HTC Vive is $799, ships early April 2016

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I'm going to give it a shot with UE4.

Thanks for sharing, I love to know what engine people will be using with their VR headsets. I was personally eyeing Unity, but then again I didn't give their competitors a fair look.

Edit: For some of you here with development experience with VR headsets, I wonder how annoying putting on / removing the headset is during development / debugging. I hope those engines have preview windows.
 
Seriously though, you're making me consider it. You're getting one Durante ? If you'll develop something, will you be using Unity ?
Yeah, I'm getting one. Hopefully on day one too!
I'm planning to use UE4 for my experiments.

Edit: For some of you here with development experience with VR headsets, I wonder how annoying putting on / removing the headset is during development / debugging. I hope those engines have preview windows.
I was actually thinking about the same thing today. Especially if you are creating something you can only really playtest at roomscale it seems like you might lose quite some time to that.
 
Complains about Steam curation are going to be big on Vive launch day. Particularly from places that try to play every game for 20 minutes at a time...
 
Yeah, I'm getting one. Hopefully on day one too!
I'm planning to use UE4 for my experiments.

I was actually thinking about the same thing today. Especially if you are creating something you can only really playtest at roomscale it seems like you might lose quite some time to that.

The things you make me do Durante... :

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The more I think about it, more I'm considering this combo:


Just because it will give me a ton of flexibility to take them down, move them to another room quickly and easily without leaving holes to fix.

It's a big part of why I'm going with lightstands, except even easier to move and cheaper haha.
 
Thanks for sharing, I love to know what engine people will be using with their VR headsets. I was personally eyeing Unity, but then again I didn't give their competitors a fair look.

Edit: For some of you here with development experience with VR headsets, I wonder how annoying putting on / removing the headset is during development / debugging. I hope those engines have preview windows.

I was actually thinking about the same thing today. Especially if you are creating something you can only really playtest at roomscale it seems like you might lose quite some time to that.

I'm not sure if things have changed with the Vive Pre, but my experience with VR headsets in general and Unity/UE4 has seen me holding up the headset with one arm and using the editor preview window (on both Unity and UE4) on my actual monitor or just holding the headset to my face. I'd only put the whole thing on once I had something that absolutely needed me to use more than 1 hand controller at a time or needed to be seen on the headset specifically.

However, I believe having the straps only just tight enough to hold on to your head should allow you to take it on and off quickly enough, you just have to put the headset to your face first then pull the straps over your head.

If I remember correctly, there's now a super basic virtual desktop mode included when bringing up the Steam menu in VR. It was really hard to see anything without getting up close, though.
 
Me and my wife just tried HTC vive at the Microsoft store in Bellevue. Holy shit.. The best part.. My wife actually wants to invest in this. I am jumping in joy..
 
Thanks for sharing, I love to know what engine people will be using with their VR headsets. I was personally eyeing Unity, but then again I didn't give their competitors a fair look.

Edit: For some of you here with development experience with VR headsets, I wonder how annoying putting on / removing the headset is during development / debugging. I hope those engines have preview windows.

So far our experience has been with Rift (DK1, DK2, CV1) and Gear VR using Unity across 2 games we have ported to VR (Into the Dead and Breakneck). We have Vive kits on the way.

Unity has been pretty good for our development in general in terms of rapid development, flexibility, and portability. Though we've had issues with frame rate and Unity isn't the easiest engine to optimize. They do have stability and performance being a focus of upcoming versions, so hopefully that becomes less of an issue.

In practical terms, the logistics of putting headsets on and off isn't really a problem, at least not to the point where I'd consider it a burden. The real issue is VR fatigue and nausea, especially early on in the development cycle where you are prototyping camera and controls, and there are lots of bugs. Very easy for people to get sick very fast, and have that last with them for hours. We've had to send people home for the day several times.

Would suggest a way to manage things would be frequent breaks including getting outside for fresh air and to reorient yourself, and keeping cold drinking water on hand.
 
