[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
VR
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /v/ - Video Games

Thread replies: 255
Thread images: 39
File: 3123123453.png (326 KB, 1670x599) Image search: [Google]
3123123453.png
326 KB, 1670x599
Which set is best?
Oculus Rift or HTC Vive?
>>
File: 1452354713082.gif (311 KB, 448x336) Image search: [Google]
1452354713082.gif
311 KB, 448x336
Who else NEET here and contemplating an heroing
>>
>>323490013
psvr
>>
buy both, they're great
>>
>>323490182
You're like, what, 19?
you'll break through it
>>
>>323490182
Every day m8.

My only hope is that I die in my sleep.
>>
File: 1452354349118.gif (1 MB, 448x251) Image search: [Google]
1452354349118.gif
1 MB, 448x251
>>323490313
Actually 24
>>
>>323490505
>>323490182
Fuck off avatarfag, this is a serious thread about serious stuff.
>>
>Oculus manufacturing since September, ships in late March
>HTC just now shipping DK2, supposed to ship CV1 in April

how
>>
>>323490382
>your own high quality speakers
Wait.
Is that speakers as in not headphones?
Because that's the exact type of complete idiocy they're trying to prevent.
>>
>>323490618
Headphones are speakers that you stick to your head.
>>
>>323490615
There is no way HTC can manufacture enough stock by April when retail version of the Vive hasn't been finalized yet. We might have to wait until Q2/Q3 realistically.
>>
>>323490694
So were you talking about speaker that you stick to your head?
>>
>>323490764
I don't know, I'm not the same guy.
>>
Who hype for 2nd gen here.
http://uploadvr.com/nitero-wireless-vr-2016/

It will be like the difference between 8bit and 16bit.
>>
The best VR available currently requires of the headset:

>2 displays at a high res for IPD adjustment and clarity
>high pixel fill to eliminate SDE and augment clarity
>high pixel consistency to eliminate mura and moiré
>high pixel switching and illuminating times to diminish black smear and enable low persistence
>global update, high refresh rate, and low persistence for a smooth, non-nauseating, non-flickering image

>hybrid fresnel lenses for big sweet spot, exit pupil, clarity across the whole lens, minimal chromatic aberration, spherical distortion, and light ray artifacts

>displays designed in parallel with optics for optimal tuning of FOV and clarity

>light weight and smart ergonomic mounting design that distributes weight so not only does is it not feel bad on your head and face, but that it disappears to the point where you don't notice that the VR you're being provided is artificially coming from something you're wearing, rather than that it just exists - or that you are never reminded that you're wearing something which would have distracted from the VR and decrease Presence

1/2
>>
>>323490957
Accomplishes that stuff using video compression. Might be shit. Wouldn't make any decisions based on something so speculative.
>>
>>323491408

>enclosure that eliminates light from the outside to come in while at the same time breathable so humidity and heat are not trapped inside, causing lens fogging and discomfort

>integrated microphone on the headset so you have a reliable standard for where sound can act as an input and so that no one else has terrible sound like you usually see in multiplayer games

>integrated AMP+DAC+headphones so you have control over the whole audio stack and developers can target a standard and for once finally be sure that what they master is what people hear

>headphones mounted and integrated on the HMD so clamping seen on regular headphones is never a problem and the ergonomics can be at a point where it feels like you're not wearing headphones, thereby not decreasing Presence

Any one of those things missing when you're in a program that makes use of it will break Presence among a large set of the population. Any one of those things that is bad quality will break Presence among a large set of the population. Obviously if one thing is not being used in a program then it doesn't contribute a part to Presence that is created by the rest of the device.

Again, there is also the tracking system, the data transport, the input solutions, and the software, not covered by this list.
>>
>>323491445
Buying 1st gen is far more speculative than waiting.
>>
>>323490957
4k screen fov rendering and wireless pls
where do i make my downpayment
>>
>>323491551
Except its actually third gen already. Oculus has been releasing and refining for a long time now. The consumer model is proven technology made as high quality as possible.
>>
File: palmer-luckey.jpg (42 KB, 298x247) Image search: [Google]
palmer-luckey.jpg
42 KB, 298x247
Oculus VR founder Palmer Luckey, creator of the Oculus Rift, AMA in /r/PCMASTERRACE on January 10th @ 5PM PST. He will be here to answer your tough and technical questions.
>>
>>323491742
No, those were developer kits designed for developers to kit.
CV1 is the first consumer product.

Any hardware has the same iterative development, Rift's was just more open than usual because of the Kickstarter.
>>
I really dont wanna wait.

But i really dont wanna get the first gen and be stuck there like a little fag when the 2nd generation has wacky features that the first dont and i get stuck sitting there like winnie the pooh.
>>
>>323492010
>reddit
>tough
HAHAHAHAH
Watch as every "tough" question (like asking how well Oculus performs in certain aspects against the competition) gets downvoted into oblivion.
>>
>>323492243
Well, that would be a time wasting question as we all know the answer he would give, so that would deserve to be downvoted.
>>
>>323492017
Semantics. They manufactured three products (not counting gear), each a refinement of the previous one.

The consumer model doesn't do anything fundamentally new, so there are very few unknowns. But if you add something like wireless into the mix, that's when you expect to see problems. If you really want it to be reliable, you should wait for the second model that has the wireless.
>>
>>323492080
Then keep waiting. Literally the definition of being an early adopter is willing to have that happen to you.
>>
>>323492376
We already know all the technical shit and in his previous AMA he already answered the pricing thing.
So what's left other than trying to squeeze out some harder answers?
>>
>>323492243
In what world would that be a tough question? Of course he's going to answer that his thing does it better or dodge it.
>>
>>323492635
If he lies or dodges it then it was obviously a tough question.
If he isn't willing to answer tough questions truthfully then they shouldn't advertise as such.
>>
>>323492618
But that's not a hard question. Seriously what are you expecting from him when asking "how well Oculus performs in certain aspects against the competition?"
>>
>>323492791
Considering he's only tried the Pre version of Vive he can always answer that his is better, but that they are still making changes and he has no idea how their consumer product will perform.
It's a non-question. He can't know. Stop trying to reddit your way out of this and just admit you are wrong.
>>
>>323492853
Oh come on. He was obviously not talking about asking him that exact question. He was talking about something like "can a Vive lighthouse cover a greater angle than a Rift camera".
>>
>>323492853
I'm expecting him to dodge it obviously, but I don't think he would be stupid enough to lie because that would bite him in the ass once people have both sets and perform extensive comparisons.

>>323493084
He can't just answer something without being accountable for it later, don't be stupid.
Also he obviously knows about the competition and from what we know the Vive has the upper edge in several aspects.
>>
>>323493094
That doesn't matter. I was talking about that one isolated quote. My post had nothing to do with saying anything about the point of his post.
>>
>>323492536
Its hard though man. I never get excited about anything but VR is another story.
>>
>>323493094
Area you mean? If you set up lighthouses and cameras, in the same spots, in the same room they will perform the same. A camera can see more than 6 meters.
>>
>>323493435
Distract yourself. Limit yourself from reading or hearing or seeing anything about VR. It's that simple. Just stop thinking.
>>
People in this sub are making an awful amount of guesses and judgement when the devices aren't even released. I'm just gonna steer clear of VR until they are actually out and we can seriously compare them through real word experience.
>>
>>323493470
>A camera can see more than 6 meters.
That's exactly why I said angle.
>>
>>323493523
Affirmative.

