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Lemming
Apr 21, 2008



Nap Ghost

Zero VGS posted:

Here's the first news article I could find on the StarVR announcement today:

https://www.marketwatch.com/press-r...king-2018-08-14

The gist is that they're announcing a "StarVR One" headset with integrated Tobii Eye tracking including apparently foveated rendering. The only thing I give a poo poo about is will it use Lighthouse and be available for consumers, or is it just another commercial-only offering.

Even if it's sold to consumers, it's going to be so expensive there won't be software that takes advantage for a looooong time. The number being bandied about is like $2k-$10k

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Protocol7
Jul 26, 2012

Cyber Hellcat is not amused


FreelanceSocialist posted:

Speaking of H3VR, I only just now realized that you can use surfaces and objects to do one-handed reloads/round chambering and stuff. Defended a T&H point with dual-wielded handguns by lining up magazines ahead of time on the top of a barrier, reloading by pressing the pistol magwells down onto the magazines and racking the slides against eachother or the barrier itself.

gently caress! I realized that you could put a mag in the chamber this way, but didn't even think to try racking the slide against other things.

FreelanceSocialist
Nov 19, 2002


Also: hitting grenades like golf balls using the stock of your rifle.

Zero VGS
Aug 16, 2002
"It has gunfights and shit!"


Lipstick Apathy

Lemming posted:

Even if it's sold to consumers, it's going to be so expensive there won't be software that takes advantage for a looooong time. The number being bandied about is like $2k-$10k

https://www.starvr.com/products/

Holy poo poo are the specs boner-inducing:

- Steam VR 2.0 lighthouse tracking
- two 90hz Amoled panels (resolution not disclosed, but they say 16 million subpixels... I actually like that method as it is agnostic to pentile/stripe. Someone do some math and tell me if it's supposed to be 1440p pentile?)
- Tobii eye tracking with foveated rendering and automatic software IPD adjustment
- uses two USB-C cables for everything
- 210-degree horizontal FOV, 130-degree vertical
- 450 grams (20 grams less than Oculus CV1, wow), nice looking headstrap (no integrated headphones though)

I'd shell out $2000 right now to have that. Beats the gently caress out of a Vive Pro for sure.

Edit: Also, in reply to your software assertion, they claim on the site that they provide SDK tools to make it easy to adapt any game to the ultra-wide FOV, eye tracking, and even mention per-eye SLI, though all of that is easier said than done. They don't mention adapting a game to foveated rendering. I'm not sure if that's something that the Unreal Engine / Steam VR could do on it's own eventually, or if it has to be built into a game's rendering engine, I'd assume the latter.

Zero VGS fucked around with this message at Aug 14, 2018 around 22:55

NRVNQSR
Mar 1, 2009


Zero VGS posted:

Edit: Also, in reply to your software assertion, they claim on the site that they provide SDK tools to make it easy to adapt any game to the ultra-wide FOV, eye tracking, and even mention per-eye SLI, though all of that is easier said than done. They don't mention adapting a game to foveated rendering. I'm not sure if that's something that the Unreal Engine / Steam VR could do on it's own eventually, or if it has to be built into a game's rendering engine, I'd assume the latter.

Ultra-wide FOV should be doable just in SteamVR unless a game is very badly programmed. Per-eye SLI and eye-tracked foveated rendering would in theory be done by Unity/Unreal/whatever engine but as far as I know none of the big ones support either yet.

Lemming
Apr 21, 2008



Nap Ghost

I'm down on PCVR at the moment because while all of that stuff is great (FOV and eye tracking are the main things I'm looking for improvements in), to be honest, I haven't played anything that I thought "this would be fun if only the hardware was better!" There just isn't enough fun stuff to do in VR at the moment. I want software, and none of this new hardware is going to drive adoption because it's got the same problems of cost and inconvenience, which means that it's not going to cause anything better to be developed.

Frank Dillinger
May 16, 2007
Jawohl mein herr!


What are the best coop games in VR? Arizona sunshine was a bit repetitive but pretty good (when it worked)

Zero VGS
Aug 16, 2002
"It has gunfights and shit!"


Lipstick Apathy

Frank Dillinger posted:

What are the best coop games in VR? Arizona sunshine was a bit repetitive but pretty good (when it worked)

Rec Room and Onward I can vouch for, some people like From Other Suns for online coop or Keep Talking And Nobody Explodes for local coop. The Star Trek game might get some more players with the Next Generation DLC.

Edit: I like Bigscreen in as much as it feels like coop, as you can cheer people on or razz them as they play Dark Souls. Theoretically you and someone else could both load up the same multiplayer 2D game together and it would be like lanning.

Zero VGS fucked around with this message at Aug 15, 2018 around 01:12

Shine
Feb 26, 2007

No Muscles For The Majority


Frank Dillinger posted:

What are the best coop games in VR? Arizona sunshine was a bit repetitive but pretty good (when it worked)

Check out Carly and the Reaperman. One player is on the monitor playing a 3D platformer, and the VR player is a giant ghost helping them. It's a blast!

