Wouldn't you be able to achieve super easy and simple feet tracking by just attaching some velcro or whatever straps to those tracker pieces? That'd be pretty cool.
[QUOTE=Orkel;51631987]
also the same amount of DK1+2 Rifts as there are consumer Rifts.[/QUOTE]
I'm sure that has to do with the fact they have been around for a few years and they're still useful in educational application
Really interested in those gloves.
I thought Hi5 was hilarious from the cheesy promo vid but I legitimately want one now that I see it in action
[QUOTE=Elspin;51632934]I thought Hi5 was hilarious from the cheesy promo vid but I legitimately want one now that I see it in action[/QUOTE]
It is really cool tech, could be game changing, but that promo vid was just hilariously cheesy
[QUOTE=venom;51633287]It is really cool tech, could be game changing, but that promo vid was just hilariously cheesy[/QUOTE]
Yeah the one problem I've universally had with hand-based controls is the development is drastically more complicated leading to typically awkward support, and the lack of easily accessible controls without buttons. The kinect was pretty cool tech that found widespread usage outside of gaming, but it was pretty hard to work it in to games in a way that was fun partially due to how hard it was to develop for. Most games just went with the simplest possible way of using it: detect if a bodypart is colliding with something and trigger a pickup/destroy/etc event, and use hand waving to make a menu.
AR stuff has been trying to push contextual menus appearing on the back of hands that you touch with your other hand but it's still pretty awkward if you want something with immediacy. The touch is a pretty cool system but I'm still unclear on exactly what the limits/capabilities are of the hand tracking (rift users: is there a good video on that?)
[QUOTE=Elspin;51633422]Yeah the one problem I've universally had with hand-based controls is the development is drastically more complicated leading to typically awkward support, and the lack of easily accessible controls without buttons. The kinect was pretty cool tech that found widespread usage outside of gaming, but it was pretty hard to work it in to games in a way that was fun partially due to how hard it was to develop for. Most games just went with the simplest possible way of using it: detect if a bodypart is colliding with something and trigger a pickup/destroy/etc event, and use hand waving to make a menu.
AR stuff has been trying to push contextual menus appearing on the back of hands that you touch with your other hand but it's still pretty awkward if you want something with immediacy. The touch is a pretty cool system but I'm still unclear on exactly what the limits/capabilities are of the hand tracking (rift users: is there a good video on that?)[/QUOTE]
That's true, although if the finger tracking was accurate enough you could [i]theoretically[/i] use individual finger movements for more complicated inputs that would normally require the buttons on the controller, IE actually using your trigger finger to pull the trigger, closing/opening hands to pick up/drop stuff, etc.
The Kinect was fundamentally flawed for anything that required actual finesse because it just loosely tracked limb positions, like how broken that Heavy Armor game was when it required you to try to hit buttons/pull levers in a detailed cockpit.
Touch tracking allows for closed fist, open hand, pointed index, pinch (closed index/thumb) and thumbs up from what I recall trying. The ergonomics of the controllers make it feel pretty natural, that combined with tracking all the buttons/triggers.
They really nailed it with the Touch IMO, it's cool stuff
[QUOTE=venom;51633660]That's true, although if the finger tracking was accurate enough you could [i]theoretically[/i] use individual finger movements for more complicated inputs that would normally require the buttons on the controller, IE actually using your trigger finger to pull the trigger, closing/opening hands to pick up/drop stuff, etc.[/QUOTE]
Inputs that correspond to physical elements aren't the problem though, it's ones that don't. Even things like teleporting being relegated to gestures would be a bit awkward for a huge number of games.
[QUOTE]The Kinect was fundamentally flawed for anything that required actual finesse because it just loosely tracked limb positions, like how broken that Heavy Armor game was when it required you to try to hit buttons/pull levers in a detailed cockpit.[/QUOTE]
The kinect should be able to pull off something like that fine, issues could have been from anything ranging from varying user setups (obviously realistically accuracy will be affected by distance), and poor choices by the developers in placement and/or spacing of interactable elements which goes back to what I was saying about the difficulty for developers. Even just having to be aware that the quality of skeletal tracking might vary from user to user based on how far away the kinect is and what they're wearing is a pretty huge leap from if ( state.Gamepad.wButtons & XINPUT_GAMEPAD_A )
Elspin, my impression of Hololense has been that it (among other features) is a miniaturized and improved version of Kinect's 3d scanning. Is that accurate?
[QUOTE=bitches;51633834]Elspin, my impression of Hololense has been that it (among other features) is a miniaturized and improved version of Kinect's 3d scanning. Is that accurate?[/QUOTE]
Possibly, it definitely has a small single scan 3d depth sensor but it's hard to say what parts of the kinect carried over. Most industrial distance sensors work by putting out a single precise, thin beam of IR light and having a camera look at the line from an angle, then moving the object through the beam to look at the distortions in the line. The kinect and hololens both use IR projectors to project a whole IR image at once, and scan it back to get a full 3d depth map at once, so they at least share that.
It messed up our lighthouses pretty good when I looked directly at one while a coworker was wearing the vive v:v:v
[editline]dd[/editline]
oh and the spatial tracking works fine if you block the IR camera, but you need it for gesture tracking ofc, which it does pretty incredibly well
EU folks, saturn.de has another sale going on:
[url]http://www.saturn.de/de/shop/55jahre.html[/url]
Rift and Touch for € 555,- and € 175,- respectively.
What's the name of that one climbing vr game? All I can find when I look for it is the Oculus-Crytek "The Climb" game which I know is not the right one.
