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Isometric Bacon
Jul 24, 2004

Let's get naked!
As keen as I am for the idea of Fallout 4 in VR, if they're not doing any substitution for movement, I can't imagine it being anything but super vomit inducing, particularly with how much you need to walk in that game...

I can see why DOOM would fit well with the teleport mechanic, although it might be a bit disorientating with the speed you need to avoid enemies in that game. I can see it working alot like Robo Recall. Hopefully, like that game we'll also be able to tear the heads and limbs off creatures using our hands.

Also, just got my first consumer headset after owning the DK2 a couple of years back, purchased Star Trek Bridge Crew and am having an absolute blast. It's the first online game I've ever played where everyone attempts to communicate well and works together. It seemed disappointingly short and simple at first, but after flying with a few crews I've seen theres a surprising amount of depth to some of the mechanics.

Rather than most of the other 'built for VR' games that seem to specialise around the hand controls aspect, this does it for the 'social space' aspect. I'd like to see more games force this level of interaction and communications.

And the cross platform support is a (albeit necessary) genius move, all weekend I've found games with little waiting around time, in Australia no less.

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Isometric Bacon
Jul 24, 2004

Let's get naked!

EdEddnEddy posted:

Also Star Trek Bridge Crew is amazing as said plenty earlier, but warping out 1 second before an exploding star gets you while finishing a transport of survivors is always a satisfying feeling. One pubbie I played with shouted "That is why I got VR" a bunch of times after we did that. It was pretty epic.

As Helm, I've had this almost happen to me three times, the first it was spectacular. The other two I was frantically pulling the warp engage switch, again and again with no response, only to see the ship explode in a fiery disaster.

At the time I thought it must be a bug or lag, but now I'm thinking perhaps there wasn't enough power to engines?

Isometric Bacon
Jul 24, 2004

Let's get naked!

Taintrunner posted:

I'm researching whether or not I can get a 3rd Oculus Rift sensor, maybe you guys can help. I have an Alienware 17 R4 laptop which has 2x USB 3.0 type A, 1x USB Type-C(Thunderbolt 3), and 1x USB Type-C (10Gbps). I have converter plugs for USB 3.0 to C and a powered USB 3.0 hub as well as a USB Type-C hub, should this work?

Shouldn't see why not. I have a 15 R4 with its piddly two USB3 ports, and run all 3 sensors, headset, Xbox adapter and wireless USB keyboard and mouse through a powered 7 Port Antec 3.0 USB Hub. I specifically chose the Antec as someone said it worked for their Rift.

On initial setup it had trouble recognising one of the sensors, but I unplugged it and plugged it back in and never had an issue since.

I haven't tried the USB C as I don't have the adapters.

Isometric Bacon
Jul 24, 2004

Let's get naked!

Tom Guycot posted:


Once you have a model, its pretty neat to take a location you know and make it a 'doll house' in scale or for my brother I also made a 2d version where you were tiny and running around with a gun like a little doll :v:

This is amazing, fantastic work! I want to play around with some photogrammetry too.

What software did you use to stitch the photographs together?

Isometric Bacon
Jul 24, 2004

Let's get naked!

iceaim posted:

Does going through all of that trouble actually fix that piece of poo poo? I've had more trouble with the Xbox One controller than I ever had with my Vive. I was expecting a lot of trouble with the Vive (which turned out to be a smooth experience) while little to no trouble with the Xbox One wireless controller (which has been problematic off and on) since it's a Microsoft product running on windows 10.

Also I am not sure if I still have the USB cable to plug the Xbox controller in.

It's a regular micro USB, so any Android device cable should work.

Can't speak to it recently specifically, but my xbone controllers have been rock solid on my PC and I do remember them being spotty prior to the firmware upgrade. I did however have a long and frustrating experience the other night with my Rock Band 4 Guitar and Rock Band VR, before I found a firmware updating tool for the guitar itself.

Isometric Bacon
Jul 24, 2004

Let's get naked!

Tom Guycot posted:

Photogrammetry Stuff

Thanks! This is all super valuable advice. I love your idea of capturing a vacation destination or something for future memories. I can see that becoming a real big thing in a few years once photogrammetry is easier to pull off and more accessible.

