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Did anyone of you tried that new-generation of VR devices? Is
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Did anyone of you tried that new-generation of VR devices? Is it really breaktrough, or just another half-assed idea? Should I be hyped?
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>>318256334
I haven't, no. Saw some anon singing psvr's praises a while ago though.
>>
Oculus will come out on top, they have Carmack and the best implementation of a controller.
Vive will be mishandled
PSVR is decent for what it is, but is tied to a underpowered console that can barely achieve 1080P 30fps
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>>318257748
What's your take on the different tracking solutions? It seems like Valve are designing their games with a lot more movement and turning than Oculus. What with the standard setup for lighthouses being one in front, one in back whereas Oculus puts both cameras in front.
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I tried the occulus at a convention, was suprised that i didnt get motion sickness. It was a great experience but it does feel like something that would get old pretty quickif there arent many decent games that use it well. I think i might get one if it turns out to not be too expensive.
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>>318257748
They haven't had Carmack for a while, but they've got Facebook!
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>>318257748
PSVR won't be capable of anything substantial though, not unless they let you hook up a second PS4 for the extra processing power.
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>>318256334
>forgot about VR
>Oh yeah, why did I forget about my VR hype?
>facebook
>oh yeah... fucking ruined
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>>318258068
>facebook
It's not like they're going to block access to your waifu-world. Why bother?
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https://www.youtube.com/watch?v=n97Q4sDawAs
Looks cool as fuck
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>>318257938
I think the Vive implementation of tracking a wide space is really cool. Good for experimentation. But Oculus's controller and camera setup is the best way forward for uniformity. You need as much buttons as there are on a normal controller, while having the benefits of motion tracking.


>>318258048
>PSVR won't be capable of anything substantial though, not unless they let you hook up a second PS4 for the extra processing power.
That's why I said it's decent for what it is. I personally tried it at pax Australia and was surprised for how decent it was considering it was tied to an underpowed console.

But yeah, they've practically reached a their limit on that thing already. And for VR, ideally you need more than 1080P
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Head tracking is a gimmick that will get annoying fast as fuck, just like it happened with motion controls.
Nobody wants to sit upright and jerk their head just to play a game which is supposed to be a relaxing activity.
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>>318258203
Yeah tiltbrush looks like it looks really cool.
I wonder if Oculus Medium will evolve into an actually viable way of producing 3D models, though.
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Yeah, but would it be possible to use it as a display for non-VR games?
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I can't see it sticking for anything other than space sims.
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>>318258256
Don't the vive controllers and oculus touch have more or less the same means of input?
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>>318258351
People turn their heads in literally all activities that don't involve staring at a screen.
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>>318256334
For the moment they're as revolutionary as a Wii controller or the Kinect.
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>>318258187
>play game in VR
>sponsor ads pop up in your face in VR
>mandatory sign in to facebook in VR
>constant interruptions to remind you to "Like" game and share to your friends in VR
>Zuckerfuck's face everywhere in VR
>countless other acts of jewish bullshit in VR
Nah
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>>318258412
You can play flat games on a virtual screen. But it'll end up being kind of low res compared to a good monitor.
It could be interesting for virtual local co-op though.
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>>318258583
>Zuckerfuck
>not Fuckerburg
C'mon man, you can do better
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>>318258659
Fuckerfuck
better?
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>>318258647
I was thinking about playing games like DoW. It would be cool as fuck to hover over the battlefield, while being separated from the real world.
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I own a DK2. I would say it's a breakthrough, since it completely transforms how you play a game and is an amazing experience when you first try it. The feeling of being inside a game is quite amazing.
The only thing holding is back is the lack of support from games, but that should soon change when it's released.
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>>318258702
Perfect, good work
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>>318258830
I think the problem with something like that is scale. You'll be limited to relatively few units because otherwise everything will be so small that you can't see shit, especially considering the limited resolution.
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>>318258850
>tfw you want a vr headset but they're delayed a little bit more every time and you don't want to get a dev kit
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>>318259204
Get a gearvr then. Most porn doesn't support positional tracking anyway.
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>>318259204
Wait until the consumer version of the rift that is supposed to come out sometime early next year. We're only a few months away from an inflection point in pc games and it's crazy
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I always thought that it was a stupid fucking gimmick, until a coworker lend me his DK1.

