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I showed my sister the SteamVR tutorial and job simulator today. She really wants one now.
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# ? Oct 11, 2016 00:32 |
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# ? Apr 27, 2024 19:59 |
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NRVNQSR posted:I wouldn't be so sure; now that they have ASW they've said they're okay with a 45fps game framerate, which means a typical 44-66ms latency from position tracking to swap-away1. Those numbers are starting to get into the range where wireless image transmission is feasible.
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# ? Oct 11, 2016 00:39 |
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Helter Skelter posted:ASW is something that's done on the PC, not the headset, and it doesn't make the frames come into the headset any faster. You could theoretically add a computer to compute and transform the in-between frames so that the PC only has to render and transmit at 45fps locked which gives you a little bit more lee-way on the frame timings.
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# ? Oct 11, 2016 00:56 |
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Hey guys, I'm making VR videos, if you want to see someone make an rear end out of themselves in VR this is a good way to do it. I suggest this one because it caused me the most pain: https://www.youtube.com/watch?v=YpsqY2icAS0
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# ? Oct 11, 2016 02:36 |
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w00tazn posted:You could theoretically add a computer to compute and transform the in-between frames so that the PC only has to render and transmit at 45fps locked which gives you a little bit more lee-way on the frame timings. On top of that, ASW needs more than the output video stream to work off of. If it didn't, there would be no need for driver-level support from video card manufacturers. You're not going to get ASW on a wireless headset unless that headset is the thing rendering the scene to begin with (as is the case with the Santa Cruz prototype) or the work is being done on the PC end.
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# ? Oct 11, 2016 03:15 |
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Surprise Giraffe posted:I still get a touch reservation if I preordered the rift with a guest account right? Hope so
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# ? Oct 11, 2016 03:18 |
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Bhodi posted:If you click guest account on the login page it'll ask for your old rift order number, then it sends you an email link, you click on that and can go to the upper right cart and order one there. It'll confirm you've got a reserved spot. I just placed an order from the guest login using the same email address as my Rift order and got confirmed placement. I didn't need an email link or anything.
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# ? Oct 11, 2016 03:42 |
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Helter Skelter posted:Welp, Touch order placed. Estimated shipping cost is showing as zero, interestingly enough. same, really looking forward to these controllers
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# ? Oct 11, 2016 03:55 |
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Helter Skelter posted:On top of that, ASW needs more than the output video stream to work off of. If it didn't, there would be no need for driver-level support from video card manufacturers. That doesn't necessarily follow; ATW operated solely off the output video streams, but it still required driver-level support for the asynchronicity and late-latching. I haven't yet had the opportunity to look into exactly how ASW is implemented but even in the unlikely case that it does use additional data not present in the output video and depth streams rendering an ASW frame must both be significantly faster than and use much less data than rendering a frame normally; if either of these weren't true then there'd be no benefit from using it. It's not much of a stretch to imagine a headset that is sent whatever data is required and performs ASW in hardware; the GearVR should already be powerful enough to do that. NRVNQSR fucked around with this message at 09:42 on Oct 11, 2016 |
# ? Oct 11, 2016 09:39 |
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DrBox posted:Fired up the Rift for the first time in a few weeks and the sensor wasn't being recognized on any USB port. I would hear the windows USB install sound but Oculus Home was kept saying it could not find the sensor. In device manager it looked like the drivers weren't being installed right. Had to manually update drivers and point to C:\Program Files\Oculus VR Runtime Drivers\Drivers\Rift Sensor to get it to work. Thought I'd put that here in case anyone else runs into that. Seconding this. Suddenly my USB 3.0 ports that had been working fine for weeks weren't recognised. I haven't fixed it yet, the sensor worked in a USB 2 port. Got a feeling it was a Windows update too, other driver related things broke as well.
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# ? Oct 11, 2016 14:40 |
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Anemone posted:Hey guys, Hearing the Phantasy Star Online shop music is making me want a VR version of that. You couldn't even move and attack at the same time in that game so it's already a good VR choice.
