less friendly to the layman.[/QUOTE]
Any inkling of serious critique went out the window right about here. Oh my god, the horror! Downloading an installer, somebody build me a time machine and take me back to the good old days where I had a reason to use my optical drive!!
[editline]27th December 2016[/editline]
Like, you're just breaking equivalent setups down into a less/more verbose summary for the Rift/Vive. I could very, [I]very[/I] easily rewrite the setup process for both systems to make it sound like the Rift was some hellish nightmare of tangled USB cables and the Vive was a set-and-forget package crafted by the gods themselves, but I'm not silly so I won't do that.
[QUOTE=srobins;51586977]Any inkling of serious critique went out the window right about here. Oh my god, the horror! Downloading an installer, somebody build me a time machine and take me back to the good old days where I had a reason to use my optical drive!!
[editline]27th December 2016[/editline]
Like, you're just breaking equivalent setups down into a less/more verbose summary for the Rift/Vive. I could very, [I]very[/I] easily rewrite the setup process for both systems to make it sound like the Rift was some hellish nightmare of tangled USB cables and the Vive was a set-and-forget package crafted by the gods themselves, but I'm not silly so I won't do that.[/QUOTE]
Alright, cool. I wasn't complaining about either of them, but I'm glad to see the ridiculous toxicity and blind brand loyalty of this thread is still alive and well. Guess I'll just refrain from trying to critique either headset in the future. God forbid that the Vive be slightly less intuitive to setup for someone who doesn't constantly work with computers (my brother).
[QUOTE=Zombii;51586869]How are there more steps to set up rift+touch?
I'm not saying rift is superior, and I'm not trying to start an argument. I'm just speaking from the point of view of an impartial consumer who received a product.
For rift+touch, you install the software, plug in the headset and cameras, set up your cameras, turn on the oculus remote, turn on the controller, turn on touch, set up your ipd/default view, configure boundaries, and then you're done.
For Vive, you download the setup installer (and are informed that setup will take 30 minutes [!!!!!!!!]), Then you have to wait for 12.5GB of software to download, then you plug in the headset cables to the link box, then to the PC, then you plug the micro USB cables into the controller's to charge them, then you have to mount the lighthouses (which I seem to recall this thread having a large discussion about, we used the included mounts and 3m command strips), then you install SteamVR, turn on your controllers, and setup boundaries.
The setups are incredibly similar, but there is no refuting that the vives setup is far less polished than oculus's. Hell, after you finish HTC's Vive setup, then you're supposed to use SteamVR to finish everything else, but the setup just dumps you to the desktop, at least to us.
If you could show how the rift has 'objectively more' steps to set it up (not including the steps that don't actually do anythinf, like 'center yourself in your pkaysoace and click next', or 'faniliarize yourself with your headset').
Like I said, the Vive and Rift are both great, we now have both a Vive and Rift+Touch, they're both great and have their own weaknesses and strengths, but the vives setup is definitely less friendly to the layman.[/QUOTE]
To be fair you don't even need to install that htc software, it even causes more problems than it's worth. Plus there's nothing stopping you putting the 2 lighthouses on a desk just like the oculus cameras.
Also there's the same amount of setup for mounting the oculus cameras if you want the same coverage as the vive and it's not even offically supported. I'm pretty sure the software complains if the cameras are in experimental 360 setup saying it's invalid (it will still let you do it).
I got hold of a promo model a month ago at a mall and basically helped the guy out with setting things up and basically marketing the thing to the people stopping by to try it out. Figured that if average middle-aged moms and ten year old kids could both have fun with tossing shit around without minding the pricetag I could have fun with it as well.
I'm [I]really[/I] glad I have no motion sickness with the whole thing, like none at all. My setup isn't ideal and I don't have as much space as I wish I had, but it's serviceable.
Only thing I really dislike so far is the actual acquisition of the games. Most of the good games on Steam are fucking expensive as shit, and there's the problem of oculus exclusives which just baffles me, like what the fuck is the point of exclusives ? It just means I have to go through a couple extra steps to play them.
Snip
[QUOTE=Zombii;51586869]How are there more steps to set up rift+touch?
I'm not saying rift is superior, and I'm not trying to start an argument. I'm just speaking from the point of view of an impartial consumer who received a product.
For rift+touch, you install the software, plug in the headset and cameras, set up your cameras, turn on the oculus remote, turn on the controller, turn on touch, set up your ipd/default view, configure boundaries, and then you're done.
For Vive, you download the setup installer (and are informed that setup will take 30 minutes [!!!!!!!!]), Then you have to wait for 12.5GB of software to download, then you plug in the headset cables to the link box, then to the PC, then you plug the micro USB cables into the controller's to charge them, then you have to mount the lighthouses (which I seem to recall this thread having a large discussion about, we used the included mounts and 3m command strips), then you install SteamVR, turn on your controllers, and setup boundaries.
The setups are incredibly similar, but there is no refuting that the vives setup is far less polished than oculus's. Hell, after you finish HTC's Vive setup, then you're supposed to use SteamVR to finish everything else, but the setup just dumps you to the desktop, at least to us.
If you could show how the rift has 'objectively more' steps to set it up (not including the steps that don't actually do anythinf, like 'center yourself in your pkaysoace and click next', or 'faniliarize yourself with your headset').