Regardles to say, I was blow the fuck away.

I started trying out all kinds of demos and games with basic VR functionality like Euro Track Simulator, MIrrors Edge, HL2, Trackmania and many others.

Since then I'm hyped as fuck, because it was so incredibly awesome, so incredibly amazing, and this with the fucking low res DK1 model.

This tech is just like SSDs and 144hz monitors, everyone calls is unnecessary gimmicks until someone tries it out at gets BTFO by how amazing it is.
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>>318256334
Literally only reason to own a VR headset
And maybe to roleplay in MMOs
https://www.youtube.com/watch?v=wIl2-5f8NTo
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>>318259204
Your better off waiting for the consumer version anyway. Getting it to work for most games is a pain and usually there are a lot of bugs. The consumer version will also have a higher resolution, which is definitely needed.
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>>318258583
>things that will never happen
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>>318258850
>>318259449
Welp, I'm hyped.
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until they find a way to make me able to feel the textures inside the games i don't give a shit about this VR shit
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Imagine playing Moonbase Alpha with one.
aeiou
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>>318258850
>I own a Dev Kit 2
Let me guess. You aren't a developer. Do you even code?
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>>318259489
What a time to be alive.
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>>318259889
Are you trying to make some kind of point here?
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>>318259489
turning your head looks retarded in all these vr games it doesn't have the natural motion blur that you have in real life
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>>318259812
You can always hire cheap whore anon.
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>>318259889
>Do you even code?
Yes i'm a programmer. I dont see why that matters since you can still use it as you would a consumer version, but it requires a bit more effort.
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>>318260042
>>318260181
The point
DEVELOPER kits
for those who want to DEVELOP 3D software
>limited item is purchased by youtube faggots
>and children
>who don't DEVELOP shit
God dammit. There is a reason that games won't be made for the damn thing.
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>>318260337
Why the fuck does it matter to you how people use their shit? It's not limited either, they give them out to whoever pays for one. It's not like im stopping a developer from having it.
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>>318260337
>DEVELOPER kit
Come on, it's just "beta-version" replacement. Stop being this autistic.
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I just want this shit for my own personal VR movie theatre.
Which sounds stupid as shit, but watching videos in Garry's Mod Cinema is actually really comfy as fuck.
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>>318260819
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>>318256334
PERSONAL RESPONSIBILITY
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I just want a game where I control a big old mech with a big old axe blade on each arm and the mech's arms being synced to my arms, so I can make it stomp around and shoot and/or chop other mechs. Is that so much to ask for?
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>>318258583
Do you actually believe this?
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>>318258702
>not suckersperg
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>>318260108
you dont get blur irl unless your snap you head around like someone with fucking Parkinson or intentionally defocus your eyes, focus on one thing and move your head around or move your head slowly and it never happens, also that "natural" motion blur isnt something your brain adds in, its an effect of inertia on you iris and eyeball as a whole, and pressure put on the optic nerve from said movement.
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>>318260337
real developers got their kits for free anyways, way before devkits went up for sale
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>>318259449
well done pahjeet 50 american cents will be credited to your account
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>>318259449

>Mirror's Edge

Fuck I forgot, it runs like shit on my machine a few years ago but now I'm upgrading lately I should check it out.
If it can run decently lately, I'd definitely have to make a note to play it with my OR. I was planning on getting one and probably only using it in Star Citizen/Arma 4(?) etc.

