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Anyone else comfy as fuck with their headsets?
The games that came with my pre-order are pretty entertaining. They seem more like lengthy tech demos though.

I'm disappointed there's no way to play old games in sitting VR yet.
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>>336796619
I'm very close to jumping in and getting one.

Is there ANY reason to get an Oculus rift when the Vive has those motion controllers in addition to the headset?
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would i still see well without glasses?
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>>336797294
I'd guess it'd depend on whether you were nearsighted or farsighted.

I feel like farsighted people would have it better because, while the screens might be physically close to your eyes, the objects are rendered and positioned as though they are at a distance.

You'd probably have to Google and see what other visually impaired people have said about it.
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>>336796619

Try morrowind and stalker and report back, please.
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>>336798343
I'm not up-to-date on VR tech, are most FPS games compatible with the whole "head movement affects camera movement" thing?
Does moving your head move your crosshair as well, or is that still controlled by the mouse?
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>>336798451
I think unless they're supported natively the crosshairs are locked to where your head turns.
There's some vr made games where the cross hairs are moved independently of where you look.

I'm waiting for Alien Isolation support for the vive,
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>>336797294
You can wear glasses with them on.
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>>336798734
Actual on-screen crosshairs that aren't tied to your head movement might be unwieldy, but I REALLY like the idea of no crosshairs, but VR iron sights tied to the motion of your hands.

I wonder what the odds of someone making a STALKER mod that can make use of the Vive's hand controls are.
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>>336798989

Cant you just use a third party program that allows you to bind basic motions to keybinds? Theres a tool that does exactly that with a wii mote.
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>>336799582
>bind basic motions to keybinds
I was picturing more for it to track the position of the hand controllers and adjust the position of your gun accordingly, like other shooter games the Vive has.
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>>336799582
Vorpx and it's fucking $40 and vive support is limited.
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I've been watching some videos of Tiltbrush, I think that's going to be what really pushes me over the edge into getting a vive.
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>inb4 VR is a meme and gimmick
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>>336800157
That goes without saying
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finally some porn coming
https://twitter.com/myui1080/status/727479734364336128
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>>336800387
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>>336796619
Can you use Vive without the gimmicky controls that cripple the movement? I don't care about the poorly made early access games on steam, I just want to try out what sort of stuff nips have made for it.
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>>336799898
there've been a free to use one.
I remember watching a video of a semi fat guy in a small room with these dance mats (for ps2) and a wii gamepad playing skyrim. Looked promising.

>>336799891
You mean, let it act like a mouse? Shouldn't it be able to do so out of the box? Beeing pc and all something like that should be expected.
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>>336801034
>You mean, let it act like a mouse?
In three dimensions, though. When you control STALKER with a mouse, your camera and the gun are on the same pivot, and you just rotate the pivot with the mouse.
I'm picturing having the gun's orientation AND position relative to the player's head be bound to the motions of the controller, while still letting the player's camera move independently with the head.
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>>336800580
>Can you use Vive without the gimmicky controls that cripple the movement?
Why wouldn't you be able to? Also using the motion controllers and "crippled movement" are two separate things. You can have restrictive movement options without motion controls and you can have motion controls while also moving like in a classic FPS (which is what I assume you mean).
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>>336796619
>I'm disappointed there's no way to play old games in sitting VR yet.
But you can m8. When you pull up the steam menu hit the desktop mode on the bottom.

>Anyone else comfy as fuck with their headsets?
I've been super fucking comfy with mine. Been making random demos in unity using random cad models and it has to be the most satisfying thing I've ever done. It just makes the workflow of thinking of a design to actually holding it so damn quick, it's going to absolutely revolutionize engineering. I can't wait until it has proper cad support, I've even heard rumors that Solidworks was looking into getting support for it.

I was really unsure about spending all that money on it but it was worth it in every regard. Still isn't at the point I could recommend the average pleb getting one though until there's more compelling content. Valve really should have taken the time to make a proper first part title for this rather than handing it to a bunch of indie devs.
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>>336801498
I'm not familiar with the vive controllers, do they have analog sticks? Or any good input method for walking within the game world?
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>>336796619
>I'm disappointed there's no way to play old games in sitting VR yet.

>what is Big Screen, Virtual Desktop, VorpX and so on
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>>336800580
MOOOODS
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>>336800580
>gimmicky controls
The motion controllers have like sub mm accuracy. When I first put the headset on the controller models in VR is what blew me away the most they are exactly mapped to where they are in physical space, you cannot compare this to any motion controls you have experience with.

>>336801646
They have clickable trackpads just like the steam controllers. You could potentially map any control scheme to them.
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>>336801646
They have the Steam Controller type of flat joysticks.

>walking within the game world
You don't want to do that, makes you sick. Most VR titles are standing only, and if you want to move it's like a teleportation gun
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>>336797137
I want to know this too.
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>>336801583
Is the Vive the absolute best headset currently out?
The motion controllers look really enticing.
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>>336797137
>>336801874
>Is there ANY reason to get an Oculus rift
Better elimination of the screen-door effect, better and brighter saturation and contrast and lighter headset. Other than those, not really
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>>336801498
>Why wouldn't you be able to?
>you can have motion controls while also moving like in a classic FPS (which is what I assume you mean).
Well, it's just an assumption that I got from seeing those GiantBomb streams on the release day. All the games had you teleporting instead of actually moving like in every other game usually. There was one really cool looking game that was shown off, a cartoony looking RPG, that looked really fun, but the teleport to move forward movement killed off the whole idea for me.