Me and my wife just tried HTC vive at the Microsoft store in Bellevue. Holy shit.. The best part.. My wife actually wants to invest in this. I am jumping in joy..

Why are they demoing the Vive at the Microsoft store? Will they eventually sell vives there?

Valve needs to get other hardware manufacturers in on producing their headsets besides HTC stat.
 
I'm not sure if things have changed with the Vive Pre, but my experience with VR headsets in general and Unity/UE4 has seen me holding up the headset with one arm and using the editor preview window (on both Unity and UE4) on my actual monitor or just holding the headset to my face. I'd only put the whole thing on once I had something that absolutely needed me to use more than 1 hand controller at a time or needed to be seen on the headset specifically.

However, I believe having the straps only just tight enough to hold on to your head should allow you to take it on and off quickly enough, you just have to put the headset to your face first then pull the straps over your head.

If I remember correctly, there's now a super basic virtual desktop mode included when bringing up the Steam menu in VR. It was really hard to see anything without getting up close, though.

So far our experience has been with Rift (DK1, DK2, CV1) and Gear VR using Unity across 2 games we have ported to VR (Into the Dead and Breakneck). We have Vive kits on the way.

Unity has been pretty good for our development in general in terms of rapid development, flexibility, and portability. Though we've had issues with frame rate and Unity isn't the easiest engine to optimize. They do have stability and performance being a focus of upcoming versions, so hopefully that becomes less of an issue.

In practical terms, the logistics of putting headsets on and off isn't really a problem, at least not to the point where I'd consider it a burden. The real issue is VR fatigue and nausea, especially early on in the development cycle where you are prototyping camera and controls, and there are lots of bugs. Very easy for people to get sick very fast, and have that last with them for hours. We've had to send people home for the day several times.

Would suggest a way to manage things would be frequent breaks including getting outside for fresh air and to reorient yourself, and keeping cold drinking water on hand.

Thanks you for sharing your experiences ! I absolutely did not think about motion sickness due to camera-related bugs. Did this affect everyone involved or only those with low VR tolerance ?

As I'll mostly be developing on it early morning prior to going to work, it will be funny having to call in sick due to feeling queasy.
 
Why are they demoing the Vive at the Microsoft store? Will they eventually sell vives there?

Valve needs to get other hardware manufacturers in on producing their headsets besides HTC stat.

You would think they would be demoing the Rift considering how Phil Spencer made it seem like they have some sort of arrangement with them with the whole streaming Xbox one games thing.
 
You would think they would be demoing the Rift considering how Phil Spencer made it seem like they have some sort of arrangement with them with the whole streaming Xbox one games thing.

They gave the exact same lip service about the Vive later on. Their "partnership" is shallow.
 
Sitting here in Tokyo, with a +:02 order confirmation, pending charge from Digital River but zero processing or shipment email.

As far as I'm aware, all Japanese preorders are in the same boat, but I'm starting to doubt we'll have it on Tuesday.
 
Thanks you for sharing your experiences ! I absolutely did not think about motion sickness due to camera-related bugs. Did this affect everyone involved or only those with low VR tolerance ?

Not sure I was close enough to make that distinction. Certainly seemed to be our product managers who were keeping a combination of things across art, code, and gameplay that were getting knocked out for the day, probably more due to being exposed to the headset and ingame bugs/issues) a lot more than anyone else moreso than particular sensitivity. Especially when its day in and day out (we had a couple of times where they called in sick the next morning too).

Note that it doesn't take much to churn your insides and screw you up for the next hour. One bad forced camera move/lock might be enough to do it.

Certainly, if you even feel slightly nauseous or weak kneed you should take a break. Powering through and having it stack up and up never ends well.

Not sure VR dev in the morning before work is the best idea either. You might be better off after work when you have more ability to lie down in the dark if necessary.
 
If my vive isn't in my hand tuesday, I'll just have to stalk and destroy gabe newell in retaliation. And I will eat his brain, and it will give me power.
 
