Does the rift have extra ports or removable cables like the Vive ? I see all these wireless add-ons saying they support the rift but I'm wondering how that's going to work.
[QUOTE=dark soul;51611574]Does the rift have extra ports or removable cables like the Vive ? I see all these wireless add-ons saying they support the rift but I'm wondering how that's going to work.[/QUOTE]
the USB and HDMI cables are a hybrid port that they can plug into
the cable can be simply unplugged from the headset
I just accidentally spent two hours dicking around in room-scale VR in my first ever trial with it. It is VERY cool.
My major complaint is I can't seem to get the vive to fit right on my face. It seems like most of my vision outside of a very small spot in the center is blurry, and adjusting my IPD only seems to affect my right eye.
On the other hand, the external camera mode is a lifesaver. I got tangled in my wires 3 times during my fiddling around with HHH, but thanks to the camera i could very quickly untangle myself. It also made it easy to sit on the couch when i needed a break.
Well I hope KwikVR's affordable because I could definitely use less fiddling around with cables.
HOLY SHIT SUPERHOT VR
A friend brought down his brothers Vive and its attached monster rig (12 core Xenon, 2x 980 TI and 64gb RAM - I don't want to think about how much it cost) to the holiday house we rented for new years. I find myself unsure how I feel about VR. We mostly played Arizona Sunshine so my perspective may be skewed by that game's limitations.
By far my biggest issue is the immersion breaking "point to teleport" movement. I think that for VR to really work for any FPS games this will need to be replaced with something else. The harness and roller floor thing might work but I'm not sure it will take off in a home setting.
My second issue is the controllers for FPS games. They work fine for pistols but don't seem to work right for rifles and such. The problem is with the controller stability needed for accuracy. You pretty much need a stock on the controller. This issue is far smaller than the first though.
I'm tempted to just get a headset and play games conventionally in 3D at the moment until the first issue is cleared up. I'm not sure many games support it though.
[QUOTE=Itszutak;51612044]HOLY SHIT SUPERHOT VR[/QUOTE]
If only it wasn't like two hours long and lacked 90% of the content of the (already short) base game.
It's ridiculously barebones for the price.
[QUOTE=download;51612081]A friend brought down his brothers Vive and its attached monster rig (12 core Xenon, 2x 980 TI and 64gb RAM - I don't want to think about how much it cost) to the holiday house we rented for new years. I find myself unsure how I feel about VR. We mostly played Arizona Sunshine so my perspective may be skewed by that game's limitations.
By far my biggest issue is the immersion breaking "point to teleport" movement. I think that for VR to really work for any FPS games this will need to be replaced with something else. The harness and roller floor thing might work but I'm not sure it will take off in a home setting.
My second issue is the controllers for FPS games. They work fine for pistols but don't seem to work right for rifles and such. The problem is with the controller stability needed for accuracy. You pretty much need a stock on the controller. This issue is far smaller than the first though.
I'm tempted to just get a headset and play games conventionally in 3D at the moment until the first issue is cleared up. I'm not sure many games support it though.[/QUOTE]
Yeah, one guy in this thread built a PVC pipe stock for his viimote and he got a huge edge over the other players in shooter games.
SuperHOT story may be short but there's those endless challenges don't forget!
[QUOTE=download;51612081]A friend brought down his brothers Vive and its attached monster rig (12 core Xenon, 2x 980 TI and 64gb RAM - I don't want to think about how much it cost) to the holiday house we rented for new years. I find myself unsure how I feel about VR. We mostly played Arizona Sunshine so my perspective may be skewed by that game's limitations.
By far my biggest issue is the immersion breaking "point to teleport" movement. I think that for VR to really work for any FPS games this will need to be replaced with something else. The harness and roller floor thing might work but I'm not sure it will take off in a home setting.
My second issue is the controllers for FPS games. They work fine for pistols but don't seem to work right for rifles and such. The problem is with the controller stability needed for accuracy. You pretty much need a stock on the controller. This issue is far smaller than the first though.