>>336801824
As far as I know you need a pretty big room and the cameras set up for that, I don't have enough room space for that though to even test it out.
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>>336801975
>screen-door effect
What's this?
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>>336797137
>>336801874
Nah, and on top of that, Oculus Rift is in a swirling hellspiral when it comes to shipping orders, if you order a Vive itll take a while, but people who ordered Rifts day one months ago are getting delayed to June, so if you order a rift now, who knows when itll show up.
My personal recommendation however is maybe wait a little longer on buying a Vive until there is some real killer apps, like the full release of Raw Data or Budget Cuts, or when VorpX and Vireio Perception gets more supported titles. Also make damn sure your PC is up to par with recommended settings
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>>336801978
>you need a pretty big room and the cameras set up for that
Not really you just need to clear enough space you can lay down in two directions but that said it can work with a sitting experience too. The lighthouses just need to be mounted in opposite corners of the room, they aren't cameras so they don't need usb or anything you just need to plug them into an outlet.
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>>336802047
Imagine sticking your face really close to a TV, you can see the space between pixels, and the pixels themselves, the effect is like a screen door, with empty space between the pixels.
The Rift is slightly better than the Vive for screen door, but its very very marginal.
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Everybody buying these things are mainly doing it for porn right?

Who the fuck thinks these things will actually improve the game experience.
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>>336798343
Been there, done that
https://www.youtube.com/watch?v=kNnASI16KTk
https://www.youtube.com/watch?v=O2GlRkS9fxw

>>336802047
Because of there's space between the pixels, they're so close to your eyes and the lenses make them even bigger, it looks like you're looking through a screen-door. This was really bad in DK1, and you'd need at least a 4k screen to get completely rid of it. But with good lenses and some filters it's so unnoticeable that it doesn't matter on current headsets.
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>>336802156
I mentioned it earlier, but I've been watching tiltbrush videos and I feel like that alone is worth it, not to mention that it's a headset in its own right so all the apps made for oculus will be usable with vive as well.
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>>336802282
I dunno, if im playing Arma, and i used a vive as a replacement to a TrackIR, or a racing/flight/space sim game, there are applications.
But yeah I cant wait for some weeb shit.
In the very least some kind of head mounted dating sim.
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>>336802282
>Who the fuck thinks these things will actually improve the game experience.
Literally everyone who have tried it. But it only applies on some genres. For example something like fast paced and competetive FPSes are still going to be better with a flat monitor, but simulator and driving games are soon going to be VR-only. After playing sim games in VR playing them with a regular monitor makes no sense
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>>336802398
Tiltbrush is great, im not an artistic type and i feel real compelled to spend more time in there and make some cool things. I need people to tell me shit to make
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>>336802156
I did the preorder on the second day after getting over the sticker shock and I wouldn't get mine until September. About to cancel it though.

>>336802282
I wouldn't say it's going to improve the experience for standard games but what it does do is create opportunities for entirely new games/experiences that couldn't exist before. Frankly anyone trying to make a normal game but with VR support tacked on is wasting their time.

>>336802346
It's nowhere as bad as that pic though and the way they have pixels set up is different so it's less square and more grainy.
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>>336801425

Camera and aim independent from each other, akin to arma 2?

Yeah I dont know about that, some guy did something similar to morrowind, maybe its posible for stalker, too. I have no idea, only interested in how well the 3d is implemented in games which dont support it natively.
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>>336802346
How is the 3d pal?
Overall feel, dizzyness etc? All I see are videos but no reviews whatsoever.
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>>336801978
>All the games had you teleporting instead of actually moving like in every other game usually.
Developer decision to avoid motion sickness. Whether it's justified or not (i.e. whether it actually leads to motion sickness, or whether it feels like a bad way to control or not), I don't know.
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>>336800387
wew lad
Can anyone translate moon, when can I fap to this shit?
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>>336803014
3D is perfect when you get the scale right with isn't hard thing to do. There is dizzyness because of the movement, but that can't be helped. Also I haven't tried the CV1 or Vive which look and feel much better. I could definitely play them through in VR if there are proper injections/third-party programs that let me set it up well (Tridef doesn't work anymore.)
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>>336800387
The VirtualRealPlayer is already out and supports both the vive and occulus.

Its 10/10 came buckets
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>>336803373

I think vorpx was recommended everywhere I've red about stalker vr, maybe trying that out should solve some problems.

Btw really glad to hear that at least the 3d is working, dont really need anything else but really cant imagine getting sick, I tried some app whee you are driving through a city (sitting in a bus) and I didnt get sick, is it a good sign or is moving your character with a gamepad/keyboard a different story?
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>>336803753
The thing with motion sickness, its whenever you dont feel like your head is in control. Its odd how it works.
I played some HL2 in the vive, and i felt fine moving at a pretty high speed and moving the mouse around. But then I tried FATED, and that was a real nightmare of motion sickness.
Itll vary from game to game, but you can build an immunity to it
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>>336802228
>>336803039
I see, thanks. I'm still a bit on edge on whether or not it's worth buying this right now or waiting a year or so when they release a newer one, if at all.
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>>336803753
>VorpX
I have that too, but at least a while ago it was a pretty messy. Lots of settings were restricted, getting a perfect 3D was hard, there was a mode for "fake 3D", there was letterboxing and aspect ratio issues and so on. It has been updated since and I'll definitely try it more when my Vive arrives.

