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Yikes. If you're going to post that it should be in 3D to keep it relevant.
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# ? Sep 27, 2016 16:33 |
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# ? Apr 27, 2024 15:06 |
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Tom Guycot posted:Lots of super info That's fantastic information - thanks for that, I'm going to have a go at a cleanup and reimport in 3D Studio now. I was exporting straight to FBX, so that's likely why it wasn't working for me.
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# ? Sep 27, 2016 16:37 |
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EVE Valkyrie is coming as a $60 "Founder's Pack" to PSVR, what's the verdict on its current state and monetary value from PC VR versions? That pack comes with 2500 gold for xp boosters and stuff which makes it all more sketchy looking.
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# ? Sep 27, 2016 16:56 |
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MrLonghair posted:EVE Valkyrie is coming as a $60 "Founder's Pack" to PSVR, what's the verdict on its current state and monetary value from PC VR versions? That pack comes with 2500 gold for xp boosters and stuff which makes it all more sketchy looking. It is every bit as sketchy as it looks. Even after recent improvements it's a $20 game sold for $60 and monetised like a $0 game.
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# ? Sep 27, 2016 16:57 |
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MrLonghair posted:EVE Valkyrie is coming as a $60 "Founder's Pack" to PSVR, what's the verdict on its current state and monetary value from PC VR versions? That pack comes with 2500 gold for xp boosters and stuff which makes it all more sketchy looking. The verdict is it's not a fun game? War Thunder is much better and it's free. It's already on PS4 so I assume it'll get PSVR support straight away.
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# ? Sep 27, 2016 16:58 |
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Zero VGS posted:The verdict is it's not a fun game? War Thunder is much better and it's free. It's already on PS4 so I assume it'll get PSVR support straight away. Have they actually announced that? Existing games need a *lot* of optimisation to run at PSVR framerates. Even if they're already solid 60fps - and it sounds like War Thunder isn't - they need to render roughly 4 times as much stuff in VR.
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# ? Sep 27, 2016 17:04 |
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My biggest issue with Valkyrie is the crappy interface. It's dark and muddy and has you looking all over to jump in a game. I see what they were trying to do with it, but I much prefer regular menus floating in front of you in 3d space. The actual gameplay is pretty fun but not 60 dollars fun. I never did completely shake my sim sickness either so I'm mainly playing Dirt these days.
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# ? Sep 27, 2016 17:06 |
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NRVNQSR posted:Have they actually announced that? Existing games need a *lot* of optimisation to run at PSVR framerates. Even if they're already solid 60fps - and it sounds like War Thunder isn't - they need to render roughly 4 times as much stuff in VR. Eh, not really. The PSVR uses a single 1920x1080 screen and can upgrade 60fps to 120 through asynchronous timewarp. You're right that solid 60 is harder than usually 60, but it's not a drastic increase in workload if the game is already close.
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# ? Sep 27, 2016 17:08 |
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DrBox posted:My biggest issue with Valkyrie is the crappy interface. It's dark and muddy and has you looking all over to jump in a game. I see what they were trying to do with it, but I much prefer regular menus floating in front of you in 3d space. I think the biggest problem is the flight model isn't that great. You accelerate to max speed really fast and turn on a dime, so you spend most of your time just going in circles and there doesn't feel like much weight or momentum to the fights.
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# ? Sep 27, 2016 17:10 |
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Thank you for the replies, interesting to learn more about Valkyrie, at the very least the demo will be a flashy little something to show off. War Thunder will be my #1 jam if they really do get the mode out.NRVNQSR posted:Have they actually announced that? Existing games need a *lot* of optimisation to run at PSVR framerates. Even if they're already solid 60fps - and it sounds like War Thunder isn't - they need to render roughly 4 times as much stuff in VR. It's been announced, demoed (and looking fine on the 2D output "social screen"), presented on the main WT site. WT PS4 ran at a fine framerate originally then it got gimped down to 30 and terrible input lag from bad coding. With a lo-fi or VR mode cutting unimportant details away it will be more than capable of sticking to 60 at all times. The PC version has a bunch of players on computers from 2005 and on, and the engine did 720p60 on PS3 around four five years ago.
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# ? Sep 27, 2016 17:13 |
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haveblue posted:Eh, not really. The PSVR uses a single 1920x1080 screen and can upgrade 60fps to 120 through asynchronous timewarp. You're right that solid 60 is harder than usually 60, but it's not a drastic increase in workload if the game is already close. You need to render two eye images instead of one, and those images are typically each 1512x1512 - 4.6M pixels total. 1080p is only 2.1M pixels. Unfortunately the lens distortion means that you can't just render directly to the PSVR screen, you have to render to a larger screen and distort it down.
