Try the steam punk skyscraper demo in Oculus Dreamdeck using revive.
I found minecraft more scary standing on a high place than the skyscraper demo
Try the steam punk skyscraper demo in Oculus Dreamdeck using revive.
So far I have yet to play a game where I do not notice the pixels/ca anymore. The Lab comes the closest, but still...
I am VERY sensitive to vertigo, but none of the games that should trigger it (like the thing in The Lab, looking from the top rock) - did anything to me, nothing.
Weren't you guys working on HL2VR too? What happened to that?
YEESSss. Surprised we haven't seen anyone really do it yet. The concept is perfect for VR.
So far I have yet to play a game where I do not notice the pixels/ca anymore. The Lab comes the closest, but still...
I am VERY sensitive to vertigo, but none of the games that should trigger it (like the thing in The Lab, looking from the top rock) - did anything to me, nothing.
Try getting Wind Waker working in Dolphin VR, and use the First Person AR code. Early on in the game when you have to climb the tall spire on your home island to cross the bridge is really scary in VR, even with the cartoon graphics. You feel very high up.
How does dolphin and VR work? Never really tried Dolphin very much, but I would love to play Wind Waker, and Metroid in VR.
How does camera control work? Can I just control it with the gamepad and feel like I am looking at Link from above? Kind of like Lucky's Tale?
That seems like an odd thing to say? Lots of games rely on the hardware to add something. Would you want to play uncharted 4 on a PSOne? Or Wii bowling on a normal controller? I'm actually happily surprised at how compelling simple mechanics can be in VR that would be dull with a controller and a TV. Space Pirate trainer is a good example.
That is not the problem facing these games. The problem facing these games is a lack of adequate content in order to sustain interest.
Vanishing Realms would be an awesome game if it simply had tons more content. Sure, the quality of content can be a lot better, but that's not the problem right now. Quantity is the problem
And that problem will gradually be solved with increasing budgets, time and a growing install base.
Agreed. It's an overused argument at this point and it doesn't make much sense most of the time. Who cares if a VR game isn't fun without VR? Is basketball fun without the ball?
The only question that matters is if it IS fun in VR. Certain aspects of a game that don't rely on VR deserve such critical analysis, such as story, music, bugs etc. But to make vague statements like "these games made specifically for VR are mediocre without VR" are totally meaningless.
So how do you get the 3 pack in games? I looked thru the box again and I don't have any printouts with codes on them. I haven't gotten any emails either
Is it perhaps part of the registration process?
I'd really like to try tilt brush and Fantastic Contraption..
Email, within 24 hours of shipment typically. Check your spam folder.
uggg.. Ya nothing in my junk folder..but I still never got a shipping notification either
so until i see that I probably won't get codes
uggg.. Ya nothing in my junk folder..but I still never got a shipping notification either
so until i see that I probably won't get codes
I disagree. The experience should be compelling in and of its own right, and this would help the games significantly. Yes, Uncharted looks great on current gen hardware, and Wii Bowling is fun because of the physicality of the controls, but these games could arguably be just as captivating without the hardware benefits if they were competent enough mechanically. I would play a bowling game that didn't have motion controls if it was good enough. I would play Uncharted 4 with PS1 style graphics if the gameplay was compelling enough (although in this case, from what little I've played of UC4 that doesn't seem to be the case). I still play Pokemon Red even though it looks like ass, because the mechanics are good enough to merit the experience.
I don't mind experiences being built with VR in mind, or really even for VR (like Budget Cuts), but stuff like BC is so great because it also happens to be a good game. I would play it on my monitor with a gamepad, or on a N64 with all of the technical limitations that come with it. VR just serves to elevate the experience.
Edit: I can definitely agree that quantity of content is the bigger issue than quality for now. That said, I personally just don't think that a lot of these games are that good even if they had a reasonable amount of content. I respect that you think that Vanishing Realms would be an awesome game without VR, but I just don't see it. If Vanishing Realms was a complete, 9-12 hour game (or even sprawling, 40+ hour experience), I still wouldn't bother playing it over something like Skyrim.
you do not need to connect the micro usb for the lighthouses unless they are having sync issues.Hey guys, I'm in the prcoess of setting up the vive right now and I need some help!
