Systemwarrior
Member
Vive noob question. Where else can I get VR content from besides Steam and Oculus Store?
Vive noob question. Where else can I get VR content from besides Steam and Oculus Store?
Wearvr.com
Although, almost everything on there just seems to link back to Steam.
Wearvr.com
Vive RMA came in, was a completely new headset which I am fine with lol
PSA: Im playing Solus with the Xbox controller (because the Vive controls implementation was awful)
Instead of blink teleporting you use a similar point and click at a location and You sprint to that location..(I wonder if its using the tunnel vision thing that that ubisoft flying game uses.)
Apparently it doesn't cause motion sickness and it maintains immersion in a way that blink porting kind of breaks.
if waiting isn't an issue, is there any reason to get the Oculus Rift over the Vive?
I preordered a Rift when the preorders started and I should get mine by the end of the month.
I mostly went with Rift because of its exclusive games and I heard that their touch controllers were better. But I've been considering just cancelling my preorder and getting a Vive instead.
I know this is the Vive thread, but overall I have been happier with the Rift due to it's comfort, integrated headphones, exclusives, and better SDE. Although I do not have the space for roomscale so if you do I would recommend the Vive. If you just want a decent VR headset that works great and is easy to use get the Rift. They are both amazing pieces of tech.
if waiting isn't an issue, is there any reason to get the Oculus Rift over the Vive?
I preordered a Rift when the preorders started and I should get mine by the end of the month.
I mostly went with Rift because of its exclusive games and I heard that their touch controllers were better. But I've been considering just cancelling my preorder and getting a Vive instead.
It's it's easy enough to make a game work with both, I think the vast majority of motion control games will. The Fantastic Contraption dev videos certainly seem to indicate it's easy to do.
Even if it's a subset of a subset of Rift owners that have Touch and their cameras set up in opposing positions for 360 tracking, if you're a dev making a game like that you're going to want to have the largest potential number of buyers possible.
I think motion controls are fine, but I might like using the xbox controller just to be lazy.
Do they do the thing where turning around is done in increments of something like 45 degrees instead of having to do a normal dizzying spin? That's pretty key for me.
I fully expect any dev not locked into an exclusivity agreement will try and support both headsets - so vive for seated (you can sit down in it!) and rift with touch. But there will be some limitations with touch like I mentioned before - games that absolutely require 360 degree rotation will rely on those devs supporting a non-standard opposing camera setup. I know the fantastic contraption devs have said they will, but not all devs will - also I feel like fantastic contraption would work OK in a front facing setup
Yeah, I think the fact that it involves any extra work at all will mean smaller devs that don't have the resource may not support it.
I think in the end we'll see the majority of software being developed for the middle ground where the majority of people will be able to play the games without altering their setup - largely front facing motion controlled games.
I agree and that is a little worrying as a vive owner
The volume of oculus rift and PSVR compare to vive means devs will likely focus on front facing - although both support 360 tracking on the headset so that helps a little, but the controllers are the limitation.
I just can't figure out how you'd handle any kind of free exploration like budget cuts/vanishing realms etc
I'll happily buy a HMD from Huawei, or LG, or some new startup I don't even know yet.Gen 2 headsets hit the reset button though. If CV2 improves tracking while keeping the other benefits I'll happily buy it.
Check out the screen in the background in this video.
Looks like it's using Steam VR, wonder will it have tracked controller support?
And, there's even a bit of VR coming to Mankind Divided. You won't be able to play the full game with a VR headset, but there will be four in-game locations you can visit and explore in virtual reality. I know our Andy Kelly will be excited: not only is he a big fan of VR, he also loves Adam Jensen's apartment, so I'm hoping he'll be able to visit it in person and maybe even punch that mirror himself. He never asked for this, but he'll be happy to have it.
windlands uses it. minecraft (I think) will use it. vivecraft (a user mod) uses it.Member of the Solus Project dev team here
I don't think we do that. VR was added really recently and it's still essentially at a hacked-in stage. It works functionally but isn't developed or tweaked much. Busting our balls to fix it right now, though.
I hadn't heard of that 45-degree-incremental-turn idea before. Sounds like an excellent idea. So when you press the turn button your character insta-rotates 45 degrees rather than smooth-turning by single degrees like normal?
Will suggest it to the team. 45 degrees sounds like a lot, though? What other games have used this method?
I'll happily buy a HMD from Huawei, or LG, or some new startup I don't even know yet.
I certainly won't buy anything from Oculus until they stop adding fucking hardware DRM to their software.
Seriously guys, hardware DRM.
