• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
[QUOTE=Llamaboy9;51768236]Finally picked up touch controllers for the Rift! Pretty much just been rotating Gorn, Onward, and H3... I tried playing Meat Grinder but I was afraid of freaking out and running into something IRL. Anyone have any suggestions for solid exploration type games? The immersion of Meat Grinder H3 makes me want to play something like that but less terrifying.[/QUOTE] Solus Project, it's pretty awesome game, and it's not scary, but creepy sometimes.
[QUOTE=Xanoxis;51771162]Solus Project, it's pretty awesome game, and [B]it's not scary[/B], but creepy sometimes.[/QUOTE] the moment i entered the first cave the game became deeply unsettling and often times frightening. i don't think i'll ever finish it :(
[QUOTE=alien_guy;51770421]If you perform the computer vision calculations on a processor in the camera unit then the bandwidth is no longer an issue. I don't know if the tracking can be done that way though.[/QUOTE] Our company's biggest industry is computer vision, and while you can definitely do that, and it can help, it will take away a lot of the advantages of the system as well. As for bandwidth, almost no industrial camera uses USB anymore, they use gigabit ethernet often with specialized drivers on the PC side.
[QUOTE=Qaus;51771349]the moment i entered the first cave the game became deeply unsettling and often times frightening. i don't think i'll ever finish it :([/QUOTE] If you find that unsettling, you haven't been in later stages. There is not much that can hurt you, so really, it's mostly creepy.
[QUOTE=alien_guy;51770421]If you perform the computer vision calculations on a processor in the camera unit then the bandwidth is no longer an issue. I don't know if the tracking can be done that way though.[/QUOTE] I asked Tom Forsyth this via Twitter DM last week. The reason it wasn't in the first Rift was time, money and experience, but it's certainly being looked at in the future. It'd definitely solve the bandwidth issue.
I wonder if anyone is still working on inside-out tracking or if it has been completely dropped in favor of outside-in. IMO inside-out tracking is one of the most revolutionary features that could be added to an HMD and I don't think VR will be complete until either it's implemented or the sensor implementation for outside-in changes dramatically
[QUOTE=Zombii;51772355]I wonder if anyone is still working on inside-out tracking or if it has been completely dropped in favor of outside-in. IMO inside-out tracking is one of the most revolutionary features that could be added to an HMD and I don't think VR will be complete until either it's implemented or the sensor implementation for outside-in changes dramatically[/QUOTE] Oculus showed a prototype Rift with inside-out tracking last Oculus Connect. It's going to be instrumental to doing proper positional tracking for mobile VR so I imagine a lot of people are working on it.
[QUOTE=Zombii;51772355]I wonder if anyone is still working on inside-out tracking or if it has been completely dropped in favor of outside-in. IMO inside-out tracking is one of the most revolutionary features that could be added to an HMD and I don't think VR will be complete until either it's implemented or the sensor implementation for outside-in changes dramatically[/QUOTE] You can do pretty smooth inside out tracking, the hololens certainly did quite some time ago, but it makes it pretty hard to add tracked controllers or other peripherals. Plus, how are you supposed to use your VR gear as a positioning system for your robots if the tracking is baked into the headset? v:v:v
Newest Oculus Home update finally allows you to straighten up the floor carpet's crunched up corner by pointing your Touch at it and clicking. Glad to see them tackle this important issue.
[QUOTE=Orkel;51772652]Newest Oculus Home update finally allows you to straighten up the floor carpet's crunched up corner by pointing your Touch at it and clicking. Glad to see them tackle this important issue.[/QUOTE] My introduction to the Rift at Christmas was reading all the complaints from people upset that they could add Gingerbread men but not fix the carpet.
[media]https://twitter.com/tom_forsyth/status/827648502494670849[/media]
[QUOTE=Orkel;51773711][media]https://twitter.com/tom_forsyth/status/827648502494670849[/media][/QUOTE] much like roaches in Animal Crossing, you log in after a few months away to find it heaped up in a pile
i was excited to try out the new destinations update but it failed to work properly. the maps failed to load; every time i tried to load a quest or map (even maps that i don't have to download from the workshop) it goes to the "example" map with glitched text on its tutorial panels. however, if i try to set my home to a different map, it goes there instead. has anybody else experienced this problem?
