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NRVNQSR posted:Also, Dell are releasing a headset with inside-out tracking, inside-out tracked controllers and a welding helmet strap with flip-up display. For 1440p is an upgrade. Cant see anything about fov or optics tho. Seem to thing msvr is set to be dissapointing vs ocuvive in those regards. Fingers crossed Del has it sussed
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# ? Aug 28, 2017 14:43 |
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# ? May 29, 2024 11:21 |
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Surprise Giraffe posted:1440p is an upgrade. Cant see anything about fov or optics tho. Seem to thing msvr is set to be dissapointing vs ocuvive in those regards. Fingers crossed Del has it sussed All the developer kit previews on youtube imply that the FOV is markedly worse than Oculus / Vive. Also the inside out tracking gets very confused if you have no objects in the scene that it can track reliably (like a green screen) Also the HMD needs line of sight to the controllers for them to be tracked properly. The controllers don't actually track the environment. Early reports indicate that it's decent at approximating where your hands are without LOS tho.
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# ? Aug 28, 2017 15:03 |
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The Grey posted:Same here... I just tried Aircar for the first time. It's like flying around in Bladerunner, super cool. I was just slowing cruising around and first and felt mostly okay, then I tried doing some barrel rolls and a few other acrobatic maneuvers. After a couple minutes of that I had to take the headset off. Having the horizon be at a radically different angle than your inner ear is saying it should be can be distressing, the Valkyrie people specifically called that out as something they try to avoid in 6DOF flight. The on-planet map they patched in a while ago is surrounded by mountains, industrial structures, and other junk so there's no unbroken line for your brain to fixate on. haveblue fucked around with this message at 15:15 on Aug 28, 2017 |
# ? Aug 28, 2017 15:10 |
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PerrineClostermann posted:How long until we have a VR headset with a piped-in air cooling system? Pretty sure one model of Gear VR had a defogging fan standard then they stopped doing it. It's easy enough to mod in with those Raspberry Pi super small cooling fans.
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# ? Aug 28, 2017 15:20 |
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Zero VGS posted:Pretty sure one model of Gear VR had a defogging fan standard then they stopped doing it. It's easy enough to mod in with those Raspberry Pi super small cooling fans. Apparently you don't really want it. Vive and chill tested it and found that it was uncomfortable and instead found a fan on the forehead helps much more. EDIT: I believe that was the open dev kit "Innovated Edition I believe" with the Note 4. Once it was retail they haven't had a fan. The Vive and Rift, do something to keep the display warm so they don't fog. Fogging is def. an issue for a minute or 2 after putting on the Gear, but never had it with the Rift/Vive. Stick100 fucked around with this message at 15:51 on Aug 28, 2017 |
# ? Aug 28, 2017 15:43 |
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Blattdorf posted:I've just got back from trying out the Rift at a VR arcade. I used to think Vive was the champ here, but the Rift with the Touch controllers is just as good. I actually prefer the Touch controllers because the Vive wands seem a bit to cumbersome. That's great news. I'm sure people would have hacked together support regardless, but it's nice to see it'll be official. I wonder what kind of titles they're expecting to run if they think they can get 2x 1440 pixels square at 60 FPS out of integrated graphics. w00tazn posted:Also the HMD needs line of sight to the controllers for them to be tracked properly. The controllers don't actually track the environment. Early reports indicate that it's decent at approximating where your hands are without LOS tho. It appears from the video that these are basically using Oculus style tracking but with the headset as the reference point.
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# ? Aug 28, 2017 15:45 |
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wolrah posted:I think at this point the conclusion is pretty much universal that Touch > Vive wands, that's why the "knuckles" controllers are such a large change. Even the biggest Vive fanboys generally agree that the Rift hardware is more complete as a commercial product. It's not universal at all that Touch > Vive wands. They both have their benefits and the slightly superior tracking of Vive wands is nice. wolrah posted:That's great news. I'm sure people would have hacked together support regardless, but it's nice to see it'll be official. I wonder what kind of titles they're expecting to run if they think they can get 2x 1440 pixels square at 60 FPS out of integrated graphics. GearVR or lower quality. The GS8 has roughly the graphics capability of a Nintendo Switch. But they are also hoping for good graphics cards. wolrah posted:This is my biggest problem with inside-out tracking. With the Vive or Rift configured for roomscale you can hold your hand behind your back. You can hip fire a gun. You can fling things between your legs. All tracked as accurately as any other movement you make. There are so many movements and gestures which will often or always be out of view of cameras mounted on a reasonable headset. Sure you could make the headset in to a sombrero and ring the brim with cameras, but that's not going to make it to a consumer device. You either have to put cameras and tracking smarts in every input device (expensive) or do like these seem to be doing and treating the controller as a Wiimote while hoping it works out. I'm not so sure this will be much of a problem. You'll still have gyro tracking, I'm not sure there really is that much I do out of line of sight that is really important. You could play Pavlov, Soundboxing, Audioshield, the Lab, Space Pirate Trainer (with some work to get the shield working), Arizona Sunshine, and all of the Social VR I can think of without issue. Tracking unseen is useful as a capability but I'm not sure how much we really rely on it. Assuming the FOV of the tracking cameras is at least a bit larger than the FOV of the screen.