LLSix
Jan 20, 2010

The real power behind countless overlords

Keep Talking And Nobody Explodes is always a hit. Played it at several get togethers and with non-gamers. VR makes it better, but the non-VR versions are fun too.

Songbearer
Jul 12, 2007


Fuck you say?


Shine posted:

Check out Carly and the Reaperman. One player is on the monitor playing a 3D platformer, and the VR player is a giant ghost helping them. It's a blast!

Been playing this with the fiance. While the price is a tiny bit steep at £18 for something that feels a little unpolished I can't say it hasn't been a lot of fun, especially on the running levels where you've both got to act quickly to survive. Lots of back and forth shouting in the hectic moments with some actually very clever puzzles where you need to fill each other in as one player doesn't have all the information that the other does. I recommend it!

Paingod556
Nov 8, 2011

Not a problem, sir


Tallahassee Reloads are great, if you manage to get the magazine dead-on

https://www.youtube.com/watch?v=RNFOTlwaEHk

If the Indoor Range still gives you twin Desert Eagles, they're perfect for this

GutBomb
Jun 15, 2005

Dude?


I got totally sucked in to Skyrim vr today to the point that I called in sick to play it all day. Having never played an elder scrolls game before Iím pretty blown away at how good it is in VR.

Terrifying loving spiders though.

mashed_penguin
Jul 27, 2004



Zero VGS posted:

https://www.starvr.com/products/

Holy poo poo are the specs boner-inducing:

- Steam VR 2.0 lighthouse tracking
- two 90hz Amoled panels (resolution not disclosed, but they say 16 million subpixels... I actually like that method as it is agnostic to pentile/stripe. Someone do some math and tell me if it's supposed to be 1440p pentile?)
- Tobii eye tracking with foveated rendering and automatic software IPD adjustment
- uses two USB-C cables for everything
- 210-degree horizontal FOV, 130-degree vertical
- 450 grams (20 grams less than Oculus CV1, wow), nice looking headstrap (no integrated headphones though)

I'd shell out $2000 right now to have that. Beats the gently caress out of a Vive Pro for sure.

Edit: Also, in reply to your software assertion, they claim on the site that they provide SDK tools to make it easy to adapt any game to the ultra-wide FOV, eye tracking, and even mention per-eye SLI, though all of that is easier said than done. They don't mention adapting a game to foveated rendering. I'm not sure if that's something that the Unreal Engine / Steam VR could do on it's own eventually, or if it has to be built into a game's rendering engine, I'd assume the latter.

I tried it today at Siggraph and it is super impressive. But they are very much saying they are only targeting the industrial and installation market at the moment. Still its a look at the direction things are going and its pretty drat cool.

mashed_penguin fucked around with this message at Aug 15, 2018 around 04:49

Grundulum
Feb 28, 2006


GutBomb posted:

I got totally sucked in to Skyrim vr today to the point that I called in sick to play it all day. Having never played an elder scrolls game before Iím pretty blown away at how good it is in VR.

Terrifying loving spiders though.

I have four vacation days over the next two weeks devoted to this exact purpose. A no-spider mod will be one of the first things I install, though. They were bearable on the flat screen, but I donít need that kind of stress in my life in VR.

Zero VGS
Aug 16, 2002
"It has gunfights and shit!"


Lipstick Apathy

mashed_penguin posted:

I tried it today at Siggraph and it is super impressive. But they are very much saying they are only targeting the industrial and installation market at the moment. Still its a look at the direction things are going and its pretty drat cool.

drat them to hell. Their teaser said "we have something for you", so naturally I assumed they meant me.

If you can steal it from them, I'll pay you $2000 for it.

Surprise Giraffe
Apr 30, 2007
1 Lunar Road
Moon crater
The Moon

Lemming posted:

I'm down on PCVR at the moment because while all of that stuff is great (FOV and eye tracking are the main things I'm looking for improvements in), to be honest, I haven't played anything that I thought "this would be fun if only the hardware was better!" There just isn't enough fun stuff to do in VR at the moment. I want software, and none of this new hardware is going to drive adoption because it's got the same problems of cost and inconvenience, which means that it's not going to cause anything better to be developed.

Agreed. Lot of games start to look a bit naff in highres hmds too. Talos principle for e.g. is fine on the rift, looks quite realistic but although its displayed much more nicely on the Odysseys screen the textures start to show cracks (with a 1080 at least)

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El Grillo
Jan 3, 2008


Fun Shoe

mashed_penguin posted:

I tried it today at Siggraph and it is super impressive. But they are very much saying they are only targeting the industrial and installation market at the moment. Still its a look at the direction things are going and its pretty drat cool.
What's the form factor & weight like? Is it super wide like the Pimax?

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