Hide VR threads
Dont reply to VR posters
Stop browing 4chan in my downtime
Stop using the internet
Cancel phone plan
Assasinate friends and coworkers
>>
>>323493470
That's not what testing shows, the Rift had some trouble with the Touch controllers at CES and from a 2015 demo the controllers don't track well near the ground, which might be a IR reflection problem rather than a FOV one.
If they performed the same they wouldn't limit the demos to a tiny mat to being with.
>>
>>323493635
>sub
>>
File: fat cunt.jpg (40 KB, 173x335) Image search: [Google]
fat cunt.jpg
40 KB, 173x335
>>323493635
>sub
>>
>>323493850
Not him, but you're basing that off limited reports. Oculus had booths without mats too and there were also reports saying the opposite things.
>>
>>323493850
>in the same spots
They didn't have the same setup. They were not setup in opposite corners, but two corners on the same side. And the tested guys mentioned testing on the floor just fine.
>>
What's this I keep seeing about OR causing eye damage?
>>
>>323493850
I forgot to mention you have to connect the cameras to the computer which severely limits the positioning of the cameras unless you are willing to have cables snaking down the floor.
>>
>>323493635
Are you a single poster, or is this seriously becoming a thing?
>>
>>323494158
Trolling. HMDs have been used by researchers for decades.
>>
>>323494004
>>323494056
Then why don't we ask Palmer to clear up any confusion? :^)
>>
>>323494158
Misinformation spreading and hyperbole.
>>
>>323494287
He already did and posted it on twitter.
>>
>>323494287
We already did. You missed it.
>>
>>323493850
>at CES
[citation needed]
>>
>>323492243

Reddit butt-fucked Gabe Newell in his AMA during the paid mods fiasco though.
>>
>>323494427
He's probably basing it off that one Gamespot report with the "paid shill" in it.
>>
>>323490013
The one where you don't look like an autistic fag.
Oh wait
>>
>>323494359
That wasn't informative at all, we don't know anything about the tracking quality and range.
>>
>>323494532
Also he has always been awfully evasive when it comes to room scale, this AMA is a decent chance to get some more direct answers which has been my point since the beginning.
>>
>The initial hype around the Oculus was that it was meant to be this affordable and disruptive piece of VR technology that would put VR into the hands of a lot of people creating a cascade effect. At what point in the development process did the shift from being the "cheap, functional, and disruptive," VR headset that would change gaming, to "THE premium VR experience," occur? Why did it occur?

Palmer:

The goal never changed, but the timeline of achieving that goal did. I still want to make VR cheap, functional, and disruptive, but it takes a certain amount of quality to do that. Three years ago, I thought a good enough headset could be built for $300 and run on a decent gaming PC.
Since then, we have learned a lot about what it takes to induce presence, and the landscape of the industry has changed a lot too - we are no longer the only players, and the burden of bringing good VR to everyone is no longer solely on us. The best way to make a technology mainstream is not always as simple as making a cheap product as quickly as possible, that is what lead to the last VR crash! Tesla is a good example - Elon Musk had to convince the public that electric cars could be awesome before he could build the technology that would actually make electric cars mainstream. If Tesla had tried to make a $35k mass-market electric car back in 2008, they would have accomplished little. Instead, they made the Roadster and Model S, proved that electric cars could be awesome, invested heavily in R&D, and now have a clear path towards their ever-present long term goal, making electric cars mainstream.

1/2
>>
>>323494647
You may have to couch it as better than 6 meters. He's mentioned partners before, so he may not be able to give exact numbers or directly compare to a competitor, but he may be able to say can do this.
>>
>>323494754
Virtual reality is actually in an even better scenario. GearVR is already an awesome headset for $99 if you already have a flagship Samsung phone (like tens of millions of other people), and there are other companies entering the VR scene in the near future. Eventually, VR is going to run on every computer sold, and there will be a wide range of hardware at various price and quality points, a lot like televisions or monitors.
The Rift is the first headset capable of delivering presence, the sensation of feeling like you are inside a virtual scene on a subconscious level. As I have said before, VR needs to become something everyone wants before it can become something everyone can afford - I totally understand people who don’t want to spend that much on VR, but this is the current cost of making a really good headset. Much like smartphones, the cost of that quality is going to come down over time - you can buy unsubsidized phones for less than $100 that blow away the best $600 phones from just five years ago, that is what time does to the cost of technology.
3rd party applications: Will the OR take steps to block 3rd party applications? I ask this because there are a lot of people saying, "YOU CAN'T WATCH PORN ON OCULUS!" As I understood things, pornography would simply not be allowed on the Oculus app store, and that 3rd party apps would be fine. So, I suppose my real question is, "Will Oculus, or can it, block 3rd party content related to pornography and other adult related content?"
No. You can download and run games from outside the Oculus store.
Can you, or will you, stop developers of "unapproved" content from making something with oculus support?
We won’t be selling adult content on the Oculus Store, but: http://variety.com/2015/digital/news/oculus-has-no-plans-to-block-virtual-reality-porn-1201499821/

2/2
>>
Let's figure out some questions to ask here senpaitachi:


What is the IR camera's usable FOV? How well does it perform near reflective surfaces?

What is the expected pricing of the Touch controllers?

Will they follow a similar model as Apple, with a "slightly improved" model between generations?

Are Oculus-funded games truly Oculus-exclusive or can they support other SDKs later on?
>>
>>323494840
Oops, forgot to format quotes on the end of this one.
>>
>>323495021
Should have figured it out long before. It's too late now. Look at how many posts are already in the thread.
>>
>>323495021
>What is the expected pricing of the Touch controllers?
He already said he won't answer this one.

>Are Oculus-funded games truly Oculus-exclusive or can they support other SDKs later on?
He already answered this one.
>>
>Not a fan of the PenTile pixel geometry. What's your opinion on other pixel geometries like striped or stacked for amoleds?

Palmer: Your experience with PenTile is probably based on non-VR devices, where lack of 1:1 pixel translation sucks for things like text. For VR, it is much closer to optimal - all movement being relative to your head combined with geometry correction means there is no such thing as 1:1 pixel mapping anyway. All things being equal, it would be better to have the same "spec" resolution in a stripe layout than PenTile, but the problem is not pixels, it is subpixels - we can only cram so many subpixels into a given size, and for custom VR displays, it makes sense to allocate those subpixels based on the varying sensitivity of the eye to different colors, as PenTile does, rather than equally to R/G/B as stripe does. Given infinite subpixels, the answer would be different.

>Any chance of better precision than byte per channel to address a HMD?

Palmer: Not in the first Rift, but I am familiar with the advantages of doing so.

>Does the Rift support G-Sync/FreeSync?

Palmer: No, it does not need to support either. We have been working with AMD and Nvidia to drive and sync our displays directly.

>Resolution per eye to expect on the next HMD after the Rift?

Palmer: Can't say, sorry!

>I live in Switzerland, when does my country to become shippable? I'm sure everybody in a non shippable country has the same question :)

Palmer: We are trying to expand our shipping list as fast as possible, Korea is one of the current top priorities. I wish we could ship
everywhere, but 20 countries is already super hard.

>Are kickstarter backer rifts top of the queue in non shippable countries as well?