Isometric Bacon
Jul 24, 2004

Let's get naked!
I've been playing Doom 3 BFG in VR and holy poo poo, what an amazing experience.

More than anything, it feels like the game was made for VR, which is a really weird thing to say given that it came out in 2003.

Peeking around dark corners, frantically swinging the torch in your left hand around the pitch blackness, only to find a zombie creeping up behind you and blowing his face away with the shotgun in your your right hand feels like it was deliberately designed that way. All the computer / touchscreen interfaces in the game are rendered live in the 3D world, and you can actually use your hands to control them. You can even pull out your little PDA out from your hip, and listen to audio logs and messages by touching the appropriate buttons. The sound design is incredible too - you can hear monsters crawling in the walls, zombies breathing and everything just has this horrible feeling of dread.

The guys put in a ton of configurable VR comfort options too that work surprisingly well for a first person shooter. I've been playing it for hours with no sign of any sickness. It's funny, the narrow corridors and monster closets that the game was much maligned for back at release actually make for a great VR shooter.

My only issue with it, is the same one I had in 2003. The guns sound terrible, and there never really feels like there's any 'impact' when you're shooting at anything.

Isometric Bacon
Jul 24, 2004

Let's get naked!
As someone who just went through the 'which system should I choose' angst, and tested all three headsets, honestly there's not much appreciable difference at this stage between the Vive and the Oculus, so go with whatever is cheaper / easiest. A year ago it would have been a Vive, no question, but now the Oculus has the Touch and 3rd sensor support, they're basically comparable. The PSVR is a good choice if you already have a PS4, but it really is 3/4ths of the experience.

Oculus gets alot of flack online, partly because they released it 2 sensor headset only (what were they thinking?), and have had some lovely walled garden business practices. But you can see what they're doing - they're trying to make a super smooth and friendly experience, for a target audience that is broader than your average nerd, and it does it well (for the most part). Problem is, it's still a burgeoning field, rough edges are par for the course, and your early adopters are fine with tinkering and tweaking, so open standards and the flexibility that Valve and SteamVR provide are much more appealing, so this is where most of your recommendations will come from.

If you want to get into the commonly debated differences, for me the USB requirement for the Oculus isn't really that much of an issue as long as you factor in a (good) powered USB 3 Hub, since you need to provide power to Valve light houses anyway.

It's pretty much a necessity to purchase the 3rd sensor if you look at the Oculus - there's no point not having it, and like the touch controllers it should have been packed in from day dot.

One thing the HTC does which I think is extremely useful over the Oculus, is that an external camera can be triggered to see out of it - this is amazingly useful when fumbling around for controllers, or when someone is trying to get your attention.

Ultimately I chose the Oculus for one reason only, the Touch Controllers. The HTC feels like you are holding a remote. The Touch Controllers emulate hand actions in several important ways, so you really feel like you're pointing, grabbing, giving thumbs up and wiggling fingers. This plays a huge part in losing yourself in the immersion, and as someone who had the developer kits and never managed to feel 'presense' - I'm finding it happens all the time now.

Isometric Bacon
Jul 24, 2004

Let's get naked!

Helter Skelter posted:

I would beg to differ on this point. If you don't have a huge play space, two cameras in opposing corners can be totally fine.

That's a good point and shows my ignorance since I've always run a 3 sensor setup. I was thinking a 2 sensor setup would be both of them facing you on the desk - but this could totally work.

Isometric Bacon
Jul 24, 2004

Let's get naked!
n'thing the praise for the Echo Arena beta. Only managed to get in a couple of rounds this afternoon, but what I got felt unique and fun, especially for something that so dramatically takes away head movement.

The Proximity chat is a great feature. Slowly gaining on a guy in zero g whos gunning for the ball, muttering to himself 'Allright. im going to get it... I'm going to get it...." Only for me to grab his leg, pull myself up on his back and retort "Not today" before punching him in the head and stealing the ball out of his grasp was one of the more memorable experiences I've had in VR for awhile.

Hopefully the full game has legs and people stuck with it. If Bridge Crew taught me anything, to get a populous multiplayer population you really need Multi headset support.

But for now, get on it whilst the beta's free!

Isometric Bacon
Jul 24, 2004

Let's get naked!

Chadzok posted:

Echo Arena is real goddamn good.