H3VR got an update that revamped locomotion and the UI, added a few features like auto-holster and the ability to hold clusters of rounds in one hand. Also added two variants of the SCAR and an antique [url=http://ids.si.edu/ids/deliveryService?responseType=location&id=NMAH-ET2010-31928-000003]Remington 1871[/url], which is cool as fuck. He's apparently going to implement a number of older weapons like this, including quite a bunch of WW2 weaponry. Definitely looking forward to it.
[QUOTE=Xanoxis;51771986]If you find that unsettling, you haven't been in later stages. There is not much that can hurt you, so really, it's mostly creepy.[/QUOTE] if anything, enemy NPCs would distract me from the scary atmosphere of the game.
Anyone else here play Onward? Theres a tourney every satarday/sunday so we could get some FP bros together for it.
[QUOTE=Ganerumo;51774938]He's apparently going to implement a number of older weapons like this, including quite a bunch of WW2 weaponry. Definitely looking forward to it.[/QUOTE] Everyone's always bugging him for the WWII weaponry, but it's been said multiple times that he plans to do it all in a big update, likely to commemorate an American holiday. I thoroughly want a WWI trench gun with slam-fire and the big-ass bayonet, though. Full brass shells. Yeah baby.
[media]https://youtube.com/watch?v=Khoer5DpQkE[/media] Full body tracking using 3 pucks (feet + waist). Can't wait for this to happen for games like Arizona Sunshine, where the dude always looks like he's pelvic thrusting.
[QUOTE=Zakkin;51775428]Everyone's always bugging him for the WWII weaponry, but it's been said multiple times that he plans to do it all in a big update, likely to commemorate an American holiday. I thoroughly want a WWI trench gun with slam-fire and the big-ass bayonet, though. Full brass shells. Yeah baby.[/QUOTE] June 6th or 22nd would be a good release date for a WWII patch.
it's amazing how accurate that is without elbow/knee tracking, but some of those errors tell me it needs to be ironed out a bit more.
How the hell are you supposed to use arrows in the Lab and the nVidia fair? Can't pull it back fully without putting the controller behind my head, also can't bring it close enough to aim like I do IRL.
[QUOTE=SEKCobra;51775927]How the hell are you supposed to use arrows in the Lab and the nVidia fair? Can't pull it back fully without putting the controller behind my head, also can't bring it close enough to aim like I do IRL.[/QUOTE] Same way you would shoot a bow in real life?
[QUOTE=lilguy;51775859][media]https://youtube.com/watch?v=Khoer5DpQkE[/media] Full body tracking using 3 pucks (feet + waist). Can't wait for this to happen for games like Arizona Sunshine, where the dude always looks like he's pelvic thrusting.[/QUOTE] Wanted to see if it could show him walking on his knees. It's remarkable how well it shows body language and gait though.
[QUOTE=simkas;51775936]Same way you would shoot a bow in real life?[/QUOTE] Can't do that with the overhead of the controllers and headunit. At least the way I learned it by bringing the tail to your cheek.
[QUOTE=SEKCobra;51775982]Can't do that with the overhead of the controllers and headunit. At least the way I learned it by bringing the tail to your cheek.[/QUOTE] What controllers are you using? What head unit?
The Vive Can't do this: [thumb]http://scallagrims.com/sites/default/files/styles/colorbox_large/public/service/img/bow.jpg?itok%5Cx3dac3aWySu[/thumb]
[QUOTE=SEKCobra;51775987]The Vive Can't do this: [thumb]http://scallagrims.com/sites/default/files/styles/colorbox_large/public/service/img/bow.jpg?itok%5Cx3dac3aWySu[/thumb][/QUOTE] Why not?
[QUOTE=simkas;51775992]Why not?[/QUOTE] Because the headunit and controller have an uncomfortable meeting.
[QUOTE=SEKCobra;51775997]Because the headunit and controller have an uncomfortable meeting.[/QUOTE] [t]https://i.ytimg.com/vi/UNjl5tLoEMY/maxresdefault.jpg[/t] How? This guy's doing the same thing.
I dunno what you're on about, I shoot a Longbow irl and I handle VR bows the EXACT same way, bringing the nock to my cheek without problems. I just rotate the controller so the touchpad is facing toward my cheek, in practice it is more like using a trigger release than your fingers but it still feels correct.
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