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# ? Sep 27, 2016 17:16 |
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Don't buy Eve Valkyrie. it looks kind of cool and the gameplay is somewhat decent but it's very shallow. I played a few rounds of it and felt like i had gotten all I could get from it. I'm glad it was one of the free games because I would be mad if I had paid money for it. If there's a demo on PSVR, that should be able to give you the full experience.
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# ? Sep 27, 2016 17:20 |
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NRVNQSR posted:You need to render two eye images instead of one, and those images are typically each 1512x1512 - 4.6M pixels total. 1080p is only 2.1M pixels. Unfortunately the lens distortion means that you can't just render directly to the PSVR screen, you have to render to a larger screen and distort it down. Can I ask where you're getting this info? Not a lot is coming up on Google. I'm not sure I buy that it's *that* much more expensive when Driveclub was able to switch from 1080p30 to VR just by disabling weather and making LOD more aggressive. If you're generalizing from the PC headsets, maybe Sony uses a different lens design and distortion shader that makes more efficient use of the framebuffer.
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# ? Sep 27, 2016 17:36 |
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I could see WT working on PSVR since the Flight mode can be tuned to run on pretty much anything and graphics detail doesn't need to be super high in VR to still be good. Tank Mode which isn't VR anyway, would be out of the question since it only just runs on the PS4 at all not in VR. Though I have been hoping we would get a good Tank VR game one of these drat days. WW2Online or WT (With all the tank interiors modeled) would be friggin epic in VR. Is there any WW2 Tank Sims in VR already that I don't know about?
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# ? Sep 27, 2016 17:58 |
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haveblue posted:Can I ask where you're getting this info? Not a lot is coming up on Google. I'm not sure I buy that it's *that* much more expensive when Driveclub was able to switch from 1080p30 to VR just by disabling weather and making LOD more aggressive. If you're generalizing from the PC headsets, maybe Sony uses a different lens design and distortion shader that makes more efficient use of the framebuffer. I'm a developer. The exact standard of a 1.4x resolution multiplier admittedly comes from the PC headsets, but public information like this talk and this more recent one (which sadly I think isn't available online) can confirm that PSVR uses similar distortion, so while you'll get some small deviation from that number it's pretty close.
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# ? Sep 27, 2016 17:59 |
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Fair enough, thanks for explaining.
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# ? Sep 27, 2016 18:15 |
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fenrif posted:Anyone had any experience with their controllers losing tracking? There are decent picture and video guides for taking it apart and re-attaching the ribbon here. You'll need a T5 Torx screwdriver: http://imgur.com/a/hKeB4 https://www.youtube.com/watch?v=0mi3KWG5mic I found it quite straightforward (although the casing is very tight and takes a ton of careful wiggling to come loose) but it will void your warranty so be warned.
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# ? Sep 27, 2016 18:23 |
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fenrif posted:Anyone had any experience with their controllers losing tracking? I have heard there is a cable inside related to tracking that comes undone really easily but is also super trivial to reconnect and fix, if its not tracking at all and it happened after an impact that would be my first guess
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# ? Sep 27, 2016 18:28 |
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After much googling and a very unhelpfull conversation with the Vive support people I also found that same video and fixed it myself. Took about 10 minutes. Yeah it voids the warrenty, but the repair wasn't going to be covered under warrenty anyway, so I figured why not. Also that connection seems way too fragile for what it is. Thanks for the help anyway. I had planned to sleep on it and play something that didn't require controllers. But Onwards requires controllers... You can see my conundrum.
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# ? Sep 27, 2016 18:32 |
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Tom Guycot posted:Latest photogrammetry test. With this test I've successfully worked out many bugs and issues plaguing me. I'm not sure whats going on with the recording of the video though, I looked at it now and its all blurry on the edges, not sure why, it was all fine and normal in the headset. Oh well. Can you upload an obj somewhere? I'd like to try dropping it into Unreal.
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# ? Sep 27, 2016 18:36 |
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Hell, if it's an .obj I'll drop it in Tiltbrush.