Like I said, the Vive and Rift are both great, we now have both a Vive and Rift+Touch, they're both great and have their own weaknesses and strengths, but the vives setup is definitely less friendly to the layman.[/QUOTE]
There's nothing wrong with critiquing the advantages/disadvantages of the two systems but you're literally just making shit up. You have to install the software on both, and the only difference between mounting the lighthouses and mounting the cameras is whether you need a power plug or to run the usb cable back to your pc. The vive does recommend a more difficult setup I guess, but that's for a complete room scale experience which you won't get with a basic setup with the oculus cameras either. If you want you can just sit a lighthouse on a table, same as the rift, and it'll work just the same.
[QUOTE=Elspin;51587094]There's nothing wrong with critiquing the advantages/disadvantages of the two systems but you're literally just making shit up. You have to install the software on both, and the only difference between mounting the lighthouses and mounting the cameras is whether you need a power plug or to run the usb cable back to your pc. The vive does recommend a more difficult setup I guess, but that's for a complete room scale experience which you won't get with a basic setup with the oculus cameras either. If you want you can just sit a lighthouse on a table, same as the rift, and it'll work just the same.[/QUOTE]
Sure, but I'm talking about the default recommended setup. I don't see how I'm making things up, and after posting I did remember that the oculus software also makes you download the package before running, but I don't remember it being very big. That might just be bad memory though since the last time I ran the installer from scratch was 12 months ago.
I'm really not trying to slander the Vive or anything here, in fact I agree that the room-scale experience is great, and operates far smoother/better than the Rift. Both headsets have advantages and disadvantages, and I just think the rifts setup is slightly more intuitive and easy than the vives. I'm not saying that makes the vives setup bad, I just don't think it's as polished.
[editline]26th December 2016[/editline]
Another thing I noticed is that the vive's image seems to be sharper than the Rift's in the sweet spot, but that the sweet spot was noticeably smaller. The fov on the Vive however did seem better, but it's difficult to say without having them side by side. Also, the fresnel artifacts vs god rays stuff is true, but the overall effect of both were comparable to me, at least on the units we have, it's just the actual shape of the visual artifact that is different (fresnel ridge lines vs a kind of milky smudge for the god rays). The vives face camera is also incredibly useful, way more so than I thought it would be, although that may have just been because I kept checking to make sure I wasn't tripping over my parents dog
[QUOTE=Sivics;51587044]
Also there's the same amount of setup for mounting the oculus cameras if you want the same coverage as the vive and it's not even offically supported. I'm pretty sure the software complains if the cameras are in experimental 360 setup saying it's invalid (it will still let you do it).[/QUOTE]
[QUOTE=Elspin;51587094]If you want you can just sit a lighthouse on a table, same as the rift, and it'll work just the same.[/QUOTE]
I think this is important to note when discussing this topic - a lot of people seem to believe that mounting the base stations is necessary. It isn't. You won't run into too many tracking issues if you can find some head level shelves, cabinets or other similar surfaces. This is [I]perfect[/I] for demos of the unit.
All in all though, I think I have to agree with Zombii to an extent. I can fully believe the Rift+Touch set up may be [I]slightly[/I] more intuitive than the Vive's, however I would believe the difference is negligible and not even worth discussing. What's more to the point, is that it's almost meaningless to discuss how easy a high end VR headset is to set up for the layman, because they're [I]not[/I] for laymen yet.
[QUOTE=Zombii;51587042]Alright, cool. I wasn't complaining about either of them, but I'm glad to see the ridiculous toxicity and blind brand loyalty of this thread is still alive and well. Guess I'll just refrain from trying to critique either headset in the future. God forbid that the Vive be slightly less intuitive to setup for someone who doesn't constantly work with computers (my brother).[/QUOTE]
Don't be so melodramatic. It has nothing to do with toxicity and everything to do with you proclaiming that the Vive setup is a hassle because you have to.. Install software? I mean, come on.
[QUOTE=srobins;51587167]Don't be so melodramatic. It has nothing to do with toxicity and everything to do with you proclaiming that the Vive setup is a hassle because you have to.. Install software? I mean, come on.[/QUOTE]
that wasn't at all what i was 'proclaiming', but okay. i just said it was less intuitive and polished, and therefore a little bit more difficult to set up, especially when taking into account the recommended setups for each (ignoring the fact that the recommended setups result in different capabilities). the only thing i was saying was a hassle in 'installing software' was that it asks you to download 13gb of viveport (i assume) files, which, on my parent's shitty internet (1.5MB/s) took almost 45 minutes. although someone mentioned earlier that you can skip that installation? so it may not be an issue.
the section you quoted in your earlier post wasn't me 'complaining' about anything, i was just outlining what i remembered the setup processes to be. i even put the (almost) same line into the rift section, with 'download the software' instead of 'download the installer'.
Oh no, my base station is blinking red and giving a fault 03
My only addition to this discussion is that the Vive lighthouses have moving parts, and will likely be less durable over time compared to the Oculus cameras, which are solid-state.
I got gear vr for christmas, I'm pretty stoked. Been playing around in unity, and I'm pretty excited to make my own environments to explore. Does anyone have any experience with unity vr?
Why do people get funnies when they post about mobile VR? We get it, it's not as good :v:
Sorry, you need to Log In to post a reply to this thread.