Needs a bigger playspace than I currently have setup though, even with the brightest most annoying Chaperone possible I was still punching walls constantly. You really get caught up in being a flying robotman. Which makes me think the singleplayer of this could really be something drat cool as well.

Me too. I think my playspace is really limiting my ability to play this game well. Sometimes I want to dive out to grab the ball, or reach out to grab an enemy's foot - in the heat of the moment I forget to stay in the center and 'whack!'

I ended up turning the guardian off, because my play area is so small that whenever I put my hands out, the boundary walls would trigger and freak me out from reaching any further. Since most of what's around me is low height it's not an issue.... except for the one drat wall which I always intend not to be near, but somehow always ends up right infront of me in the heat of the moment!

Isometric Bacon
Jul 24, 2004

Let's get naked!
I had a great 'this is the future' moment the other night in BigScreen.

For those who aren't familiar, BigScreen is a way of operating your desktop in VR. I'd used it a couple of times to muck about and watch movies in the past and though it neat, but hadn't experimented too much further.

I jumped into a multiplayer session for the first time, and there was a room full of people sitting around in the theatre, shooting the poo poo and chatting whilst playing a movie on the big screen, streamed off someone's desktop. I looked over the shoulder of one guy, to see that he's modelling in Maya. We get to chatting and he starts showing me his indie work and game on the Oculus store, and generally talking about his workflow.

I pulled open Blender, fooled around for a bit and totally realised I could easily work in this environment, and that it would be an amazing way to telecommute and do external work with a dev team. I'd probably want the resolution to be higher to attempt anything other than modelling, but I can totally see the kids of today growing up with this tech and finding this sort of telecommute a comfortable and easy way to work in teams.

Isometric Bacon
Jul 24, 2004

Let's get naked!
For those disappointed in the low resolution, if you've got a decent video card try out the Oculus tray tool and enabling super sampling.

Effectively (as I understand it) it renders at a higher resolution before downscaling it to the oculus' Native resolution.

I turned it on for the first time the other night and holy poo poo what a difference. Its hard to play without it now.

You'll need to experiment with the amount though, I was running everything at 2x, until I spent a couple of hours in Lone Echo with it at 2x. Looked amazing, but I presume the frame rate started to chug a bit once my laptop started to throttle. I started to feel sick, which I have not done in the consumer version after many hours. ( It never used to take long in the dev kit).

Isometric Bacon
Jul 24, 2004

Let's get naked!

Lemming posted:

Awesome Echo Arena Guide....


Thanks for this awesome guide. I just had another few rounds where I did extremely well, mainly after realising that throwing myself off walls and obstacles generally makes me much faster than I ever was puttering around with the thrusters. Now I just need to work on throwing and aiming.

Now all I want to do is jump back in there, but having a 16 month old doesn't give me much VR time. Hopefully this game has some longevity here in my home country, it's always hard to find Australian servers for anything remotely niche.

Isometric Bacon
Jul 24, 2004

Let's get naked!

Taintrunner posted:

This Hyperkin Freestep VR Cable Management System for HTC Vive/ PS VR/ Oculus Rift (6-Set) https://www.amazon.com/dp/B073P7GJNP/ref=cm_sw_r_cp_apip_VF6t2IeRlwTd2 is absolutely game changing, you need a 6 foot cable for both hDMi and USB 3.0 but not having to worry about tripping over a cable, spinning in place forever feels really liberating. I've been playing Lone Echo and fixing up a space station feels super relaxing. That and the ProTube have convinced me VR is absolutely the future of games, it's a level of intimacy I've never felt before in games.

I was playing Echo Arena last tonight talking to someone who was playing with one of these, (or something like it), and he yelled "Oh poo poo!, I've ripped it off the wall!"

It may have been installed incorrectly or otherwise had something wrong with it however, as he was saying beforehand that it wasn't retracting as smoothly as he'd like it too and he was worried about it.

That's the second disaster I've indirectly experienced in Echo Arena. The other day I heard glass smash over someone's mic, and they exclaimed "oh poo poo, I broke a lamp!... Gotta be careful there's Glass everywhere"

Isometric Bacon
Jul 24, 2004

Let's get naked!
With the Oculus, is there an easy way to set up different heights for demos, or is that just for the sensor setup and shouldn't matter for the end use once they're calibrated? In the Devkit, you used to setup 'profiles'.