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# ? Oct 11, 2016 15:17 |
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Just curious for anyone who has used the Touch controllers - does the index-finger trigger have a "click" at the end of the pull, or is it just uniform like, say, a PS4 controller trigger? e: someone on a reddit thread said they do NOT have a "click" at the end of the pull. that's actually a huge bummer. AndrewP fucked around with this message at 18:27 on Oct 11, 2016 |
# ? Oct 11, 2016 18:24 |
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That is kind of lame. I was using the click for a game I was working on. Was planning on getting back into it when I got touch.
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# ? Oct 11, 2016 18:31 |
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Cojawfee posted:That is kind of lame. I was using the click for a game I was working on. Was planning on getting back into it when I got touch. The guy in the thread acknowledged he may have been using an older model. It may not end up being a big deal, but I know Vive has it and I'd think adds a lot to the feel of pulling the trigger on a virtual gun.
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# ? Oct 11, 2016 18:33 |
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I guess I'll just have to see how unreal interprets all the touch events. If it just swaps the click at the end of the vive for the capacitive touch on Touch, it won't really be a big deal.
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# ? Oct 11, 2016 18:43 |
AndrewP posted:The guy in the thread acknowledged he may have been using an older model. It may not end up being a big deal, but I know Vive has it and I'd think adds a lot to the feel of pulling the trigger on a virtual gun. I wonder if the 'click' can be reproduced with the haptic feedback system - if it's convincing, it would be a best-of-both-worlds situation.
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# ? Oct 11, 2016 20:48 |
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The problem with that is the click on the vive/steam controller is an actual button. You go through the range of the trigger and then there's a physical button at the end. It's a separate input. Doing the same with a touch controller would require you to figure out which percentage of the trigger range you want to use as the button and you'd have to do it yourself.
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# ? Oct 11, 2016 21:23 |
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Delta-Wye posted:I wonder if the 'click' can be reproduced with the haptic feedback system - if it's convincing, it would be a best-of-both-worlds situation. It can definitely be reproduced with a good enough haptic system, Apple removed physical travel from their laptop trackpads a generation or two back and has been simulating it ever since. vvvvvv Pressure sensitivity, with some kind of solid-state load cell it looks like. haveblue fucked around with this message at 21:34 on Oct 11, 2016 |
# ? Oct 11, 2016 21:26 |
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How does the trackpad know when you're moving your finger around and when you are pressing down to click?
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# ? Oct 11, 2016 21:30 |
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(VR) Witchcraft.
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# ? Oct 12, 2016 03:15 |
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I figured it'd be more appropriate to ask here than the War Thunder thread, but is there a way to scale down the UI in VR mode? It's a real pain in the rear end to have to look all the way in the top left to see my airspeed in plane battles, or spin my aim around to the right to see the minimap in tank battles. Also holy poo poo tank battles in VR are amazing as long as you remember to right-click to get the close in 'on top of the tank' camera angle. I don't know why I didn't try this game earlier.
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# ? Oct 12, 2016 07:30 |
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Zero VGS posted:Hearing the Phantasy Star Online shop music is making me want a VR version of that. You couldn't even move and attack at the same time in that game so it's already a good VR choice. I would KILL for a real PSO-like game, especially in VR. But god would my life end if they made Everquest 1 in VR.
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# ? Oct 12, 2016 14:53 |
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Anemone posted:But god would my life end if they made Everquest 1 in VR. I don't think anyone has the stamina to sprint 6 miles to the next zone to escape a monster you accidentally pulled every 10 minutes.
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# ? Oct 12, 2016 15:18 |
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I haven't seen it linked here, but John Carmack's closing keynote at the Occulus convention is available now on Twitch TV. I highly recommend it; Carmack is famous for skipping the marketing bullshit and getting in to the gritty detail of technology, it's more of a lecture by one of the world's premier professors in computer science, than a carefully accepted marketing spiel.
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# ? Oct 12, 2016 16:24 |
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Tom Guycot posted:I don't think anyone has the stamina to sprint 6 miles to the next zone to escape a monster you accidentally pulled every 10 minutes.
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# ? Oct 12, 2016 16:33 |
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Hadlock posted:I haven't seen it linked here, but John Carmack's closing keynote at the Occulus convention is available now on Twitch TV. I highly recommend it; Carmack is famous for skipping the marketing bullshit and getting in to the gritty detail of technology, it's more of a lecture by one of the world's premier professors in computer science, than a carefully accepted marketing spiel. I just caught the last 20 minutes live and that portion seemed exclusively about making content for GearVR. Does he go into details on ASW and Rift things earlier? I'll have to check it out.
