[QUOTE=Ott;51625516][img]http://i.imgur.com/DwQtpyz.png[/img]
:ohno:[/QUOTE]
Lacks the MASSIVE continuous recoil of those firehoses :v:
I tried one as a kid, scared the living fuck out of me.
[media]https://twitter.com/ID_R_McGregor/status/816828610048880640[/media]
[media]https://twitter.com/brad3d/status/816828215121494017[/media]
[media]https://twitter.com/ID_R_McGregor/status/816831962694426624[/media]
[editline]5th January 2017[/editline]
[media]https://twitter.com/ID_R_McGregor/status/816828274563252224[/media]
[media]https://twitter.com/vk2zay/status/816899928488185857[/media]
[media]https://twitter.com/vk2zay/status/816900230964613120[/media]
So you can attach buttons to those pins on the back.
for stability I'd probably want two tracker pucks on something like a rifle. Tracking for a single controller right now is often noticeably jiggly when aiming longer weapons
also I'm mildly upset the examples above didn't do the obvious and stick the puck on the nose of the weapons
[QUOTE=dai;51625901]for stability I'd probably want two tracker pucks on something like a rifle. Tracking for a single controller right now is often noticeably jiggly when aiming longer weapons
also I'm mildly upset the examples above didn't do the obvious and stick the puck on the nose of the weapons[/QUOTE]
The tracking isn't an issue, it's the fact that the entire gun is totally weightless and wiggles around with every slight movement of your hand. One puck on a plastic rifle will feel nice and smooth because you'll still be holding the gun steady with both hands, so you won't get that shaking in the first place. I'm really excited about these tracking pucks and the improved headstrap. Integrated audio is the one thing I'm jealous of the Rift for, so having that as an upgrade option is really nice. They're doing a good job keeping the platform alive long enough for Gen 2 imo.
[QUOTE=lilguy;51625421]Found HTC's CES pamphlet:
[url]https://issuu.com/htcvive/docs/vive_ces_guide_v7_za_0104_singlepag[/url][/QUOTE]
Oh my god it's the PP gun
[video=youtube;tJ2mLBRf1NY]http://www.youtube.com/watch?v=tJ2mLBRf1NY[/video]
[img]https://pbs.twimg.com/media/C1X1IhRUoAAELHd.jpg[/img]
What could possibly go wrong?
[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]
Can you somehow show it with controllers in real life? It's pretty hard for me to imagine this position with both controllers, and both of them facing forward.
[QUOTE=El Periodista;51625115]I've got to hand it to HTC and Valve, their commitment to innovation is unrivaled.
I do wonder what the Vive superfans are saying about the integrated headphones, though, considering that was such a big point of contention when the Rift was announced with them.
[editline]4th January 2017[/editline]
Any idea why they don't just sell those? Seems like it'd be so easy to offer as a $15-30 part, and then people in your situation wouldn't have to worry about dealing with support. If it happened to you, it'll be a more common issue down the line, right?[/QUOTE]
I never used the ones that came with my headset, I honestly don't care to find out either. For one, ear buds are garbage but why use them over a pair of Sennheisers :v:
[QUOTE=Xanoxis;51626417]Can you somehow show it with controllers in real life? It's pretty hard for me to imagine this position with both controllers, and both of them facing forward.[/QUOTE]
I'm not entirely sure if this is what he's referring to, but sometimes I just put the second controller in my pocket when I'm aiming in h3vr, and use both hands to steady. Seems to make sense with that position.
[QUOTE=paul simon;51625705]Lacks the MASSIVE continuous recoil of those firehoses :v:
I tried one as a kid, scared the living fuck out of me.[/QUOTE]
It comes prepackaged with a man who sneaks behind you and yanks the shit out of that hose whenever you press the trigger
Intel showed off new VR Video tech that support positional tracking.
[media]https://youtu.be/DFobWjSYst4[/media]
Just 3GB per frame :v:
[QUOTE=Xanoxis;51626417]Can you somehow show it with controllers in real life? It's pretty hard for me to imagine this position with both controllers, and both of them facing forward.[/QUOTE]
Only the dominant hand has to face forward since you won't even be using the other hand to hold the gun.
[QUOTE=Ganerumo;51626487]Only the dominant hand has to face forward since you won't even be using the other hand to hold the gun.[/QUOTE]
... Unless game works in a way that holding gun in two hands will improve accuracy and recoil. And most of them do. So I guess this method is useless in most situations.
