[QUOTE=Ganerumo;51774938]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]
I heard that in his latest video, I'm beyond psyched to use an m1 garand and a BAR. Would love to see an mg42 complete with a belt you have to feed into it and with the whole reload process (opening the top, feeding the belt in, closing it, etc)
The minimal Oculus support is what makes me not buy the game though. The dev seems to be leaving everything to SteamVR rather than specifically supporting it himself, meaning there's no front facing support or snap turning or anything.
Just "set your Rift up like the Vive and it should work, kek"
[QUOTE=Orkel;51776536]The minimal Oculus support is what makes me not buy the game though. The dev seems to be leaving everything to SteamVR rather than specifically supporting it himself, meaning there's no front facing support or snap turning or anything.
Just "set your Rift up like the Vive and it should work, kek"[/QUOTE]
OOC what limitations does the rift have that prevents it from "just working" with default vive stuff, I thought the rift folks here were saying it was fine? By setting up the rift like the vive do you mean having a setup that lets you turn 360 degrees around rather than just having two front facing cameras on their desk limiting you to looking about 180?
H3VR requires the Rift to be set up for roomscale to work properly. It doesn't support the default front facing setup which I have atm. I could set mine up for roomscale, but it's not a priority or necessary for me atm.
Dev also has no plans for native Oculus SDK so I'd have to deal with the clunky SteamVR / OpenVR to use H3VR.
[editline]4th February 2017[/editline]
Why would I force myself to adapt to the developer's setup, instead of the developer supporting my setup and what many other Rift users have as their setup? I'll keep my money in my pocket and play something else instead.
I recall that he hired a guy specifically for taking care of Touch implementations and controls. It's a bit awkward to use with Touch, mostly because tapping on the Vive wand touchpad is the equivalent of pushing the stick in a direction and clicking down is an awkward and uncomfortable motion.
If you don't have a setup that can do 360 degrees easily though, yeah it can get troublesome. A way to rotate the view would be helpful, and I don't recall there being a way to do it.
[QUOTE=Orkel;51776673]H3VR requires the Rift to be set up for roomscale to work properly. It doesn't support the default front facing setup which I have atm. I could set mine up for roomscale, but it's not a priority or necessary for me atm.
Dev also has no plans for native Oculus SDK so I'd have to deal with the clunky SteamVR / OpenVR to use H3VR.
[editline]4th February 2017[/editline]
Why would I force myself to adapt to the developer's setup, instead of the developer supporting my setup and what many other Rift users have as their setup? I'll keep my money in my pocket and play something else instead.[/QUOTE]
I wouldn't be surprised that you wouldn't want to be forced to setup how the dev wants if it was just different, but in this case aren't you hampering what games you can play anyways by having the front facing setup? Is it typical for games developed for the rift+touch to expect users to not be able to turn around and add view snapping for it? I know Climbey did a while back
also what do you find "clunky" about steamvr vs the oculus equivalent? what does it do better?
after getting used to just putting on the Rift and instantly starting a game from Oculus Home, it's very clunky to start a game from Steam first, and hoping it doesn't crash on launch and hoping SteamVR will work properly on the game, hoping the floor height is correct and not underground, and having to disable your system sound in the Windows control panel so that SteamVR feeds the Rift's audio through the Rift instead of your usual headphones is also annoying
and all SteamVR games are designed Vive first in mind, thus Rift comes as an afterthought and causes weird control differences between wands+touch and the before mentioned clunkiness, and differences between front facing setups and roomscale
when you buy a game from Oculus Home you are guaranteed it will work 100% on the Rift, and will easily start up, but when you start a SteamVR game there's way more fiddling and uncertainty
[editline]4th February 2017[/editline]
SteamVR works fine on Vive, but it's not nearly as good as native Oculus SDK + Oculus Home when using the Rift obviously.
[editline]4th February 2017[/editline]
[quote]but in this case aren't you hampering what games you can play anyways by having the front facing setup?[/quote]
No. Not everyone has room for roomscale, and not everyone can be arsed to set it up with an extension cable and third sensor. Your question brings up the year old argument of whether roomscale is always guaranteed better than front facing double sensors with snap turning.
[QUOTE=Orkel;51776936]after getting used to just putting on the Rift and instantly starting a game from Oculus Home, it's very clunky to start a game from Steam first, and hoping it doesn't crash on launch and hoping SteamVR will work properly on the game, hoping the floor height is correct and not underground, and having to disable your system sound in the Windows control panel so that SteamVR feeds the Rift's audio through the Rift instead of your usual headphones is also annoying[/QUOTE]
You can launch games from within your headset in steamvr, you don't have to launch them from your desktop on the vive. Is that not the same? You do need to have steamvr itself running. I've never had a steamvr game crash as far as I remember, and I haven't had the floor height go weird since maybe a couple weeks after launch? The sound thing does sound a tad bit annoying at least.
