• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

HTC Vive is $799, ships early April 2016

Status
Not open for further replies.
Yeah, which isn't a problem (it is a very good solution) but I want to be able to use smaller room and be able to walk, like something that freezes your character so you can turn around and start walking again.

Yep, I mean it's fun to tinker around with stuff in a room for sure, but there's us who also want to have adventures and I hope there's alternative options for locomotion than teleporting.

Like, if I want to use teleporting, give it to me. If I want to travel larger distances using a gamepad and then transfer to "room scale", give me that option. And also the one you mentioned.
 
Yeah, which isn't a problem (it is a very good solution) but I want to be able to use smaller room and be able to walk, like something that freezes your character so you can turn around and start walking again.

This is how I imagined it to work, too. I'm curious how it's actually done.
 
I think it'll be like anything in gaming - it's a current problem & developers are going to try and tackle it in different ways to varying levels of success.

Give it a few hundred iterations between a few hundred games and I'm sure there will be some genius solutions.
 
Yep, I mean it's fun to tinker around with stuff in a room for sure, but there's us who also want to have adventures and I hope there's alternative options for locomotion than teleporting.

Like, if I want to use teleporting, give it to me. If I want to travel larger distances using a gamepad and then transfer to "room scale", give me that option. And also the one you mentioned.

My thoughts as well. I could bypass the entire room thing too. Couch + head tracking only
 
For those ordering stands and such, I can give you guys dimensions of the lighthouse stations if you guys want me to.

Dimensions and weight would be great, if that's OK?

I'm thinking of getting sticky back velcro so I can stick them to the wall, but remove them to take downstairs if I want & there'll be somewhere to stick them there too....


I think that's a genius idea, but it sort of depends how heavy they are
 
Would it be possible for a VR program to trick a user into walking in a circle when they're actually walking straight? You know, like in a holodeck. I have no idea how that could possible work, but it'd be cool if someone tried. Unless science of course.
 
Would it be possible for a VR program to trick a user into walking in a circle when they're actually walking straight? You know, like in a holodeck. I have no idea how that could possible work, but it'd be cool if someone tried. Unless science of course.

Sure. That kind of research has been coming out for quite a while now.
http://s2015.siggraph.org/attendees...ll-spaces-feel-large-infinite-walking-virtual
http://www.wired.com/2015/08/cant-walk-straight-lineand-thats-great-vr/
 

this snippet from the wired article is pretty cool

More sophisticated redirection techniques are appearing, too. Suma has taken advantage of a phenomenon called change blindness: If we don’t see an object move, we don’t really notice its position change. For example, he rearranges the virtual world behind a participant’s back by rotating the location of a door by 90 degrees. (It may not surprise fans of Portal that the video game inspired Suma’s research into spatial manipulation.) He tested 77 participants who each went through a dozen such rotated doors—and only one person noticed anything funky going on. By using this technique of rotating doors, he’s able to create a virtual building of several thousand by several thousand feet in a 16 by 16 room
 

gooooood!

ST%20TNG%20Nth%20Degree%20Barclay.gif
 
Would it be possible for a VR program to trick a user into walking in a circle when they're actually walking straight? You know, like in a holodeck. I have no idea how that could possible work, but it'd be cool if someone tried. Unless science of course.

As people posted, yes it's possible - but both examples above talk of playspaces over 16x16 feet or 6m x 6m. There is no suggestion that it can work with much smaller areas (unless you have really short strides).

Room-scale VR has a limited amount of very interesting applications "final-fantasy"-style battles, crime-scene investigations, room-escape, strategy/tactical games etc.

I think developers haven't scratched the surface of what's possible, but room-scale VR is essentially limited to room-scale experiences, the trick is to 'move the room'.
 
Would it be possible for a VR program to trick a user into walking in a circle when they're actually walking straight? You know, like in a holodeck. I have no idea how that could possible work, but it'd be cool if someone tried. Unless science of course.