I've only demoed the unit a couple of times, and I've noticed the floor depth was out / or the sensors were behaving strange. I wondered if it was because both instances had someone significantly shorter than me, and someone significantly taller than me. I haven't had this occur for myself however.

Isometric Bacon
Jul 24, 2004

Let's get naked!
So Sansar is live in public beta for those that are interested. What's Sansar? Well it's basically Second Life 2.0, made by the same company, but supposedly now VR centric.

Second Life was always amazing to me, a fully realised 3D completely user created world with an in-engine modelling and scripting tools and almost unlimited creative potential, but it was hampered partly by the tech being janky and too far ahead of its time and its awful userbase of bored housewives and weird sex obsessed deviants that turned it into a virtual Barbie doll sex dungeon.

Booting it up I got nostalgic for the old days of loving around with goons in w-hat and generally being the scourge of the grid, whilst also being one of the most creative groups in there.

But actually playing it was super disappointing. The VR interaction is tied to the server, so it's super slow (imagine picking up and throwing a ball with its movement stored server side.) and no hand gestures are recognised. People also disappear when you get too close to them, (I think these last two points are probably an anti griefing measure, but it feels odd.) What's worse is it also works without VR, and many people are chatting on text, which doesn't appear to be relayed to the headset.

I'd be curious to see how the scripting / modelling stuff integrates, but it's outside the client which doesn't appeal to me as much. Still it would be alot of fun to hang with goons.

Isometric Bacon
Jul 24, 2004

Let's get naked!
As someone who's occasionally mucking about with VR stuff in non games industry, it seems to be the hololens that have people the most excited. Most of them don't know or understand the limitations, but the buzz seems to be there nonetheless.

It's certainly not my preferred solution - it sucks for games and the limitations beyond floating models in a 3D space are so many. But it is a good proof of concept for what will (eventually) be a game changer. It might not be Microsoft branded augmented glasses in a strap goggles to your face kind of way, but at some point this stuff will probably be second nature to things like car user interfaces, window displays and video conferencing where there's a need for interacting in 3d space.

So from that point of view I think it's good to get students playing with this tech if there's the opportunity to do so. They'll certainly have more free reign to test and play with novel ideas given the price is so unaffordable for any hobbyists.

But if this is is going anywhere, the future of this stuff is likely to come from smartphone AR rather than the goggles, even if most of the stuff out there right now is terribly gimmicky.

Isometric Bacon
Jul 24, 2004

Let's get naked!

Chadzok posted:

Are the AR objects created by the Hololens more 'solid' and accurately located than those created by ARKit apps? Cos I've tried a couple on my iPad and they're all kinda poo poo to be honest, stuff just doesn't 'stick' to the real world properly.

Whilst it's certainly not perfect, it does a much, much better job than anything else I've tried. This is because it uses the 3D scanner spatial mapping tech to capture the room prior to its use and is accutely aware of its own / other objects position in 3D space.

This means that you can walk around and virtual objects will occlude behind real life ones, and will react to real surfaces such as walls, floors, furniture etc.

Edit: I understand AR kit and the like does this also, but I haven't actually tried it on any of these new devices with depth scanning cameras, so I can't really say.

Isometric Bacon fucked around with this message at 12:08 on Oct 10, 2017

Isometric Bacon
Jul 24, 2004

Let's get naked!
Props to whomever pointed out Gorn was for sale on the Humble Store. What an awesome use of VR.

Somehow managed to leave my controllers and tiny study unscathed, mostly due to using the trackpad locomotion and avoiding really quick swings. This definitely is a game that has me pining for a full roomscale setup though. Dodging would be so much more intense.

Isometric Bacon
Jul 24, 2004

Let's get naked!

w00tazn posted:

I bought Zenni's and got the Oculus rift inserts 3d printed by a service. Worked great even with my poo poo prescription and only cost me like $55 total for both thinner lenses + coating and the printing. You could def getting cheaper if your prescription is better and you have access to a printer.

I'd recommend it.

Just bought these myself. Have said poo poo prescription (-6) so they ended up being more expensive, but hopefully worth it.