And, there's even a bit of VR coming to Mankind Divided. You won't be able to play the full game with a VR headset, but there will be four in-game locations you can visit and explore in virtual reality. I know our Andy Kelly will be excited: not only is he a big fan of VR, he also loves Adam Jensen's apartment, so I'm hoping he'll be able to visit it in person and maybe even punch that mirror himself. He never asked for this, but he'll be happy to have it.
windlands uses it. minecraft (I think) will use it. vivecraft (a user mod) uses it.
here is me using it in windlands. I think mine is set to 30 degrees, and it has options for 15, 30, or 45 degrees? It really helps prevent VR motion sickness. and it is jarring at first but a lot easier to grow accustomed to than smooth pan. thanks to playing windlands with that degree of instant turning, i can survive smooth rotation in some other games I play, but I still lose my balance that way if I'm not careful.
https://www.youtube.com/watch?v=N5hmTVGaDR0
Sounds like a cop out to me. Hopefully this sets a path in to easily mod VR for the whole game.
I guess the people that have bizarrely fully hitched their wagon to roomscale being the only true VR and everything else being dogshit won't be happy to start with, but I'm sure they'll come around to it. And roomscale will still be there - there's so much potential with it that I can't imagine it ever being dropped entirely, I just don't think it will be the focus for at least the immediate future. Hardware standardisation would help, but they'll always be fighting against what the market can actually set up and take advantage of.
I don't think it's bizarre to strongly support 360 tracking of your body though - it seems fairly fundamental to providing a freedom of movement (at least for non-seated games). As fundamental as tracked controllers. I do think 'room scale' as in being able to freely walk around a large area isn't critical though.
Apologies if this isn't allowed in here..
I'm looking to unload my Vive, (shit happens, and I'm a bit outside the return period). If anyone is interested, please PM me.
Apologies if this isn't allowed in here..
I'm looking to unload my Vive, (shit happens, and I'm a bit outside the return period). If anyone is interested, please PM me.
as long as you don't need to rent a U-Haul truck, you should be fine in the BST thread.
I certainly won't buy anything from Oculus until they stop adding fucking hardware DRM to their software.
VR is cool in all forms, yet roomscale is completely nuts. It's in a league of it's own, and it's no surprise it gets the most praise and hopes it attracts the most investments.Oh for sure. It's the people who seem completely closed to anything but 360 tracking/roomscale and think anything but that isn't 'real' VR that I find bizarre.
You'd hope that people who are open to VR in it's infancy and willing to invest this early would be open to the whole range of experience VR experiences on offer now and going forward regardless of their input methods or range of movement required.
Member of the Solus Project dev team here
Edit: ignore rest of post. Apparently we do this. 'Comfort turning' or 'snap-turning' or whatever it is called is in the game, says one member of the team. Again, I haven't played it in VR, so can't comment.
I don't think we do that. VR was added really recently and it's still essentially at a hacked-in stage. It works functionally but isn't developed or tweaked much. Busting our balls to fix it right now, though.
I hadn't heard of that 45-degree-incremental-turn idea before. Sounds like an excellent idea. So when you press the turn button your character insta-rotates 45 degrees rather than smooth-turning by single degrees like normal?
Will suggest it to the team. 45 degrees sounds like a lot, though? What other games have used this method?
How is what Oculus is doing inherently different than Uncharted 4 or Bayonetta 2 being exclusive to a particular console?
Cool. Looking forward to it then. May have to wait for my GTX 1080 to really dig into it since it looks so good at higher resolutions.
Technolust is the game that introduced me to the method and it works great. That game does 45 degrees and it works fine since you can see everything in between by turning your neck. But maybe that only works because a city is all 90 degree angles anyway and the environments are smaller. The larger environments set in nature might require something a little smaller. Would have to test it.
How is what Oculus is doing inherently different than Uncharted 4 or Bayonetta 2 being exclusive to a particular console?
How is what Oculus is doing inherently different than Uncharted 4 or Bayonetta 2 being exclusive to a particular console?
Oh for sure. It's the people who seem completely closed to anything but 360 tracking/roomscale and think anything but that isn't 'real' VR that I find bizarre.
You'd hope that people who are open to VR in it's infancy and willing to invest this early would be open to the whole range of experience VR experiences on offer now and going forward regardless of their input methods or range of movement required.
Got FuturePinball setup with Steamvr beta support and the experience of a full pinball table in VR is fantastic. FP's physics not so much, Graphics like VP are a mixed bag.
I really can't wait for TPA to get VR support and ifyour a pinhead like me the Futurepinball mod is worth trying to just play adams family and Lord of the rings for now.
Locked down consoles or phones are precisely the sort of examples that many of PC users don't want to see the PC devolve into. We have the advantage on PC of being largely hardware agnostic. Imagine if Nvidia/AMD decided to not only make special features available to the games they're "featured" for, but instead made it so those games flat out didn't work without their brand. Or a flight sim that only works with X brand of joysticks.
Making a hardware bound console within an otherwise open PC is bad form.
I didn't know this was a thing. Is the table accuracy in the same ballpark as TPA?
It's not. I don't buy consoles over PCs either.How is what Oculus is doing inherently different than Uncharted 4 or Bayonetta 2 being exclusive to a particular console?
I think motion controls are fine, but I might like using the xbox controller just to be lazy.
Do they do the thing where turning around is done in increments of something like 45 degrees instead of having to do a normal dizzying spin? That's pretty key for me.