>tfw punching and jump kicking fuckers in VR
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>>318264218
Sounds like it could lead to motion sickness really easily desu
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>>318264464

As someone who (made an attempt to) play Q3 seriously (against Nightmare bot FFAs) I'd doubt that.
As long as you tweak every game so that things like motion blur isn't in. I mean fuck, YOU ARE NOT A CAMERA, STOP EMULATING CAMERA EYES.
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>>318256334
Do any of them let me look around corners or under tables?

I'd love looking out of a castle window and shit.
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VAC and locomotion sickness will kill the potential of vr.

VAC issues will be resolved once lightfield displays come in but no one will ever be able to fix vestibular conflicts and shitty workarounds that require breaking immersion aren't solutions.
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>>318264862
Anything with positional head tracking lets you do that. Meaning that the GearVR doesn't, but Rift, Vive and PSVR do.
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>>318256334
-Have DK1/DK2
-Tried Vive for less than 20 minutes
-My brother has a Gear VR S6, so I tried it extensively

No, it won't be a breaktrough... yet. It has a lot of wow factor but the technology is not there at the moment.

Gear VR is just an ill-conceived product, I get sick as fuck in long sessions. The Vive is the best experience by a landslide, but the resolution is still awful, and I felt a little dizzy after a few minutes.

The main problem is that VR feels borderline gimmicky, not like "it's Virtual Boy again hurrrr" but more like "I bought a Wii and played for a week with it". You can see some "future" uses, but right now you wouldn't wan't to use it every day.
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M O T I O N
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S I C K N E S S
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>>318264906
Nobody gives a shit about VAC. It's a really minor cue for pretty much anything short of shoving stuff in the player's face. Locomotion is more interesting, but you seem to be taking that silly "all or nothing" stance there.
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>>318264906

>Valve Anti-cheat
wat

Also you can't emulate g forces on someone in a vehicle unless they're not restrained, since some people can easily tolerate certain motions especially if they're expecting it in advance, and regular players are immune too, so simply removing headbob and such should be fine. The primary use of VR will be vehicle piloting anyway as it's merely an extension of existing training simulators and such, and those games already support free looking with devices such as TIR.

Really, motion sickness is more a "you weren't capable of playing games anyway" trait like epilepsy.
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I'm currently using a Rift to develop a Point and Click game as a group project on my university course.

I've yet to play with the Morpheus or Vive, but from what I've heard, a lot of people are getting behind the Vive in play tests.

The Rift DK2 is a hell of a lot better than DK1 was, it feels a lot smoother and cleaner. Motion sickness seems to be less and less of an issue now.

Looking at some of the games and demos that have been put onto the Rift Share site; there are some really fun, innovative games on there in various genres, that work really well.

- I Expect You To Die : An object based puzzle game. Bit to reliant on the mouse, which is something we're trying to be rid of in our game, using a gamepad instead. REALLY fun though, for how simple it is. Definitely one to watch.

- Windfall: An open world exploration game, using what could be called 3D Maneuver Gear from AoT. A bit awkward to get used to the controls, as you have to look at where you want to grapple, but once you're used to it, really immersive. I was under for about an hour on my first play.

There is definitely potential. I'll say again, motion sickness seems to be a minor issue, at least with the DK2, unless you're going for 1+ sessions, which is when you'll come out, and have dizzy spells and a mild headache after 10~ minutes.

As a lot of people are saying though, it's not going to be a game-changer; at least for a good couple years. It'll be treated as the Wii was; everyone mocks the innovation, then suddenly everyone and their dogs will want in on a piece, before it drops dead when it's realised the same amount of fun can be had on a screen.
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Could probably work well for a species with fixed eyeballs that looked around by throwing its head around. Sadly us humans primarily look around by moving our eyeballs fast and shifting the position of our head slowly and steadily, something these meme-strap-monitors don't support.
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>>318265313

>hurr durr durr
>maymay hurr

Look up the word "Field of view"
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>>318265238
He's talking about vergence-accomodation conflict. The fact that your eyes are focused at the same 130 cm or so, no matter how far away the virtual object is supposed to be. But I haven't really heard anything about that actually being a problem so far.
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>>318265174
>Nobody gives a shit about VAC.
lel. everyone will be raving about how much better things are once lightfield displays around. no one likes to talk about it because it's just a waiting game.