Yes, redirection is totally possible. That said, I'm not sure what can be achieved in the Vive's recommended play area. Here's an example in a much larger area.

bIaO2VF.gif


Blue = actual walking, red = perceived walking to a distance of 5km. The outer circle of the play area is 40 meters, the inner circle is a 20 meter radius. I think this will be very useful for VR experiences at, say, a theme park.
 
Yes, redirection is totally possible by rotating the game world more than the body without the player noticing. That said, I'm not sure what can be achieved in the Vive's recommended play area. Here's an example in a much larger area.

bIaO2VF.gif


Blue = actual walking, red = perceived walking to a distance of 5km. The outer circle of the play area is 40 meters, the inner circle is a 20 meter radius.

That's pretty damn cool.
 
so Oculus have been showing Minecraft at some San Francisco event. Is it exclusive to OR and Gear VR? I think I read that Oculus (well, Carmack) has been working on it with MS/Mojang so I guess it'd make sense.

As silly as it might be, if it was exclusive to OR I would *have* to have an OR and therefore might just cancel my Vive (or keep it and sell it later after having a play)
 
so Oculus have been showing Minecraft at some San Francisco event. Is it exclusive to OR and Gear VR? I think I read that Oculus (well, Carmack) has been working on it with MS/Mojang so I guess it'd make sense.

As silly as it might be, if it was exclusive to OR I would *have* to have an OR and therefore might just cancel my Vive (or keep it and sell it later after having a play)

Yeah I'm sure it's exclusive, Oculus and Microsoft would not spend a lot of resources to develop a killer app (for some people it just might be) and give it to their main competitor. Oculus wants to sell their HMD, Microsoft wants to sell Minecraft via their store.

But someone still might patch in Vive support to the Java version, like Minecrift.
 
so Oculus have been showing Minecraft at some San Francisco event. Is it exclusive to OR and Gear VR? I think I read that Oculus (well, Carmack) has been working on it with MS/Mojang so I guess it'd make sense.

As silly as it might be, if it was exclusive to OR I would *have* to have an OR and therefore might just cancel my Vive (or keep it and sell it later after having a play)

Nothing is truly exclusive to OR, outside the Oculus published games.

Also, Microsoft said they would partner with Valve to support their VR platform at last E3. Considering the Oculus comes with an Xbox remote, I assume they're just getting first dibs.

Yeah I'm sure it's exclusive, Oculus and Microsoft would not spend a lot of resources to develop a killer app (for some people it just might be) and give it to their main competitor. Oculus wants to sell their HMD, Microsoft wants to sell Minecraft via their store.

But someone still might patch in Vive support to the Java version, like Minecrift.

Minecraft isn't exclusive to anything on other platforms, and Microsoft knows that the more places they can put Minecraft, the better. Zero chance, it is a perma-exclusive.
 
Minecraft isn't exclusive to anything on other platforms, and Microsoft knows that the more places they can put Minecraft, the better. Zero chance, it is a perma-exclusive.

Of course Microsoft can create another version if they like (and their contract with Oculus allows it) with SteamVR, but this version that's releasing soon is made with help of Carmack / Oculus and I don't see them implementing anything else than Oculus SDK.
 
Well, it's been a fun wait.
I guess Vive must be coming out soon....


wait, no. It's been one day.


Fuckkkkk.



the real fucker is going to be when the first Rifts get into peoples' hands a week or two earlier than we start getting these.


I might cry.
 
I keep flip flopping between this and the rift. Rift seems like it'll have much better software support(at least during launch) and from the demos I've seen, the touch controllers seem like a more natural extension of ones hands than vives controllers. But dat room scale tho...

And about this whole room scale thing, how does the Rift not have support for it? I thought the Rift also has cameras that track your movement?
 
And about this whole room scale thing, how does the Rift not have support for it? I thought the Rift also has cameras that track your movement?

The problem is precision. Lighthouse uses 60Hz strobing LEDs combined with continuously sweeping laser planes (delivered via two perpendicular rotating drums) and uses the precise timing data from when the two signals hit its sensors to derive its position. Oculus is relying on interpreting camera pixels, which doesn't scale as well with distance.
 
