Compsiox
Banned
I made the mistake (good fortune?) of showing my kids the Tilt Brush and the Fantastic Contraption videos and I'm on the hook to have those Vive wands in the house ASAP.
Be a good parent and do the right thing

I made the mistake (good fortune?) of showing my kids the Tilt Brush and the Fantastic Contraption videos and I'm on the hook to have those Vive wands in the house ASAP.
Be a good parent and do the right thing![]()
the vive was not in existence (to consumers) a year ago? wtfI think I was remembering this interview, but that was over a year ago pre-Touch reveal (pre-Vive reveal too, I believe)
I still don't understand why there's no Pascal news. I have a Vive coming but a GTX 770.
Yeah, HTC and Valve moved quickly, Vive was hinted at last Febrary, officially announced last March.the vive was not in existence (to consumers) a year ago? wtf
I'd imagine the numbers will favor the Rift. Oculus has the greater mind share with the success of the Kickstarter and putting VR back on the map, the Press from the Facebook buyout and just being around longer. People who aren't enthusiasts may know the Oculus name, but not really the Vive yet. On top of that, room scale further segments a market that is already reduced by the cost of entry and pc requirements. If Vive numbers are even remotely competitive I would have to think its a pretty big success for them.
I think how open HTC and Valve have been with the Pre has helped them tremendously though. The CES press was overwhelmingly positive and had me looking at the Vive seriously for the first time, but the videos from guys like the Node team absolutely sold me on the product. And with launch coming up and YouTube personalities like Jacksepticeye putting out videos to 9 million subscribers it should help get the name out there.
Don't we have any estimates like we did with OR based on site tracking?
I'm pushing my late 30s, my dad paid thousands for 80s tech when I was a kid, Vive and Rift prices are certainly outpacing what some folks can handle, but, I'm fine paying into it on a historical level.
Yeah, but is it a game or a demo again?
Yeah, but is it a game or a demo again?
I'm at the point where I'm tired of hearing about "experiments" and "experiences." I just want a real, full game made by Valve.
Yeah, but is it a game or a demo again?
I'm at the point where I'm tired of hearing about "experiments" and "experiences." I just want a real, full game made by Valve.
This right here, I already placed my vive order but I'm not feeling it right now. We need good core games, not these 5 minutes experiences and shallow demos.
I'm guessing (marketshare):
70% - Oculus
30% - Vive
I hope I'm wrong and Vive is stronger than that.
I'm at the point where I'm tired of hearing about "experiments" and "experiences." I just want a real, full game made by Valve.
If by "good core games" you mean a dozens of hours story-driven high-production-value type of game you should honestly cancel your preorder right now.This right here, I already placed my vive order but I'm not feeling it right now. We need good core games, not these 5 minutes experiences and shallow demos.
If by "good core games" you mean a dozens of hours story-driven high-production-value type of game you should honestly cancel your preorder right now.
If by "good core games" you mean a dozens of hours story-driven high-production-value type of game you should honestly cancel your preorder right now.
Having played with a Vive for the first time on Saturday and having an amazing time with it, I'd say that the controller/hand tracking is the thing that really transforms it into an amazing experience more so than the room scale stuff. Walking around a bit was interesting, but actually seeing your hands/controllers and interacting was just stunning.
I hope Oculus Touch isn't too far away!
Experiences seem to be a lot of fun for everybody trying out the Vive.
I think the hand/controller tracking is what makes VR truly VR and not just a glorified 3d screen around you. That's where tricking the brain into feeling the alternate reality starts. The interaction with objects and the world through usual gestures.
From this point of view it's a pity that Rift is not launching with Touch, but with a normal gamepad.
There's a hundred miles between what you're describing and the 5-10 minute demo-style experiences we're seeing for the most part, though. I'm not expecting 20-hour VR games for a long while, but I do hope to see more than we're seeing now.
Well then don't cancel any pre-orders because those games exist.
If by "good core games" you mean a dozens of hours story-driven high-production-value type of game you should honestly cancel your preorder right now.
I'm at the point where I'm tired of hearing about "experiments" and "experiences." I just want a real, full game made by Valve.
Reading my previous post again it comes off more abrasive than I intended, let me clarify.
I really do believe and it's my honest advice that people who want multiple large-scale, long, polished game experiences with significant production values shouldn't buy a Vive early on. It's very unlikely that they'll get what they want before the end of the year at the earliest.
What I'll primarily make of that is that people who strongly believe that Oculus will officially (and in terms of software output) support a room-scale setup with Touch might be disappointed.
Also, I haven't heard any reports at all about Vive tracking issues with your hands closer together -- maybe it's just because of genius software design, but thinking about the geometry and the way the lighthouse boxes work I find it very hard to imagine a situation in which the tracking would fail.
What I find incredibly easy, on the other hand, is to imagine how tracking with 2 cameras from the front would fail hard as soon as you turn around.
I think what Palmer means with hands close interaction is something like, well...
There was this video / demo where you pull a grenade pin with the Vive controller.
https://www.youtube.com/watch?v=fJ6Si7Ph7Vs
As we can see it's more like pulling the pin with a pair of pliers (while holding the grenade with another pair), when Touch with it's design and grabbing mechanism would allow it to happen more with your own hands.
I hope we can see more Touch stuff at GDC, including the complex hand manipulations Palmer is talking about (whatever they are in the end).
Yeah, this is definitely how it feels. Not so noticeable in something where you're holding a weapon, but as soon as you're using them to control a pair of hand, like in Job Simulator, it does feel pretty crude.
Pretty much any interaction with objects. Creating "hand presence" because the action is closely linked to your hands and not at the end of the object you are holding.
Grabbing a match and lighting a torch. Plugging in two cables into one another. Assembly and disassembly of a firearm. Bringing a magazine directly up into a magazine well. Pointing your finger out and pressing a button on a wall. Grabbing two cabinet doors at the same time and pulling them open.
I watched several live streams with people trying Vive for the first time and there was never a moment in which there was an issue having the Vive controllers close together or even touching. I think most of the people actually tried touching them together anyhow.
Edit: oh and artsi I hope you acknowledge that you are somehow repeatedly doing what you complained about in the Oculus thread.
What I'll primarily make of that is that people who strongly believe that Oculus will officially (and in terms of software output) support a room-scale setup with Touch might be disappointed.
Also, I haven't heard any reports at all about Vive tracking issues with your hands closer together -- maybe it's just because of genius software design, but thinking about the geometry and the way the lighthouse boxes work I find it very hard to imagine a situation in which the tracking would fail.
What I find incredibly easy, on the other hand, is to imagine how tracking with 2 cameras from the front would fail hard as soon as you turn around.
I think that's definitely true for non cockpit based games, but games like Dirt Rally, Pcars, Eve Valkyrie etc are every bit as immersive when using the appropriate wheel/joystick. I've been playing all 3 non stop this week with a Fanatec clubsport wheel setup and Saitek x52 for Valkyrie, with dual butt kickers on my chair and Simvibe handling vibrations, and I can assure you that it's vastly more immersive than just a 3d screen around you. Motion controls would quite honestly be inferior for cockpit based games. Dirt Rally with a quality wheel and seat vibrations is the most immersive video gaming I've ever experienced at home by a long shot. I definitely still want my motion controllers, but there are plenty of games that will give you an incredibly immersive feeling without them.I think the hand/controller tracking is what makes VR truly VR and not just a glorified 3d screen around you. That's where tricking the brain into feeling the alternate reality starts. The interaction with objects and the world through usual gestures.
From this point of view it's a pity that Rift is not launching with Touch, but with a normal gamepad.