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# ? Aug 28, 2017 15:58 |
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Stick100 posted:It's not universal at all that Touch > Vive wands. They both have their benefits and the slightly superior tracking of Vive wands is nice. You're one of the only people I've seen say this. I'm a Vive user, and the Touch is just vastly superior after having tried it. Tracking is entirely separate to the quality of the controllers. Knuckles will hopefully blow both out of the water, and I'm very excited to see it.
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# ? Aug 28, 2017 16:10 |
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Touch is ergonomic and all but Vive wands felt better for shootings. Also capacitive 'finger tracking' (binary and for three digits) is ok but hardly game changing. loving leap motion fix ur poo poo
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# ? Aug 28, 2017 16:26 |
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I picked up a Vive this past weekend, both for work (we do animation and VFX primarily, but we've done a few VR games and are pushing hard into that area) and as something to help me unwind. Considering I'm usually working 7 days a week, up to 16 hours a day, I needed something that could pull me in and offer me new experiences, even if I only have 30 minutes every couple of days to do it. Man was this a good call! I tried VR for the first time back in January and was thoroughly blown away, and owning a setup myself is even better. Picked up a pretty decent set of games and software: Arizona Sunshine, Superhot, Pavlov, Tilt Brush, and Chroma Lab, and also got a bunch of the free stuff: RecRoom, The Lab, VR Funhouse, Bigscreen, Red Stare, and a few others. My machine is decent since I use it for work, so no real issues there. It's an i7-6800k, 64GB RAM, a GTX 1070 (8GB) + Radeon Pro Duo Polaris (32GB), and some SSDs and mechanical drives. Wasn't sure the 1070 would do okay since I'm also running dual 1080p monitors, but it gives better performance than the Pro Duo... which might be because I can't enable crossfire since it's an engineering sample and is sort of buggy re: drivers. Right now, I'm looking for both accessories that could make the experience better, and fun games. I've heard the headphones with the better strap are worth it - does that make a big difference? I was pleasantly surprised by the included headphones; they're not amazing, but they fit okay and sound fine. The strap shifts a bit much as-is, even with it at a good tightness I'm finding myself needing to adjust it a hair every minute or two. What about the different eye pads? I see all these different sizes, and I have no idea (besides FoV) what benefits/drawbacks they have. Gaming-wise, I'm not big on flight/space sims, but I'm open to pretty much anything else. Since about 6 of my coworkers have VR headsets, I've got a solid group of people to play with, and they're all pretty much down to buy games that sound fun. We had a blast with Pavlov and RecRoom, so I think things that allow for hilarious missteps are even better. And this is probably more tangential to the thread's interest, but anyone play with Unreal VR Editor, the Blender VR addon, or any other VR creation tools? This is a big one for me, since I'd love to leverage the VR experience to help out my workflow.
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# ? Aug 28, 2017 16:32 |
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The Gasmask posted:Gaming-wise, I'm not big on flight/space sims, but I'm open to pretty much anything else. Since about 6 of my coworkers have VR headsets, I've got a solid group of people to play with, and they're all pretty much down to buy games that sound fun. Buy Bridge Crew. It's set on a spaceship but it's not really space sim in the way that something like Elite is. quote:We had a blast with Pavlov and RecRoom, so I think things that allow for hilarious missteps are even better. Buy Bridge Crew immediately.
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# ? Aug 28, 2017 16:35 |
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Waiting for bridge crew to go on sale. I'm not paying $40 for a game that people raved about for 2 days on this thread then never mentioned again for weeks. There are what, half a dozen missions to the whole game?
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# ? Aug 28, 2017 16:38 |
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Ironwolf allows for more freedom and missteps, it's a submarine game where everyone mans different stations in the submarine. Onward and Breach It are particularly great. But if you want to gently caress up with a group? Climbey.Bhodi posted:Waiting for bridge crew to go on sale. I'm not paying $40 for a game that people raved about for 2 days on this thread then never mentioned again for weeks. There are what, half a dozen missions to the whole game? It has 6 campaign missions and the rest are randomly generated. The random missions are pretty drat good too, with a good amount of flexibility in the engine. TOS era Enterprise is a lot of fun to play with too!