While I'm at it-- what are some vr games that should be at the top of my list? I currently only have Superhot and it's amazing but having played the original I know it's going to tire fast. I'd like to play stuff with a lot of motion because I'm having troubles getting enough excersice now that I'm out of college
[QUOTE=Itszutak;51635495]What's the name of that one climbing vr game? All I can find when I look for it is the Oculus-Crytek "The Climb" game which I know is not the right one.[/QUOTE]
[URL=http://store.steampowered.com/app/520010/]Climbey[/URL]
Climbey is really good and has made me aware of just how out of shape I am
I'm considering making weighted bracelets so i can do this as an upper body routine
[QUOTE=Itszutak;51635647]Climbey is really good and has made me aware of just how out of shape I am
I'm considering making weighted bracelets so i can do this as an upper body routine[/QUOTE]
Run on the spot when running in game too, otherwise you'll look like an olympic kayaker :v:
[thumb]https://s-media-cache-ak0.pinimg.com/originals/6b/e1/53/6be153fbbe4b6d429abc7703fc379b0f.jpg[/thumb]
[QUOTE=Itszutak;51635647]Climbey is really good and has made me aware of just how out of shape I am
I'm considering making weighted bracelets so i can do this as an upper body routine[/QUOTE]
Weighted bracelets are a bad idea, from what I've read. Apparently they can lead to unintended stress on your joints that can cause damage over time.
Are you telling me that weighted clothes aren't a valid training method?
[QUOTE=Why485;51637502]Are you telling me that weighted clothes aren't a valid training method?[/QUOTE]
Dragon Ball Z is not a fitness documentary.
After 7 hours of trial and error, I'm certain that the original sensor that came with my rift is faulty.
If I use the original sensor alone, I get tracking issues with my Touch controllers.
If I use the new sensor that came with the controller - 0 Issues.
If I use both... It's utter shite now.
Gamespot did a 1st look at the new Vive accessories.
[url]http://www.gamespot.com/videos/a-look-at-the-wireless-future-of-the-htc-vive-ces-/2300-6436519/[/url]
I hope they announce the exact date when they will do the preorders for the tpcast , can't wait to pick it up.
Interesting discussion on /r/Oculus:
[url]https://www.reddit.com/r/oculus/comments/5mjw36/kids_socializing_in_vr_freaks_me_out_real_kids/[/url]
And I quite agree, having kids 'unsupervised' in lockerroom area in Rec Room often feels like I shouldn't be there. Usually I quickly dash to the paintball door (I really should use the menu...).
I'm the same, I've been in rec room a few times when there's been children about. If they're not speaking you can spot them because they're somewhat sinking into the floor while walking about and trying everything out.
Despite Rec Room's happy, childish nature, it doesn't really feel like the sort of place you should be letting kids roam about unsupervised, just like in any other situation or form of social media. I usually find myself leaving the room if there's kids about, it just doesn't feel right. It would probably be different if I could hear a supervising adult speaking over them in the background or something.
Whenever it happens, I can't help but feel a little worried about them, you can never tell what sort of person is behind an avatar.
[QUOTE=Itszutak;51635495]
While I'm at it-- what are some vr games that should be at the top of my list? I currently only have Superhot and it's amazing but having played the original I know it's going to tire fast. I'd like to play stuff with a lot of motion because I'm having troubles getting enough excersice now that I'm out of college[/QUOTE]
Raw Data has pretty active gameplay. Other than that, BAM VR is pretty fun fps, Penumbra VR is fun horror, and Rec Room is great social game.
[QUOTE=Clavus;51637711]Interesting discussion on /r/Oculus:
[url]https://www.reddit.com/r/oculus/comments/5mjw36/kids_socializing_in_vr_freaks_me_out_real_kids/[/url]
And I quite agree, having kids 'unsupervised' in lockerroom area in Rec Room often feels like I shouldn't be there. Usually I quickly dash to the paintball door (I really should use the menu...).[/QUOTE]
Also agree. High pitched screaming, cursing 8 year olds are extremely obnoxious and I tend to switch minigames if they're pissing about in paintball / charades.
Fun fact, it's usually possible to see the player's age based on the height of their avatar. Someone whose head is on the level of your stomach and it's not hard to guess what you're dealing with.
By Rec Room's rules, kids aren't even allowed to play it. Not going to stop bad parents obviously
I had a few run ins with teamkilling assholes in some games who seemed to constantly be crouching, it didn't occur to me until later on who I was actually dealing it
I'd almost call it a blessing being able to see at a glance who you're better off avoiding
It begins
[quote=Oculus Support]If you experience this same behavior after your replacement, we would want to address any and all incompatibilities as well as take a closer look at your PC environment.
That being said, I am optimistic the replacement will resolve the behavior.
Please keep in mind that we are unable to expedite or modify the Replacement process and cross-shipping is not available at this time.
A pre-paid return shipping label will be emailed to you. It usually takes 1-3 business days.
Please re-pack your current Rift and use the label to return the entire kit to us:
Oculus Headset and Cable
Oculus Sensor
Oculus Remote
Xbox Adapter and Game-pad (without batteries)
USB extender cable
Make sure to cover any old shipping labels or barcodes on the shipping box.
On Average, the replacement process takes 8-12 business days from when you ship your package back to the warehouse to when your replacement will be shipped out.[/quote]
They are sending me a shipping label within 3 days, to be used for return shipping of the entire Rift to be replaced with a new one.
Fucking hell Gorn is so fun. I am so buying it day one on steam
[QUOTE=Ryo Ohki;51637929]By Rec Room's rules, kids aren't even allowed to play it.[/QUOTE]
they aren't? strange. where am i supposed to see rec room's rules anyway?
They are in the steam store description
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