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# ? Sep 27, 2016 19:19 |
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KakerMix posted:My man! You are a man with good opinions. I've actually built and run Starsiege-themed Mafia games - I'll admit that I really fell in love with the whole "Trojans" bit, where the cybrids would literally abduct people, break down their brain, and shove their own robotic brain with the relevant knowledge back into the human's skull, so you never knew if anyone on your team was (or at some point became) a secret cybrid waiting for the ideal moment to betray you (and how that information leads somewhere completely different and more awesome in the end, and you end up dealing with traitors when playing as the robots instead). I loved that even though the cybrid were terrible machines run by an aggressive AI, but they were actually almost reasonable in many of their actions and they weren't simply obedient servants, and having these factions and small rebellions and power struggles arise among them as victory began to seem inevitable was a great counterpoint to having the Humans coalesce and put aside their factional squabbling as the campaign progressed and they steadily lost the war. And yeah, I loved listening to them talking about seeking//destroying the human//animals. So yeah, I know it's not going to happen, but I really really wish it would. I would love to get back into that universe in VR. And it's had the best forum avatars back in the day! (Wish I still had some of the actual character portraits lying around) GlyphGryph fucked around with this message at 21:55 on Sep 27, 2016 |
# ? Sep 27, 2016 21:45 |
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Also you guys know you can get all the Earthsiege/Starsiege/Tribes games free from The makers of Tribes Ascend, Hi-Rez Studios correct? (You get Starsiege and Tribes in the same .ISO after Earthsiege 2) EdEddnEddy fucked around with this message at 23:16 on Sep 27, 2016 |
# ? Sep 27, 2016 23:14 |
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Anyone here developing for Microsoft HoloLens? I've seen some amazing stuff (3d room mapping for export to Unity) and more whimsical (pacman L1) come out of my engineering teams and would love to talk shop.
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# ? Sep 28, 2016 01:30 |
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Nickelsack posted:I may have already asked this but is the GTX 1080 that much better than the 1070 for VR? Elite Dangerous is one thing that seems to really put a hurting on the 1070 though, it looks like crap (compared to Ultra monitor visuals) and always ends up getting stuck in reprojection in a station. However, the experience even with the reduced visuals is incredible because it is one of the most realistic titles you can play in VR as opposed to all this low poly flat-shaded content.
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# ? Sep 28, 2016 03:14 |
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Nickelsack posted:I may have already asked this but is the GTX 1080 that much better than the 1070 for VR? Or would it be better to go ahead and get the 1070 and hope that SLI comes online in a couple years? Not that SLI has really ever caught on, but if there's an application that seems tailor made for it, VR seems to be it. A 1070 will give you a fantastic experience given most stuff is targeted at a 970. That said, the more GPU power the better if you want to force super-sampling.
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# ? Sep 28, 2016 03:18 |
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Hey, so Vive owners - if you have ten bucks and want a rail shooter with Ikaruga-style lock on guns that's loving beautiful, get DEXED (http://store.steampowered.com/app/510290/?snr=1_5_9__205). The only complaint I have is that there's only 4 levels and a boss fight, but it's a drat solid game.
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# ? Sep 28, 2016 03:21 |
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Thanks for the input. I went with a 1080 because, well, why the gently caress not. Probably went overkill on it (MSI Sea Hawk liquid cooled by Corsair) and the RAM (32 GB) but at least I shouldn't have to upgrade for a while.
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# ? Sep 28, 2016 03:40 |
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The more power the better. A 1080 will let you hit higher levels of supersampling too.
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# ? Sep 28, 2016 03:59 |
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CapnBry posted:
what's reprojection?
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# ? Sep 28, 2016 04:00 |
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When the framerate dips under 90fps, in order to keep from making the user vomit the last rendered image is "reprojected" to match the current position and rotation of the headset. It mostly works, but causes judder and other artefacts.
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# ? Sep 28, 2016 04:04 |
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Heran Bago posted:Can you upload an obj somewhere? I'd like to try dropping it into Unreal. Yeah, I would be curious to see how that would work. I'd happily upload it somewhere but as it stands I can't figure out how to export it as an OBJ while keeping the texture mapping. I can export as an FBX file, and it all holds together fine, but when I export that with the textures as an OBJ file the textures are basically all shot to poo poo when I try to re-import it. So far I haven't figured out whats going on, I'm completely without experience at any 3d modeling software of any kind though, and from the little i've looked into it, it maybe seems like it has something to do with multiple UV maps or something because the large file is made of separate pieces textured independently and the OBJ format doesn't work with that? I honestly don't know. If you have any idea how I can get it to work as an OBJ file I'll gladly upload it, or if you can use an FBX file I can upload that.