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# ? Aug 28, 2017 16:38 |
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Alien: Isolation was an incredibly atmospheric experience in 2D. I know that the 3D mod will make it ridiculous but I'm just too scared.
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# ? Aug 28, 2017 16:52 |
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I have to turn that one off if Im about to get got. Too tense
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# ? Aug 28, 2017 17:04 |
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Stick100 posted:It's not universal at all that Touch > Vive wands. They both have their benefits and the slightly superior tracking of Vive wands is nice. I did say pretty much universal, that does leave room for exceptions, but of the dozen or so people I know IRL who have used both everyone agrees that Touch controllers feel better in the hands. Almost everyone who I've seen post on the subject here has had the same opinion, including people like Knifegrab who definitely aren't Oculus fans. I agree that the Vive wands are slightly better in the specific case of shooter-style games, but IMO the Oculus Touch controllers feel better for pretty much everything else. My housemate has Oculus and I have Vive so I have both sets of controllers on my desk as I type this. The Vive hardware in general feels like a moderately polished late beta, where the Rift hardware feels like an Apple product. I hope the knuckles devices close the gap, that plus the deluxe audio strap should pretty much make up the difference. Absolutely no disagreement that the Vive tracking system is the superior option. I think inside-out has a chance to get close enough that it makes no difference to equalling two-camera front facing Rift play, but once you go roomscale and especially if you ever want to add more tracked objects the Lighthouse system is the way to go.
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# ? Aug 28, 2017 17:39 |
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Tom Guycot posted:For those with a Vive who were waiting, MotherVR the Alien Isolation mod just got vive support in the latest version. Tom Guycot posted:the developer seems optimistic that he can get touch support, roomscale, and onward style movement working, which is nuts and worth waiting to see.
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# ? Aug 28, 2017 18:00 |
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Surprise Giraffe posted:Also capacitive 'finger tracking' (binary and for three digits) is ok but hardly game changing. Na man it's about being in VR without having to be constantly holding on to something HerpicleOmnicron5 posted:Onward and Breach It are particularly great. Woah woah woah people play Breach It? Steamdb stats say 2 in the last 24 hrs and 24 all-time. What's the largest group you've seen and when?
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# ? Aug 28, 2017 18:53 |
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People just need to accept that Vive wands suck poo poo and the knuckles controllers are the way forward for lighthouse based controllers.
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# ? Aug 28, 2017 19:07 |
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Tom Guycot posted:For those with a Vive who were waiting, MotherVR the Alien Isolation mod just got vive support in the latest version. Seems like theres a few bugs, but otherwise works. I'm still holding off because crazily, the developer seems optimistic that he can get touch support, roomscale, and onward style movement working, which is nuts and worth waiting to see. I'll certainly be watching for this to get the modern VR additions. I beat this in 2d and played about half way through on my DK2 using the original VR setting. Still one of my favorites, though the original VR support was very lacking and required you to know the various button combos for unlocking doors n such.
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# ? Aug 28, 2017 19:12 |
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mellowjournalism posted:Woah woah woah people play Breach It? Steamdb stats say 2 in the last 24 hrs and 24 all-time. What's the largest group you've seen and when? I've played it occasionally with friends. 4 in the game.
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# ? Aug 28, 2017 19:12 |
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Bhodi posted:Waiting for bridge crew to go on sale. I'm not paying $40 for a game that people raved about for 2 days on this thread then never mentioned again for weeks. There are what, half a dozen missions to the whole game? Yeah. I paid 50. Did the one tutorial, tried to play online, was greeted with a wait longer than 5 min, I then refunded it. I bought my rift for Star Trek, it just didn't stick as a 50$ game to me. Not enough people playing when I did try it out.
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# ? Aug 28, 2017 19:15 |
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Mike the TV posted:Alien: Isolation was an incredibly atmospheric experience in 2D. I know that the 3D mod will make it ridiculous but I'm just too scared. Would you consider it an immersive game even when played on a monitor? I can't wait to try it in VR, even if it's just standing or even sitting with a controller. EbolaIvory posted:Yeah. I never have a problem finding players especially since Rifts and PSVRs can play with Vive. What time zone are you in? iceaim fucked around with this message at 19:29 on Aug 28, 2017 |
# ? Aug 28, 2017 19:20 |
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Cojawfee posted:People just need to accept that Vive wands suck poo poo and the knuckles controllers are the way forward for lighthouse based controllers. There are people that don't feel this way?
