This is pirated software you are talking about since you are talking about a drm cracked game at this point.
You must work for Oculus/Facebook.
If not then lol.
This is pirated software you are talking about since you are talking about a drm cracked game at this point.
I don't care if he talks about it or not, but the senario he was specially talking about was regarding a copy protection bypass to play it. So let it go and stop trying to come up with trivial other non related examples.
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Disc based yes they are. If they were not then you could burn carbon copy and they would work. There is a inside layer that the protection is on.
That DRM check is not Lucky's Tale specific, it doesn't check the license or the validity/integrity of the game. It's a generic one that applies for any game launched from Oculus Home and checks if an Oculus HMD is connected. At least this is my understanding. So it's very much the same situation like with an emulator, more or less. Revive is a Rift emulator. Unless you have better inside information that indeed a Lucky's Tale specific copy protection check is cracked.
...my understanding is that this actually isn't true, unfortunately.
The DMCA makes circumventing software protections illegal, period. That's why it's technically illegal to backup DVD's and BluRay's to a home media server, and why the EFF had to fight for a specific exemption to the law for jailbreaking cell phones.
Nobody follows this though. Think about it. Just about every single unofficial mod anyone makes is technically a violation of the DMCA.
Universal City Studios v. Reimerdes said in the ruling against the defendant that fair use could be used as a defense, but in that case found the primary purpose was illegal distribution.
Then MGE UPS Systems v. General Electric came and found in favor of the defendant because the primary purpose was for fair use, not illegal distribution.
It seems really clear this is a case where the primary purpose is fair use, not illegal distribution.
I installed Oculus Store and LT. When I launch it in Revive it says the game crashed.
How do I fix this?
Have you restarted oculus service / computer?
Disappointing but I can wait for it. Unless they lay off Revive, I'm not buying anything off their store that's eventually coming to Steam.What do you guys think about Superhot VR being Oculus timed exclusive?
Skin looks great. Did you follow anything to learn how to create skins? I'd be interested in trying.
Why does anyone care as long as revive exists and seems to be working?
I think I wont be buying it while exclusive. =P Also reduces my chances of getting it at all as there might be other things of interest by the time the exclusivity period ends. With consoles, exclusives can persuade me to buy the console they're exclusive to. It's the nature of that market. On the PC, I'll just ignore them. They don't make me want a Rift. If anything they have the opposite effect.
Disappointing but I can wait for it. Unless they lay off Revive, I'm not buying anything off their store that's eventually coming to Steam.
http://superhotgame.com/2016/05/20/superhot-dev-log-1/We’re now working super close with the guys at Oculus to release SUPERHOT VR later this year. We’re really trying to capitalize on all of the new design possibilities that Virtual Reality is giving us.
It'll come out for Vive eventually
I've had both for about a month and had been debating back and forth about whether to sell the rift or not, but I just can't bring myself to do it. I've been working long hours lately and getting home late, and when your already tired and have maybe 1-2 hours to play and just want to sit down and drive a few laps in Pcars or AC, the simplicity and comfort of the Rift really shines. I absolutely love the built in headphones. I can't stand ear buds so when using the Vive I have to use either my Beyerdynamic 880s or Mad Dogs and the setup just starts to get heavy. The Vive cord is already heavy to begin with, and with another cord hanging down it just starts to feel messy compared to the ultra thin single cord on the rift. I find the sound quality of the Rift headphones to be surprisingly good. I also find the rift to be significantly more comfortable for long play sessions.Really debating also getting an oculus rift. Someone nearby is selling it at cost. Anyone here with both ? If so, do you find yourself using both or the Rift is collecting dust ?
Afaik, and I could be wrong, there's literally nothing the Rift can do that the Vive can't. However, the Vive can do lots that the Rift can't.Why the heck doesn't the Vive do asynchronous time-warp? It's just software, right?
Afaik, and I could be wrong, there's literally nothing the Rift can do that the Vive can't. However, the Vive can do lots that the Rift can't.
There's only one choice, imo. Fighting with exclusivity is so awful.
What do you guys think about Superhot VR being Oculus timed exclusive?
I don't think there is any reason the Vive couldn't use the exact same type of asynchronous timewarp from an actual hardware perspective. I'm sure it can. I just assumed it was something that oculus had patented or owned the rights to. Hell I don't even know if that's possible. Whatever the reason, they don't use it and it's extremely noticeable. It's let's me add 10 more cars and crank everything to high and ultra. That's pretty significant for someone who maybe only plays sims, and there are some people like that.Afaik, and I could be wrong, there's literally nothing the Rift can do that the Vive can't. However, the Vive can do lots that the Rift can't.
There's only one choice, imo. Fighting with exclusivity is so awful.
Why the heck doesn't the Vive do asynchronous time-warp? It's just software, right?
That doesn't really answer the guys question. I'd like to know the answer as well. Things are just smoother on oculus.
Yes it's just software. The Vive does it using a slightly different technique called Interleaved reprojection, which locks the game rendering to 45 if it doesn't hit 90 and then reprojects to 90.