My current glasses, despite being quite big still fit ok in the headset. I just get tired of them smearing all the time and getting stuck if I'm doing Dev work continually pulling theheadset on and off.

Will be interesting to see if I can 3d print the frames for the oculus. I don't have a 3d printer, but a local library does....

Isometric Bacon
Jul 24, 2004

Let's get naked!

Tom Guycot posted:

So I haven't posted anything my ongoing photogrammetry tests in a while, because frankly I was getting burnt out manualy editing the meshes on large structures. It was so painful to try to smooth out lumpy geometry, fill in shapes that weren't flat square things like walls and dressers etc, and even with the easy stuff it was time consuming to make it line up.

Well... all that is now solved. The ultimate answer to all prayers is solved. Medium with its latest update now lets you keep the scale and position of imported meshes. So I can import an OBJ right out of photoscan, turn it to clay, sculpt and smooth it so naturally and quickly its mind blowing, and then export and dump it right back into photoscan to retexture it with amazing results.

This is an incredible idea. Work has done some laser + photogrammetry scans that I have access too and I've been mucking about with them trying to see if I can get a decent mesh out of it that I can experiment with retopologising. I'm definitely going to have to try this.

Problem at the moment is I can't find a decent laser + photogrammetry program that isn't stupidly expensive or locked behind a subscription.

I've tried meshlab, but since my initial geometry has so many holes the poission reconstruction creates giant bubbles everywhere. Ball pivot always crashes.

I got an amazing laser mesh + photo reconstruction out of Autodesk Recap Pro, this one looks great. But one caveat is you need to upload your project to their servers to do the conversion.

I want to try Reality Capture but it looks like the free version disables mesh export. I'll have to see if I can get a trial and experiment.

I've been repairing and painting what I've managed to get out in Blender - but I love the idea of using Medium. Seems very zen. When I last tried I had difficulty since whenever I scaled the model up the z (up) offset was too high and I couldn't actually reach anything. I assume I can just offset that in Blender though and reimport - I just haven't tried it yet.

Isometric Bacon
Jul 24, 2004

Let's get naked!

Seashell Salesman posted:

The ones I see like that on Amazon are a Gigabyte one with a blower that looks really loud, and an MSI card that's out of stock. I think I may have to pay a little more to get one with more fans and sinking.

e: because I have a baby and my study is near where he sleeps :)

If he's anything like my daughter white noise of a computer fan might actually help. We purposefully didn't make it a point to be quiet around the baby and now at two she sleeps like a log through anything. Everyone's situation is different of course.

Also enjoy your VR headset whilst you don't have a little munchkin running around waiting to be stepped on :).

Isometric Bacon
Jul 24, 2004

Let's get naked!

haveblue posted:

I cannot express how much I love that telefragging is now a primary game mechanic.

To me It looks like a kind of disappointing cop out since the best part of DOOM 2016 was the animations that came from jumping on enemies and tearing them apart.

Obviously replicating that in VR as it was would be difficult, especially because it needs to be done fast to keep the games momentuma- but I would love to see some sort of basic rip limbs mechanic when they're flashing in low health.

Isometric Bacon
Jul 24, 2004

Let's get naked!

SwissCM posted:

Both PayDay 2 and Doom VFR almost seem like they were developed in a vacuum. Had the developers tried any other VR games to see how they adapted systems?

As glad as I was to hear about a big studio like Bethesda doubling down with three relatively big franchise ports to VR at a time where most tbig studios are playing it safe and waiting for a market first, it is disappointing to hear such a luke warm reception. Hopefully they don't take this lesson as "VR Games won't sell" rather than "Poor VR games won't sell".

Isometric Bacon
Jul 24, 2004

Let's get naked!
Just moved into a new house and now have a whole 3x4m empty spare bedroom to devote to jumping around in VR like an idiot in the precious minutes I have in-between putting the kid to bed and collapsing for the night out of exhaustion.

Was a nice surprise to login and see the $20 credit. Now to find something to put it towards... Beat saber looks like a lot of fun.

Isometric Bacon
Jul 24, 2004

Let's get naked!
Bought Skyrim VR the other night based on the strong reviews. Booted it up and was totally bummed. It ran janky, couldn't pick anything up, my character felt about 5ft tall and the controls we're super confusing. I knew I'd just blown a while wad of cash on something I would only play once. It didn't feel too dissimilar to the time I used VORPX to run Skyrim back in the DK2 days.