>Btw really glad to hear that at least the 3d is working
3D isn't usually the problem. Like I said VorpX has a fake 3D setting which makes the game look 3D-y but when you go close to something it's actually 2D. But it doesn't matter that much when you're immersed in the game. The bigger problems come with the controls and head-tracking. If they don't work properly it feels like shit. Also kb+m is a terrible way to play, especially if the vertical mouse movement isn't restricted.

>I didnt get sick, is it a good sign or is moving your character with a gamepad/keyboard a different story?
Some people really don't get sick no matter what. And some do with a very subtle camera movements. Do you get sick in real life in cars and trains? It's almost the same and correlates in VR, just the reverse (irl you can feel movement but not see it, in VR you can see movement but can't feel it.).
The best option is standing and moving around like the Vive does. The second best sitting down and having a static camera like a third person fps. The worst cases are first person games with a controller or a kb+m.
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>>336804178
>I'm still a bit on edge on whether or not it's worth buying this right now or waiting a year or so when they release a newer one
Depends on "worth". If you have money and are interested in this, get it. VR is definitely the thing in near future and being one of the firsts to actually experience it is cool as fuck. The current consumer kits are good enough, even though there is lots of room for improvement.
I doubt there will be a new generation any time soon. Maybe in 2 years, if all the Oculus Rifts are even shipped by then
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>>336804020

Okay good to know, I really need some vr in my life for older games I cant get immersed into anymore because I played them to death and beyond. I hope the vr will revive some of my love for stalker, morrowind and fallout 3/new vegas, eye, vampire bm etc. Looking at how I was totally blown away but that low poly no gameplay bus ride, I can see vr to be a success.
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>>336804020
The big key is acceleration will always make you sick. I've found that if your moving with a velocity it's fine since you can't distinguish between moving at a constant speed and standing still in real life either. The other thing is artificial rotation always feels bad even if you can withstand it, it's not a pleasant experience. The mismatch of the game rotating while your not is too intense so while I think artificial locomotion is possible if done right it has to require someone to turn around on their own.

>>336804178
If you can wait go ahead there will be more content for it just don't count on a new headset being made anytime soon. I've been pulled around by this stuff for 4 years with people telling me to wait because the consumer version of the Rift was always supposedly right around the corner.
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>>336804178
Try it you faggot.

VR has been a thing for years, why have you been uneducated for so long about it?
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To those of you who have tried VR in some capacity what are some games and experiences you would like to see made?
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>>336804258

>VorpX

In the worst case, you need to wait a little bit until some competent modders figure a way out to make games natively support the vive/occulöus rift. (See morrowind)

>Also kb+m is a terrible way to play, especially if the vertical mouse movement isn't restricted.

I have difficulties to follow, how is a wii gamepad better than a mouse?

>Do you get sick in real life in cars and trains?

I get sick by looking at slow moving trains, but not while sitting in one, really weird. Started happening around 4 months ago.

>The worst cases are first person games with a controller or a kb+m.

So, basically its a stupid idea to play games like stalker or morrowind with a vive/occulus? How ironic.
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>>336805129
>I have difficulties to follow, how is a wii gamepad better than a mouse?
Mouse moves the camera. You don't want to move the camera with anything other than your head. Also regular controller is a little bit better because of the analog movement, but they're both bad for VR.
Vive controllers act as your hands, it's a completely different control scheme.

>So, basically its a stupid idea to play games like stalker or morrowind with a vive/occulus? How ironic.
Yeah, it's sad. That's why I got into VR as well, love immersive first person games but actually playing them in VR makes you sick. But there are other kinds of genres and even some new ones emerging that are great for it, and you can always play those FPSes if your stomach can take it
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>>336800387
Where can I download this?
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>>336805421

Thanks for the input, now I have more insight about the vr and am, at the same time, really discouraged as the only thing, I really want to have vr for, isnt working properly.

Is it advisable to get a dk1 for a cheap price to just check out if everything really is as bad as you described? I mean if it is different from person to person, maybe there is a small chance that I am a lucky one who wont get sick, or is it something written in stone? ( you arent the only one reporting sickness, I think nearly everyone reports it.)
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Anybody playing HordeZ? These motherfuckers are like cats, I swear to god, it's hilariously bad

Such a big guy and so light on his feet LMAO
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>>336805814
Don't bother nigger, playing non vr games on a headset is a waste of fucking time

worst case you get sick best case the shit doesn't run
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>>336801975
>Better elimination of the screen-door effect
wrong. Vive just needs you to adjust the straps. Oculus CV1 has terrible glare and rays due to their way of handling screen door effects.

>better and brighter saturation and contrast
flat out wrong. Vive is better on all those. It has literally 3x the brightness.

>lighter headset.

only thing correct
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>>336805814
>Is it advisable to get a dk1 for a cheap price to just check out if everything really is as bad as you described?
No, don't get the DK1. It's so outdated and bad. You could maybe get the DK2, at least it has headtracking, most of the demos work with it and the resolution isn't as bad as in DK1.
If you have any change try the Vive/Rift CV1 at some place. At local store, at friend, at some event or something.