>silly "all or nothing" stance there.
the current workarounds are horrible though. redirected walking is the only one that doesn't break immersion and the vast majority of consumers have no space for it. teleportation, perspective shifts, virtual screens etc are just bad workarounds for a format that's so reliant on immersion. short of throwing the player into a cockpit everytime they want to move more than 2 feet there is no good solution right now and even someone like abrash can admit that.

it severely limits what designers can do right now.
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>>318265276
>It'll be treated as the Wii was; everyone mocks the innovation, then suddenly everyone and their dogs will want in on a piece

Yeah, because you can see a lot of motion controllers in the next-gen consoles.
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>>318265592

It's a TrackIR killer, that's all I ever wanted.
I don't give a fuck what designers might want to do. This is talking about VR/AR exclusive shit like 3D modelling/sculpting in IRL a room of which specialist versions like Hololens (if not shit) will be for down the line.
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>>318265592
>it severely limits what designers can do right now
Sure. Doesn't mean they can't deliver something compelling you can't get any other way. Black and white television was also "severely limited".
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As a former DK2 owner, I think the res and fov will need to be better for practical use but the immersion of it is still great. People who compare it to 3Dtv are totally missing the point.

It's going to take a while for games to use it properly but I don't think it will die out again. Phones are already using it with Google Cardboard and Gear VR.
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>>318265703
>Implying that isn't true.
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>>318259834
JOHN CARMACK JOHN CARMACK JOHN CARMACK JOHN CARMACK JOHN CARMACK JOHN CARMACK JOHN CARMACK JOHN CARMACK JOHN CARMACK
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>>318265831
With Kinect/PS Move? Sure. But please, tell me about the lastest motion controller games... maybe something launched in 2015
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>>318265276
>>318265703

>It'll be treated as the Wii was

This is such retarded logic I can't even.
Motion controls ala Kinect/Wiimote REPLACE traditional control schemes with smaller button layouts etc.

The primary reason most people are exciting for OR (that is, people in the gaming community anyway) is because like TrackIR it actually frees up controls instead, using your head as basically an extra analog stick of sorts. The motion controllers they're designing merely replace gamepads, which merely replace low number of inputs configurations for KB/M etc.

If you need a lot of controls, e.g. for a sim, OR really shines by removing free looking from the control scheme and optionally ADS/Zoom etc. In a case of e.g. Elite: Dangerous you don't even need a dedicated menu button to toggle/switch perspectives, you just glance at it for info or point your head at it for quickly manipulating it without having to e.g. hit escape 3 or 4 times to get back.
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>>318256334
I had an Oculus for work. It was pretty good but the only games I really found it improved immensely were flight sims and racing games.

Also games like "Keep talking and nobody explodes" are pretty great too.
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>>318265723
game designers designing games you numpty.

>>318265736
imo it fundamentally undermines most people's expectations of what VR should be and that's a problem - maybe not in the short term, because job simulator and fruit ninja vr will keep people happy for a few years but not being able to a non-rails fp experience is huge problem.
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>>318265918
Nah, you are following flawed logic. The motion of your head only works for... looking around. If you use it as "an extra analog stick" you'll get sick for sure.

And btw, every company is betting for motion controllers with the headsets so...
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i would like one, but, the problem is nobody is selling one.
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>>318266020

>You'll get sick for sure
>I've never done anything that involves actually balancing your body