Sorry to ask again, I'm concerned that I'm barely above the minimum requirements. Will I be fine if I upgrade my RAM to 16GB and my GPU to a next gen card or will my Mobo and CPU be a bottleneck?

I pretty much have the exact same spec as you, you'll be fine. I think the GTX 970 will suffice for the first gen of games, and just upgrade to Pascal or Polaris later this year. I get a solid 120FPS in the SteamVR performance test

16GB would be a plus, but you can probably squeak by without it.
 
Sorry to ask again, I'm concerned that I'm barely above the minimum requirements. Will I be fine if I upgrade my RAM to 16GB and my GPU to a next gen card or will my Mobo and CPU be a bottleneck?

Your system will be fine for the Vive. I can tell you that. An upgrade on RAM wouldn't hurt though. Your GPU and CPU are capable with VR so I wouldn't worry as long as you don't mind not running games on max settings.
 
Thanks! I'll upgrade the RAM depending on how the games perform and just wait for Pascal cards to release instead of getting a 980ti.
 
Me and my wife just tried HTC vive at the Microsoft store in Bellevue. Holy shit.. The best part.. My wife actually wants to invest in this. I am jumping in joy..

what did your wife try if you dont mind me asking? planning on showing the wife the vive tuesday night, so far I just have job simulator lined up since she used to play order up and the cooking mama stuff.
 
what did your wife try if you dont mind me asking? planning on showing the wife the vive tuesday night, so far I just have job simulator lined up since she used to play order up and the cooking mama stuff.

They demoed the blu (whale under water), the space shooter and the painting game by Google. She loves the space shooter a lot..
 
They demoed the blu (whale under water), the space shooter and the painting game by Google. She loves the space shooter a lot..
Space pirate trainer is one of my most anticipated vr games. If someone showed me that with a controller I'd tell them it looks terrible.
 
Do the enemies in pirate trainer change? From the few videos I watched, it looked like they were pretty samey as the waves went on. Or does the gameplay get more involved? Not seeing the appeal just yet. =/
 
So what do I do with my Vive? Stuck on a 770, waiting for Pascal. It works like a big screen tv, right? So I can Netflix on it?
 
Do the enemies in pirate trainer change? From the few videos I watched, it looked like they were pretty samey as the waves went on. Or does the gameplay get more involved? Not seeing the appeal just yet. =/

They had talked about different levels and boss fights, but I don't know if those made it into the version going on sale.

The appeal is the same sort of appeal that classic shmups had, though, like Galaga or Space Invaders. In fact, you could compare it to a VR space invaders.
 
Are they going to be selling in store on release? :o

Fuck I would die of happiness if I can buy this Tuesday.

The only info I've read is that certain MS stores have Dell sections. They've been doing Vive demos in that particular Dell section in the Manhattan MS store and I guess a few other high profile MS stores. I was recently at my local MS store and they had nothing there and no signage about Vive either. I wish I knew about any retail offerings, but unfortunately I don't think that's happening.
 
They had talked about different levels and boss fights, but I don't know if those made it into the version going on sale.

The appeal is the same sort of appeal that classic shmups had, though, like Galaga or Space Invaders. In fact, you could compare it to a VR space invaders.

Was never a huge fan of galaga or space invaders, so I guess that explains my lack of interest. Lol

Edit: My vive is still sitting in Seattle. Wish there was a way for me to just drive up there tonight or tomorrow and pick it up. :-P
 
I don't know how much I'm allowed to say about certain games but...

  • Audioshield is incredible!!
  • Job Simulator and Fantastic Contraption are amazing fun!
  • Final Approach is fun and interesting. Kinda didn't expect to have as much fun as I did.
 
Do we know if the Vive comes with the screws needed to wallmount it? Alternatively, what's the work on using command strips to hold them to the wall?
 
I have a question about this game. Many videos shows the people playing this game but in their actual house space...

https://www.youtube.com/watch?v=CHE2xEesS00

Is this something you can actually do with the game because that is incredible if that is the case. Do you need something special beyond the Vive kit in order to do this? This might sell me on a Vive if it works like that video shows...
 
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