[QUOTE]and all SteamVR games are designed Vive first in mind, thus Rift comes as an afterthought and causes weird control differences between wands+touch and the before mentioned clunkiness, and differences between front facing setups and roomscale
when you buy a game from Oculus Home you are guaranteed it will work 100% on the Rift, and will easily start up, but when you start a SteamVR game there's way more fiddling and uncertainty
[editline]4th February 2017[/editline]
SteamVR works fine on Vive, but it's not nearly as good as native Oculus SDK + Oculus Home when using the Rift obviously.
[editline]4th February 2017[/editline]
No. Not everyone has room for roomscale, and not everyone can be arsed to set it up with an extension cable and third sensor. Your question brings up the year old argument of whether roomscale is always guaranteed better than front facing double sensors with snap turning.[/QUOTE]
I don't remember any argument about what was better, the argument was whether it was worth devs supporting and targeting it because a lot of people don't have the space. I mean in terms of capability it seems pretty objective to me that roomscale is better, you can do all the same things as a front facing setup but you can also move around freely without having to worry about losing tracking. We've had 2 lighthouses set up at our engineering offices since the vive was released and aside from the annoyance of having to do room setup frequently because we're always moving tables, robots, and tools around it's "just worked" for everything from developing at a desk to playing very active games like raw data.
I can totally understand not wanting cables running around the walls/floor I guess, for our vive systems the cables only go a few feet as they don't actually have to run back to a computer
Well, if game is roomscale, it's not weird that developer wants to support Vive first. Vive - every user can do roomscale. Rift? One user has only headset, other user has 2 cameras in one configuration, other one has even different one, and couple have 3 or 4 sensors. Fragmentation of the already small market.
The first thing devs asked for when Valve showed them Vive, is to make single configuration and no fragmentation. Oculus honestly kinda fucked up. Roomscale games for Rift are not a common thing on Oculus Home.
More Vive hacking
[video=youtube;BNz6WUAibio]https://www.youtube.com/watch?v=BNz6WUAibio[/video]
[QUOTE=Orkel;51776936]after getting used to just putting on the Rift and instantly starting a game from Oculus Home, it's very clunky to start a game from Steam first, and hoping it doesn't crash on launch and hoping SteamVR will work properly on the game, hoping the floor height is correct and not underground, and having to disable your system sound in the Windows control panel so that SteamVR feeds the Rift's audio through the Rift instead of your usual headphones is also annoying
and all SteamVR games are designed Vive first in mind, thus Rift comes as an afterthought and causes weird control differences between wands+touch and the before mentioned clunkiness, and differences between front facing setups and roomscale
when you buy a game from Oculus Home you are guaranteed it will work 100% on the Rift, and will easily start up, but when you start a SteamVR game there's way more fiddling and uncertainty
[editline]4th February 2017[/editline]
SteamVR works fine on Vive, but it's not nearly as good as native Oculus SDK + Oculus Home when using the Rift obviously.
[editline]4th February 2017[/editline]
No. Not everyone has room for roomscale, and not everyone can be arsed to set it up with an extension cable and third sensor. Your question brings up the year old argument of whether roomscale is always guaranteed better than front facing double sensors with snap turning.[/QUOTE]
I started using the 2 sensor "room-scale" setup using one sensor on my desk and one on the shelf behind me and so far so good. At the moment the only real issue I'm having is not tripping over the headset cable. Also, the floor is sometimes good, sometimes the IRL floor is 2-6 inches above the game floor, making it hard to pick up magazines and the like. I only have about an 7 foot by 7 foot space to play with, but being able to turn and interact in any direction is great.
[QUOTE=Llamaboy9;51777649]I only have about an [b]7 foot by 7 foot[/b] space to play with, but being able to turn and interact in any direction is great.[/QUOTE]
"only"
i think orkel's point is that some people are limited to even far less than that... like my play space is only like 3ft x 3ft right in front of my desk and even that is with my desk chair pulled out from under my desk and moved basically into my closet. half the time i'm waving my arms around over my desk, and the amount of (fucking INCREDIBLY frustrating) times i've knocked my hands and controllers into my desk trying to pick a gun up in superhot is probably almost to the triple digits by this point.
[QUOTE=Elspin;51777056]You can launch games from within your headset in steamvr, you don't have to launch them from your desktop on the vive. Is that not the same? You do need to have steamvr itself running. I've never had a steamvr game crash as far as I remember, and I haven't had the floor height go weird since maybe a couple weeks after launch? The sound thing does sound a tad bit annoying at least.