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# ? Sep 28, 2016 07:12 |
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SwissCM posted:When the framerate dips under 90fps, in order to keep from making the user vomit the last rendered image is "reprojected" to match the current position and rotation of the headset. It mostly works, but causes judder and other artefacts. Because you're now rendering something like 25% more area to cover this fixup, you tend to stay stuck at 45 FPS until frame times drastically reduce to get you back to 90 FPS WITH the extra rendering. It might be a little less than, but the point is you were having a hard time making 90 FPS so this turned on, now you have to make 90FPS while crunching more numbers. I might be painting a sort of dim view of it, but it really does work very well. Sure, some things might not look 100% right, but if you turn it off holy smokes things get dizzying fast if you're dropping below 90 FPS on and off. Nickelsack posted:Thanks for the input. I went with a 1080 because, well, why the gently caress not. Probably went overkill on it (MSI Sea Hawk liquid cooled by Corsair) and the RAM (32 GB) but at least I shouldn't have to upgrade for a while.
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# ? Sep 28, 2016 13:23 |
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Vox Machina demo does work on CV1, just tried it. Just need to put the Win32 'OVRPlugin.dll' file into Vox Machina\vm_Data\Plugins. Then when you load it up and it just shows a black screen, hit spacebar and it will start! It's loving awesome, seriously polished for a demo. Can't wait until they bring out the full game.
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# ? Sep 28, 2016 13:57 |
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CapnBry posted:I might be painting a sort of dim view of it, but it really does work very well. Sure, some things might not look 100% right, but if you turn it off holy smokes things get dizzying fast if you're dropping below 90 FPS on and off. I remember back in the good ol' DK2 days when it was standard for everything to turn to poo poo if the framerate dipped, and while not the exact same tech, the night and day difference in the same games once the release runtime with ATW hit. I don't think anyone could have justified releasing any VR headset (including mobile stuff like gearVR) for consumers without reprojection tech. Its simply too vital.
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# ? Sep 28, 2016 14:18 |
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CapnBry posted:Oh you sweet bastard. I'm a guy who was firmly in the camp of "I can't justify paying more than $250 for a video card" for the past 20 years, but I really want one of those. One day I dream of having an over-the-top watercooled system that somehow pipes the hot air outside so my room isn't always 30C while gaming. I was originally 'just' going to get a garden variety 1080. Then I saw the Sea Hawk and was like "what's another hundred bucks?" and bought it. Corsair has historically treated me well, so why not. That's kind of how I ended up with 32 GB of RAM instead of 16; "what's another 80?". Total build is Corsair 400Q case, Corsair 32GB 3200 RAM, i5-6600K, Asus Z170-A, Corsair H100i CPU cooler, MSI/Corsair GTX 1080 Sea Hawk, Corsair AX760, and a 500 GB Samsung Evo SSD. I like quiet, cool running machines. I would expect this should be able to run anything I throw at it for a good while.
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# ? Sep 28, 2016 14:35 |
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Did you know that Oculus had an outreach program “for diverse creators to build for VR”? I wonder what the members of that program are thinking nowquote:Now, four short months later, many of the Launch Pad fellows are reconsidering their involvement with the program after revelations that Luckey donated money to a pro-Trump nonprofit associated with the alt-right, the online political movement of trolls that sees offensive speech as a patriotic duty and views cultural diversity with disdain.
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# ? Sep 28, 2016 18:42 |
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Does that mean less indie shovelware and more AAA games for the Rift? Or are only white people going to be making games for the Rift now? I don't get it. Should we require all employees of a company to fill out a political questionnaire before every headset purchase? If Palmer is actually racist, but his company is doing stuff to better LGBT and diversity representation in somethingawful bf fucked around with this message at 19:10 on Sep 28, 2016 |
# ? Sep 28, 2016 19:03 |
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Poetic Justice posted:Does that mean less indie shovelware and more AAA games for the Rift? Or are only white people going to be making games for the Rift now? I don't get it. Should we require all employees of a company to fill out a political questionnaire before every headset purchase? If Palmer is actually racist, but his company is doing stuff to better LGBT and diversity representation in games, should we boycott them anyway? It's a morality thing, currently there's a push to force publicly-traded companies to disclose any money being sent to political campaigns so investors know their money isn't being contributed to a conniving liar.
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# ? Sep 28, 2016 19:10 |
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# ? Apr 27, 2024 15:06 |
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Thor-Stryker posted:It's a morality thing, currently there's a push to force publicly-traded companies to disclose any money being sent to political campaigns so investors know their money isn't being contributed to a conniving liar. But it wasn't Oculus. It was Palmer's personal money.
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# ? Sep 28, 2016 19:14 |