Last night I gave it another shot, downloading many of the mods as suggested earlier in the thread and boy glad I did. With proper combat mechanics, ragdoll effects, 3D positional audio and more immersive sound effects and graphics it's a completely different experience, and I'm finding the combat encounters switching between a bow and sword super fun.

I finished the night on the dragon attack and it was super immersive, running up and down the stairwell and firing out of the narrow windows at each pass of the dragon with my bow.

Unfortunately I have absolutely no interest in the story or lore, and have always found that part of Skyrim an absolute chore. VR exacerbates this considerably, standing around in VR tapping your feet impatiently as a animated mannequin spouts on about the Jarl of Winterbottish makes it even worse. Thankfully Skyrim allows you to walk away from most encounters.

Also if anyone's interested, it and a bunch of other bethesta games (Fallout VR, Doom VFR) are currently on sale at Green Man Gaming, and have an extra 20% off with the code 'BETH20'.

Isometric Bacon
Jul 24, 2004

Let's get naked!
With the GMG sale Skyrim and Fallout come to about $33 usd, Doom VFR comes to $16.79 usd.

Think I might get Doom. Has Fallout improved much since release? I was bummed hearing after all the negative opinions and lack of Oculus support at release and never picked it up.

It also didn't help that I had just spend 40 hours on the Xbox version and didn't want to redo that all again. (Pity I can't import saves...) But fallout is totally more in my wheelhouse than Skyrim and I imagine guns work well.

Isometric Bacon
Jul 24, 2004

Let's get naked!

Parallelwoody posted:

Being able to turbo fire arrows in Skyrim may not be fair or challenging or have a realistic feel, but at least it can be fun.

I had great fun with the advanced bow controls and the ragdoll mod activated. Felt like legolas firing as fast as I can pull the bow with satisfying 'thunk' as enemies fly backwards with a arrow to the face.

On that note, I can't even tell if the stamina actually has any effect in Skyrim VR. All combat encounters kind of seem hilariously easy when you can control the speed of your sword swings and parries.

Isometric Bacon
Jul 24, 2004

Let's get naked!
Anyone tried to do development work on an Oculus Go?

I've been doing various demos at work with my cv1 rift showing off some custom environments I've made in unity and programming various VR interactions, both in my spare time and more recently at work.

They've been super receptive to the stuff I've done so far, and are excited to let me to do more and it has the potential of turning into a bigger project. One big obvious hold up though is the portability and wires. They've expressed interest in the Go, but I'm not convinced the 3DOF would be quite the same, and I think the added optimisation workload requirement I'll need to do to get my content running on that hardware and still looking quite realistic might prove to be difficult for a one man band to handle.

I still want a Go however and am thinking of buying one just for myself to play with. But I get the impression that most are using them as displays rather than developing 3D apps? I feel it will be hard to match the 6DOF and hand tracking of the CV1 and Vive.

Isometric Bacon
Jul 24, 2004

Let's get naked!

Stick100 posted:

Yes I've done some development work on the Go. I'd previously done development work on Gear VR, and thankfully the Go is easier than Gear VR. The best thing you can do is get a long USB cord, then you can leave the Go plugged in the whole time you're working. You have to do about 5 minutes worth of work to setup ADB but after that you can push builds and look at the work in roughly 30 seconds each time (much better then when you had to pop your phone into and out of GearVR over and over).

Since you're interested in mobile, I'd say get a Go, and play around. As you said going from 6Dof to 3Dof (HMD and controllers) is a huge let down but you can still do some really neat things in 3Dof.

As has already been said, the main reason to get a Go is to get ready for Santa Cruz which should give you everything you need (stand alone 6dof HMD and 6dof controllers). It will be roughly the same as the Go, in that it will run the custom Android, has a 72 Hz screen and should be in a similiar power band to the Go. I'm personally guessing the Cruz will run an 845 (or extremely similiar chip) while the Go is running on a 821. If I recall the 845 is about 2* as powerful as the 821, but at least some of that power will be stuff handling the overhead of 6dof HMD/controller tracking.

If something can run on the Go it will surely run on the Santa Cruz.