Palmer: Yes, but backers in non-supported countries should read the FAQ regarding their free Rift.
>>
>>323492010
>How many games can we expect to have available to us by years end?
>At least 100 - Over 20 Oculus Studios titles, many more 3rd party titles.

Asking to define what he thinks a "game" is should be the next question after that .. or he's just being a fucking fool.
I don't see a fifth of these numbers within the year.
And i really mean a true support for the Rift, not a basic shit stereo camera for every already released, old 3rd person shooters.

How many of these titles will have an actual necessity of VR ? I can already see the same type of shit coming from the 3D in theaters .. go pay more and watch a romance chick flick with stupid glasses on for no reason whatsoever.
>>
>>323496257
>Asking to define what he thinks a "game" is should be the next question after that
/v/ can't answer that question to /v/'s satisfaction. No one can.
>>
>>323496257
Well, "Lucky's Tale" was the best they could get other than EVE so don't expect much.
>>
>>323496257
He already mentioned in a video interview that it doesn't count tech demos/"experiences".
>>
>>323496518
This.

Also there are still announcements to make. We still have E3 and GDC too. CES was a hardware show anyway.

We also have a list of games we've compiled with a pretty good number of full games.
>>
The price is still unacceptable.
I don't give a shit if the whole team made them by hand like they're watchmakers. This is a stupid production cost coming from stupid people.
I don't buy shit from stupid people.
>>
>>323496886
So I'm guessing you wouldn't be buying anything from a clone of yourself?
>>
>>323496886
>I don't buy shit from stupid people.
I'm assuming you didn't pay for your internet.
>>
>>323497070
No, but i'd like fries with that, stupid.
>>
File: PSVR.jpg (29 KB, 820x461) Image search: [Google]
PSVR.jpg
29 KB, 820x461
PSVR is VR's only hope of mainstream acceptance. 36 million homes already have the necessary hardware and that number is still rapidly rising. Enthusiast-tier PC gaming is already a niche, even though those of you who spend too much time online tend to think otherwise. Enthusiast-tier PC VR gaming will be a mere speck.

It will have the weakest tech and the least-impressive-looking games but it's VR's only hope, and the gameplay quality of the games themselves will be what pushes it. Ace Combat 7 will be its killer app.
>>
File: PSVR.png (90 KB, 1159x451) Image search: [Google]
PSVR.png
90 KB, 1159x451
>>323497505
>sony poisoning the well
welp
>>
>>323497261
>my provider boosts speed every year
>price unchanged
>they do that to keep their clients
>support is free
>hardware is offered
>etc.

Of course i pay my internet, they make smart choices.
>>
>>323497363
Sure. Have fun with your cancer.
>>
>>323497505
This is true, but it's not as cheap as people think. They're using a single display for costs, but it's a really good screen and their optics are good too. Still much cheaper than Oculus+PC.
>>
>>323497579
That price was already confirmed an arbitrary placeholder. There is literally no way it will cost as much or more than the Rift. PSVR will probably be $400.
>>
>>323497505
I disagree with the "only hope" statement. Facebook has both the resources and the commitment to sit out the enthusiast phase. And you're completely forgetting about mobile VR. The GearVR shows that this kind of thing can be pretty good.

That said, PSVR is absolutely going to be the one out of the "big three" that's going to move the most units in the near future.
>>
File: PSVR2.png (367 KB, 990x1377) Image search: [Google]
PSVR2.png
367 KB, 990x1377
>>323497716
I was referring to 18ms latency, but it is a mighty coincidence that it converts to 799 USD.
>>
I am the most excited for walking simulators on VR tbqh, they were always about immersion and "realistic" experiences and VR brings that to the next level. I think they will probably benefit from VR more than any other genre.
>>
>When I'm buying a new VR device in two years, am I buying Oculus for superior hardware and features, or because the content I want isn't available for other devices?

Palmer: Superior hardware and features, but you might slightly misunderstand our business model. When we say "Oculus Exclusive", that means exclusive to the Oculus Store, not exclusive to the Rift. We don't make money off the Rift hardware, and don't really have an incentive to lock our software to Rift. That is why the Oculus Store is also on Samsung's Gear VR. Gear VR and the Rift are the first consumer VR devices coming out, but in the future, I expect there will be a wide range of hardware at a variety of price and quality points, much like the television and phone markets. Here is a good article from a couple years back talking about why we don't plan on selling a billion units alone: http://www.bloomberg.com/news/articles/2014-06-24/facebook-s-oculus-emulating-android-seeks-partners If that happens, we will be in a really good place, and will continue to invest in next-generation VR hardware that sets the bar for how good VR can be.

>You've repeatedly stated Oculus has "the best content", how big part does (exclusive) content play in your business model?

Palmer: Currently, a large one. Remember that a few years ago, we were the only players in the VR game. We had to make sure there was content for our device, and we have invested a lot of our resources into making that happen through both Oculus Studios and third parties. In the long run, though, I hope that the VR market is successful enough to not require huge content investment from us - if that happens, our risk goes down, and our profits go up. In the meanwhile, anything we make is going to go through our store. That way, the distribution cut also goes to us instead of someone else, which helps us pay our employees, give financial and development aid to game devs, and keep the price of our hardware as low as possible.

1/2
>>
>>323497807
Wasn't Oculus aiming for <20ms?
>>
>>323497687
In a way it has me wondering why anyone will bother with Rift.

If you want cheap/accessible VR, you'll go for PSVR.
If you want to go hardcore with it, you'll go for Vive, which is confirmed superior to Rift in its features and tech.

Rift is in a middle-tier that I think few people feel like compromising on. People who have a PS4 will want PSVR and people who already built a PC capable of VR performance won't want to settle for less than the best.
>>
>>323497687
Two half sized screens are cheaper than one screen.
>>
>>323497716
At least $450 is my guess. I'm pretty sure $800 was their bundle price, hence the placeholder, and they haven't decided how much it will sell alone.
>>
>>323497921

>Does publishing a game in Oculus marketplace involve some kind of an exclusivity contract, or are the studios free to sell them anywhere similar to Steam?

Palmer: Publishing a game in the Oculus Store does not require an exclusivity contract. Some VR developers will choose to be on one store, some will choose to be on all stores, some will choose to distribute themselves, but the vast majority are probably going to end up on our store.

>Can competing VR headsets run content from Oculus marketplace?

Palmer: Currently, the only headsets that run content from the Oculus Store are Samsung's GearVR and the Rift. If and when other headsets come out in the future, and if and when the companies making those headsets allow us to support them, you might see wider support, but we have to focus on launching our own products right now.

>Do you have any intention to open source the runtime/API of the consumer model, like you did for DK1?

Palmer: Not right now.

>What is your stance on future open VR standards? Do you see yourself collaborating on OpenVR and adopting it?

Palmer: I have talked about this a lot in the past, but the TL;DR is that I am supportive of open standards once we get further along, much like what happened with the early 3D graphics market - standardizing too early is a good way to limit rapid advancement in a new industry. When open standards do take off, they will be managed by an industry consortium, not a single company with a specific business interest. As an aside, OpenVR is not actually open source, the name is just a little confusing.

>Rift isn't profitable hardware and you said Oculus will make the money off software, what does this mean?

Palmer: It means we make money by creating and distributing content. We don't make money on the hardware because that would limit adoption of VR devices, leaving us and game developers with a smaller market in the short term and long run.