Damn it, I bit. Mine is shipping in May. Hopefully Pascal comes out no later than June. I dont wanna have to buy a GTX970 just to replace it less than a year later.

That's $1371 total after taxes. Ouch.
 
I keep flip flopping between this and the rift. Rift seems like it'll have much better software support(at least during launch) and from the demos I've seen, the touch controllers seem like a more natural extension of ones hands than vives controllers. But dat room scale tho...

And about this whole room scale thing, how does the Rift not have support for it? I thought the Rift also has cameras that track your movement?

They didn't expect the reaction vive got with their demos

I almost guarantee the delay of touch is in part due to oculus wanting to make sure they support room scale. They have to
 
HTC interviewed the rather famous people at Stress Level Zero.

http://blog.htcvive.com/us/2016/03/vive-this-is-real-stress-level-zero/

We recently traveled to Los Angeles, California to visit the offices of Stress Level Zero who are working on Hover Junkers for Vive. Co-founders Brandon Laatsch and Alex Knoll discussed their roots, their desire to make the best multiplayer VR experience available, and the importance of getting the details right in the development process.

https://www.youtube.com/watch?v=pjGW30PtnQQ
 
Of course after researching the Vive all day yesterday, my dreams last night were about VR.

I woke up this morning right as I was done setting up the lighthouse beacons in the dream. lol
 
I'm starting to really feel the itch again too. Haven't been this hyped and excited since the weeks before DK1. DK2 came pretty quickly afterward, I was def hyped for it but not as much as DK1. I haven't really touched my DK2 in a few months now purposefully so I'd kind of have a clear slate again heading into consumer VR (also because I got tired of fiddling around with every game trying to get it working properly).

But now it's almost here, I'm just weeks away from having both the real Oculus Rift and a Vive and I'm geeking out all over again. I've spent the entire day madly scouring the net for any new VR news or videos. This next month is going to be torture...
 
They didn't expect the reaction vive got with their demos

I almost guarantee the delay of touch is in part due to oculus wanting to make sure they support room scale. They have to

Do you have any sources for this? I've only seen them say the exact opposite about supporting room scale.

If they do push room scale they're going to need to solve the cable issue as well as whatever touch issues. 4m is not going to cut it and the lack of a breakout box is also a considerable problem.

If room scale is a priority for a person and they don't want a vive right away I would probably wait and see what they actually do versus what I'm hoping they do.
 
I'm starting to really feel the itch again too. Haven't been this hyped and excited since the weeks before DK1. DK2 came pretty quickly afterward, I was def hyped for it but not as much as DK1. I haven't really touched my DK2 in a few months now purposefully so I'd kind of have a clear slate again heading into consumer VR (also because I got tired of fiddling around with every game trying to get it working properly).

But now it's almost here, I'm just weeks away from having both the real Oculus Rift and a Vive and I'm geeking out all over again. I've spent the entire day madly scouring the net for any new VR news or videos. This next month is going to be torture...

Really it has had the opposite effect on me. I am going to go home and set up my DK2 and try out some new demo's and dive back into Elite: Dangerous.

Has anyone seen this trailer yet? With some polish this could be great! Zelda VR. https://www.youtube.com/watch?v=jjMinGCvOeo
 
I feel like I'm in the minority when I say that the Vive having a front facing camera is a more desirable feature than the room scale VR. I'd really like having those options on the Rift and think the seated/standing/tiny area you can move around in with the Rift is fine for what I want out of VR, but a front facing camera should be standard in the future.
 
They didn't expect the reaction vive got with their demos

I almost guarantee the delay of touch is in part due to oculus wanting to make sure they support room scale. They have to

Guess why guys Oculus' processor requirement is much higher. It's because of their tracking system. Constellation is much heavier on processor than the lighthouse system is.

Room scale is possible with the Rift, but it won't be as good as the Vive's and that's because of the differences in their tracking system.
 
