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HTC Vive Launch Thread -- Computer, activate holodeck

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888

Member
Others have posted in this thread with their setups, but I'm failing to find them atm.

Basically something like this:

http://www.amazon.com/dp/B000CRDD6Y/?tag=neogaf0e-20

With the Lighthouses screwed into these, which clamp onto the poles:

http://www.amazon.com/dp/B00E5M39AW/?tag=neogaf0e-20


I was thinking about these instead. With the clamps you linked.

http://www.amazon.com/StudioPRO-Photography-Stands-Carrying-Studio/dp/B00HNZJLG4?ie=UTF8&keywords=set%20of%202%20tripods&qid=1461618725&ref_=sr_1_1&s=instant-video&sr=8-1
 

SimplexPL

Member
Some noobish questions - do the base stations need to be facing downward at an angle, or can I just sit them on a shelf in a "straight" position? Follow up question - can I just sit them on a shelf by themselves, or do they have to be immobilized/stabilized somehow? I have shelves and closets in the corners of my room so I am looking for a method of installing the base stations which has highest possible Spouse Acceptance Factor
 

888

Member
Some noobish questions - do the base stations need to be facing downward at an angle, or can I just sit them on a shelf in a "straight" position? Follow up question - can I just sit them on a shelf by themselves, or do they have to be immobilized/stabilized somehow? I have shelves and closets in the corners of my room so I am looking for a method of installing the base stations which has highest possible Spouse Acceptance Factor

According to the manual for the vive it is recommended that they be at an angle downwards.
 

AwesomeMeat

PossumMeat
So the Revive injector project is just bad ass. Subnautica (steam version) is working fine using it on the Vive. I have quite a few games that I bought when I thought I was going to have the Rift... and now I can play them!
 
I was afraid of that. The kit should include sloping stands for shelf or top of cupboard placement :)

If you're at all handy, you can cut a 2x4 at an angle, drill a hole through the center, and screw the base stations into the block with a 1/4" bolt from underneath.

If not, since you're not fighting with gravity, you can use command adhesive underneath the included mounting bracket and temporarily mount them on whatever shelves you're using.
 

KingSnake

The Birthday Skeleton
I was afraid of that. The kit should include sloping stands for shelf or top of cupboard placement :)

I have one on top of a shelf angled down on the long strip as much as possible as to still be in equilibrium and not topple over. On top of that the cable is heavy enough to act as a safety weight anyhow. Now I put also this photos box to have it higher, but previously I had it directly on the shelf:

img_20160426_000302fjzt2.jpg
 
I use a mini tripod for one basestation located on top of a tall ikea bookcase. the other one is on a tripod on top of a bunch of boxes. Moving next week, and I'm looking toward possibly poles and clamps, or clamps and bookshelves. last option is to wall mount.
 

Krejlooc

Banned
Ive been spending the last few days remaking the first level of goldeneye in vr. Ive built a teleport system similar to budget cuts and cloned the gunplay of space pirate trainer, including the bullet time and "shield pull" system, and I've got rudimentary ai. Now im I'm working on the actual map itself.

This is just a little exercise to familiarize myself with steamvr and vive development. If this winds up being fun to play, i'll throw it online for people try.
 

mrklaw

MrArseFace
Some noobish questions - do the base stations need to be facing downward at an angle, or can I just sit them on a shelf in a "straight" position? Follow up question - can I just sit them on a shelf by themselves, or do they have to be immobilized/stabilized somehow? I have shelves and closets in the corners of my room so I am looking for a method of installing the base stations which has highest possible Spouse Acceptance Factor

The field of view for the lighthouses is 120 degrees. So if you mount them horizontally on the edge of a bookcase, there will be a blind spot directly below them. If you have e ought space that shouldn't be a problem. Otherwise you'll need to angle them down at least 30 degrees to cover the space directly below them
 

Tak3n

Banned
So...Scan, Currys, PC World and Overclockers have listed these as June in stock, so anyone in uk who wants to avoid the rip off postage might be a idea to wait....

Amazon will be next I reckon....and I wonder how many of them get returned to Amazon
 
Ive been spending the last few days remaking the first level of goldeneye in vr. Ive built a teleport system similar to budget cuts and cloned the gunplay of space pirate trainer, including the bullet time and "shield pull" system, and I've got rudimentary ai. Now im I'm working on the actual map itself.

This is just a little exercise to familiarize myself with steamvr and vive development. If this winds up being fun to play, i'll throw it online for people try.

Omg that would be amazing! Golden/budget eye cross would really work! Sneaky shooting fun!
Get it online!
Not sure about the Dam jump at the end though!
 
