HTC Vive is $799, ships early April 2016

Status
Not open for further replies.
Yeah, or even just turn his computer around and place it at the other edge of the desk.

or actually just put the lighthouse closest in the picture a little higher up - it'd still see him even though he is outside of the bounds of the area covered by the two lighthouses. From where it is, it just seems a little low and likely to be occluded by his monitors.
 
Only thing I don't like about this is how they -didn't- make a cute portal style video to explain it. But yeah, good idea. I wonder if they'll keep the areas inside of screen in 3D.

At least for games supporting stereo 3D I'd hope so. And for movies they definitely have to support stereo 3D. I might have to re-rip my blurays into frame packed 3D if it works well
 
Notch is the one person who said he had to rearrange his lighthouses for sit-down experiences, and if you see a picture of Notch's setup, you'll understand his problem:

http://i.imgur.com/Qa24OEJ.jpg[img]

He setup the lighthouses so that the carpeted area is where they are aimed - that carpet is his room-scale zone - but his computer is outside of that facing the other direction, so if he wants to sit at the computer he needs to rearrange his lighthouse setup and recalibrate.[/QUOTE]

dude has a mega mansion dont know why he dosnt just have a room dedicated to vr i would
 
Didn't see this posted (apologies in advance if it was).

http://www.roadtovr.com/valve-is-bringing-the-entire-steam-library-into-vr-with-steamvr-desktop-theater-mode/?platform=hootsuite

Good to know - one of the few things I've been wondering about. Next is movies :).

Awesome. Hope they actually take an in depth approach to this and really take advantage of the flexibility and possibilities that they can have for games, streaming, movies, social etc. Would be cool to do shmups in the proper aspect ration on an absurd screen - in coop!

Only thing I don't like about this is how they -didn't- make a cute portal style video to explain it. But yeah, good idea. I wonder if they'll keep the areas inside of screen in 3D.

Well it is an early beta they will be showing. I suspect prior to release they will be doing a more consumer oriented set of announcements and discussions on what they are doing.
 
Awesome. Hope they actually take an in depth approach to this and really take advantage of the flexibility and possibilities that they can have for games, streaming, movies, social etc. Would be cool to do shmups in the proper aspect ration on an absurd screen - in coop!

i was interested in this before, but now i really am. racing games that don't support VR could run in virtual multimonitor surround. with you sitting in a car :)
 
Tested have an hours worth of playing different Vive demos (Beaten ^ ). On the topic of tracking, they didn't seem to have any problems when crouched, crawling or even flush with the floor.

A great example of the intensity and immersiveness of VR is shown in the Budget cuts segment.

He was so involved in the game, that when seeing a hole in the virtual floor, he tried to peer through it and actually hit his face on the floor of the real world

more red faces after the modbox segment.

Those of you that have use the vive pre - is it uncomfortable to wear? Does it put pressure on the front of your face?
 
Guys I have a warning for those planning on playing Hover Junkers... Get your leg muscles ready because they will hurt a lot after a few sessions of playing. Ducking, dodging, etc will eventually get to those legs of yours. :p

Thank god I've been doing Insanity so my legs have gone through a lot of punishment already. Half the time on the floor, either ducking on my legs or a combination of the two. haha

Yeah, the idea that Lighthouse somehow works worse when sitting than when jumping around was always a bit silly.

How so?

The buttons are more solid overall. The trigger has a travel that is more solid and closer to what an actual trigger feels like. The touchpad has a better texture overall and when clicking it's not mushy like the old dev kit controllers. The side buttons are more solid overall as well. They're actually a bit heavier too which I like since they feel more solid overall and closer to feeling that I'm actually holding something in the virtual world. More than half the time you'll be holding objects or such in these experiences and the heavier weight helps solidify that.

Tracking wise, they're better since I had trouble losing tracking sometimes with my old dev kit controllers and them flying off into the distance.
 
Can you remove the padding on the HMD? I don't want mine to smell like a rental paintball mask after a month of jumping around and sweating in the thing.
 
Tested have an hours worth of playing different Vive demos (Beaten ^ ). On the topic of tracking, they didn't seem to have any problems when crouched, crawling or even flush with the floor.

A great example of the intensity and immersiveness of VR is shown in the Budget cuts segment.

He was so involved in the game, that when seeing a hole in the virtual floor, he tried to peer through it and actually hit his face on the floor of the real world

That was a good watch.

Hover Junkers looks great and has some nice ideas in there on how to do the moving and the map. It felt so natural to see the guy dodging and ducking. Really tense.
 
Do you know if the Vive Pre covers will be ok with consumer?

From what we've heard, the only thing that has changed on the physical side of things on the Pre, is the strap. Everything else should be exactly the same, so the assumption is yeah, they should be fine with the consumer version.
 
From what we've heard, the only thing that has changed on the physical side of things on the Pre, is the strap. Everything else should be exactly the same, so the assumption is yeah, they should be fine with the consumer version.

Nice, looks like pretty much a compulsory purchase to me.
 
I come bearing gifts: the first shots of the retail packaging.

coMr9m5.png


NGnWI4s.png


http://www.bloomberg.com/news/videos/2016-03-18/making-the-case-for-htc-s-800-vive-vr-system
 
Both HMD's have packaging that basically match their price points. lol
What's the oculus packaging look like? I couldn't find it through a quick Google search.