2/2
>>
>>323497921
>palmer just confirmed oculus exclusives are exclusives to oculus while saying they aren't exclusive
>>
>>323497807
Don't the Rift and Vive both have comparable latency?

In fact I remember hearing "sub-20ms" for Rift, which is worse than what PSVR is claiming in that photo.
>>
>>323497979
Doubt it, especially since they're custom, non-standard sized screens.
>>
>>323497505
13 million pcs are even capable of using vr
9% of steam
>>
>>323497961
>which is confirmed superior to Rift in its features and tech.
Yeah, I've been watching this stuff carefully and it's not confirmed to me at all. I mean if that's what you want to believe, ok. But Oculus is definitely better screen-wise and for sim gamers that's what's more important.
>>
>I saw that you tweeted that you can add a second camera on the other side of a room to improve tracking. Is support for that built into the SDK or do developers have to code for that. In other words, can we just grab a second (or third or forth) camera as long as we have the usb 3.0 ports and they just plug and play?
Thanks for all you have done for VR. I've been dreaming of this since I was a teen in the 90s.

Palmer: Our Touch controllers come with an additional sensor, and we will be selling them individually as well.
We will be sharing more about the exact implementation soon, but the process should be transparent to game developers.
>>
>>323498157
From what people say at CES the Rift only beats Vive on the SDE department, but Vive is still on DK2 so it's better to wait for both CV1s to compare properly.
>>
>>323497961
Vive and Rift are going to be extremely similar in what they can do. That huge technology gap between them you seem to be thinking of doesn't exist.
>>
>>323497921

>Currently, a large one. Remember that a few years ago, we were the only players in the VR game. We had to make sure there was content for our device, and we have invested a lot of our resources into making that happen through both Oculus Studios and third parties. In the long run, though, I hope that the VR market is successful enough to not require huge content investment from us - if that happens, our risk goes down, and our profits go up. In the meanwhile, anything we make is going to go through our store. That way, the distribution cut also goes to us instead of someone else, which helps us pay our employees, give financial and development aid to game devs, and keep the price of our hardware as low as possible.

That almost really reminds me of Steam. Valve doesn't do a lot of game making these days, and rely mostly on third parties for store profits.
>>
>>323497961
>Vive
i don't wanna pay more for a worse screen, waggle dildos, and walk into coffee table simulation
>>
>>323498284
Vive does a huge thing Rift doesn't.
>>
>>323498275
Several say Rift wins on wideness of FOV too, while Vive wins on vertical. And their tracking is equal no matter what you say.
>>
File: rift vive.png (132 KB, 637x892) Image search: [Google]
rift vive.png
132 KB, 637x892
>>323498410
http://www.roadtovr.com/oculus-rift-touch-room-scale-vr-palmer-luckey-works-fine/

such as
>>
>>323494183
its becoming a thing
>>
>>323498410
The passthrough camera? Remains to be seen how useful that actually is versus just sliding the headset up when you actually need to look for something.
>>
>>323497807
What the fuck are you talking about nigger, do you think we're discussing computer desktop monitors, sub 18ms is great for VR and I would be really impressed if those faggot japs managed to figure that out since the Rift is sitting on like 20ms right now.
>>
>>323498495
The link you posted doesn't say anything concrete.
All signs point to that Oculus simply won't support room scale, so don't expect any games for it.
>>
>Two questions: Will Henry the Hedgehog be available when the Rift ships? I saw it at OC2 and I'd love to show it to my nephew, Henry.
While at OC2, I had a chance to talk to you and show you what my company was working on. I was able to show you the need we have for Touch controllers. Can you say anything about when the Touch dev kits will be made available? We were using Razer Hydras (which aren't the greatest) and Perception Neurons (which are overkill and aren't the greatest) until we got a Vive dev kit (which works great). We're targeting Oculus and Vive for our B2B product and we could really use a Touch dev kit sooner, rather than later. Thanks man!

Palmer: Yes, it will! Touch dev kits are available in limited quantities to devs that are well along on the way to launch (they eat them up pretty fast once you add up a whole team), but we will be shipping more widely as soon as we can.

>could i have a clarification? when we say Oculus we often mean the Rift. in the case of exclusive content do you mean to the store or to the VR head set

>when we say Oculus we often mean the Rift.

Palmer: Yep, that is exactly the perception problem we are trying to deal with. That is one of the reasons my thread title specifies Oculus as the company I founded, and Rift as the device I designed.
When we say "Oculus Exclusive", it means exclusive to our store.
>>
>>323498631
Rift can get 12ms. I get 14ms on my DK2.
>>
>>323498631
>>323498135
>>323497948
>>323497807

John Carmack said anything <20ms is fine, obviously the lower the better though.
>>
>>323498659
>it's not exclusive to the Rift, it's exclusive to our store that happens to be exclusive to the Rift and that other thing no one cares about!
>>
>In the same way, Oculus is funding 1st and 2nd party content to make owning the Rift worthwhile. They're funding 24+ games at the moment, as well as other non-gaming content.

Palmer: Exactly. We are trying to jumpstart the chicken and the egg, hardware and games, at the same time.

>I had the experience with PenTile in the DK2 where it bothered me.

Palmer: The display in the DK2 was essentially a modified phone display meant to enable a development kit, not a made-for-VR panel. Even so, it was probably the low pixel density overall that bothered you, not the layout itself - if you took the same number of subpixels and put them in a stripe arrangement, it would have looked a lot worse.

>Stacked pixel geometry would alleviate the cramming problem though as it could layer subpixels atop each other and achieve true light mixing and better coverage.

Palmer: Potentially, but it is also one of many possible display architectures that don't currently exist in any meaningful form.

>Palmer: I wish we could ship everywhere, but 20 countries is already super hard.
>guy: What seems to be the problem?
>guy 2: Customs, import fees, regulations, etc. Even the DK1 way back when had problems with customs (manfactured in China, distributed out of US iirc) and a bunch of headsets were sitting on the pier in San Francisco until paperwork was straightened out. Getting stuff across borders can be a hassle.

Palmer: You, you get it.
>>
>>323499037
That's because the other things aren't out. Stuff that works with OSVR will be on the Oculus store, I know. Some of their stuff will also be on PSVR as they have a good relationship with Sony.
>>
>>323499037
So what happens when Oculus comes out a year later and announces support for the Vive? Because that's exactly what he's saying could happen.
>>
>Will you provide a short demo experience that showcases the Rift in different settings?

Palmer: Yes.

>You probably have ideas on how to train retail salesmen on how to demo the Rift. Will you publish (parts of) that information so that private persons can demo the Rift as best as possible too?

Palmer: Not a bad idea. I will think about it and see what can be done.

>Will we be able to buy replacement face covers for the Rift? Are face covers easily washed?

Palmer: Yes, and sort of. You can't just throw them in the washer, but they are cleanable.

>Many USB 3.0 host controllers are reported as incompatible with Rift by the Oculus Compatibility Tool. Could you provide any details on what causes the problem with those controllers (e.g. latency?) Also, is there any way to know what will or won't be compatible when buying a motherboard or expansion card? Thanks.
Cybereality suggested a PCI-E expansion card known to be compatible, but it would be good to have more information since that specific card may be difficult or expensive for people in some countries to source.

Palmer: We will be providing more details on this issue soon. It is not just us, lots of USB 3 devices making full use of the USB 3 standard have issues with some chipsets, especially ones from the early days of the standard.
>>
>>323499224
HTC has to make the Vive compatible with the Oculus Store, not the other way around.
And HTC is buddy-buddy with Valve so I don't see that ever happening.