So...Scan, Currys, PC World and Overclockers have listed these as June in stock, so anyone in uk who wants to avoid the rip off postage might be a idea to wait....

Amazon will be next I reckon....and I wonder how many of them get returned to Amazon

Someone was selling their Vive for the price he paid for it in the OcUK member market. I was so tempted to buy it from them, but then someone else local to the seller nabbed it.
 

Krejlooc

Banned
Omg that would be amazing! Golden/budget eye cross would really work! Sneaky shooting fun!
Get it online!
Not sure about the Dam jump at the end though!

It's mainly a learning exercise and a base to build off of for an original title. I'm just recreating that level from goldeneye so I don't have to waste time designing a level to test my concepts.

I also have this idea I'm working on to expand the chaperone system to include a chair in the corner of your play space. I've got an idea so that players will be able to walk up to vehicles and actually sit down in them like they're a part of the level, but it involves devoting a tiny bit of your chaperone area to a chair in the corner. It's conceptual right now, but that's probably the next thing I'm going to work on.
 
Ive been spending the last few days remaking the first level of goldeneye in vr. Ive built a teleport system similar to budget cuts and cloned the gunplay of space pirate trainer, including the bullet time and "shield pull" system, and I've got rudimentary ai. Now im I'm working on the actual map itself.

This is just a little exercise to familiarize myself with steamvr and vive development. If this winds up being fun to play, i'll throw it online for people try.

EucIfYY.gif


Great idea, if you do end up putting it up online I'd love to try it out.

Did you follow any particular guides to implement the gunplay or are you figuring it out as you go along?

I'm curious what the process is like to decouple aiming compared to making a traditional fps.
 
Just got done using my Vive for the first time. It's incredible. It gives me the magical feeling I was hoping to get with the Oculus Rift but didn't. I've only done a few levels of The Lab so far and am just taking a small break to eat. I have so much to try!
 

kinggroin

Banned
Got my email about them charging me soon!! Yesssss


How long after do they actually charge? My bank needs the heads up down to the day of.
 

Lunar FC

Member
Got my email about them charging me soon!! Yesssss


How long after do they actually charge? My bank needs the heads up down to the day of.

I got the Pre-Order Authorization email on April 15th and was charged on April 21st.

Also, anybody got an answer my question above? Can't get that to work.
 
Just got my Pre-authorization email for my order I placed on 4/4. It was listed as shipping in May at that time. I already got one through... other means, but I might get this one for... other means.
 

viveks86

Member
Think we'll be able to downsample at some point? Love the games, hate the jaggies.

You can downsample Space Pirate Trainer as well. Hit Escape while in-game and you can adjust resolution scale in the steam VR options.

It murders performance though and I haven't seen much improvement visually. Seems like a lot of the aliasing in that game is shader aliasing
 
I just got my pre-authorization email! How helpful is it contact my bank? They've never declined a transaction for this credit card before but I want to make sure everything goes smoothly. I use Wells Fargo fwiw.
 
Ive been spending the last few days remaking the first level of goldeneye in vr. Ive built a teleport system similar to budget cuts and cloned the gunplay of space pirate trainer, including the bullet time and "shield pull" system, and I've got rudimentary ai. Now im I'm working on the actual map itself.

This is just a little exercise to familiarize myself with steamvr and vive development. If this winds up being fun to play, i'll throw it online for people try.

Which engine are you using? Unity or UE4?
 

Schryver

Member
I also got my preorder notice and wasn't expecting it until May. Seems they have a large shipment incoming or something. I have been having second thoughts about getting one now though. Decisions, decisions
 
I was afraid of that. The kit should include sloping stands for shelf or top of cupboard placement :)

I know people don't recommand M3 tape, but it works really well if the lighthouses are sticked vertically on a bookshelf. Been rocking this setup for a week, and the mounting is perfecttly sturdy.
. said:
EDIT: of course, that lamp is off when I use the Vive.
 
UE4

speaking of which, does UE4 not have a state for the vive motion controllers to detect if you are touching the pad? Not pressing it, just touching it?

That's kind of what I've been leaning towards as well, just based on ease of use.

It'd be weird if it didn't have the touch pad detection, but I haven't gotten in to play with it yet.
 

Krejlooc

Banned
That's kind of what I've been leaning towards as well, just based on ease of use.

It'd be weird if it didn't have the touch pad detection, but I haven't gotten in to play with it yet.

I've mainly worked in UE4 over unity in the past, but only with the Oculus Rift. This is also the first time I've really worked with motion controls in UE4 - with HL2VR we just worked with the Sixense API directly. But yeah, UE4 is super easy to use thus far. In just a weekend of work, I've already cloned a bunch of gameplay systems I've seen in smaller games that I want to use to build a larger, more featured game. It's pretty easy to go from concept to execution in UE4. Also part of my exercise - I've done absolutely everything in blueprint. I've been trying to learn blueprint for a while now, and it's sort of starting to click.