Sign up for Oculus Start to get a Go. https://developer.oculus.com/oculus-start/member/

Great advice thanks!

Sadly my company probably has too much outside funding in it's core business to be elligible for Oculus Start, even though I'm the only dev with a shoestring budget and doing lots of it in my own time....

Worth a shot at least!

Isometric Bacon
Jul 24, 2004

Let's get naked!
My dear god what a saga I had with LA Noire.

Rockstar social club is one of the most infuriating middleware I've come across.

After a nice feeling moment of 'I'll spoil myself tonight and buy it on a whim to play in the increasingly dwindling couple of hours I have between work, making dinner, putting the kids to bed and collapsing of exhaustion' I ran it on the headset, looking dumbly into a loading screen for a couple of kinutes only to take it off and see it was prompting for a login to a social club account.

For whatever reason, logging in is tied to a captcha 'prove-you-are-a-human-but-actually-crowd-source-our-image-recognition-software' process. We've all done these before... but for some reason this one has about 10 pages of images for you to verify rather than one or two which takes at least a minute or two to fill out... Not a big deal in itself, a bit annoying when you have to pull off your headset and use your computer on the floor of an empty room, but ok if I only have to do it once...

Oh, it turns out I already have a rockstar account apparently so I have to login, not register.... Must have been from GTA5... Well let's try a password. Oh wait, I need to do the Captcha again? Well that must be due to the fact I was on the registration page not the login page, so I'll do it again... Invalid password? Oh, well try another... I have to do the Captcha again?!? Seriously? Ahh I'll try another... Invalid again?

Repeat this several more times, each captcha process a minute or two until a bright spark in my head tells me just to reset the password. One reset, another Captcha and we're finally cooking.

Ooh it's launching... Oh hrm. There's an issue with tracking. Text is wierdly floating in 3D space and jittering around. Ah I'll quit and reopen...Pull off the headset, lie on the floor, quit the program, relaunch and put the headset back on.

After awhile of staring at the rockstar logo I realise ...It's not opening... It's stuck on the loading screen...

Ugh. Take of the headset. Force close. Relaunch. Nothing happens. Rinse repeat, with a couple of computer resets in-between.

I realise the issue is with the bloody social club. Clearly it's trying to validate with a server somewhere and being blocked or ignored.

I finally figure out if I log out of the social club, relogin (do the loving captcha, yet AGAIN) I can get it to launch.

I realise I still have the weird tracking issues. gently caress it - I'm going to do it anyway. Start the tutorial, pick up a pen, dip my hat. Hey, this seems pretty neat!

Oh, my guardian system is like rotated 90 degrees to my position and no way reflects my room space... Well, I haven't calibrated the Oculus in awhile, may as well do that...

Headset off, recalibrate. Rather than repeat all that again, let's see if I can solve these tracking issues. Unplug my extensions, use cables directly, muck about.

Social club logout, login, captcha, relaunch. Hrm I can hear the game, but there's no video from my headset. Headset off, muck about, still no video.

Update drivers, no luck. Run option to 'repair' Oculus software - find it deletes everything, wait as it downloads 5 gig then has unexplained errors and refuses to finish installation.

At this point I just want to refund the software. It had been 3 hours. Last I saw the 'played' time I saw it I had used 35 minutes. This was spent on captchas, loading screens and one minute of gameplay. I gave up and went to bed.

Tonight I am going to completely wipe every trace of the oculus software from my system and try yet again to just get the software running so I can at least attempt a refund. I read you cannot log out of Oculus between periods if you want to refund software, so I might be out of luck. Even worse is the very real possibility that my headset is now completely hosed, whether it is the cable or the screen. Likely not the games fault, but pulling it on and off a million times probably didn't help things.

Rant over. Apologies to anyone that kept up this far for airing my frustations.

TLDR: Rockstar Social club is a painful piece of poo poo and it should be built into Oculus design standards that once an app is launched it is entirely controlled through the headset and should not require using the desktop.

Isometric Bacon
Jul 24, 2004

Let's get naked!

Jenny Agutter posted:

Harmonix knows they missed the boat on vr rhythm games but their licensing department might save them anyway

https://twitter.com/harmonix/status/1095730105014456325?s=21

Anyone know how they filmed this? I've seen setups with green screens where people capture themselves playing VR demos and have been wanting to look into seeing if I could do it myself one day, but the added camera panning in real time looks amazing.