I'm tempted to just get a headset and play games conventionally in 3D at the moment until the first issue is cleared up. I'm not sure many games support it though.[/QUOTE]
Holding a rifle in VR like you would a typical rifle is dumb and won't get you anywhere.
Hold it like this instead :
[img]http://i.imgur.com/WJUnyeG.jpg[/img]
Except fold your arms closer (hold your elbow and not your wrist) and rest your dominant hand on your elbow instead of the (non-existent) forearm of the gun.
Since you don't actually have a physical object getting in the way you can align yourself perfectly, get the sights really close to your face and move your arms freely to adjust the gun (and your wrist for smaller adjustments).
[QUOTE=Ganerumo;51612496]Holding a rifle in VR like you would a typical rifle is dumb and won't get you anywhere.
Hold it like this instead :
[img]http://i.imgur.com/WJUnyeG.jpg[/img]
Except fold your arms closer (hold your elbow and not your wrist) and rest your dominant hand on your elbow instead of the (non-existent) forearm of the gun.
Since you don't actually have a physical object getting in the way you can align yourself perfectly, get the sights really close to your face and move your arms freely to adjust the gun (and your wrist for smaller adjustments).[/QUOTE]
It's called VR for a reason.
[editline]2nd January 2017[/editline]
And you don't want sights in your face.
I've played enough H3VR to know that holding a rifle that way (or even pistols, although rifles work better) just increases your accuracy [I]and[/I] your comfort by a significant margin.
Nobody forces you to do it this way but there [I]is[/I] a solution for your problems regarding accuracy and it's right there.
Also the sights aren't going to be literally in your face because there's a big fucking headset already there to make sure that doesn't happen.
I made myself pukey on Skyrim using vorpx for VR. Would seriously not recommend.
On the other hand i made a quick little VR mod in UE4 to look at Halo's Blood Gulch in VR and it was wonderfully pleasant.
How I hold guns if I want them to be steady is I put my thumb of my non-dominant hand into the ring and pull the controller backwards to stabilize my hands - this lets them both face forwards. Or I rest it on my other hands wrist, but then only one hand's usable. I guess you could cross arms and push up/down too.
[QUOTE=Itszutak;51611868]
My major complaint is I can't seem to get the vive to fit right on my face. It seems like most of my vision outside of a very small spot in the center is blurry, and adjusting my IPD only seems to affect my right eye.
[/QUOTE]
You can try this if this is an issue, might help: [url]https://www.reddit.com/r/Vive/comments/4gnega/massive_vive_comfort_and_fov_increase/[/url]
You can also change the distance of the lens from your face, you have to move the circles on the sides to do so, those that hold the stripes.
Tried my Rift on a friend's PC, didn't work there either. Same no HDMI connection shit. I'm 90% certain the cable is fucked, and 10% that it's the HDMI port on the Rift itself.
There's a nasty internal twist in the cable near the headset, and it feels really soft at that point.
My only chance now is that Oculus sends me a replacement cable, and if that doesn't work, it's time to RMA the entire goggles.
[QUOTE=Orkel;51613723]Tried my Rift on a friend's PC, didn't work there either. Same no HDMI connection shit. I'm 90% certain the cable is fucked, and 10% that it's the HDMI port on the Rift itself.
There's a nasty internal twist in the cable near the headset, and it feels really soft at that point.
My only chance now is that Oculus sends me a replacement cable, and if that doesn't work, it's time to RMA the entire goggles.[/QUOTE]
They should not be to bad now, last I heard the RMA support has gotten far better.
[QUOTE=download;51612081]A friend brought down his brothers Vive and its attached monster rig (12 core Xenon, 2x 980 TI and 64gb RAM - I don't want to think about how much it cost) to the holiday house we rented for new years. I find myself unsure how I feel about VR. We mostly played Arizona Sunshine so my perspective may be skewed by that game's limitations.