Oculus is trying to control all VR sets under its own umbrella, it's a scary thought.
>>
>>323498607
would be useful if it can actually detect outside motion and show a silhouette of faggots trying to fuck with you in the nonvr world
>>
>>323499408
>HTC has to make the Vive compatible with the Oculus Store, not the other way around.
Nonsense. HTC doesn't have to do jack shit. HTC can't do jack shit, in fact. All that needs to happen is that people who make their games for Vive get offered to sell them on the Oculus Store and accept.
>>
>>323499408
>HTC has to make the Vive compatible with the Oculus Store, not the other way around.
Honestly they could just "not" and it wouldn't mean much since Steam will dominate
>>
>Oculus were apparently surprised by how fast the preorders are coming in. Do you plan to scale up production in order to meet the demand?

Palmer: Yes.

>When can we reasonably expect the Rift to show up in major brick & mortar electronics chains in Western Europe? And when will it be available through e-tailers like Amazon?

Palmer: No announcements on retail availability beyond what we have said in our blog post yet, sorry!

>Is your developer relationship department actively reaching out to unaware, but crucial devs like those to provide them with the software and early CV1's?

Palmer: Always, but we are mostly focused on helping devs that are close to launch.

>Any news on the forward renderer for UE4 your software team was developing internally? Will you share it with other developers? Per Vognsen mentioned it in his OC2 talk.

Palmer: Better question for Epic, but we share basically anything that might help developers make better games as soon as we can.

>What is your opinion of FOVeated rendering? Specifically, in your opinion how far off is the technology to make this a realistic option, and how much of an impact will this be for the average VR consumer?

Palmer: Great, but not quite ready for prime-time. Eye-tracking for foveated rendering is much harder than eye-tracking for user interfaces.
>>
>>323499408
>Oculus is trying to control all VR sets under its own umbrella, it's a scary thought.
muh steamutopia valvedrone
>>
>>323499686
Steam dominating the market is also terrible but thankfully Valve isn't doing anything of the sort, OpenVR is disconnected from Steam.
>>
>>323499408
Yes and all PC games under Steam is just perfect. While I wish is was anyone other than Facebook, I want someone to break up the Steam hegemony.
>>
>>323499016
But higher refresh rates require lower persistence.
>>
>>323499843
>OpenVR is disconnected from Steam
Except it isn't. As of yet, you still need SteamVR installed and Steam running. And OpenVR STILL doesn't actually work on the Rift.
>>
>>323499893
>>323499686

There is literally nothing wrong with Steam or Valve. Neither is the PC market fully dominated by them. But even if it were, it wouldn't a bad thing. They're pro-consumer.
>>
>No doubt built-in headphones are good. But I wonder If using my own headphones (open back with wide soundstage) paired with my own DAC+AMP would influence in any negative way spatial 3D sound or any of the Audio SDK benefits?

Palmer: Most VR developers are tuning their audio for the including DAC+amp+driver system, and that is also what we optimize our Audio SDK around. You won't get the benefits of that if you use your own, but you can do it. The answer honestly depends on the coloring and soundstage of your exact setup, I can't give you a general answer on how well they will align.

>I love watching my own content on Oculus Video (previously Oculus Cinema) using my Gear VR. Will this app be avaible at launch of Rift?

Palmer: Yes.
>What do you think about 360 videos?

Palmer: I like them, but many of them have technical implementation problems, and the medium as a whole has a long way to go before matching the standards of real-time rendered content like games (translation, high frame rate, etc). 360 videos are some of the most popular content on GearVR, people clearly like them even with current limitations! In the long run, technology will advance to the point where scene capture is nearly photorealistic in both capture and playback.
>>
>>323500038
OpenVR working on the Rift is entirely up to Oculus, and Palmer doesn't like it obviously so it will probably not support it in the near future.
>>
>>323498648
Maybe I'm not imaginative, but I can't think of any concepts that would actually take advantage of using a room. The concept sounds nice, but I don't see it working out to actually be useful. I hope I am proven wrong though.
>>
>>323500049
>$.50 was deposited into your Steam account
>>
>>323499580
From what I understood the OStore has a list of partnered VR sets and Oculus-exclusive games will only work with these sets, so a dev can't just sell a OStore-exclusive game that supports Vive.
>>
>Some of the major high end video cards Oculus recommends, such as my GTX 980, only include one HDMI port, but several Displayports. For those of us who need our HDMI port for 4k60hz TVs, what adapter would Oculus recommend for HDMI to Displayport? Will an adapter be included with the Rift?

Palmer: No official suggestion yet on what adapter to use, but I will make sure we have a clear answer for people in your situation. Need to test on a lot of hardware to make sure people are being pointed in the right direction.
>>
>>323500178
>Maybe I'm not imaginative, but I can't think of any concepts that would actually take advantage of using a room.
Stuff like Tiltbrush or Fantastic Contraption, that let you work on large objects you can walk around.
Or how about Hover Junkers, where physically taking cover behind virtual objects is a core mechanic?
>>
File: 1438174037604.jpg (133 KB, 634x900) Image search: [Google]
1438174037604.jpg
133 KB, 634x900
CES-goer here.

Oculus has better visuals, better pixel density.
Vive has better control and room space VR.

I personally don't think 2016 is ready to dedicate a room to VR and the amount of roomspace games will be very small.

I understand that the Vive can do seated just as well, but I'll take the better optics for a seated experience.

okay bye.
>>
>>323500385
Adding a set to that list is Oculus' decision, though, not HTC's or Valve's.
>>
>>323500498
>Or how about Hover Junkers, where physically taking cover behind virtual objects is a core mechanic?
You can do that with Oculus. Hell, people did that with a DK1 and a Hydra.
>>
>Hi Palmer. Apoligies for long question but you didn't seem to understand the issue in the last AMA. So the main issue for Australians is the shipping cost. Why the hell is shipping $130 USD (~$180 AUD)? Especially when it's shipping from Sydney!? It is cheaper to ship from U.S to Australia via a third party instead. So, why do you even have a warehouse in Australia? This is insane. There are also issues with taxation. It's shipping from within Aus so we pay GST of 10%. Yet the base price adds what I assume is U.S taxes, it goes from $599 to $685 or whatever. So we're somehow paying two taxes, plus the most expensive shipping costs the world has ever seen. If this issue is worked out, it would bring the cost down to around $900 and I would buy immediately. All you have to do is ship directly to Aus, instead of from within Aus.

Palmer: I can't throw anyone under the bus. Wish I had a better answer for you, I really do. If it helps, it should be clear from our international pricing choices overall that we are not trying to gouge anyone, I don't have anything out for Australia.

>Hey Palmer! Looking forward to my Rift. However, I'm nearsighted and will therefore have to wear glasses. I've heard numerous reports of the lenses in DK2 scratching, mostly when used with glasses.
How easily do the lenses in CV1 scratch? Would you advise people wearing glasses to use a screen-protector for the lenses or should they be scratch-proof enough to prevent that from happening?

Palmer: I can’t get into detail yet, but we will have guidance on this. I am mildly nearsighted myself, making the hardware work well with people who have less than perfect vision has been a priority.
>>
>>323500647
Obviously you can. Rift can do room scale. That wasn't the question, though, the question is what you'd even want room scale for.
>>
>>323490013
HTC has fucked their phones over really bad, don't but anything from them again.
>>
>>323500630
>okay bye.