Isometric Bacon
Jul 24, 2004

Let's get naked!

Isometric Bacon posted:

Anyone know how they filmed this? I've seen setups with green screens where people capture themselves playing VR demos and have been wanting to look into seeing if I could do it myself one day, but the added camera panning in real time looks amazing.

So to answer my own question, it looks like they're using Vive trackers on a real camera with software like Liv.

So now I just need to buy myself a green screen... And a tracker... And a camera...

Isometric Bacon
Jul 24, 2004

Let's get naked!
Managed to get a brand new Vive Pro through work and have been really briefly playing around with it.

Is it just me or are the lighthouse v2 motors obnoxiously noisy? When on they both emit and extremely high pitched whine - not unlike the high frequency noises crtv monitors used to make that only under 20s could hear... Only I'm well past hearing those at 33 - and these are deafening in a otherwise quiet room.

It's rather spoiled any dev work I want to do in my study since it's hard to concentrate with them on.

Isometric Bacon
Jul 24, 2004

Let's get naked!

Neddy Seagoon posted:

The decisions on the Rift S only makes sense to me if you look at it coming from a team that has had no/minimal experience working with Oculus hardware but have built a WMR headset or two and started from there. When you look at it beside the Quest, it also looks like someone told an entirely different team to match the Quest's tracking, but only had WMR parts available. It's functionally correct, but it's not exactly elegant.

I can see the value proposition for the S. They addressed all my major issues with the Rift - only one cable so there's no USB issues, higher resolution display, easier setup, ability to see out the headset, lower cost to manufacture.

For us who already have Rifts with dedicated VR setups and decent hardware it doesn't seem like much of an upgrade - but it doesn't need to be. I see it as the GBA-SP over the GBA or the Nintendo DS Lite over the original DS.

As much as I want to see the Rift 2.0, I'm happy for an incremental upgrade until the rest of the tech and the market catches up.

As someone who has a development Rift and has to lug it back and forth from work a lot and has to set it up in a multitude of environments, the minor improvements sounds great and fix most of my issues with the Rift. I never was pushing for much more than it already has because it's already hitting the limits of my hardware. If it wasn't for the removal of the awesome headphones, I'd consider one for myself.

One thing that Oculus has the right focus on (even if it does need a bit of an upgrade) is the user experience, from the app store, to the setup through putting the headset on your head and everything just being there. That's their focus and if they can continue iron out the hard edges of VR adoption, all the better.

Isometric Bacon
Jul 24, 2004

Let's get naked!

Hellsau posted:

... and played everything worth playing on Viveport...

apparently there's a 2 week free trial if anyone wants to play through Apex Construct or see how extremely disappointing the Gauntlet VR game in Ready Player One is.

You already gave a couple examples, but I'm curious to any more examples of things worth trying on Viveport.

I got a free trial code with the vive pro, but have been holding off redeeming it until I find something interesting to run.

Isometric Bacon
Jul 24, 2004

Let's get naked!
People are rightfully cautious when it comes to an all in investment into VR. I would partly expect the reason the XboneX is so powerful was partly due to it originally being VR focused, but they got cold feet closer to launch when pc adoption wasn't as lucrative as they thought. Which is somewhat understanable in that case what with the money, space and technical know how requirements. Neither wanted a repeat of the Kinect 2.0. (Which was good tech ruined by their own lovely forced adoption and integration.)

But as Sony shows, might have been a good bet as a living room device addon to the thing you already own. As lovely an experience as the PSVR when directly compared to its pc brothers, it certainly proves there's an appetite for the tech and impresses the hell oit of people.

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Isometric Bacon
Jul 24, 2004

Let's get naked!
Just had a pretty memorable Bridge Crew experience at a friends place.

We setup a LAN with three Vives and a Oculus together in the one space, in a bridge like-arrangement. We then proceeded to run through most of the missions and some of the TNG DLC over the course of a day.

I'm sure we looked like complete dorks all sittig there flaying about, but it was worth it. I was impressed by the Vives ability to run 3 headsets (two pros and a regular) off the same set of lighthouses.

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