By far my biggest issue is the immersion breaking "point to teleport" movement. I think that for VR to really work for any FPS games this will need to be replaced with something else. The harness and roller floor thing might work but I'm not sure it will take off in a home setting.[/QUOTE]
The developers of Arizona Sunshine said they were working on trackpad locomotion about a month ago, hopefully that pans out because teleporting is pretty dull.
[QUOTE=Ott;51612246]Yeah, one guy in this thread built a PVC pipe stock for his viimote and he got a huge edge over the other players in shooter games.[/QUOTE]
This seems neat for H3, do you have a link?
the minigun in H3VR is too much fun
[video]https://youtu.be/lSGfFdhGJBM[/video]
[QUOTE=download;51612081]A friend brought down his brothers Vive and its attached monster rig (12 core Xenon, 2x 980 TI and 64gb RAM - I don't want to think about how much it cost) to the holiday house we rented for new years. I find myself unsure how I feel about VR.[B] We mostly played Arizona Sunshine so my perspective may be skewed by that game's limitations. [/B]
By far my biggest issue is the immersion breaking "point to teleport" movement. I think that for VR to really work for any FPS games this will need to be replaced with something else. The harness and roller floor thing might work but I'm not sure it will take off in a home setting.
My second issue is the controllers for FPS games. They work fine for pistols but don't seem to work right for rifles and such. The problem is with the controller stability needed for accuracy. You pretty much need a stock on the controller. This issue is far smaller than the first though.
I'm tempted to just get a headset and play games conventionally in 3D at the moment until the first issue is cleared up. I'm not sure many games support it though.[/QUOTE]
Most of the more hardcore FPS games either have standard thumbstick (aka trackpad) movement, or very limited range teleporting with a cooldown.
Onward is a pretty good example:
[media]https://www.youtube.com/watch?v=QS3Vi4Cipgk[/media]
You basically press the trackpad button and aim the controller in the direction you want to walk.
Battledome has one of the more interested teleport systems IMO, being paint-based like Splatoon, or limited-range teleport w/ cooldown in the non-paint deathmatch modes.
[media]https://www.youtube.com/watch?v=ixz1vO8WXsM[/media]
[editline]3rd January 2017[/editline]
In fact at this point, having teleport-only locomotion for a shooter (particularly multiplayer shooters) is less common than not.
[QUOTE=dai;51616102][media]https://www.youtube.com/watch?v=oea-ngi_AHs[/media][/QUOTE]
for real though, this video highlights my biggest problem with superhot VR. you have to do weird ass hand movements constantly to keep the flow of time going, because the game doesn't have any locomotion.
superhot VR is an amazing experience and hands down a must-play VR title, but fuck if it wouldn't have been improved significantly with any locomotion system. even a live-teleport would have worked.
I know this thread is mainly for Oculus/Vive, but I just remembered that Xash3D VR for Google Cardboard has support for Half-Life 1 mods, both single and multiplayer
[t]https://my.mixtape.moe/hlpqfk.png[/t]
They Hunger was pretty spooky, it would be perfect, but it's got fixed camera cutscenes, and has some serious FPS drops on my phone (Nexus 5X) both of which could make you sick. The former only bothered me if I tried to look around, but the latter left my head spinning when it would hit 12FPS
Half-Life 1 itself works wonderfully though, and I plan on trying the Master Sword mod soon for a VR RPG
Holopoint is still so much fun.
[media]https://www.youtube.com/watch?v=XwZht-ta4HM[/media]
New [url=https://vrcover.com/product/oculus-rift-facial-interface-foam-replacement-standard-set/]VR cover with facial interface replacement[/url] arrived. It's a lot better than the [url=https://vrcover.com/product/oculus-rift-vr-cover/]first gen cloths[/url] they sold.
WAYWO post from a guy behind that third party gun controller:
[QUOTE=robmaister12;51618776]Been a really long time since I've posted or even visited FP. Glad to see some familiar faces still posting here!
