TheOohChild
Member
I brought this over to my parent's house last night to show my dad. He acted like it was a stupid toy and nerdy when I told him about it, but he ended up hogging SPT for like 45 minutes
What's SPT?
What's SPT?
Can we set a day after which "shipping" posts are banned?
Yeah, apologies for showing excitement.
Not like you ever posted anything shipping related in here.
Most of us didn't get it yet. And this is a launch thread anywaysIt's a month after launch.
It's a month after launch.
It's a month after launch.
It's not a cult.So that nullifies anyone's excitement who got theirs later? Relax man. You should be embracing another VR brother.
Alright fair enough. The general VR thread is probably a better place for what I'm looking for.
It's not a cult.
I am not trying to say that multiple 20 hour AAA titles should have been ready at launch but I think its not unheard of to question why Valve themselves didn't have a single AAA experience ready at launch.
Instead they just threw the vive to the wolves with only a few minigames to sate their hunger. I mean, Valve is a SOFTWARE company for the most part, yet they provided almost no software for their flagship platform. That is...unheard of.
We are going to have to be able to see clearly beyond 30ft for AAA stuff to take off. Playing vanishing realms made me hyper aware of just how terrible the iq gets in the distance. Any type of long range shooting game is DOA because of this (which means no military shooters).Yeah, it's the reason a few of my friends are not jumping onboard yet. I think it may take a bit before we see a few AAA games. I imagine they'd like to ensure VR is a success before investing money into it. You're right, however, I would have expected Valve to have something. Ah well. I look forward to tinkering around with it and seeing where it goes.
Man, Vanishing Realms was just getting good and then the game....just...ends...
I think the hardest pill to swallow for me concerning VR (Vive in particular), other than the obvious technical limitations of the head set, are how shallow these launch games are. Is there a game on the Vive that goes beyond being a neat tech demo? Thankfully I am developing for it because otherwise this thing might not get used after the millionth SPT match or 1 hour run through of Vanishing Realms.
I am not trying to say that multiple 20 hour AAA titles should have been ready at launch but I think its not unheard of to question why Valve themselves didn't have a single AAA experience ready at launch.
Instead they just threw the vive to the wolves with only a few minigames to sate their hunger. I mean, Valve is a SOFTWARE company for the most part, yet they provided almost no software for their flagship platform. That is...unheard of.
Its almost like they knew CV1 isn't up to snuff visualswise and are waiting for version two to really drop the software bomb.
I'd almost encourage people to download the 4.12 build of Unreal Engine and start using it in VR. That shit is impressive, and might be the future of game design once blueprint and scripting can be done in Virtual Reality.
Go to the desk in the room and look under and around it.
It's not a cult.
Anyone else getting micro stutters? Or know how to fix them?
I have an GTX 980, i7 4770K & 16GB DDR3 1600 (PC3 12800) so it shouldn't be a performance issue.
It's not massive or enough to spoil the experience but I know it can't be normal and must be fixable.
I am having to run a 50ft HDMI and USB extension to get the Vive into a room I have the space to play in. So I hope it's not those. I made sure I got ones that were reported as compatible on the Reddit thread -
https://www.reddit.com/r/Vive/wiki/cables
Everything seems to work great, but I often get these tiny micro-stutters when moving my head. Like a small amount of frames are being dropped.
Going to try a few different things this weekend to eradicate this. Will report back but if anyone already experienced this and knows a fix I would appreciate it!
Thanks
I just started using UE4. Would you suggest learning level design in VR first or learning it the traditional way?
I ran into this problem but I don't have your set up. What fixed it for me was turning reprojection off, trying some games and then turning it back on again. Hope that helps for you!
Everything seems to work great, but I often get these tiny micro-stutters when moving my head. Like a small amount of frames are being dropped.
Its an incredible experience well worth $19.99.
Is reprojection screen mirroring?
Interleaved Reprojection. It's got some kinks at the moment where it unnecessarily cuts framerate to half sometimes when detecting dropped frames in certain engines because the developers weren't aware of it soon enough. Switching it off and then back on again fixed all of my problems though.
After seeing ifixit's teardown I have a feeling the display panels in the Vive may be upgradeable. At least someone from the modding community will be able to do so with relative ease.
I ran into this problem but I don't have your set up. What fixed it for me was turning reprojection off, trying some games and then turning it back on again. Hope that helps for you!
Does it happen in every application and during actual gameplay? I know they can happen when stuff is loading in or when first launching an app.
Interesting, have seen no talk about it on Unreal VR boards. Hopefully it isn't an issue for us.
Problem is 4k panels dont exist yet, neither does the computer to output to them .
Man, Vanishing Realms was just getting good and then the game....just...ends...
I think the hardest pill to swallow for me concerning VR (Vive in particular), other than the obvious technical limitations of the head set, are how shallow these launch games are. Is there a game on the Vive that goes beyond being a neat tech demo? Thankfully I am developing for it because otherwise this thing might not get used after the millionth SPT match or 1 hour run through of Vanishing Realms.
I am not trying to say that multiple 20 hour AAA titles should have been ready at launch but I think its not unheard of to question why Valve themselves didn't have a single AAA experience ready at launch.
Instead they just threw the vive to the wolves with only a few minigames to sate their hunger. I mean, Valve is a SOFTWARE company for the most part, yet they provided almost no software for their flagship platform. That is...unheard of.
Its almost like they knew CV1 isn't up to snuff visualswise and are waiting for version two to really drop the software bomb.
I'd almost encourage people to download the 4.12 build of Unreal Engine and start using it in VR. That shit is impressive, and might be the future of game design once blueprint and scripting can be done in Virtual Reality.
Can anyone confirm that using extension cords for the headset/breakout box will work ok? Got my dual dog lead setup working but just need longer cables.
Is it just me or do a lot of the vr games take a long time to load up? My experience has been that they take significantly longer.
Probably the most infuriating thing about the sweet spot is after attaining it, looking down, and the headset being pulled up your face so you lose it .
Fuck you wires.
The only way VR goes mainstream is if the process for getting the sweatspot is: Put on headset, adjust IPD, adjust distance (focus) and works every time.
I am sure today will be another day of me fighting blurriness instead of developing . So disheartening.
Finally got mine. How do I get it to show on my tv and my headset? Only have 1 HDMI on my gpu
Or use HDMI-DVI cable to connect your PC to TV
https://www.reddit.com/r/Vive/comments/4eiqda/10ft_extension_cables_after_the_breakout_box/?
I'm sorry I keep answering a lot of posts with Reddit links guys. There is just a lot of information there that pertains to our needs.
He'll lose audio on the TV going that route.