>>336806003
> Vive just needs you to adjust the straps
Yeah it helps, but still doesn't remove the SDE
> Oculus CV1 has terrible glare and rays
Vive has that too
>flat out wrong. Vive is better on all those. It has literally 3x the brightness.
Have source on those? All I've read is the comparison reviews and they all say Rift has a slightly better screen
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>>336805896
Is there anything better than the Brookehaven experiment demo?
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>>336806116

Ok, I think I try to borrow it from a shop for some days and try it out first before throwing my dosh at it.
Again, thank you for your input and the useful information you have provided. I will be more cautious and try the dk2 first.
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>>336805697
>http://www.hongfire.com/forum/showthread.php/453911-KISS-Custom-Maid-3D2-%28%E3%82%AB%E3%82%B9%E3%82%BF%E3%83%A0%E3%83%A1%E3%82%A4%E3%83%893D2-%29-Discussion-FAQ-v2
>http://kisskiss.tv/cm3d2/update_vr.php
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>>336806385
Sure, no problem. But even if you can't handle old regular games in VR doesn't mean it's completely useless. VR is so cool in other genres that it's really worth it
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>>336806116
>All I've read is the comparison reviews and they all say Rift has a slightly better screen

I own both. Vive definitely has better visuals if straps are adjusted properly and you make sure the foam around the eyes aren't limiting your FOV. You can pull the bottom part of the foam down to push the lenses further toward your face.

Most reviews I've seen seem like they didn't take the time to do any proper setup or adjustment. The Oculus advantage is that it takes very little, if any adjustment, so people trying them side-to-side often neglect to adjust the Vive thinking it's the same. If you don't adjust your Vive, you will get blurry screen except at the center (called "sweet spot"), which is what most reviewers complain about.

Oculus has FAR worse glare in scenes with high contrast and lighting, like in a dark room with a bright light. Vive handles it much better, spreading the glare out evenly whereas the Oculus just hits you in the eyes with a sharp beam of light (mistakenly called god ray)
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>>336806454
>he actually delivered
Thanks man. I was googling away.

Apparently this Play Club game also has Vive support.
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>you can play Vive and Rift games on Vive
>you can't play Vive games on the Rift

Hmm which one should you get..
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>>336806569
>I own both
Why?
Did you buy the Oculus first and then get the Vive because it looked better?
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>>336806569
>If you don't adjust your Vive, you will get blurry screen except at the center (called "sweet spot"), which is what most reviewers complain about.
Doesn't help that HTC didn't include any sort of instruction for the fit. I used my Vive for a few days before realizing I had it set up wrong.
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>>336806740
I still wonder if Oculus has any obscure exclusives or if every(at least worthwhile?) demo has been ported to Vive.

It makes NO sense to get OR without the motion controls though, and the Vive exclusive games have significantly better production values.

So yeah, Vive is better. It's cheaper too considering OR is also getting motion controls and it comes with all those cameras which is very cool.
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>>336806740
Rift with Touch, obviously.
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>>336806762
I was at the Vision VR summit where Gabe gave everyone attending a free Vive Pre. I had already preordered an Oculus. I was lucky and got mine before they fucked up the orders, so I've had it for a few weeks to compare.
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>>336806551

I am really clueless, as I havent followed the scene for some time now and never really was interested in the most tech demos Ive seen so far in the first place. The main reason in getting one has been for the sake of old games (the ones I mentioned already) but it seems to be a bad idea as of the vr "limitations" (can I call it that way, or are that human limitations?)

Anything you like in particular? Any game or app?

Ive seen that demo with a guy teleporting through abandoned houses and was really blown away at how much fun I probably will have with 360 panorama stuff, any information about that you can and want to provide?
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>>336806928
>Touch

Hilarious part is that the Touch controllers will bump the price of a complete Oculus package up over the Vive, AND be a worse product because of the limitations of the tech.
>>
It's really comfy for watching things on a cinema screen, and the immersion factor is there in what does exist for them.

I just can't get over the tiny focus area the lenses have, unless it's perfectly sat on your face and you're looking dead forward it's a mess of chromatic abberation and blur.
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>>336807274
>up over the Vive
Remains to be seen. I figure they'll end up costing about the same.
>AND be a worse product because of the limitations of the tech.
Doubt that. People have tested the tracking and it seems to work well, and I like the looks of the ergonomics.
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>>336806928
>>336807274
Aside from the analogs, Touch seems bad. It looks uncomfortable for one thing.

>>336807438
It's guaranteed to cost more and the tech is objectively limited because it's not all camera based.
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>>336807195
You can play "old games" in VR. You just need a special driver for it. One is called VorpX, and it forces games to render in stereo. Works okay-ish for a game like Fallout 4 for example. Havn't had time to try it much.

The disadvantage is that you'll need to lower graphic detail by a ton, since it will double the strain on your GPU by about double from rendering a scene in stereo. The resolution is especially noticeably worse, since the pixels are pressed right up against your eyes. That will be a problem until they make at least 4k screens. Right now it's only 1080x1200 per eye.
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>>336807494
>It looks uncomfortable for one thing.
Really? Looks pretty natural to me.
>It's guaranteed to cost more
You don't have a single fact to back that up.
>the tech is objectively limited because it's not all camera based.
What's that even supposed to mean?
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>>336807438
>I figure they'll end up costing about the same.
factoring in shipment costs, they will have to be ridiculously cheap for the complete package to be cheaper than the Vive. I really doubt that will happen.
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>>336807565
How does VorpX handle UI? Just dumping it to the edges of your vision seems like a terrible idea.
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>>336807195
Not him, but I like the concept of painting/drawing in three dimensions.
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>>336807667
Your hands are pinching the controller instead of holding it like the Vive.