I'm watching this video right now that was released today and it's doing a pretty good job of explaining the features and benefits of the Vive along with impressions on a bunch of demos. Check it out:

https://www.youtube.com/watch?v=iWproPHhHd0

God I love the Portal universe!
Those demos reinforce my belief that VR is perfect for theme parks.
The lasting appeal of those demos is another story. Again nothing shown here that couldn't be done on a flat TV screen gameplay wise, except for the immersion obviously, which is a huge plus but I don't think immersion alone is enough to be a game changer in terms of new game concepts.
 
Got this for sure also had Rift but they randomly canceled my order without any reason or warning...so I guess just HTC for me.
 
Again nothing shown here that couldn't be done on a flat TV screen gameplay wise, except for the immersion obviously, which is a huge plus but I don't think immersion alone is enough to be a game changer in terms of new game concepts.

Oh come on. You're downplaying VR on purpose here.

It's not just immersion: 1:1 scale and actually being in the game world (as in relating with its space) is another thing entirely.

Meaningless actions on a convential screen can become real gameplay (sometimes even emerging gameplay) thanks to motion controls, 1:1 game world and tracking.

Something like Hover Junkers is impossible to replicate without VR and room scale tracking.

And there's plenty of other games that simply can't be done anywhere else. Judging by a demo built for a VR first look at various events is totally unfair.
 
God I love the Portal universe!
Those demos reinforce my belief that VR is perfect for theme parks.
The lasting appeal of those demos is another story. Again nothing shown here that couldn't be done on a flat TV screen gameplay wise, except for the immersion obviously, which is a huge plus but I don't think immersion alone is enough to be a game changer in terms of new game concepts.

I think tricking your brain into thinking that it's real, is a pretty new concept in terms of how you feel playing an FPS or whatever. So matching your actions from reality into the game whilst being surrounded by your environment isn't groundbreaking?
 
Oh come on. You're downplaying VR on purpose here.

It's not just immersion: 1:1 scale and actually being in the game world (as in relating with its space) is another thing entirely.

Meaningless actions on a convential screen can become real gameplay (sometimes even emerging gameplay) thanks to motion controls, 1:1 game world and tracking.

Something like Hover Junkers is impossible to replicate without VR and room scale tracking.

And there's plenty of other games that simply can't be done anywhere else. Judging by a demo built for a VR first look at various events is totally unfair.

I agree 1:1 motion controls is the real game changer here. The rest would be doable with one analog stick on each of the "remotes", of course it would be less intuitive and natural but you wouldn't lose much in terms of gameplay.

I think tricking your brain into thinking that it's real, is a pretty new concept in terms of how you feel playing an FPS or whatever. So matching your actions from reality into the game whilst being surrounded by your environment isn't groundbreaking?

It's groundbreaking in terms of immersion but in the end, it's "just" another FPS. Is full immersion enough to make a game feel new and interesting?
Imagine playing Tetris with the Vive, you move the pieces yourself 1:1, you are there, the pieces feel real, is that interesting? To me, Superhot is more groundbreaking than Call Of Duty in VR.
 
I agree 1:1 motion controls is the real game changer here. The rest would be doable with one analog stick on each of the "remotes", of course it would be less intuitive and natural but you wouldn't lose much in terms of gameplay.



It's groundbreaking in terms of immersion but in the end, it's "just" another FPS. Is full immersion enough to make a game feel new and interesting?
Imagine playing Tetris with the Vive, you move the pieces yourself 1:1, you are there, the pieces feel real, is that interesting? To me, Superhot is more groundbreaking than Call Of Duty in VR.

I get what you're saying, but I think once you get that headset on with earphones on, 1:1 tracking, you'll soon forget about whether or not it's just another FPS, difference being you'll actually feel a part of the experience and not a spectator to it.
 
I get what you're saying, but I think once you get that headset on with earphones on, 1:1 tracking, you'll soon forget about whether or not it's just another FPS, difference being you'll actually feel a part of the experience and not a spectator to it.