[QUOTE=paul simon;51625705]Lacks the MASSIVE continuous recoil of those firehoses :v:
I tried one as a kid, scared the living fuck out of me.[/QUOTE]
[quote]
Flaim is a virtual reality system designed to train firefighters. The system uses the HTC Vive Tracker as an attachment to the end of a real fire hose nozzle (where it blends in quite well), allowing the nozzle to be tracked inside the simulation. The hose is attached to a motorized reel which simulates the reverse forces that come with shooting water forward at a high pressure.
With the tracked nozzle you can put out fires by aiming and varying the water pressure. The force-feedback reel is strong enough to knock you down if you don’t brace yourself when you go full blast. Flaim also has a real firefighter’s jacket that’s equipped with heating elements that get hotter as the flames grow around you.
[/quote]
[url]http://www.roadtovr.com/htc-vive-tracker-makes-vr-more-immersive-with-specialized-accessories-hands-on/2/[/url]
:v:
So I just lost my VR-Virginity (beyond Google Cardboard), local Electronics store was offering to try out the Vive. I really don't understand how people can drop 1k on this.
To be fair, sadly all the demos they had were rather weak (Star Wars demo and some rollercoaster thing + Google Earth, nVidia Playground crashed on startup and the Lab wasn't installed).
Like, I really like the fact that you can actually look around, this will be amazing for driving games. I also really like the accurate controllers, this certainly allows a nice manipulation of virtual worlds and opens lots of possibilities (Although, again, the starwars demo is weak in this regard as well). I mean just being able to point at things is rad as hell.
You can also really forget your surroundings, I mean I was standing in the middle of a shop with quite a few people in it, yet I didn't really care too much about fucking around a bit.
But there are some serious issues. For one, the picture is so fucking grainy, I really didn't think this would still be a thing after all the talk about things having been improved on the Oculus. I really thought the Vive would be a serious step up from a Google cardboard, but apparently not. This pretty much means you have to get up close and personal to read things. No spotting people from afar. I also found that only the center of the picture was really focusing at all, so while the extreme peripheral being blurry isn't a problem, you can't really look at anything in too much detail without pointing your head at it, a very unnatural thing to do. You'd basically have to follow text with your head as you read it.
I don't know if some of this was due to non-perfect adjustment, but according to the guy from the store only the eye-distance is adjustable, so I dunno.
On the plus-side, I am probably completely incapable of getting motion-sick in VR, I barely even feel any motion-effect at all.
Also got my dad to try it since he drove to the store with me to get some parts as well, he certainly had more of a reaction to the rollercoaster thing.
tl;dr: Not worth 1k, wait for Gen 3?
Really doesn't sound like you had a good run of demos to try. Google Earth is a very nice VR experience but not awfully indicative of the potential VR has for gaming. If you ever get a chance to try it again, especially with some proper, interactive games and preferably someone who can inject a little bit of super sampling into the games for a crisper image, I'd recommend you do so. It might just change your mind.
That being said, you might never understand how people can drop 1K on it. At the moment it's a very enthusiasts market and is still developing. The market will get bigger, and the technology will get better.
sounds like that store had a pretty shit setup.
[QUOTE=venom;51625179]Why not just get a wireless headset if you don't like the cables?[/QUOTE]
It's not just the cables. I really hate having so many things to fiddle with to get comfortable with a headset and its just another point of failure and another piece of hardware to go on top of another piece of hardware that I have to keep track of. I know it sounds petty, but I have enough things plugged into my computer and on top of each other. The less discrete pieces of hardware to keep track of, the better.
[QUOTE=Dracon;51626814]sounds like that store had a pretty shit setup.[/QUOTE]
I dunno, the Vive is a Vive and there was no performance problem at any point. The software was fairly shit, but still enough to judge VR. Just not the interactive parts so much.
[QUOTE=SEKCobra;51626994]I dunno, the Vive is a Vive and there was no performance problem at any point. The software was fairly shit, but still enough to judge VR. Just not the interactive parts so much.[/QUOTE]
Not really, good VR game makes all the difference. After my first demo, I was like, "it's ok". But then I tried The Lab and other stuff when I bought Vive, and it was awesome.
[QUOTE=Xanoxis;51627002]Not really, good VR game makes all the difference.[/QUOTE]
Well, I can totally see myself fucking around for hours in an immersive world. But the tech isn't worth a thousand dollars at the moment, because realistically the imaging part is pretty crap. The tracking is amazing, but not enough.
