Rygar 8 Bit
Jaguar 64-bit
makes me want a vr house of the dead game get on it sega
From the latest backer update from cloudhead games
So HTC are going to have their own storefront? I hope it's more like a VR customised front end for steam, filtering VR only games/apps that work on vive - not a fully fledged store with separate payment etc
There is a lot more to VR than just games. I wouldn't expect Steam to have all those things.
Why not? Steam has more than games these days.
The Steamy store.
If we're talking X rated content, there's go guarantee the HTC storefront would allow it either. That's a can of worms for any general storefront to deal with, and given it's supposedly for the Chinese market, such content would be banned there.
You're right, there's no guarantee it'll be there, but there's certainly a higher chance it would show up there than on the Steam store. But honestly, I'm not sure what the hell the point of the HTC marketplace is for, if Steam is going to have it's own VR storefront.
https://www.youtube.com/watch?v=MFKbL-GU-_U&feature=youtu.be
Damn this looks incredible, my thalassophobia is tingling hard tho
Shouldn't we compensate for head movement in VR like our eyes do naturally? The little movements look bad and kinda induce motion sickness.
Shouldn't we compensate for head movement in VR like our eyes do naturally? The little movements look bad and kinda induce motion sickness.
What do you mean? How do you know exactly where the guy in the video has his eyes placed in the first place
eye tracking is some years out.
I don't mean eye tracking. I mean the little tiny movements that our heads make which translates into VR gameplay.
You can kinda see it here:
http://www.youtube.com/watch?v=iWproPHhHd0&t=5m35s
When he moves quickly you can see the jitter of his head in the game.
If I flip something in real life my view remains stable. Just wondering if that would be possible to do in VR. Eliminate the tiny jitters for a smoother experience or if that would cause problems.
Shouldn't we compensate for head movement in VR like our eyes do naturally? The little movements look bad and kinda induce motion sickness.
I don't mean eye tracking. I mean the little tiny movements that our heads make which translates into VR gameplay.
You can kinda see it here:
http://www.youtube.com/watch?v=iWproPHhHd0&t=5m35s
When he moves quickly you can see the jitter of his head in the game.
If I flip something in real life my view remains stable. Just wondering if that would be possible to do in VR. Eliminate the tiny jitters for a smoother experience or if that would cause problems.
I tried Gear VR for about 5 minutes and was fairly impressed but I did notice the "screen door" effect and it was easily noticing the sides of the goggles which limited the field of view. I liked what I've experience but also felt like some serious improvements could be made to the tech and I was just curious if the Oculus Rift improves much in either of these areas. Some information from those who have experiences both would be greatly appreciated.
Eliminating the tiny jitters in camera movement that are part of natural head motion would cause a visual-vestibular motion disconnect that would lead to or exacerbate motion sickness issues.
Similarly, it looks bad to you, because you're watching it on a stationary screen, and you're getting some of the visual motion without the accompanying vestibular motion.
Are the consumer lighthouses totally wireless? No power cables nothing? If so how do you charge them? I'm guessing take them off the wall or whatever to get to the back of them...
you'll plug them into the wall for power. they only need power.
I don't mean eye tracking. I mean the little tiny movements that our heads make which translates into VR gameplay.
You can kinda see it here:
http://www.youtube.com/watch?v=iWproPHhHd0&t=5m35s
When he moves quickly you can see the jitter of his head in the game.
If I flip something in real life my view remains stable. Just wondering if that would be possible to do in VR. Eliminate the tiny jitters for a smoother experience or if that would cause problems.
I was really considering buying a Vive but I got the GearVR with the S7 and while it truly is impressive, immersive and full of potential, the screen door effect (2560x1440 screen) was more than noticable. It felt like a 480p 50" screen. So I'll wait for a 4k or higher iteration. I heard the sweet spot for "Retina" is along the lines of 32k x 16k, so 16k x 16k per eye. There's a lot of work before us.![]()
I was really considering buying a Vive but I got the GearVR with the S7 and while it truly is impressive, immersive and full of potential, the screen door effect (2560x1440 screen) was more than noticable. It felt like a 480p 50" screen. So I'll wait for a 4k or higher iteration. I heard the sweet spot for "Retina" is along the lines of 32k x 16k, so 16k x 16k per eye. There's a lot of work before us.![]()
Today's Penny Arcade strip is about the Vive.
https://www.penny-arcade.com/comic/2016/03/11/vr-triptych
Guess that's their Tilt Brush drawing on the TV in the background of the second panel, heh. (minor perspective issue with the art there - the HMD's sitting too deep)
They talked a bit about the user experience here:
https://www.penny-arcade.com/news/post/2016/03/09/membrane (starting with the third paragraph)
The "Limbo" concept for the Steam interface inside VR sounds pretty good.
Fantastic Contraption guys are working on a "seated scale" experience: https://www.youtube.com/watch?v=sdr-Jdpv53s
Video also shows that the Vive works perfectly well whilst seated (not that there was any real doubt but people in here were asking), and this bodes well for this coming to Oculus when Touch is released.
PC Gamer hands-on with the Brookhaven Experiment: http://www.pcgamer.com/the-brookhaven-experiment-shows-how-shooters-can-work-in-vr/
horror shooter
here's some earlier gameplay footage: https://www.youtube.com/watch?v=FCvjRmX89GE
I'd like to know if that was using a larger lighthouse setup and he just sat down, or if they set the lighthouses up closer in. And did they have to recalibrate for seating? Thatd something I've read and would be a pita if you switch regularly between room scale and seated games - which many of us will do.
I'm sure that would just be a software fix with allowing two stored calibrations - here are my virtual walls, and this is where I would sit - but I hope that is done by launch
Fantastic contraption always seemed suited to sitting/forward facing standing though. Other games like The Gallery may be more difficult to adapt to such a setup
Can we stop regurgitating Notch's BS comments? His setup was an occulsion-riddled mess. If you set up the light houses right, you won't need to move them and recalibrate to switch between seated and standing.
Yeah, or even just turn his computer around and place it at the other edge of the desk.
oh dear.
So if he'd just put one of the lighthouses further back covering both areas, he'd be fine?
Yeah, the idea that Lighthouse somehow works worse when sitting than when jumping around was always a bit silly.Yes -- or any number of alternate solutions.
The lighthouses are just dumb units that shoot out lasers. That's it. They don't care if you're sitting, standing, sleeping, planking, etc. They'll track you all the same as long as they can see you. No need to recalibrate or move them if you understand the basic concept of occlusion, which Notch did not.
How so?Man, the new Vive controllers are amazing to use. Way better than the previous versions.