I do, it will cost a fair amount and you have to ship it to you.

Are you retarded or something? Do you even know anything about this topic?
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>>336807494
Why the fuck does it have analog anyway?
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>>336807438
>Doubt that. People have tested the tracking and it seems to work well

It's barely passable if you use TWO cameras. The touch will only ship with one single camera, meaning you will be forced to always face one direction to pick up tracking. The cable length is also a limiting factor, whereas the Vive Lighthouse are wireless, only needing power. Another factor is the increased strain on your PC, since their cameras require a minimum of USB-3. Everything on the Vive runs through one single USB-2+HDMI.

>I like the looks of the ergonomics.
that's up to personal preference.
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>>336807843
So you can move around in games, you retard.
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>>336807812
>Your hands are pinching the controller instead of holding it like the Vive.
Your hands are holding the controller. Look at them.
>I do, it will cost a fair amount and you have to ship it to you.
Those are some nice non-numbers there.
>Do you even know anything about this topic?
Do you? What the fuck do you mean by "not all camera based"? The Vive is the one that doesn't use cameras. In any case, there are videos on youtube of people walking around with those controllers. Works fine.
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>>336807982
Calling me a retard without knowing shit about VR shows what a jackass idiot you are
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>>336807945
>It's barely passable if you use TWO cameras
It's not barely passable, it's perfectly workable.
>The touch will only ship with one single camera
The touch ships with one, and the Rift with another one. That's two.
>cables
Yes, that's a legitimate limitation.
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>>336807195
Haven't tried any CV1/Vive games yet, but what I've heard Audioshield is a blast even though it might look boring. Also ETS2 is cool, and every other sim game if you have a wheel/hotas.

>>336807758
That's exactly what it does. It's impossible to alter the HUD/UI without modifying the game itself. There are some custom injections for some games, but programs like VorpX can't really do it.
Also for some games like STALKER you can manually change the values in .ini files to move the HUD around, see pic related, that's what I tried to do.

Oh and VorpX has edge-peek mode, so when pressing a button it "releases" the view so you can look at the corner to check the hud while the game camera freezes.
>>
>>336808250
seems like bullshit, oculus is going for a "seated" experience so you'll be there sat or standing in front of your monitor waggling

They can't deliver "Roomscale" with a fucking camera or two, Vive has lasers blasting the fucking room up and down, a camera can never replicate that

oculus is a dud, make dealings
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>>336809285
>They can't deliver "Roomscale" with a fucking camera or two
https://www.youtube.com/watch?v=l_HlXzELHgo
>>
>>336808250
>perfectly workable.
that's some thick fanboi goggles you're wearing there. If you buy a second camera, if you use a USB3 extension cable, if you work up some contraption to even hold the camera, if you can live with occasional occlusion due to a objectively flawed tracking method, if you can live with higher CPU strain due to taxing out up to 3 USB3 to their limit and live with the controllers having much lower battery life due to their size and having no haptic feedback.

Whatever. I don't give a shit. Get the inferior product.
>>
>>336809461
forgot no chaperone, which is HUGE, and Oculus have said they have no plans of ever doing it.
>>
>>336807806

Oh yes, drawing looked really cool, too, aöbeit a bit clunky. That guy who tested the demo couldnt even draw a 2d house, so I dont know how satisfying it may or may not be to work with that program.

>>336807565
Beeing able to play and beeing able to enjoy while playing are two different things. A user I talked the most time to on here stated that it is poorly implemented in games such as stalker and that one get motion sickness relatively quick. he also stated that using mouse/keyboard or gamepad is suboptimal.

>>336808761
Thanks for suggestions, will check them out.
>>
>>336809285
>oculus is going for a "seated" experience
Oculus hasn't been using that phrase since the fucking Crescent Bay. That's September 2014, I think.
>They can't deliver "Roomscale" with a fucking camera or two
Lasers aren't magic. Both systems rely on having one end of the path of the photon be on the controller and the other on a base station.
Anyway, just use your eyes.
https://www.youtube.com/watch?v=zdU_OGCVjVU
>>
>>336809978
>Oculus hasn't been using that phrase since the fucking Crescent Bay. That's September 2014, I think.
They said it last month. Stop shilling you retarded fucking fanboy.
>>
>>336809901
Drawing in 3D is drastically different from anything anyone's ever done, so I'm not surprised that people find it unwieldy their first time using it.
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>>336809461
>If you buy a second camera
You don't need to. It comes with the Touch.
>if you work up some contraption to even hold the camera
What, like the tripods some people are already using with the Vive?
> if you can live with occasional occlusion due to a objectively flawed tracking method
Any occlusion that happens with Constellation also happens with lighthouse. Should be really obvious, because they both rely on line of sight.
>higher CPU strain due to taxing out up to 3 USB3 to their limit
Doubt that's anywhere near as big an issue as you're blowing it up to be.
>no haptic feedback
Plain wrong.
>the controllers having much lower battery life
Can you back that up with anything, or are you just assuming like you did with the haptics?