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# ? Aug 28, 2017 19:22 |
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There are situations where I want to hold things. These situations are when I'm trying to hold things. Holding VR objects without actually holding anything will be quite strange
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# ? Aug 28, 2017 19:37 |
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iceaim posted:Would you consider it an immersive game even when played on a monitor? I can't wait to try it in VR, even if it's just standing or even sitting with a controller. Yes, the graphical fidelity is incredible. The one exception is Ridley's tiny wrists that you have to see whenever you save, but the rest of the game is top notch. Just wandering the ships feels great, even in 2D. You'll want to force you graphics card to supersample to get rid of a few jaggies, but the game is naturally easy on gpus so it's no big deal.
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# ? Aug 28, 2017 19:58 |
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Mike the TV posted:Yes, the graphical fidelity is incredible. The one exception is Ridley's tiny wrists that you have to see whenever you save, but the rest of the game is top notch. Just wandering the ships feels great, even in 2D. Awesome. I can't wait to try this on my Vive. I super sample by default now since SteamVR now lets you change super sampling settings without having to restart SteamVR. I am loving the official VR games coming out as well as the amazing unofficial stuff like VorpX, Doom 3 BFG mod, Vivecraft, the MotherVR Aliens Isolation mod, Half Life 2 mod, etc. Great times, and it looks like VR is only going to get better.
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# ? Aug 28, 2017 20:19 |
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Touch is better than the Vive wands sure but if we're going to say the wands 'suck poo poo' then I have some choice words about Oculus' chosen tracking solution.
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# ? Aug 28, 2017 20:25 |
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KakerMix posted:Touch is better than the Vive wands sure but if we're going to say the wands 'suck poo poo' then I have some choice words about Oculus' chosen tracking solution. It's mediocre, but I'd say the badness of vive wands is worse than the badness of the rift tracking solution.
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# ? Aug 28, 2017 20:35 |
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Vive wands are much better gun stand ins, but that's a pretty specific thing Edit: and because it's valve knuckles will never come out
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# ? Aug 28, 2017 20:37 |
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Cojawfee posted:It's mediocre, but I'd say the badness of Oculus' USB tracking cameras are worse than the blandness of the Vive tracking wands.
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# ? Aug 28, 2017 20:39 |
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My cameras work fine
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# ? Aug 28, 2017 20:42 |
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Anyone other Rift users have trouble with Steam VR losing track of where the floor is repeatedly? Oculus stuff tracks fine and knows where my head is, but Steam sometimes thinks I'm like 6 inches tall. I have to go back through Steam VR setup to fix it which sucks when you're doing it for the ninth time.
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# ? Aug 28, 2017 20:42 |
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I haven't. I did have my rift safety walls (guardian, right?) shift between sessions despite SteamVR walls staying in the same spot. I can't get my height to be correct in either, but that's a constant, not sudden, phenomena. I'm always a couple inches too tall to touch the ground.
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# ? Aug 28, 2017 20:47 |
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PerrineClostermann posted:My cameras work fine And the Vive wands work fine too, that's my point. Neither of them suck poo poo. Besides Oculus' refund policy.
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# ? Aug 28, 2017 20:50 |
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wyoak posted:Anyone other Rift users have trouble with Steam VR losing track of where the floor is repeatedly? Oculus stuff tracks fine and knows where my head is, but Steam sometimes thinks I'm like 6 inches tall. I have to go back through Steam VR setup to fix it which sucks when you're doing it for the ninth time. https://github.com/matzman666/OpenVR-AdvancedSettings This has a bunch of stuff in it but I mostly use it for the floor fix and the HMD rotation tracker (for avoiding excessive cord twist).
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# ? Aug 28, 2017 20:50 |
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BMan posted:https://github.com/matzman666/OpenVR-AdvancedSettings To add to this as a Vive user I have to reset my floor height about every second time I go to use VR. I haven't a clue why or what causes it but it is always just enough to make it so I can't pick up the hand controllers because they are in the ground. It's got to be a SteamVR thing.
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# ? Aug 28, 2017 20:52 |
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PerrineClostermann posted:There are situations where I want to hold things. These situations are when I'm trying to hold things. You do hold the knuckles when you hold things in-game? It's the being able to let all your fingers hang freely when you're not. Can't wait.
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# ? Aug 28, 2017 20:52 |
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mellowjournalism posted:
Herp derp, somehow I conflated talk about not having to hold things in VR with a Tested video I coincidentally watched just before about VR gloves. My comment only makes sense in context of VR gloves.
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# ? Aug 28, 2017 20:57 |
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# ? May 29, 2024 11:21 |
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KakerMix posted:To add to this as a Vive user I have to reset my floor height about every second time I go to use VR. I haven't a clue why or what causes it but it is always just enough to make it so I can't pick up the hand controllers because they are in the ground. I've never once had this issue, but I almost always lay out my headset and wands on the floor and start SteamVR with them like that while I clear my area. I'm not sure if that actually does anything but it certainly might be.
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# ? Aug 28, 2017 21:04 |