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# ? Oct 12, 2016 16:33 |
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I want to get excited about Carmack but all he does is mobile VR and I don't really care about that.
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# ? Oct 12, 2016 17:12 |
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Cojawfee posted:I want to get excited about Carmack but all he does is mobile VR and I don't really care about that. Isn't he partly responsible for those inside-out tracking prototypes they were showing on the CV1?
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# ? Oct 12, 2016 17:37 |
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He's been working on inside out tracking for GearVR which is probably what drives the Santa Cruz prototype.
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# ? Oct 12, 2016 17:39 |
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Cojawfee posted:He's been working on inside out tracking for GearVR which is probably what drives the Santa Cruz prototype. Right, so it's not like the stuff he's doing isn't trickling over to the PC headsets. Are the PC headsets even going to make any sense in a few years? If the Gear VR gets inside-out tracking, and also has a full PC sending a low-latency wireless stream of the video to the phone, that obsoletes the CV1 kind of stuff. The CV1 is $600 and we'll be seeing 4K phones with Gear VR within a few years for the same total price I'm sure.
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# ? Oct 12, 2016 17:50 |
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Has anything been said about motion controls for mobile VR? Having a physical presence beyond a pair of floating eyes really takes things to the next level.
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# ? Oct 12, 2016 19:00 |
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Ludicrous Gibs! posted:Has anything been said about motion controls for mobile VR? Having a physical presence beyond a pair of floating eyes really takes things to the next level. http://www.theverge.com/circuitbreaker/2016/5/18/11704054/daydream-android-vr-motion-controller-pancakes
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# ? Oct 12, 2016 19:08 |
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Ludicrous Gibs! posted:Has anything been said about motion controls for mobile VR? Having a physical presence beyond a pair of floating eyes really takes things to the next level. Google Daydream will come with a motion controller, although it only seems to sense orientation and not position.
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# ? Oct 12, 2016 19:08 |
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Ludicrous Gibs! posted:Has anything been said about motion controls for mobile VR? Having a physical presence beyond a pair of floating eyes really takes things to the next level. I thought Samsung themselves were screwing with motion controllers for Gear VR a while back... edit: Rink: https://techcrunch.com/2016/01/02/samsungs-rink-motion-controllers-for-gear-vr-look-pretty-great/ Zero VGS fucked around with this message at 19:33 on Oct 12, 2016 |
# ? Oct 12, 2016 19:31 |
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New controllers in the works for Vive. Imagine they'll do finger tracking? https://twitter.com/robmerki/status/786264453700472832/photo/1 Maybe for all ten digits! I'm not entirely sure why touch won't. If not, at least they'll have a clicky trigger
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# ? Oct 12, 2016 19:47 |
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Which PC VR title has been the most vomit comet horrible feat of motion sickness yet? People are throwing in the towel with Drive Club VR, one reviewer threw up twice but managed to write enough to make a review out of it.
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# ? Oct 12, 2016 20:00 |
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What was his issue with it?
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# ? Oct 12, 2016 20:00 |
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It's not official but I've played quake in VR and it made me feel like poo poo afterwards.
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# ? Oct 12, 2016 20:02 |
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Cojawfee posted:What was his issue with it? Seemingly just the ordinary motion sickness from driving kicking in harder than ever before, especially at the sports-car speeds you go. Adjusting IPD helps cut sickness down immensely and IGN says there's no such thing as adjusting PSVR IPD so that might be tech journalists being tech journalists all over again.
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# ? Oct 12, 2016 20:15 |
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# ? Apr 27, 2024 19:59 |
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SwissCM posted:It's not official but I've played quake in VR and it made me feel like poo poo afterwards. I did pretty well with Quake VR. I think the lack of movement acceleration helped. Subnautica was incredible but made me feel pretty queasy after a bit. No problems with Elite or any driving games. My stomach is actually a hell of a lot more iron than I expected, considering how easily I get carsick.
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# ? Oct 12, 2016 20:19 |