UE4's abstraction for the motion controllers is awesome, I tested it and it works interoperably with my razer hydra and my vive controllers. But their abstraction is also why it seems to be lacking a touch state. You have a variety of states for the controller, but no touch on/off. You can detect a state of pressing the touchpad (it's seen as a thumbstick click), you can detect an X/Y of the touchpad (it's seen as a thumbstick X/Y), and you can treat the touchpad as 4 buttons in a diamond cluster (they are facebuttons 1-4), but I can't find anything to detect touch state.

The Steam Controller API itself has a separate state for touch on/off. I've only been working with their abstraction layer for motion controls, so perhaps the vive api itself has a state for touch that UE4 doesn't report right now.

Did you follow any particular guides to implement the gunplay or are you figuring it out as you go along?

I'm curious what the process is like to decouple aiming compared to making a traditional fps.

Figuring it out on my own. I just started with a completely blank UE4 project and began from there.

UE4 takes care of a lot of the abstraction for you. Your default character pawn's camera will automatically inherit the VR camera if you've chosen the option. You have to add a SteamVR component to your pawn so that it'll track around the room. You also add a couple of motion controller components - one for each hand - and can bind them to a mesh to represent your limbs. There are 2 different SteamVR state machines that return information you need - one for head tracking component, and one for hand tracking component (which handles both left and right). From these state machines you can get real world position and real world orientation, as well as control steamVR directly (turn on and off chaperone, interface with vive controllers, etc). Your camera position is separate from your pawn position, but you can get relative position by using the location of the pawn vs the real world location of the camera (or hands).

So, like, I'm not really starting out with an FPS template. I've just got my head and hands tracked, and I've been designing concepts around that. Like, I don't have to program "aim" into my game - I just look at which direction my hands are facing and use that as a forward vector.

VR game development is really very different from normal game development, and there are little tutorials or guides that explain how concepts work, both programmatically and functionally. Like, there is no drag and drop VR teleportation system yet, so I had to create one from scratch. It involved some trajectory calculation, I wound up actually projecting a small sphere mesh that I gave rubber properties around the scene, and as soon as it touched a ground object it would stick and spawn a camera location for the viewport on my hand.
 

Dodecagon

works for a research lab making 6 figures
Oh shit, I just got an email from vive I was sure would be another poll or some bullshit... But no, it says notify my bank the charge is incoming, my order is about to be finalized.

How much longer gaf?
 
I got a couple hours in with the Vive. Pretty cool, but I have a couple issues:


1. I feel like things are always slightly out of focus for some reason. It would work better if I could keep the HMD tighter to my face, but the headband doesn't wrap around far enough behind my head to get a good grip. What should I do here?

2. The front of the Vive kinda digs into my cheeks right below my eye sockets. Seems like they could figure out how to fix this in the future.

3. It's hot.

4. It's a bit heavy.

5. I can't get the Virtual Desktop or Steam's VR desktop to work. I just get a black screen with a mouse cursor that doesn't move.

6. What's the best way to mirror the display so others can see it? Since the Vive uses my HDMI port to send a display to the HMD I don't have another port to plug in to since I want to run it to a projector which needs an HDMI port.

All in all, it was a fun experience. My son and daughter really got a kick out of it and kept asking to do more.
 

Krejlooc

Banned
6. What's the best way to mirror the display so others can see it? Since the Vive uses my HDMI port to send a display to the HMD I don't have another port to plug in to since I want to run it to a projector which needs an HDMI port.

Your video card only has 1 video port? no Display port connection, no DVI?
 

Jams775

Member
1. I feel like things are always slightly out of focus for some reason. It would work better if I could keep the HMD tighter to my face, but the headband doesn't wrap around far enough behind my head to get a good grip. What should I do here?

2. The front of the Vive kinda digs into my cheeks right below my eye sockets. Seems like they could figure out how to fix this in the future.

1. 2. I thought tighting it would make it better too. But it ends up helping if you actually loosen it to the point where the side straps almost but don't touch your ears. Then rest the hedset comfortably and then tightend the sides.

3. 4. Yeah it is, but I've gotten used to it. I don't sweat playing Windlands but I did during Vanishing Realms. Buckets.
 

Korezo

Member
How do I view order if I preordered with steam login?
I want to cancel. OMG so hard to cancel something, stupid findmyorder site doesnt find my order, yet the vive store finds my order but gives me no option to cancel.
 
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