Nigger I don't get sick doing yoga on a balance board, get the fuck outta here.
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the rift has the vive nailed to a cross, only the fanatics will give the vive the time of day

latest rumor out of china is vive will cost around 1500 USD
also they are supposed to be shipping it in like a week, they havent even shown what the release version will look like yet, let alone any of its release titles etc
meanwhile rift has trotted all this out months ago, and its firmly committed to preorders this year and shipping early next year

and before you tattle on about the vives tracking, the rift can literally do the exact same thing if you put the cameras in the corners of the room like the vive demands
and the touch controllers are YEARS ahead of the vive wiimotes

dunno what valve expected contracting a borderline bankrupt taiwanese company ran by a literal tranny
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>>318265916
The ps4 controller itself has motion detection for basic functions in many games.
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What kind of GPU should I be looking at getting? I desperately need to upgrade mine and would like to get one that will play VR games well.
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>>318266220
970 is being targeted as minimum spec. if you can afford to wait for pascal you should.
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>>318266092
The beauty of having a DK1 is that I've seen the fall of half a dozen of friends that actually believed that.

"Yeah man, I don't get sick on rollercoasters, this won't do anything to me"
"Dude, I play Quake Arena at 120 fps, I don't get sick with anything"
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>>318266286

>DK1

They're still weak as fuck as a uni student with access to one myself. Thanks bro for teaching me about myself apparently.
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>>318257938
>whereas Oculus puts both cameras in front.
There's one camera with the device but there are lightson the back of the head set. You can buy more cameras for a larger usable area.
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>>318266363
The headset isn't the issue, the controllers are. If you've got both cameras in front of the user, which seems to be the default for Oculus' demos, there's an area behind the user where the cameras can't reliably see the controllers. Meaning that games for it will probably not be designed with turning around in mind.
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>>318266540
you realise the cameras literally give no shits where you put them right? they learn their positions based on the assumption you are looking forwards when you press recenter, even the dk2 does this, my dk2s camera is up on a shelf to my right so i can walk around my tiny little bedroom with it

cv1s cameras are no different, you could arrange them in a pentagram dangling from the ceiling and it would work
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>>318266540
Are you sure you can't have one in front and the other at the back?
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>>318258048
They actually sorta do. They said that PSVR is going to have an extra unit with more processing power that you hook up to your PS4. Not even kidding.
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>>318266801
thats not what you think, all that does is handle the warping/unwarping and mirroring the unwarped image to the tv,also the interpolation
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>>318266872
Nah m8 I remember reading that it actually does add more processing power required for the goggles to actually do their job. I mean PS4 hardware would otherwise be incapable of running the game in VR unless it was literally in 480p and looking shit.
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>>318266669
>>318266681
Yeah, putting the cameras in the corners like with the lighthouses should be possible.
But they are not doing it. That's my point. And I'm pretty sure I've seen a talk from the Job Simulator devs where they mentioned not putting much content behind the player for that reason. Somewhere in here, I think:
https://www.youtube.com/watch?v=hjc7AJwZ4DI

Some anon around here mentioned that the "two cameras in front" setup is probably so you can reliably use both hands close to each other, manipulating the same object. Like when you're holding it with one hand and sculpting with the other in Medium. Sounded pretty reasonable to me.
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It's a groundbreakin invention like 3d television
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>>318267063
not 480p, but they look REALLY simplistic graphically, it does do a lot of the headset specific stuff like the distortions etc, and youll find that the vr games do a lot of sneaky tricks to lower rendering costs, like having things after a certain distance not render any stereo depth, and instancing objects

>>318267080
beause its fucking easy to just put 2 cameras on a desk and its probably how 90% of lazy fucks will actually do it
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>>318267372
Anon, still the game has to be rendered twice. And if they expect to even remotely reach the level of Oculus Rift, it'll be at major performance cost.
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>>318265530
It isn't, because only an autist grabs objects and holds them closer than the distance you hold a phone, which is what you need to do for vergence-accomodation conflict to be a problem.
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>>318267080
>Some anon around here mentioned that the "two cameras in front" setup is probably so you can reliably use both hands close to each other, manipulating the same object. Like when you're holding it with one hand and sculpting with the other in Medium. Sounded pretty reasonable to me.