Gee, thanks.
>>
Room scale feels like a half step toward solving a problem that multi-directional treadmills will solve.

I dunno, just feels kind of useless outside of a few demos and hover junkers?
>>
>What's your take on the following technologies, and how do you see them affecting the industry in the future?
>high dynamic range displays

Palmer: Really cool. Makes more sense for realtime content than movie content, which is currently pushing HDR.

>light field photography

Palmer: Will take off once the hardware for capturing gets better.

>foveated rendering

Palmer: Answered in another question.
>>
>>323490013
the best part about this device is that people are gonna fall hook line and sucker for the final sale price. it never fails, NEVER.
>>
>>323501239
Room-scale is still better than tread mills. Those multi-directional tread-mills still don't feel like real walking, but they do allow you to walk infinitely without motion-sickness. The absolute best is a basketball court and redirected walking, but who has the room for that?
>>
File: vr treadmill.webm (1 MB, 360x270) Image search: [Google]
vr treadmill.webm
1 MB, 360x270
>>323501647
>Those multi-directional tread-mills still don't feel like real walking
wait what
>>
>>323500498
Tools like the first title you mentioned do seem useful, but it isn't really a game. I'm not sure I can get excited about the other two. It just doesn't really seem like something that would provide enough content for a full game. They really need to find a good way to mix controller motion with real walking so you aren't limited to such a small controlled game space.
>>
>>323501763
He's talking about the kind of stuff you could at least conceivably put in your room. Virtuix Omni and whatnot. Those work by strapping you into a harness and having you do a sort of low friction shuffle.
>>
>I don't know if this is still going on, but what are the specs of your pc?

Palmer: I have lived on the bleeding edge of PC hardware for as long as I could scrape the money together, but for VR, I am sticking to hardware that sticks to our recommended specs: https://www.oculus.com/en-us/oculus-ready-pcs/[1]
That way, I get the same experience as most of my customers. I don’t want to become disconnected from the reality of how our hardware and software performs.
As far as traditional gaming, though… I am currently working on a new PC that people might find pretty interesting. I have experimented with liquid nitrogen cooling in the past, but it is a huge pain to work with in any kind of daily use, and can also be dangerous. My new project is a very small super-powerful PC with no heatsinks and no fans - it is cooled by liquid propane, boiled into gaseous propane in an expansion block. From there, I can either compress back into a tank under high pressure, or vent out of a burner nozzle for supercooling to subzero temps. If I had more time, I would vent the propane to a small turbine generator hooked up to the PSU, but I can’t justify that kind of work right now.
>>
>>323501763
he means shit like omni
>>
>>323501763
Well that particular one is for researchers and stuff. It's like 50 grand. I was referring to the Omni and Virtualizer.
>>
>>323501806
>They really need to find a good way to mix controller motion with real walking so you aren't limited to such a small controlled game space.
Yes they do. Hover Junkers does it by letting you walk around a small airship, and I'm looking forward to seeing what else people come up with.
I remember seeing a demo that let you switch between first and third person. In first person mode, you could simply walk around, but in third person mode, the avatar was thumbstick controlled.
>>
>>323501647
It doesn't feel like walking because there's no movement going on.
>>
>>323496257
>3rd person
>VR

Why
>>
>>323502482
Why not?
>>
>call it virtual reality
>it's monitors on your eyes

*Yawn*
Wake me when we have neural links that makes us FEEL the things we see on the screens without the need of treadmills and such bullshit.
>>
>How do you see the rise of proper virtual reality affecting the sales of higher-end PCs and GPUs in the future? Oculus' "Oculus-Ready PC" program is certainly a step in the right direction, imo.

Palmer: We have been working with Nvidia, AMD, and Intel since basically the start of Oculus - they know that virtual reality is going to demand better and better hardware, and drive demand for powerful GPUs and CPUs beyond the existing gaming and enterprise market. That extends to PC manufacturers using their components, obviously.
Most people have not had a reason to own a high-end PC for a long time. VR will change that, much like video-related stuff drove high end CPU adoption.
>>
>>323490764
It's part of the "screen you stick to your face" memedom.
>>
>>323502482
A floating 3rd person camera is less likely to cause motion sickness.
>>
>>323502482
It works well in VR. You'll see it's not a selling or anything and you obviously don't NEED VR, but it is better to see things in 3D with scaling and no need for camera controls. It's near painless to make a 3rd person screen game VR compatible also, just up the recommended specs for playing in VR.
>>
>>323497716
Sounds like damage control to me
>>
>>323502837
>screen you stick to your face meme

But its the truth.

Actual VR is just a gimmick.
>>
>>323502862
Actually VR solves a main problem 3rd person games have been faced with for a long time: camera control. Take Lucky's Tale for example. The 3rd person camera follows the character, but you can look anywhere in the scene you want without having to use an extra stick or buttons. In addition, there's secret or unreachable things on the map without turning your head and moving yourself in space to find them.

Imagine you were standing in the middle of a huge complex diorama with things laid out all around you.
>>
>>323502761
You don't need science fiction for something so trivial, just put on a haptic suit.

Also vision is far more important than touch for humans so you are retarded.
>>
>how long until someone in my financial situation (not a lot of disposable income) would be able to get into VR ?

Palmer: If you have a Samsung phone, Gear VR is your current best bet. Your crappy PC is the biggest barrier to adoption, which is why we are working with all the major hardware vendors to optimize for VR - if "normal" PCs get good enough to run VR, then the majority of people will be able to buy a relatively cheap headset and just use whatever computer they already own to drive it.
>>
>>323503150
I've pointed that out before, but people here insisted that 3D platformers NEVER have problems with camera control and I decide that /v/ just must never play games.
>>
>>323503170
>Also vision is far more important than touch for humans so you are retarded.

Except trying to fuck my waifu while my hands feel nothing is really immersion breaking, might as well hump my damn pillow and call it a day.
>>
>Any news on Nimble? does their tech still exist or were they just put to work on something else?

Palmer: We have acquired several of the best computer vision companies out there, including NimbleVR, Surreal Vision, Pebbles Interfaces, and 13th Lab. We showed off some hints of what we are working on at our developer conference last year, Oculus Connect, but I can’t talk too much about it except to say that all of these teams are working on things that are better than anything you have seen yet. Don’t expect to see much of their work in the Rift this year, though.
>>
>>323503365
Just make a realdoll.
>>
>>323503170

But you're still conscious, you still know its just a game. You can't feel, smell etc. It is just a visual illusion, nothing more.

Until we reach a level of the Matrix or something like that, VR will continue to be just a gimmick.
>>
>>323503264

The correct answer would be:

"Stop mooching around and get a fucking job"

$1000(for the update PC parts and the set itself) to fuel your main hobby isn't so much, if you don't care that much about vidya then you can continue not actually giving a fuck.
>>
>>323503365
>might as well hump my damn pillow and call it a day.
better than nothing to be honest
>>
>>323490013
They're all VR, so none.
>>
>>323503368
What did they show at Connect?
>>
>>323503457

Realldolls are fucking creepy and I'd like to keep my fetishes to myself without having to hide the physical evidence of it.
>>
>>323503282
Indeed. Adding VR to almost any third person game almost instantly makes it either an easier game or at least easier to control. Then there are made-for-VR third person games that do even more.
>>
>>323503510
Actually vision plays a big role in how you feel things, did you ever get an injury that you didn't notice until you looked at it?
Anticipatory pain is a real thing too which depends on vision.
>>
>>323503893
I played that VR Touhou game. That was pretty cool.
>>
>>323501763
Expensive things like that would make for great modern-day arcade games.