[QUOTE=SEKCobra;51626994]I dunno, the Vive is a Vive and there was no performance problem at any point. The software was fairly shit, but still enough to judge VR. Just not the interactive parts so much.[/QUOTE]
No, shit software isn't enough to judge VR.
[editline]5th January 2017[/editline]
And it really sounds like their headset was just fucked up, the image quality on current headsets isn't perfect but it's definitely not "crap". And how is amazing tracking not enough? Tracking is pretty much perfect as it is, there's not really a whole lot left to do there other than making the pieces smaller.
[QUOTE=SEKCobra;51626994]I dunno, the Vive is a Vive and there was no performance problem at any point. The software was fairly shit, but still enough to judge VR. Just not the interactive parts so much.[/QUOTE]
You can recitfy a lot of the blurriness of any major headset with some supersampling. While you probably feasibly won't have a computer beefy enough to do it, I've heard 2x supersampling on the vive makes text legible from just about any distance, which is my major problem with the vive's pixels.
I really do have to disagree that what you played is enough to judge VR, simply because you haven't really had the chance to try a conventional game, with systems and challenges to meet. When you realize how quickly you can get immersed into even the simplest mechanics in VR, you might be sold. Interactive parts are a *huge* part of what makes VR so amazing, if you somehow aren't wowed by the spectacle of the technology.
But again, it's an enthusiasts market at the moment. I'm pretty happy with my purchase and the hundreds of hours I've poured into different VR experiences, but most people can't justify that purchase. You have to really love the VR experience.
What is and isn't worth spending money on is subjective but the experience and whether the headset is set up properly makes a huge difference in getting a proper first impression and after a couple of hours you no longer even notice the low resolution
Even simple free games like Rec Room offer something completely new and unlike anything else. Sure, it's dead simple and the graphics pale in comparison to even older games, but the social interaction and the way the social aspect bleeds into the minigames makes for a really unique experience. I had a session the other week where I thought I'd just play a few VR things for 10 minutes and try out Kingspray but I ended up spending like 4 hours in Rec Room, mostly just playing paintball.
Sure the image quality isn't hugely impressive, but if you get it set up right, you can easily fall for the immersion trap and kinda forget about it. Once you get used to it, being in VR feels so natural you forget about the drawbacks and taking the headset off becomes a really weird experience. Of course if you're really sceptical and remain so while being critical throughout your experience, you're less likely to feel immersed enough to ignore the flaws. It's like hypnotism, you have to want to be tricked for it to work.
[QUOTE=Wickerman123;51627052]Even simple free games like Rec Room offer something completely new and unlike anything else. Sure, it's dead simple and the graphics pale in comparison to even older games, but the social interaction and the way the social aspect bleeds into the minigames makes for a really unique experience. I had a session the other week where I thought I'd just play a few VR things for 10 minutes and try out Kingspray but I ended up spending like 4 hours in Rec Room, mostly just playing paintball. [/QUOTE]
Slightly related, but the part of australia I live in finally caught up to the rest of the world internet-wise and I'm finally going to get a chance to play Rec Room properly after 8+ months of owning a vive. I got some crippling connection issues for some reason, but I'm pretty confident the new internet can hack it. Look forward to finally seeing what all the fuss is about.
[QUOTE=simkas;51627014]No, shit software isn't enough to judge VR.
[editline]5th January 2017[/editline]
And it really sounds like their headset was just fucked up, the image quality on current headsets isn't perfect but it's definitely not "crap". And how is amazing tracking not enough? Tracking is pretty much perfect as it is, there's not really a whole lot left to do there other than making the pieces smaller.[/QUOTE]
[T]http://i.imgur.com/kPIXTL6.jpg[/T]
In my book "this" is pretty bad. I've previously used HMDs and they weren't nearly as fringed or pixelated. (Obviously a bit of an unfair comparison given the major increase in FOV) I agree on the points made about immersion, but the display portion of VR is surprisingly bad. I also don't see how you'd fix this in software.
Why are you showing a picture from a DK2? weren't you talking about Vive?
That's from the DK2 which is both lower res and uses a smartphone screen instead of VR screen
While it's true that Vive has more pixelation compared to Rift CV due to higher FoV stretching it out, it's not nearly as bad as the Rift DKs. The Rift consumer version has less pixelation than Vive but slightly less FoV as a result.
You just get used to it. The game matters a lot, once you've had fun in something like Rec Room for a while you completely ignore any pixels.
I agree with SEK tbh, first time I put on the Vive I was a bit disappointed by the picture quality.
But yeah, I mean after the first half hour or so you really don't notice it at all.
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