GuitarAtomik
Member
Man. I played like an hour of SuperHOT, and when I came out I caught myself moving as if time would only move when I did. Kind of a surreal moment lol.
The VR implementation is apparently really bad. Bad performance, bad IQ, inexplicable latency, and so on.Did someone try the Vermintide VR thing? I forgot about it and it's 1am now, so I will give it a shot tomorrow. Reviews have not been that great.
I really dislike the optics in the vive, I hate the banding that the fresnel lenses cause.
Not only does the resolution need improved but the optics need a revision as well, black frame insertion while we are at it, I want perfect blacks.
"Black frame insertion" doesn't provide perfect blacks. In fact, it doesn't change the contrast ratio at all.
It's a basic technique to implement a low-persistence display -- the Vive already uses low-persistence (with even less persistence actually than standard black frame insertion). IIRC the display has a 10% duty cycle, which is much less persistence than the 50% duty cycle of black frame insertion.
What you want is for OLED panel makers to improve the color switching performance when turning on a pixel that was completely off.
Have you actually used a Rift or PSVR extensively and critically? Vive's rings are by far the least offensive of the 3 when compared to Rift's god awful god rays and PSVR's sub-millimeter sweet spot and significant CA.
Cross posting this since seemingly nobody checks the regular VR thread, and it's prototyped on the Vive anyhow.
Road to VR has an article up on one of the upcoming wireless VR accessory contenders. Based on WiFi standards, proprietary compression scheme, less than 3ms total latency.
Mach-2K Specs:
Not sure what the eye tracking is since there's no way they could achieve that with current headsets. Perhaps it's meant that they plan to hijack into future foveated headsets and use eye position to adaptively adjust compression across a frame with more compression used on the periphery.
- Current resolution fully supported 2160 x 1200
- Current frame-rate fully supported 90Hz
- Planned resolution in the near future 4K per eye
- Planned frame-rate in the near future 120Hz
- Main CPU: FPGA
- I/O: HDMI, USB 2.0, 12volts out.
- Eye tracking input
- Supply Power: 5 Volts DC
- Current Frequencies: 802.11ac Wi-Fi 5Ghz
- Future Supported Frequencies: Up to 60Ghz WiGig
- On-board software: B.A.I.T Biologically Augmented Image Transmission Algorithm
- OEM and SDK options available, allowing third parties to create application specific modules for the algorithm.
- User select-able compression schemes
The interesting thing to me is that it's a belt based unit with antennas that wrap around the body. Assuming this works, it rather neatly solves the high frequency problem. Rather than having the need for the transmitter high up in a central location to clearly see the head like the current Vive solution, this would allow it placed at desktop height and still have a LOS to the unit or its antennas regardless of body angle or position.
Only time will show whether the compression is up to the task. They have these samples provided of a raw image compared to their old compression and new version, but it's easy enough to pull deceptive samples.
Heads up to anyone who hasn't bought Superhot because they're worried about Oculus breaking revive in the future--the game is DRM free and will work even if you uninstall Oculus Home, provided you've copied the Oculus Runtime DLL's into the same directory as the game executable. You can backup that copy to a safe place, and the game is guaranteed to work forever.
I really dislike the optics in the vive, I hate the banding that the fresnel lenses cause.
Not only does the resolution need improved but the optics need a revision as well, black frame insertion while we are at it, I want perfect blacks.
Is Superhot actually good in Vr?
The people making it seem to think $1200-1500 (In the interview)
I don't think it's actually particularly expensive to build, from the description. The most expensive part is likely the FPGA (they might need a large/high-performance one) which could be replaced by a ASIC for a high-quantity consumer version.
I do wonder how their compression works, the given description is hardly more than "poof proprietary magic". It does sound like it might be non-temporal, and then it could just be a fast FPGA implementation of something like a variation of JPEG2000 or intra-frame x265 encoding.
Is Superhot actually good in Vr?
Thumper was really cool before, but playing it in VR probably puts it really close to GOTY for me. The extra immersion almost feels like a vital component. Like it's not complete without it.
Is there any possible way we get Rez Infinite on PC? That's the only other game I can see coming close in a similar way.
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Is Superhot actually good in Vr?
Is Superhot actually good in Vr?