Anyway, I'm certainly not going to get either for a while. But for someone who doesn't give a shit, you sure seem to be pumping out a lot misinformed statements.
>>
>>336810241

Shouldn't it be called sculpting in the first place?

Nevermind, it looks really interesting. What are some other fun tools to experiment with?
So far we have the 360 panorama exploration (IDK about google, as far as I remember, they had that cars driving around taking panorama shots. Would it be possible to view and explore them trough the vive/occulus?)
Than we have that drawing tool, which looks really nice.
Any other creative/explorative tools?
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>>336810809
It's not really like sculpting, though, is it? You draw three dimensional brush strokes. Sculpting would be Oculus Medium.

Anyway, do the editors for Unreal Engine and Unity count as being creative tools? Because they actually look pretty cool.
https://www.youtube.com/watch?v=1VVr2vMVdjc
https://www.youtube.com/watch?v=ospGhrSzKe4
>>
>>336810809
There are probably a some flight simulators that let you control the plane from the cockpit via VR.
>>
>>336811121
There's a mod for FSX that lets you push all the buttons in the cockpit with your actual hands if you have a leap motion.
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>>336811119
>Oculus Medium

I can really see myself experimenting with tools like that. Even the editor you showed in oine of the links looks fun.

maybe minecraft would count as creative tool, any experience with that?

>>336811121
Not exactly a tool, but will be nice nevertheless.
Most people report good experience with cockpit games akin to euro truck simulator and the like.
>>
Am I the only one having trouble reading online after a quick session? Browsing /v/ after using my vive feels like the words are moving off of my screen. It's not impossible to read, but everything feels kind of floaty.
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dude I'm gonna be honest here, I'm only in it for the VR porn. I already have a google cardboard and even with that crude proof of concept the effects are incredible. However I just can't justify spending 800 bucks for a fapping device tho. But half of that wouldn't kill me so I'm considering the PS4 variant. I guess I could load up my pron and just run it from the PS4, the thing has a media player after all.
>>
>>336811929
Sounds cool
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>>336812751
dude, I'm gonna be honest here

That's fine. I hope more people use vr even if it is just cardboard/gearvr. The more people experiencing/talking about it, the more buzz. It'll create a domino effect that will spread more information which eventually leads to more content for all of vr, including vive/rift.

exciting times, fellow digital plane walker.
>>
>>336812751
Should work. I think they've already confirmed a VR media player as well.
>>
Cloudlands minigolf is so comfy, I wish I could just hang out in the world.

I'm glad this technology didn't come out when I was younger, I can see myself getting too into VR spaces.
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>>336813174
Have you tried something like Altspace?
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>>336812751
>>336813121
there's no difference watching videos in vr than in real life

without vr content it's a gimmick.
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>>336813310
hes obviously talking about those 180° stereoscopic videos
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>>336813310
Yep the panoramic videos where a huge disappointment. I'm glad I like my big titted anime chicks because everything else is shit.
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>>336813261
No, but I could see that business taking off if VR does. That, or Facebook comes up with their own version and blows them out of the water with resources & built-in install base
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>>336813261
Not him, but I've seen videos of Altspace.
I don't see myself being a really big fan unless they get decent facial tracking, enough that you can see others' facial expressions.

I imagine that'll be difficult while they're wearing their big VR headset.
>>
>>336813475
>Facebook comes up with their own version
They're pretty obviously planning to.
https://www.youtube.com/watch?v=Vs13YGmC47Y
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>>336813310
there are stereoscopic videos which have one viewport per eye, at eye-distance separation. It makes things look like 3D when each image is mapped to an eye.
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>>336813547
I've seen a video from some university that actually had pretty good results with tracking expressions on someone wearing a DK2. They did use a camera mounted on a kind of awkward protrusion on the headset itself, but it seems to be at least fundamentally possible.
https://www.youtube.com/watch?v=rgKkEnaaSDc
>>
>>336800387
illusion play club works for the vive as well, it just got a roomscale mod, so you can use the vive controllers
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>>336797137
Supposedly the Oculus Rift headset feels better. IT's more comfortable, and the experience with it is just all around better. For the price that this is you shouldn't count the motion controllers since the Oculus will have theirs soon and you won't be changing headsets for a while. The real game changer is the room scale shit the Vive does. If you have the room space for it I would go with the Vive even if the headset is supposedly less comfortable. If you have a tiny room or dont see yourself using scale room much then I'd get the RIft. Remember where you install this shit that's where it's going to stay, so if you're planning on using it for porn or jerking off and you install the VIve in the living room just be sure that's a place where you can jerk off comfortably. I say this because I know all you niggas out there live with your moms so this is a serious consideration to make.
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>>336816372
If you mount your lighthouses on tripods or something, you can move them no problem, can't you.
Same goes for the Rift's cameras if you want to do roomscale stuff, although you might also need to also get a good USB extension cable there.
>>
>>336816372
>motion controllers since the Oculus will have theirs soon
Are you kidding? They won't have fullfilled preorders before the end of the year at the rate they are going. Don't count your eggs before they hatch.
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>>336796619

The only big disappointment so far as been Elite Dangerous.

It's heavily optimized for the Oculus and I have the Vive.

Hopefully that gets fixed in the future, but right now if you have a Vive and don't already own Elite Dangerous BUY AT YOUR OWN RISK.
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>>336817190
What problems does it have? Bad performance?
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>>336817190
How so? Works perfectly fine with my Vive.
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>>336797137

If you have a game(s) that you REALLY want to play more than anything else, do your homework and see which headset those games work better on.
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>>336796619
>I'm disappointed there's no way to play old games in sitting VR yet.
You can. Steam theater, Virtual Desktop, Vireio, VorpX, etc.