>Gone Home IN VIRTUAL REALITY!
>REAL WALKING
>REAL PICKING THINGS UP AND LOOKING AT THEM
>ONLY $100 PER PERSON
>>
>>323504035
I wish that dev continued making VR content. I would have almost certainly been cooler. VR game iteration can do a lot. Hell, I'm surprised there isn't an up to date VR danmaku that really does some insane stuff. There's so much you could do with that game style.
>>
>>323490505
still not bad. I was NEET 2 years ago at 22, now I am going to university and writing for a newspaper as well as speaking on the school's news podcast and they gave me my own show about videogames. Never ever would I have thought I could do all that, but the hard part is just getting started and it is the simplest step. You just have to fucking do it and it gets easier from there.
>>
I will buy an Oculus/Vive/PSVR when, and only when, there is a way to play Crazy Taxi with VR support.
Give me CRAZY MONEY or give me death.
>>
File: 4rDlovJ.jpg (85 KB, 641x838) Image search: [Google]
4rDlovJ.jpg
85 KB, 641x838
>Please show us a photo of your normal desktop setup.

[pic related so you don't have to go to imgur]

Palmer: I have a better rig at work, where I spend most of my time, but this is my home setup. I share a house with six people, this is our shared LAN table.
>>
>>323504146
Might as well go all the way then and do redirected walking and tracked props and so on.
>>
>>323504337
Maybe he is and just hasn't released it somewhere that us gaijin can find it. There are a lot of Japanese devs doing that.

And yeah, VR danmaku didn't sound like a natural fit, but after playing that you realize there is actually so much you can do with that in VR.
>>
>>323504554
>I share a house with six people

What.
>>
>>323504690
His VR waifu harem.
>>
File: lP3wj.jpg (146 KB, 1024x768) Image search: [Google]
lP3wj.jpg
146 KB, 1024x768
Even if a technology like in the Matrix was invented, it would never reach to the public. It will be just too dangerous. People could get absorbed by it, and forget about the real world.

Keep in mind that this already happens right now with 20 inches displays, imagine what would it be having a fully virtual world in which you can be a god or anything you want.

It would be like drugs, but without any physical repercussion.
>>
I am going with the set that has the most game support.
>>
>>323492452
Don't forget the prototypes that they demo'd at conventions along with dev kits as well.

Oculus has -plenty- of testing leading up to the consumer release. It'll be niche, but only because of the price to run Oculus up to snuff.

Vive is gonna be more expensive than the Oculus, and ships later. Guarantee it.
>>
>>323504690
Soon you will too. Once VR is common place everyone will live in smaller and smaller living places until they are packed in like those housing units in DX:HR.
>>
>>323504682
I think people are finding that to be more true now, and this trend will continue. Watching some of the newer game dev talks, you really get a sense that we're learning how to do things right even though traditionally they weren't great ideas for VR. Take The Climb for example. Who though that shit would be comfortable in VR, or even fun? Turns out it's not bad. I've played a similar demo to that before.
>>
File: Z0095675.jpg (161 KB, 722x1023) Image search: [Google]
Z0095675.jpg
161 KB, 722x1023
>>323504381
>I will buy an Oculus/Vive/PSVR when, and only when, there is a way to play Crazy Taxi with VR support.
There are builds of Dolphin with solid VR support. The GameCube version of Crazy Taxi should work without issues, although I haven't tested it myself. There's a cheat code to enable a first-person view that should make it more immersive.
>>
>so basically, the Oculus Store is going to basically be a VR version of Steam?

Palmer: The Oculus Store is built for virtual reality, we are not trying to make a general-purpose store for traditional games. I can’t talk about everything until we get closer to launch, but as one example: When you visit the store page for a game, we can load a 360 degree capture of a scene from the game, which gives you a much better sense of the game than a normal screenshot or video. Our store ratings system is also built around VR - most stores for any type of content are built around overall quality/fun, but some intense VR experiences are not comfortable for many or most people, especially ones with lots of vection-inducing artificial locomotion. We account for this with a comfort rating system that makes sure you can avoid games beyond your comfort zone while still making them available to the people who have no problems. Another benefit is knowing that everything in the store will run well on the recommended PC spec and continue to perform well through future updates.
>>
>>323504807
That's what they say about literally any new device.

Oh and VR will be essential in the future since automation is replacing humans more and more so we need something to be occupied with, we will "work" in VR doing stupid stuff just like in Second Life.
>>
>>323504381
>>323505108
>although I haven't tested it myself
Actually, scratch that. I'll try it and report back.
>>
>>323505108
Then you've just done the best possible shilling anyone could have ever done.
Thanks for the information.
>>
>>323504337
I wouldn't be surprise if he's working on an unannounced Oculus-funded launch games. Palmer is a weeaboo and that was an excellent demo. It's hard to hype that up through a trailer though, so they probably won't announce just have a playable demo.
>>
>>323505115
>Palmer's face when Valve releases a Steam update with all these things and more
How poppy peeved would he be?
>>
>>323505272
That certainly would be awesome. The pessimist in me says to expect that not to happen though.
>>
>>323504807
>It will be just too dangerous. People could get absorbed by it, and forget about the real world.
by the time that happens we will probably be living in a post-scarcity utopia with robots doing all the work anyway so it won't matter.
>>
>>323505431
Someone will eventually come up with a good VR danmaku game. It just works and literally adds a whole new dimension to the genre.
>>
>>323505108
what framerate does the gamecube version of crazy taxi run at though?
>>
>>323505396
If steam added it would be community controlled just like everything else. And therefore inaccurate.
>>
>>323505396
He wouldn't. He actually likes regular people things and gaming shit. He's pretty honest about this. I mean, he basically called the Vive a high end benchmark VR system along with the Rift.
>>
>should Australians refer their concerns to the Australian Consumer & Competition Commission to seek a formal response from Oculus?

Palmer: Feel free, would be interesting to see what they say.
>>
>>323505767
Steam reviews are more accurate than any other kind of review.
The only thing that really sucks is Greenlight.
>>
>>323505108
DolphinVR and PPSSPPVR are the hidden gems of VR. Sure you don't need VR to play old games, but it is pretty fun and it's funny how so many old games just play well in VR.
>>
>>323505950
Is it actual VR or just 3D?
How would you even move your head around in games not designed for it?
>>
>>323504345
another kid who got lucky telling his life story like it's a guide for everyone

shut the fuck up retard and go back to your internship :^)
>>
>>323501239
>people want waggle back
>>
File: nine.jpg (26 KB, 225x244) Image search: [Google]
nine.jpg
26 KB, 225x244
>VR
>>
>>323506063
Actual VR. Dolphin has had free camera hacks for ages.
>>
>>323505782
Yes, but he's the CEO of a company that is directly competing with Steam so getting a bit peeved at your competitor copying your stuff is only natural.
>>
>>323501763
rip arcades
>>
>>323506098
1:1 movement and gesture-based controls like the Wiimote are totally different.
>>
>>323506271
Copying? Those features are pretty obvious. I'd be very surprised if there weren't any people within Valve tossing ideas like those around.
>>
>>323506271
Palmer isn't the CEO.
>>
File: Purple_Kush[1].jpg (3 MB, 2223x1920) Image search: [Google]
Purple_Kush[1].jpg
3 MB, 2223x1920
>>323502761
>>
>>323506271
Well it would be pretty shocking and flattering that Steam would push their biggest store update ever all at once just to compete with him. Most likely Steam will push these things out eventually, but slowly, piece by piece like normal.
>>
>>323503365
https://www.youtube.com/watch?v=W6q9J50NuIw
>>
File: vr.jpg (45 KB, 1114x836) Image search: [Google]
vr.jpg
45 KB, 1114x836
>>
>Does Oculus have any plans to demo the rift with something similar to what HTC did with their 'world tour'?