I don't remember any argument about what was better, the argument was whether it was worth devs supporting and targeting it because a lot of people don't have the space. I mean in terms of capability it seems pretty objective to me that roomscale is better, you can do all the same things as a front facing setup but you can also move around freely without having to worry about losing tracking. We've had 2 lighthouses set up at our engineering offices since the vive was released and aside from the annoyance of having to do room setup frequently because we're always moving tables, robots, and tools around it's "just worked" for everything from developing at a desk to playing very active games like raw data.
I can totally understand not wanting cables running around the walls/floor I guess, for our vive systems the cables only go a few feet as they don't actually have to run back to a computer[/QUOTE]
To clear up what is potentially some confusion here, there is currently no way to launch SteamVR or SteamVR games from inside Oculus Home, outside of third-party hacks (which I use to put a SteamVR shortcut in my Home menu).
SteamVR is really the problem here, because it just doesn't integrate well with the Rift. It has to be launched from the desktop, which is a pain. Once you have it running, though, you can launch all the SteamVR software just like you would in a Vive.
[QUOTE=Xanoxis;51777164]Well, if game is roomscale, it's not weird that developer wants to support Vive first. Vive - every user can do roomscale. Rift? One user has only headset, other user has 2 cameras in one configuration, other one has even different one, and couple have 3 or 4 sensors. Fragmentation of the already small market.
The first thing devs asked for when Valve showed them Vive, is to make single configuration and no fragmentation. Oculus honestly kinda fucked up. Roomscale games for Rift are not a common thing on Oculus Home.[/QUOTE]
while i kind of agree, i think trying to avoid fragmentation in an industry this small and new is ultimately pointless... we're at the point where ever generation or even half generation of HMD/tracking tech advances could potentially result in fragmentation. what happens if rift v2 releases in a year with fully fleshed inside-out tracking? or vive v2 comes out and has lighthouse 'v2' or something due to significant advancements?
with the tech being this young i think you just have to stomach some fragmentation and possibly getting fucked over on your purchase. i dont think standards and parallels will really stabilize until after gen 2 comes out or possibly later. there's still too much room for improvement in the tech.
So I've been trying out DOAX3 VR mode for PS VR..
But on closer inspection, the character size are kind of small compared to normal human?
They're like, around 80% of normal human size.
Is it because Japanese people are smaller? Or dev mis-gauge?
Disappoint
[QUOTE=hakimhakim;51778012]So I've been trying out DOAX3 VR mode for PS VR..
But on closer inspection, the character size are kind of small compared to normal human?
They're like, around 80% of normal human size.
Is it because Japanese people are smaller? Or dev mis-gauge?
Disappoint[/QUOTE]
yea, from my experience girls in anime vr games are quite short. i'm pretty sure it's just because they're japanese people and the developers just consider it normal. they're not that much shorter, so it's not a big deal.
[QUOTE=hakimhakim;51778012]So I've been trying out DOAX3 VR mode for PS VR..
But on closer inspection, the character size are kind of small compared to normal human?
They're like, around 80% of normal human size.
Is it because Japanese people are smaller? Or dev mis-gauge?
Disappoint[/QUOTE]
[QUOTE=Trixil;51778070]yea, from my experience girls in anime vr games are quite short. i'm pretty sure it's just because they're japanese people and the developers just consider it normal.[B] i don't see why you should be disappointed, however. it's not particularly a bad thing[/B].[/QUOTE]
:vomit:
[editline]5th February 2017[/editline]
[QUOTE=Zombii;51777835]"only"
i think orkel's point is that some people are limited to even far less than that... like my play space is only like 3ft x 3ft right in front of my desk and even that is with my desk chair pulled out from under my desk and moved basically into my closet. half the time i'm waving my arms around over my desk, and the amount of (fucking INCREDIBLY frustrating) times i've knocked my hands and controllers into my desk trying to pick a gun up in superhot is probably almost to the triple digits by this point.[/QUOTE]
I'm pretty much the same. Most of the time I'm limited to my room, leaving me with a playspace that isn't square and rarely meets the requirements from room scale. I've punched almost every object in this room trying to pick things up.
I've resorted to just sticking to the "standing mode" and keeping myself inside the circle at all times, that way, only my lightshade is in the firing line.
I had to move my kit into the living room to be able to play through accounting because a vital object was outside of my possible bounds. It makes me wish that developers would have an option for people with small spaces to be able to "force grab" objects from a distance to avoid these kind of issues.