>>336801425
Vireio works with Fallout 4 and hooks into the camera directly. Also supports room scale.
>>
>>336817065
I'm saying that even if you get yours early next year you'll find yourself in a situation where the controllers don't factor in the decision making and you're already stuck with your purchase for the next couple of years. If you're gonna factor in the controllers you should factor them in as "how much do I care about having them RIGHT NOW for the next couple of months?"
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>>336817339
Looks like ED is rendered at higher resolution on the Rift than the Vive.
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>>336817640
holy fuck is that really what the resolution looks like on current gen VR headsets???

think I'll just wait for next gen or the one after that
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>>336817947
Yes
>>
Is there any other cheaper alternatives?

To much knowledge there actually is but they haven't been released yet. Like the FOVE
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>>336817640
Either it's some weird difference in AA or the subpixel layout somehow screws it over. I set my UI to green before really doing anything, which works well with the Vive's subpixel layout.

>>336817947
Yeah, but surprisingly it's not that noticeable. I think it's because your eyes are focused 'beyond' the screen, so its only really mattered if a game has small text or something (DCS was completely impossible for me)

>>336818038
Not unless you want a smartphone strapped to your face.
>>
>>336818038
cheapest alternatives are vridge/trinusvr, android apps

OSVR devkits are also kinda cheap, like, $300

I also tried to combine opentrack/freetrack tracking with tridef3d and streamed this shit to smartphone, requires adjustments and tracks only when you're watching in front of you but at least it's not losing "center" like in trinusvr.
>>
>>336816372
>the experience with it is just all around better.
>oculus
>thinks a VR headset in which you can only look in one direction is a better experience
lol, ok
>>
>>336819438
man what are you even on about
>>
Two question:

1. Does the Vive have the same bullshit "we can an d obviously will track everything in your life on our servers and register here and whatever" bullshit policies like Jewbooks Rift? I.e. is there just a way to simply use the god damn hardware without signing of all my rights and privacy?

2. A timeline or projections for the second generation these devices?
>>
>>336819438
What? Are you retarded?
>>
>>336819680
>1
Not more than Steam already has. However much that is.
>2
No.
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>>336819703
Maybe he's thinking of the DK2.
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There's no excuse for this
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>>336819680
The HTC software does have some of that stuff, but installing it isn't required, and I haven't found any reason to.

Probably quite a while - graphics cards are going to have to progress a decent bit before we can go to higher res which is definitely going to happen in Gen2.
>>
>>336805042

Games that use fluid mechanics physics to allow you to move around in a more natural fashion than "push W to move forward" or "push up on the touch pad/joystick to move forward".

For example, if in an underwater game, I would like to be able to move the two motion controllers in a swimming motion to actually move around in the 3D space within the game.

Or maybe I could be playing a game where I'm a bird and flapping my arms actually makes me gain altitude, and drawing my arms in allows me to go into a nosedive, etc.

Mech games where the handheld controllers are mapped to the mech's weapons and the headset tracking is mapped to the mech's turning and vision. The mech would move forwards/backwards/side-to-side by tilting the handheld controllers as if holding onto a pair of fighter jet controls.
>>
>>336820048
That arm flapping thing seems like it could get annoying fast. But being able to "swim" for close encounter stuff in Subnautica sounds interesting.
And yeah a mech game using motion controllers needs to happen.
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>>336819680
>2. A timeline or projections for the second generation these devices?

This IS the second gen. So expect 3rd gen in 20+ years.
>>
>>336811929
Your eyes are probably adjusting between the different views. It will be interesting to see how many people experience the same thing. Sometimes new technology discovers quirks about Human biology that were not apparent before.
>>
Enjoy your Wii part 9
>>
>>336802480
I don't think they'll be VR only. They'll still be a niche, kind of like how Track A.R. and Wheels still are a niche for driving games.
>>
Where can I test VR before I spend the price of a used car on one?
>>
>>336820735
at a friends house
>>
>>336817303
>>336817339

The resolution is completely off. You can sort of fix it yourself by playing with the settings, but it's not going to look as good as it does on a normal monitor or on the Oculus.

There's also problems with the anti-aliasing not working at all, and there are strange "shimmers" all over the place. Also text is either borderline unreadable or straight up unreadable.

The devs say they are investigating the issues and plan to fix them, but there's no specifics on which issues they're focusing on or when they're going to get fixed.
>>
>>336820902
>Friend

What are those?
>>
>>336820963
I think it's like a real life 2d waifu except male and the love isn't as strong and pure
>>
>>336820948
Isn't AA generally a problem for VR because it can't be guaranteed to behave the same on both screens?
>>
>>336821146
no because you can downsample
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>>336821146

Yes, but so far some of the other games have been pretty smooth.

To be fair, those other games are way simpler than Elite Dangerous.
>>
>>336802156
Ordered day one and got mine a couple weeks ago. Seems I had another erroneous order too that I didn't get a confirmation email for though, and the fuckers just took my money for that and sent it suddenly. At least I managed to sell it on for profit in one day.
>>
>>336820735

I'm guessing that in the next 2 weeks or a month that stores such as Best Buy might start putting up displays in the stores to try them out. I would recommend you bring some disinfectant wipes if you try it at a public setting.