Also on the topic of vr. I am not advocating any of this, but as PC has more piracy. How would piracy between oculus exclusive games and vive exclusive games work? Like if you pirated Lucky's tale would you be able to play it with vive? And if not why not? You'd still be using a PC the only difference would be the peripheral.
 
What's the oculus packaging look like? I couldn't find it through a quick Google search.

Also on the topic of vr. I am not advocating any of this, but as PC has more piracy. How would piracy between oculus exclusive games and vive exclusive games work? Like if you pirated Lucky's tale would you be able to play it with vive? And if not why not? You'd still be using a PC the only difference would be the peripheral.

Rift package:

 
What's the oculus packaging look like? I couldn't find it through a quick Google search.

Also on the topic of vr. I am not advocating any of this, but as PC has more piracy. How would piracy between oculus exclusive games and vive exclusive games work? Like if you pirated Lucky's tale would you be able to play it with vive? And if not why not? You'd still be using a PC the only difference would be the peripheral.

A peripheral using a different API, so without something to bridge them, it'd be an $800 piece of useless plastic. Just like if you actually bought the game.

That said, anybody pirating the VR games deserves a useless piece of plastic for every game. This is a fledgling industry mostly dominated by indies. If you have the cash to buy a headset, you damn well have the cash to support the devs.
 
its amazing that just trying out a gearVR on my brother's phone was enough to get me to preorder a vive. I really want the experience valve seems to be coming up with.

I just hope the fragmentation doesnt hurt
 
its amazing that just trying out a gearVR on my brother's phone was enough to get me to preorder a vive. I really want the experience valve seems to be coming up with.

I just hope the fragmentation doesnt hurt

Fragmentation on the PC will hurt far less than only having one option. Competition drives tech forward. Besides, if Oculus doesn't ever get around to officially supporting the Vive, you can bet money on somebody else bridging the two APIs.
 
A peripheral using a different API, so without something to bridge them, it'd be an $800 piece of useless plastic. Just like if you actually bought the game.

That said, anybody pirating the VR games deserves a useless piece of plastic for every game. This is a fledgling industry mostly dominated by indies. If you have the cash to buy a headset, you damn well have the cash to support the devs.
Damn I didn't even think of the APIs. But yeah I agree I was just confused on how it would work with such things. I'm moreso intrigued because I preordered my vive and will happily be playing with it day one but there are some games oculus has such as Lucky's tale and Eve Valkyrie that I'd love to play and try, and will gladly pay for the games, but can't justify paying for two vr headsets.
 
Damn I didn't even think of the APIs. But yeah I agree I was just confused on how it would work with such things. I'm moreso intrigued because I preordered my vive and will happily be playing with it day one but there are some games oculus has such as Lucky's tale and Eve Valkyrie that I'd love to play and try, and will gladly pay for the games, but can't justify paying for two vr headsets.

Eventually one of the following will happen:
  • Oculus supports the Vive
  • Somebody writes a bridge allowing interop between the Vive and Oculus SDK
  • In the case of Valkyrie, the game natively comes to Vive/SteamVR
It's just a matter of which and how fast.
 
I just can't decide which one to get...Rift has exclusive games, Vive has the room stuff and motion controls, and buying both would be absolutely crazy.
 
I just can't decide which one to get...Rift has exclusive games, Vive has the room stuff and motion controls, and buying both would be absolutely crazy.

The way I see it, there's a non-zero chance that people will mod Rift games to work on the Vive (see the Rift emulator for Gear VR that's in beta) while there's no way to run a room-scale Vive game on a Rfit with the current hardware.
 
Even-though I'm not getting the Vive or Oculus at launch, seeing that final packaging makes me excited as fuck. So damn hyped high end VR is finally here in consumer form version 1. It's only going to get better from here on up, god damn can you even fully fathom that? Only going to get better from here...and here is already pretty damn amazing if previews/user testimonials are anything to go by. So so happy right now. ::)
This shit is happening, finally.
 
I just can't decide which one to get...Rift has exclusive games, Vive has the room stuff and motion controls, and buying both would be absolutely crazy.

Given the lack of touch controllers for the Rift right now, the Vive has exclusive games as well. By the time the Rift gets the controllers out to play those games, I would hope that somebody has solved the ODK-Vive interop issue. Assuming Occulus hasn't done so themselves.

So it really comes down to what you like on the hardware side of things. Also what company you want to support.
 
Eventually one of the following will happen:
  • Oculus supports the Vive
  • Somebody writes a bridge allowing interop between the Vive and Oculus SDK
  • In the case of Valkyrie, the game natively comes to Vive/SteamVR
It's just a matter of which and how fast.

TBH, Eve: Valkyrie is the main reason I haven't cancelled my Oculus preorder yet (though there are other reasons). But I've got some time to decide yet, neither of my pre-orders are scheduled to ship until May.

Hoping the earliest adopters will figure it out in time for me to cancel one or the other.
 
So I have zero experience with either the Rift or Vive, but I have heard talk on podcasts that the Rift has a slightly better display, despite them outputting at the same resolution. Does anyone know why this is, or is it just FUD?

So it really comes down to what you like on the hardware side of things. Also what company you want to support.

I suppose my first instinct would be the Rift because I've been following Palmer since like 2012 and they also have Carmack on board, and HTC is a phone manufacturer to me. But I'm open to changing my stance...I just don't want to get stuck with the next HDDVD (again).
 
Status
Not open for further replies.
Top Bottom