That's exactly what it is. Vive's controllers fuck up if you touch them against each other and rotate them. And even turning around is fine with the Oculus setup as long as you aren't a fat fuck and stretch out your hand all the way. Now that I think about it, Gaben being a fat fuck is probably why Valve chose their sensor setup.
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>>318268576

>Rendered twice

Snarf!

BRDF is calculated with two viewing angles, process remains largely the same for one view frustum. Only trick is not being retarded with culling.
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>>318271747
No anon, it renders it twice. How do you think PiP scopes work in games and why is it so incredibly resource-demanding in most games?
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>>318271956

Because it's viewing a completely different area, thus creating far more workload rendering multiple areas.

Learn 2 graphics. Mirrors don't cost shit despite being the worst offenders.

OR should have even less work to do since you can simply modify one depth test and do it only once.
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>>318271956

>PiP
>Stereoscopic 3D

lel
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>>318259889
Graduate first, fuccboi.
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>>318272239
Mirrors do cost shit but it's about how the engine handles it. Most game engines don't do it in an efficient way hence they would have to simply render the scene twice.

>>318272310
Same exact principle.
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>>318267348
Lel. I watched Jurrasic World on 3DTV, and it was a blast. Fite me!
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Virtual reality represents the trend of games from being about things that aren't seen anywhere else to being about things people do all the time but fear the consequences of.

In other words, either a game actually is unique and putting it on your eyes when everything else is the same wouldn't do it justice, or it's a representation of something in reality, in which case it's a device for people to role-play things they're afraid to actually do.
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>>318256334
ยจ
>playing amnesia and alien with this

shame silent hill isn't first person, wold be hell of a ride
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>>318272948

>Same exact principle
Just like how forward rendering and deferred rendering are the exact same, lel.

Render for one screen (because that's the OR, one screen), include g-buffer for OR SDK to produce two slightly shifted half resolution images before lighting then bending for the headset.

Trick is still only depth test and specular highlight, only the latter is actual rendering.
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>>318273325
Yeah, nah, I think you're selling the ability to put the player into any environment you can design short here.
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>>318273385
Might still work if you do it like Edge of Nowhere. Although turning freely could be a problem.
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I'm pretty hyped, even if it's essentially just a monitor. Once it gets widespread support playing first person horror and shit like the elder scrolls will be pretty great.
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I'd play F.E.A.R.
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>>318275621
>shit like the elder scrolls
The problem with that is that it's still not clear how to do movement well. Most games that have a world larger than your room right now rely on teleportation or similar hacks.
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>>318275730
What do you mean? Can it just not handle loading the world?
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>>318275730
Are you talking about actually walking around to move your character? That shits pointless and isn't really the objective of most VR headsets.
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>>318275730
I've play Alien and other games at length on DK2. Walking around with a stick/keys isn't that bad.

Even if it does dent the immersion to 'pilot' your character around, you're still inside a virtual world whereever you look.
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>>318275870
I'm talking about how pushing a stick to make your viewpoint move ranges between presence breaking and nauseating, depending on the user.
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I'm hoping VR will bring a resurgence of god-tier mech games.
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>>318276204
The solution I've seen some demos use is to lock the hud to the viewpoint and making headtracking independent of it. It offers a grounding so the viewer to know where 'forward' is and allows easier viewing of hud information.

Really, until they improve on walk pads or some other form of fullbody gear, Immersion break is just something you have to live with. It's either that or make every game a seated experience like I Expect You To Die.
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>>318277037
So you basically turn the HUD into a sort of cockpit? Interesting.
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>>318258583
I'll take "Things That Will Never Happen" for $300, Alec.
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>>318262616
>>318277490
>>318259579
What WILL actually happen is having to log in with your IRL credentials every time you want to use the device
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>>318277648
You don't have a single fact to back that up and you know it.
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>>318277338
Yeah, same principle though looking up/down is still kinda flaky. Subnautica has the option to disable it.
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>>318277648
The only oculus thing you'd need a login for would be the store app, which is totally optional and doesn't control what games you play outside of it.

It's like saying Steam controls all your PC gaming.
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