Why Valve hasn't figured out what Oculus has to make it completely adaptive? I have no idea. Perhaps the reason is more philosophical (don't encourage devs to use ATW as a crutch for an unoptimized game) than technical.
Even as someone who's getting a Vive, I appreciate what Oculus is doing in terms of funding VR development. It's not that different from the reason I'm generally okay with platform exclusives on consolessure, they kind of suck, but it's unlikely that Journey, Bayonetta 2, or The Last of Us would have been made without a major hardware manufacturer bankrolling development. It's all well and good to say that the PC is different because it's always been an open platform, but the effect is the same: innovative games get the development budgets they need.
In this case, it's even better, because the revive exists. All of the upsides (a major source of game development funding) with very few of the downsides (needing to buy multiple game consoles which essentially duplicate each other's functionality).
Valve and HTC are also investing a ton of money and resources into VR development (I believe HTC alone is giving $100 million) and Valve is certainly not mandating exclusivity
That would be pretty lame. The effect is really, really great, and I'd love to see it on the Vive.viveks86 said:Why Valve hasn't figured out what Oculus has to make it completely adaptive? I have no idea. Perhaps the reason is more philosophical (don't encourage devs to use ATW as a crutch for an unoptimized game) than technical.
Do we know any seemingly larger-budget games that have come out of partnerships with Valve or HTC?
I'd get it if I was 100% sure this version was getting Vive support. You can never tell how devs are going to handle that stuff. Have they ever given a confirmation that this specific version will get the patch?
The only support I've officially heard of is that Valve has invited the Budget Cuts guys to Bellevue while they are developing
So, holy shit.
This is my VR killer app. One of the few times I wish I had a Vive instead of the Rift.
So my Vive is coming tomorrow. Which games should I play when I get it? Any specific stand outs?
What is your killer app?
Do we know any seemingly larger-budget games that have come out of partnerships with Valve or HTC?
So my Vive is coming tomorrow. Which games should I play when I get it? Any specific stand outs?
The first game to come out of HTC's 100 million budget should be shown this week.
http://venturebeat.com/2016/05/26/htc-is-making-its-first-vr-game-for-its-vive-headset/
QQ, just realized my PC does not have Bluetooth.
Do I need Bluetooth to use the VIVE?
No
I don't have Bluetooth too. The Vive has one.
I mounted my stations to the wall (instead of using tripods) yesterday but now I can't get enough space for roomscale? I can cheat a little but that's not a good idea... Now I am bummed because I have 2,1mx1,6m and it should be enough, even if it's the minimum space.
Just watched this video on simultaneous multi projection on pascal. VR specifics start at 15m but the whole thing is pretty interesting.
https://youtu.be/mq8T42ymiBw
If their numbers are even close to being realised it could significantly increase quality by not having to render two viewports separately, plus rendering way fewer pixels. Combined with the already big performance jump of pascal (at least compared to the minimum spec of a 970) then this could be fantastic for VR performance and image quality
Keep kajiggering man... I have the same dimensions as you and it took me quite a few (like 8-10) attempts to get a space that I was happy with.I mounted my stations to the wall (instead of using tripods) yesterday but now I can't get enough space for roomscale? I can cheat a little but that's not a good idea... Now I am bummed because I have 2,1mx1,6m and it should be enough, even if it's the minimum space.
Thing is, devs need to support it specifically. Or maybe just the engine, I don't know, but it isn't completely free, which can hinder implementation.
Hoping it gets adopted though, and that AMD has similar function/support.
Thing is, devs need to support it specifically. Or maybe just the engine, I don't know, but it isn't completely free, which can hinder implementation.
Hoping it gets adopted though, and that AMD has similar function/support.
Just watched this video on simultaneous multi projection on pascal. VR specifics start at 15m but the whole thing is pretty interesting.
https://youtu.be/mq8T42ymiBw
If their numbers are even close to being realised it could significantly increase quality by not having to render two viewports separately, plus rendering way fewer pixels. Combined with the already big performance jump of pascal (at least compared to the minimum spec of a 970) then this could be fantastic for VR performance and image quality
Thing is, devs need to support it specifically. Or maybe just the engine, I don't know, but it isn't completely free, which can hinder implementation.
Hoping it gets adopted though, and that AMD has similar function/support.
.If the performance advantage approx. holds up I can't even see how developers have a choice but to implement it.
Ordered my vive yesterday, should I expect a long wait between ordering and it shipping?
Valve and HTC are also investing a ton of money and resources into VR development (I believe HTC alone is giving $100 million) and Valve is certainly not mandating exclusivity
That's great, but it doesn't change the fact that Oculus is ALSO helping VR game development move forward. More games getting larger budgets is an always a good thing.
(The one exception would be if Oculus, or Valve for that matter, was moneyhating titles that were already being developed in order to get exclusivity, a la Microsoft with Rise of the Tomb Raider. As far as I'm aware, however, this isn't happening)