If there's a convention or something like that happening near where you live, you might be able to get some brief time to check it out.
>>
>>336819703
>>336819870
lol, are you retards serious? Do you REALLY think the rift has anything more than 180 degrees tracking?

I guess facebooks shilling has been successful if mouthbreathers like you think you can actually look anywhere but forward or slightly to the sides.

Enjoy your product though :^)
>>
>>336819680
The vive uses steam's openvr. Steam has a utility you need to open to play steam games but it is perfectly usable without steam at all for non-steam titles since everything is open source.
>>
>>336821789
It has tracking points on the back doesn't it? Can you post footage of someone losing tracking by turning past 180?
>>
>>336796619
Is there porn for it yet?
>>
>>336822669
It does and he can't, obviously. Although I did read some guy's impression who said he could feel the switch between tracking the front and the back LEDs.
>>
>>336822768
>>336806454
>>>/t/709441
>>
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After reading some of the thread I have to say that as an artist, every current PC VR "drawing" program akin to TiltBrush is shit.

It's literally just an impractical way to sculpt. 90% of videos I see are people trying to make a sculpt but it ends up looking like shit and takes 5x longer than it should because 2D brushes are the main tool. The other 10% of people simply draw on a 2D plane, completely defeating the purpose of doing it in VR.

Dreams is the only one doing it right, having useful tools and being usable for free form sculping or methodical hard surfaces, and since it doesn't use polygons, retopology isn't an issue or something that you need to keep in mind.

Then again MediaMolecule are experienced devs and have great technical artists, while the PC teams developing the VR art applications are mostly shitty indie devs with no vision for practicality and barely any experience.

I'll have fun with Dreams, and half a decade from now invest more heavily when it'll actually be worth to dump 800€ on a HMD for PC, at what I hope is a 4k non-pentile display. By then hopefully Zbrush will have VR support so that I can actually have an useful art program to use instead of the mess that are all TiltBrush-like apps
>>
>>336823179
TiltBrush isn't designed to create content for use in video games or whatever. It's designed to be fun and look pretty, and that's exactly what it does.
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>vr is comfy as fuck guys
>just wish there were actual vr games that weren't just tech demos...
>or that the games I actually want to play supported vr...
>b-but vr is great!!

Buyer's remorse thread?
>>
>>336823594
I could see people who buy it for games being disappointed after the initial wow factor wore off. The tech is amazing though and most indie devs being pieces of shit won't change that. Once more devs get their hands on it we'll start to see some really cool stuff.
>>
>>336823594
Yep, this is pretty much the exact same kind of thread Wii-U and Kinect owners had in their first days.
>>
>>336823465
yes, a very fun way to burn 30€ on something completely useless

at least Dreams has a game attached to the sculpting and you can export your creations as .obj files. In essence I could use it for concepts and then continue on PC, or even 3D print what I sculpt there, if I owned a printer, that is.
I can't see a way to justify Tilt brushes' price

I also can't agree with the "look pretty" part. Most of what I've seen coming out of TiltBrush, even in official trailers, looks pretty shit, all the effects are cheesy as fuck, I can barely think of a way to use the fire or neon brush and not make my eyes bleed. It has very few tools and most of them are useless casual filler that you find in so many tablet drawing apps or other lesser drawing programs
>>
>>336824334
>yes, a very fun way to burn 30€ on something completely useless
Welcome to video games.
>>
>>336817640
It's more of a software issue than a headset issue.
>>
>>336824332
Except there are plenty of things outside of gaming that I can do with a headset. If nothing else I can use it as another monitor.
>>
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>>336823594
Far from.
I'm still enjoying it.
VR is going to have the same issue with bloatware as the Wii did.
There's some good full games out, but they're among the waggle-infested shit.
>>
>>336827149
You could get some dummy plugs and make it to where you have a huge, seamless multi-monitor display in VR space. Providing that you're talking about using a monitor within the rift like through Virtual Desktop or similar software
>>
>>336827397
You shouldn't even need to do that. I saw one guy who managed to make a script in unity that you could output the content of any window onto. To me that makes much more sense than just mirroring a desktop into virtual space. Imagine the possibility of having a window manager where you could move your programs all around you without limit.
>>
you can only benefit from waiting atm
the best experiences come 5-10 years from now
>>
>>336827637
that sounds pretty fantastic desu
>>
>>336819927
Notice how US is without the tax. Its retarded that they dont have to show you the price with tax included, while you still pay 20% more. Which makes it almost the same as the EU price.
>>
>>336827149
How exactly does using VR for virtual desktops work when the resolution is hardly big enough to be able to see the HUDs in games???
>>
>>336827753
I typed to-be-honest.
Why did it make me say desu.
>>
>>336797137
the oculus is owned by facebook so if you buy it mark will suck your dick
>>
>>336827854
have you been in a coma for the last 6 months?
>>
>>336827854
because its a meaningless phrase, implies when you generally say something you dont mean it.
>>
>>336827824
While the pixel density of what your looking at won't be as high as a normal monitor the fact that you are constantly moving while in VR increases the apparent resolution. What more you can always increase the screen size to fill most of your view.
>>
>>336800387
Imagine hugging your giant anime pillow while hugging the girls in game. Anime is finally going to be real. Real life girls will be obsolete.
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