I agree it will feel super fresh and awesome the first couple of times but I think I will get used to it very fast, and then when the immersive novelty has worn off, all is left are the gameplay mechanics and if they are not interesting enough, immersiveness doesn't matter at all.
 
I agree it will feel super fresh and awesome the first couple of times but I think I will get used to it very fast, and then when the immersive novelty has worn off, all is left are the gameplay mechanics and if they are not interesting enough, immersiveness doesn't matter at all.

Guess we'll all know soon enough! Just hope lots of awesome games come out!
 
I agree it will feel super fresh and awesome the first couple of times but I think I will get used to it very fast, and then when the immersive novelty has worn off, all is left are the gameplay mechanics and if they are not interesting enough, immersiveness doesn't matter at all.

Like literally every game.

You are arguing on whether the hardware just being capable, is enough. Of course it isnt.

The point is, this could elevate certain gameplay concepts thanks to this new perspective and immersion. Because of that, and the 1:1 movement/motion you will have games asking you to do things that would have otherwise been insanely hard to do with traditional interfaces.

You technically COULD play call of duty using a SNES controller, but think how adding analog sticks elevated that sort of gameplay. Same for Mario going from 2D to 3D.

You are really downplaying immersion and enhanced interfaces.

At the end of the day, when you "get used to it", the software will still have to be compelling. VR or not.
 
Like literally every game.

You are arguing on whether the hardware just being capable, is enough. Of course it isnt.

The point is, this could elevate certain gameplay concepts thanks to this new perspective and immersion. Because of that, and the 1:1 movement/motion you will have games asking you to do things that would have otherwise been insanely hard to do with traditional interfaces.

You technically COULD play call of duty using a SNES controller, but think how adding analog sticks elevated that sort of gameplay. Same for Mario going from 2D to 3D.

You are really downplaying immersion and enhanced interfaces.

At the end of the day, when you "get used to it", the software will still have to be compelling. VR or not.

Agreed. BTW, I'm only downplaying immersion not enhanced interfaces.
That said, is opening a door for real more fun/interesting than pressing A?
 
Agreed. BTW, I'm only downplaying immersion not enhanced interfaces.
That said, is opening a door for real more fun/interesting than pressing A?

My friend...

elf-revolving-door-2-o.gif


Seriously though, tentatively opening a door while peeking around the corner in a horror/tense game definitely would be more fun and interesting than just pressing a...

woman-opening-door-saidaonline.jpg
 
I agree 1:1 motion controls is the real game changer here. The rest would be doable with one analog stick on each of the "remotes", of course it would be less intuitive and natural but you wouldn't lose much in terms of gameplay.
Wouldn't lose much?

You'd lose the ability to crouch in increments to look through small openings in your cover.
You'd lose the ability to lean in and out of cover in fine increments.
You'd also lose hand position awareness as your in-game character's hands would be locked onto your thumbstick-controlled avatar's torso.

Agreed. BTW, I'm only downplaying immersion not enhanced interfaces.
That said, is opening a door for real more fun/interesting than pressing A?
Is a door SUPPOSED to be fun to open in real life?

My friend...

elf-revolving-door-2-o.gif
Dammit haha.
 
Agreed. BTW, I'm only downplaying immersion not enhanced interfaces.
That said, is opening a door for real more fun/interesting than pressing A?

It actually is. VR is fundamentally so different that developers have to approach everything differently. It's that immersion that makes everything more. Your body reacts to things differently from the real world and that is the REALLY big catch. On a 2D flat screen you can't experience the scale of things, that giant spaceship next to you or that fall down from the mountain when you look down. An object passing through your body makes a tiny tingle in your stomach because your brain expects an impact.
Of course you get used to things eventually but it's still very different from what you are used to now. Instinctively you want to touch things in VR so that's why interaction aspects are the most researched one. You'll also want to move physically so that is included in the 'to-do' list of researchers. What Vive offers is great as a start for room scale tracking. Lets see what else comes in a few years.
 
Status
Not open for further replies.
Top Bottom