Tbh I wish all major games had Spectator mode like dota 2 has (obviously within reason of/c)
GTA5 would be a insanely fun game to watch in VR, being able to sit in any car as a passenger or hover over a race would be god damn stellar
[editline]5th February 2017[/editline]
I feel like GTA5 would definitely benefit the most of any from a VR spec mode too
the absolutely insane shit you'd be able to watch :v:
[QUOTE=Wickerman123;51778217]:vomit:[/QUOTE]
that's not what i meant
i've been looking for the solution to my problem i posted on here before where the maps in destinations weren't loading. and i found it: you have to use the actual game, not the developer tools. how silly of me, i was using the developer tools the whole time.
[QUOTE=Zombii;51777851]while i kind of agree, i think trying to avoid fragmentation in an industry this small and new is ultimately pointless... we're at the point where ever generation or even half generation of HMD/tracking tech advances could potentially result in fragmentation. what happens if rift v2 releases in a year with fully fleshed inside-out tracking? or vive v2 comes out and has lighthouse 'v2' or something due to significant advancements?
with the tech being this young i think you just have to stomach some fragmentation and possibly getting fucked over on your purchase. i dont think standards and parallels will really stabilize until after gen 2 comes out or possibly later. there's still too much room for improvement in the tech.[/QUOTE]
I don't see Vive v2 fragmenting it's users in any way. Headsets can be interchangeable, and controllers will be always bundled with the headset. Even if they release better controllers, they still will have exact same buttons, maybe in different place a bit, and with extra functions, but still, you will be able to play games just fine on Vive v1.
Changing Lighthouse efficiency or anything like that won't change tracking and how Vive is bundled, also same with Inside Out tracking for Rift, Rift still won't be bundled with controllers by default, and controller still will be with only one extra camera.
[QUOTE=Xanoxis;51778476]I don't see Vive v2 fragmenting it's users in any way. Headsets can be interchangeable, and controllers will be always bundled with the headset. Even if they release better controllers, they still will have exact same buttons, maybe in different place a bit, and with extra functions, but still, you will be able to play games just fine on Vive v1.
Changing Lighthouse efficiency or anything like that won't change tracking and how Vive is bundled, also same with Inside Out tracking for Rift, Rift still won't be bundled with controllers by default, and controller still will be with only one extra camera.[/QUOTE]
One way I see it fragmenting has already happened: the trackers, and peripherals in general. When games are thought up that pretty much require extra gear from the standard, it'll be somewhat of a fragmentation.
Also just did my first long session of trickster vr and it was honestly pretty fun. The swordplay and the ai needs a bit of work but I could see it being a great game once it's out of EA and fully released. It's still a big reminder in the back of my head though that I really badly want a *proper* RPG in VR.
I just beat all of rez infinite
Holy shit
[QUOTE=Trixil;51778070]yea, from my experience girls in anime vr games are quite short. i'm pretty sure it's just because they're japanese people and the developers just consider it normal. they're not that much shorter, so it's not a big deal.[/QUOTE]
Omg i just checked, Kasumi's height is only 158cm. No wonder. Thats hobbit tier. But still, she still feels rather smaller than 158cm...
I'll see if I can inspect Nyotengu. According to wiki she's 172cm. Thats closer to most peoples height
... The last girl I dated was 158cm. Fun size.
God, I miss her.
Anyway, there is absolutely nothing wrong with short girls. Unless, I guess, you're into tall girls. Which is fine too.
[QUOTE=hakimhakim;51783039]Omg i just checked, Kasumi's height [b]is only 158cm. No wonder. Thats hobbit tier.[/b] But still, she still feels rather smaller than 158cm...
I'll see if I can inspect Nyotengu. According to wiki she's 172cm. Thats closer to most peoples height[/QUOTE]
According to wikipedia the average height of a female in Malaysia is somewhere between 151.9cm to 158.1cm depending on the ancestry, altho data is old and fairly sparse to be fair. 158cm is the average female height in Japan.
[sp]162.3cm in Canada, 162.9cm in the US[/sp]
[sp]a girl i'm seeing on and off is 152.4cm tall apparently[/sp]
Yeah even if they state that Kasumi's height is 158cm, in VR she looks even smaller than that.
I'll compare with taller characters. I suspect that all character are shrinked
Damn Nyotengu cost around 12 american dollars. Maybe later
It's manlet not womanlet.
The girl I'm seeing is 5'1 but I'm like 5'6" so it's not THAT weird
Then again anime girls usually look childish because Japan (whether it's intentional or not is a different discussion). So.. It's kind of weird again
browsing kickstarter and apparently someone is making a steam VR headset system that uses your phone and various VR phone helmets
[url]https://www.kickstarter.com/projects/243372678/nolo-affordable-motion-tracking-for-mobile-and-ste?ref=recs[/url]
kinda weird i guess, means you have a wireless cheap vive. apparently was already demoed at CES.
my roommate bought a google cardboard and the first thing he showed me was vr porn and it certainly felt like the future
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