Vertigo is out !
http://store.steampowered.com/app/465430/
14.99 (insert local currency here), and there's a cool demo.
Price is not too steep !
Thumper was really cool before, but playing it in VR probably puts it really close to GOTY for me. The extra immersion almost feels like a vital component. Like it's not complete without it.
Is there any possible way we get Rez Infinite on PC? That's the only other game I can see coming close in a similar way.
It's one of the best VR games currently available.
Didn't Sony buy that exclusive for sometime or is that thumper? I really need to hook up my vive again. it's been unplugged for about four/five monthsyah, where the hell is Rez Infinite for PC?
Didn't Sony buy that exclusive for sometime or is that thumper? I really need to hook up my vive again. it's been unplugged for about four/five months
Anyone tried it yet?Vertigo is out !
http://store.steampowered.com/app/465430/
14.99 (insert local currency here), and there's a cool demo.
Price is not too steep !
Anyone tried it yet?
Seriously, a top priority should be making a Lighthouse-based device you can strap around each shoe for foot tracking.
Is Superhot actually good in Vr?
Top priority is torso tracking. We need that just to get artificial locomotion working well and proper chest/belt interaction. Then feet. After that the elbows and knees.
Top priority is torso tracking. We need that just to get artificial locomotion working well and proper chest/belt interaction. Then feet. After that the elbows and knees.
I really dislike the optics in the vive, I hate the banding that the fresnel lenses cause.
Damn, hope this is out by Friday as I'm having a VR party and this looks fun to play.
Also I should probably get Blarp!
Thats pretty error prone compared to actual torso tracking. Look at arm IK without elbow tracking. Pretty wonky.
Holy shit, is this guy okay? He's yelling and acting like he downed 17 redbulls.
Holy shit, is this guy okay? He's yelling and acting like he downed 17 redbulls.
Allegedly these youtube vids are considered entertainment these days... things like this make you realize you are getting old.
Feet would narrow in the position and direction of the torso, but you'd still be guessing. With movement, you don't want to be guessing. You can stand with one foot facing forward and another angled. Is your torso aimed at the straight forward foot or the angled foot? IK won't tell you accurately; it'll just make up a possible solution. This affects natural interaction with smaller regions of the torso as well. We're quite adapt at using our body (torso) as inventory. The concept of various pockets and belt pouches is ancient and we can blindly reach to these areas accurately IRL even if they're rather small. This is impossible right now as the torso doesn't rotate like it does in real life and doesn't accurately reflect our bending over at all.Why would you need torso tracking if you have feet that are tracked? Wouldn't it be pretty "easy" to calculate which direction your torso is pointing based of your hands and feet?
Hmm, I'm not seeing it (but maybe I'm missing something). If I could only pick one, I think the feet would make a much bigger impact just due to the sheer scope of the gameplay it opens up. *Godzilla-stomps some cars*
IK could do a better job of approximating torso position with the feet known at least. Maybe a belt as the next one? With positions captured for feet, pelvis, hands and skull, there's not much range of motion left. Elbows for sure, but I think knees might not be necessary.
Allegedly these youtube vids are considered entertainment these days... things like this make you realize you are getting old.
Got a million views on a VR video after one day - it works. I just assume it's a persona being put on for the show and don't sweat it.
Feet would narrow in the position and direction of the torso, but you'd still be guessing. With movement, you don't want to be guessing. You can stand with one foot facing forward and another angled. Is your torso aimed at the straight forward foot or the angled foot? IK won't tell you accurately; it'll just make up a possible solution. This affects natural interaction with smaller regions of the torso as well. We're quite adapt at using our body (torso) as inventory. The concept of various pockets and belt pouches is ancient and we can blindly reach to these areas accurately IRL even if they're rather small. This is impossible right now as the torso doesn't rotate like it does in real life and doesn't accurately reflect our bending over at all.
Entertaining is not a description I would ascribe to this guy. Horrifying and annoying, perhaps.
You would be guessing but given how vive already tracks your head and hands accurately i think that the torso tracking would be good enough if feet would be added in.Onward looks derpy as hell but even in that your body is where you think it is 90% of the time when you are reaching for your holsters or any other item on your body.
Welcome to the Youtube generation. =P
90% of the time isn't good enough. If your controllers had a 10% error margin where they didn't do what you expected them to, they'd be in the trash.