Since I left I became consumed with a startup that I'm now leaving (I have doubts that the company will continue to exist in 2-3 month's time, but my co-founders want to keep going. Makes my exit a lot simpler so I'm not complaining)
We were working on [url=https://www.indiegogo.com/projects/athena-by-ilium-vr#/]a rifle motion controller for VR[/url].
Originally (Oculus DK1/DK2 era), we were doing our own tracking. We started with a Raspberry Pi and moved on to a really old but cheap USB UVC camera module that was head-mounted and tried to do a clean-room clone of the DK2 tracking. I say tried because we never got it working in a really stable way.
The software stack, which I wrote almost entirely by myself, was a platform-neutral C API that connected (via named pipe/shared memory) to a Windows service written in C++. Our controller and camera would operate on their own threads (different refresh rates) and do sensor fusion in the background. Clients could connect to the service and either passively read state (whether devices were plugged in or not, etc.) or enter a streaming mode which kicked the threads into full speed and would return the latest pose whenever requested, typically once per frame. I also wrote Unity and Unreal plugins on top of the API.
Then the Vive came out, and I strapped one of the controllers on our rifle with a zip tie, and the tracking was orders of magnitude better than our own solution. So we started pivoting to where we are now - with integrated Lighthouse tracking and using SteamVR as our software stack (we're mostly locked into it if we want to use the tracking). We don't have a solid mechanical engineer, and our product is now almost entirely a mechanical engineering problem. Most of the embedded and software weight is pulled by SteamVR, which makes it very easy for a competitor who's good at mechanical engineering to beat us to market with our own product. We hold no patents either.
I also spent the last few months being unnecessarily stressed out, a factor that contributed pretty heavily to deciding to leave. All of the animations you see on the campaign page were made by me in Blender. I also did all of the content for our marketing and built our website. This was managed by one of my co-founders, who multiple times told me "If you don't get all of these animations done, we just won't run the campaign". Since we had a real deadline to launch, I started giving very long estimates to account for the "hey can you do this really quick" tasks that I would constantly be given, which were met with "really, that long?" but ended up being relatively accurate - like within a day every time. There is [i]no reason[/i] to run a company or manage people like this.
I gave a really long notice - 6 1/2 weeks (Jan 31st is my last day), but I'm home for the holidays for 2 1/2 of them. I have two immediate options for jobs in the area, both involving experimenting with the Vive, so I'm pretty happy about that. And after living on just less than minimum wage for a year, I should be able to continue living really cheap and knock out my student loans really fast.
Right now I'm working on redesigning my resume and personal website - more on that soon.[/QUOTE]
[QUOTE=AJ10017;51614263]the minigun in H3VR is too much fun[/QUOTE]
speaking of which-- how do you reload the minigun? I couldn't figure it out last time I tried
[QUOTE=Itszutak;51619784]speaking of which-- how do you reload the minigun? I couldn't figure it out last time I tried[/QUOTE]
down on touchpad and trigger at the same time while your controller is in the magazine to take it out, then just shove another mag in.
Edited because whoops TLI
Been playing around in unity more. Haven't moved to a test on my gear, but it's been fun making myself a spooky vr theater for when I watch horror movies. I really wish I had more friends playing around in the creation aspect, doing a lot of this myself other than free asset packs has been pretty slow. I'd really like to get to the point where I'm comfortable releasing something, even if it's just for free.
Edit:
Also does anyone experience with using controllers with their gear? Probably just get a ps3 controller but was curious what others liked
[QUOTE=Cummed Pants;51620182]Been playing around in unity more. Haven't moved to a test on my gear, but it's been fun making myself a spooky vr theater for when I watch horror movies. I really wish I had more friends playing around in the creation aspect, doing a lot of this myself other than free asset packs has been pretty slow. I'd really like to get to the point where I'm comfortable releasing something, even if it's just for free.
Edit:
Also does anyone experience with using controllers with their gear? Probably just get a ps3 controller but was curious what others liked[/QUOTE]
I've always intended to get into the creative side of VR, but I just haven't yet. Maybe this week.
Have you given the Unreal tools a shot? I've heard it's got some neat VR-forward features.
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