Palmer: We have been showing our latest hardware at conventions all over the world since we launched our Kickstarter, and will continue to do so. We also announced retail partnerships a couple days ago that will let us show off the Rift to a lot more people.
>>
How do you explain what VR actually feels like?

What do you feel?

Its like a 3D movie? I have a couple of SBS movies which i play on my 3D LED and they´re kinda neat.
>>
>>323506640
It's like if you put on a pair of goggles where the lenses were literal windows where the other side is another world.
>>
>>323506384
>1:1 movement
a 10 minute novelty then everyone wants to sit back down and use a controller
>>
>>323506773
In a sense, almost like the Tardis' door or something. Or portals from Portal, but put onto a pair of goggles.
>>
>>323506773
*dirty windows :^)
>>
>>323506640
You actually get a real sense of scale. Everything is the right size like they would be in real life. And you can look all around lean in, etc.
>>
>Simple question: what was the moment you realized that you could build something like this and that you actually were going to make it happeN?

Palmer: When I started making money as a teenager, I dumped basically all of it into gaming, trying to get closer to the Matrix with high end GPUs, multiple 3D monitors, haptic feedback hardware, modified lightguns, etc. I started going a little bit crazy when I felt like it was all for nothing, nowhere close to what I really wanted, which was total immersion. That is when I started collecting and modifying VR devices, and eventually realized I would have to start from scratch to get what I wanted - there was no single moment, it was more of a gradual realization as the hardware got better and better. When I showed my first prototypes to my friends, the reaction was along the lines of "This is some pretty stupid bullshit", it took a long time to make anything worthwhile.
I am really glad I happened to grow up as a tinkerer and hardware hacker with the ability to act on my dreams, or I might have actually gone crazy.
>>
File: 2414195231_c5ae3e3b28.jpg (31 KB, 500x375) Image search: [Google]
2414195231_c5ae3e3b28.jpg
31 KB, 500x375
>>323506773

Something like this?
>>
File: IMG_20160111_041138.jpg (2 MB, 2592x1944) Image search: [Google]
IMG_20160111_041138.jpg
2 MB, 2592x1944
>>323504381
>>323505108
Okay, I can confirm that Crazy Taxi works fine in DolphinVR. The shadow underneath you car has the wrong depth, but it's not a big deal. Direct-mode mirroring is broken in the latest version, so the best I can offer in terms of proof is a photo taken through the lens.
>>
>>323504035
this?
https://www.youtube.com/watch?v=-6-hvzPchL8
>>
>>323507124
From the thumbnail, yes.
>>
>>323507106
That's pretty cool.
What did it feel like playing the game like that? Would you say it heightened your experience or is it just a novelty?
I've never used any of these VR things.
>>
File: IMG_20160111_041153.jpg (2 MB, 2592x1944) Image search: [Google]
IMG_20160111_041153.jpg
2 MB, 2592x1944
>>323507106
Here's another with the first-person cheat (press R + B on a third controller). It puts you in the middle of the car rather than the driver's seat, but it's playable.

>>323505717
Feels like 60 in-game. Either way, Dolphin VR has a number of frame rate hacks and built-in timewarp to make games smoother..
>>
>>323506773

But can you still notice that they are just glasses?
Or your eyes are fully covered?

What i mean is, can you still notice the glasses or it covers your entire field of view like you were dreaming?
>>
>>323506640
>So, this is what happened. My rift arrived yesterday and I pretty much went insane and pulled an all-nighter of diving into the rift, about 5 straight hours from the evening into late midnight. Just couldn't stop. So, it's about 3 in the morning and I'm inside Titans of Space. Floating through the universe, with that relaxing music they have playing in the background, made me start to drift off into sleep. I rested my eyes and I fell asleep with the rift still attached to my face.

>Hours and hours later, I finally woke up. My brain couldn't process shit; I just awoke sitting in a spaceship looking at Saturn and I didn't know what was going on. My body melted into the avatar in-game. I felt this weird feeling wash over me and everything in-game felt 10000x more real like a heightened reality. I felt like I could feel the cold space, or the heat of the sun, or the zero gravity lifting me up. My brain started to finally process and I began realizing I still had the rift attached to me and this was a game.

>The feeling lasted for another minute or so until I began realizing everything. Even without that "feeling" the game still felt amazing because of how good the rift is, but for that brief moment of waking up in the rift, I could feel the actual reality of the virtual world.
>>
>>323506068
if you truly believe that there's no hope or anything for you why not just kill yourself

if you arent going to make an effort literally just kys
>>
>>323507437
You can notice the edges if you move your eyes yes, and I hear some can do it without. It's more like you are dreaming, but wearing a hoodie.
>>
>>323507437
I haven't used a VR HMD.
But since they have a smaller FOV than what you eyes can naturally see, and the rest of it is black, I'm assuming it's kind of like looking though SCUBA goggles.
>>
>>323507538
>go to sleep next to your 2D waifu
>wake up with your 100% real live waifu
>>
>>323506640
instead of gimmicks like things flying out in 3d or things just appearing just a little infront of you; in vr you look around like you're actually in the world
>>
>>323507095
No.

More something like pic related, except imagine if it was a bulky headset and the imagery was all virtual instead of a few virtual elements, and the rest of your vision toward the outside of the glasses' periphery is covered up.
>>
>>323507538
I wonder what would happen if someone wore a VR set for weeks or even years.
>>
>>323507771
So yes, it doesn't cover your entire FOV. It's like wearing a hoodie or scuba goggles.
>>
>>323507774
Some German dude wore a Vive for 48 hours and streamed it on youtube. Don't have the link on me right now, though.
>>
>>323507346
>>323507346
>What did it feel like playing the game like that? Would you say it heightened your experience or is it just a novelty?
Having the game immerse your whole field-of-view gives you a better sense of speed. It's not a mind-blowing experience compared to real, made-for-VR titles, but it is entirely playable, and I'd say it's more fun in VR than watching the game on a TV.

You're going to see a lot of VR demo stations in stores once headsets start to come out later this year. If you're skeptical about VR, try it for yourself.
>>
>>323507774
2 years worth
>>
>>323507901
You really notice when you don't have the full 200 degrees.
>>
>>323507573
>>323507653

Oh, i thought it was something like 360º vision.

That would be pretty nice.
>>
OSVR and/or phoneHMD
>>
>>323506068
It's not luck and it's not hard. My life story is not a guide. The guide part was "just fucking do it"
>>
>>323508017
I'm kind of worried that this will be a problem for me. I can't stand wearing a hoodie because I feel like it restricts my peripheral vision.
Thread replies: 255
Thread images: 39

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.