Do I need 2 base stations on 2 opposite walls or is 1 just enough? I really want to avoid any unnecessary holes in the wall. Also, do I need to connect the micro usb right now?
you do not need to connect the micro usb for the lighthouses unless they are having sync issues.
you do need 2 lighthouses, 1 wont be able to detect the controllers if your back is to the light house and the controller is in front of your body
If you are worried about holes, there are alternative mounting options
Hey guys, I'm in the prcoess of setting up the vive right now and I need some help!
Do I need 2 base stations on 2 opposite walls or is 1 just enough? I really want to avoid any unnecessary holes in the wall. Also, do I need to connect the micro usb right now?
you want them in opposite corners of your rectangle, they can be pretty damn far apart. If they are super far the sync cable may be necessary, though people have reported using them beyond the max listed distance for use without the sync cable with no issuesHow far apart can they be from me? my desk is on the right corner of the room so the left base station will be 5m apart from me, is that ok?
if you are doing roomscale, 1 will never be alright. if you are doing seated only, 1 should get you byAlso, if I go with one sensor, it will be on the left side so I think it should be alright?
If they are super far the sync cable may be necessary, though people have reported using them beyond the max listed distance for use without the sync cable with no issues
How far apart can they be from me? my desk is on the right corner of the room so the left base station will be 5m apart from me, is that ok?
Also, if I go with one sensor, it will be on the left side so I think it should be alright?
If Vanishing Realms was a complete, 9-12 hour game (or even sprawling, 40+ hour experience), I still wouldn't bother playing it over something like Skyrim.
Hey guys, I'm in the prcoess of setting up the vive right now and I need some help!
Do I need 2 base stations on 2 opposite walls or is 1 just enough? I really want to avoid any unnecessary holes in the wall. Also, do I need to connect the micro usb right now?
I just setup ip my vive, I didn't even think about updating the firmware. How do I update the firmware?Did you update firmware?
Your whole argument boils down to this unrealistic expectation. To compare a launch game for a brand new piece of tech from a developer who singlehandedly built the whole game to something like Skyrim is, to be honest, ridiculous.
Yes, all these games could be objectively better with better depth, design, narration and mechanics, but that's not the problem at launch. The problem, as I said, isn't that these games lose their charm after a few hours. They literally don't even last that long.
If this doesn't make sense, we'll just have to agree to disagree. All I can say is... don't expect any masterpieces anytime soon. They don't come with regular console launches (a far more mature medium), they sure as hell aren't coming with the advent of consumer grade VR.
I am in a similar boat since Im renting. Needed to minimize holes, didnt want to set up poles and especially didnt want to use the included wall mounting hardware. Searched online for alternatives but ended up making my own wall mounts that only require a single nail hole, per unit, the size of a tack(uses 5 or 10# picture hangers). So far has worked out great.
vive wall mount
Assetto Corsa just added Rift 1.3 support.
Wonder if it will work with ReVive.
isn't revive limited to Unity/UE? AC uses an in-house engine so it probably won't work.
isn't revive limited to Unity/UE? AC uses an in-house engine so it probably won't work.
Yeah it's happened to me once. I just thought it was a glitch.Does anyone have the problem where after you exit a game it doesn't close and the only way to start something else is to restart the headset and steam? Its super annoying
Happens to me almost Every time I close a gameYeah it's happened to me once. I just thought it was a glitch.
Does anyone have the problem where after you exit a game it doesn't close and the only way to start something else is to restart the headset and steam? Its super annoying
Yeah it's happened to me once. I just thought it was a glitch.
Anyone use industrial velcro to attach lighthouse units to the wall? Any reason NOT to?
Lighthouses vibrate. Eventually it would probably fall.