Right, so I'm sold on SuperhotVR.
How the heck do i install this and get it working with the Vive?
https://github.com/LibreVR/Revive/releases
Read the installation section. Follow it to the letter.
Right, so I'm sold on SuperhotVR.
How the heck do i install this and get it working with the Vive?
That is why i think that with feet tracking that last 10% could be eliminated, and with the virtual body the problem is not as severe as controller not functioning properly, since it's not that off putting when your body is in a 20 to 40 degree angle instead of facing forward, which it will do as soon as you take a step.
Ignoring the whole argument about IK being good enough since that's somewhat unwinnable, lets flip this around. I've outlined the benefits of accurate torso tracking and some of the complications foot tracking will have to deal with. What, on the other hand, do you really gain by having foot tracking? The amount of times we kick things on a daily basis are extremely limited. Outside of supporting our bodies and moving us around, our feet get relatively little use. There's a couple of sports that use them, and extreme things like kicking somebody in combat. I can't even remember the last time I used my feet to interact with the world except to nudge something out of the way (a case I don't have to worry about in VR).
Then there's the fact that kicking itself has risks in VR. The legs have a larger extension than our arms, are harder to stop once in motion, and are crucial to maintaining our balance. Combine this with roomscale and you're upping the chance that you're going to clip something in the real world, potentially damaging it, and possibly losing your balance and falling. We already have people smacking controllers against walls etc.
I don't see the point in the first additional tracking to VR being the option that needs 2 independently tracked points, has positional sync issues between VR and RL, is of limited practical use, increases the hazard rate / legal liability, and does nothing to aide the wireless conundrum.
What, on the other hand, do you really gain by having foot tracking? The amount of times we kick things on a daily basis are extremely limited. Outside of supporting our bodies and moving us around, our feet get relatively little use. There's a couple of sports that use them, and extreme things like kicking somebody in combat. I can't even remember the last time I used my feet to interact with the world except to nudge something out of the way (a case I don't have to worry about in VR).
Ignoring the whole argument about IK being good enough since that's somewhat unwinnable, lets flip this around. I've outlined the benefits of accurate torso tracking and some of the complications foot tracking will have to deal with. What, on the other hand, do you really gain by having foot tracking? The amount of times we kick things on a daily basis are extremely limited. Outside of supporting our bodies and moving us around, our feet get relatively little use. There's a couple of sports that use them, and extreme things like kicking somebody in combat. I can't even remember the last time I used my feet to interact with the world except to nudge something out of the way (a case I don't have to worry about in VR).
Then there's the fact that kicking itself has risks in VR. The legs have a larger extension than our arms, are harder to stop once in motion, and are crucial to maintaining our balance. Combine this with roomscale and you're upping the chance that you're going to clip something in the real world, potentially damaging it, and possibly losing your balance and falling. We already have people smacking controllers against walls etc.
I don't see the point in the first additional tracking to VR being the option that needs 2 independently tracked points, has positional sync issues between VR and RL, is of limited practical use, increases the hazard rate / legal liability, and does nothing to aide the wireless conundrum.
But Twister requires the other people to add to the challenge. A Twister where you can phase through the bodies of other players is no Twister! ;PWe could be finally playing twister online, imagine that.
I think we'd need a new space category for that sort of movement. Standing -> roomscale -> gymscale.Personally, I want it for platforming.
Think about how awesome Chrysalis Pyramid would be if you could get to the next moving platform with a jump.
Dance I'll give you, I forgot about that potential use case. (Looking forward to all the "Kinect with goggles strapped to your head" arguments.) Yoga and giant games seem to be more gimicky than practical. Kicking people/things is a "nice to have" but doesn't add that much to the experience. Pedal emulation would require somebody to get stick and throttle emulation working well first first; cart before the horse there.That's what I was referring to with the scope of games - it's a bit of a catch 22 where the examples aren't there because the device doesn't exist yet. Here are some examples of simple applications:
- soccer: the ball gets rolled at you from different directions and you try to kick it into the net. (UE4's continuous physics could help a lot here)
- dance (e.g. use your feet in AudioShield, DDR VR)
- standing guided yoga poses
- stomp stuff in giant-monster games
- use your foot to kick over the plant in Accounting
- kick the dude out of the chopper
- pedal emulation for cockpit sims
It definitely adds some safety risk for walls, pets, etc.
Torso tracking's good for immersion, but for gameplay, it's not really a selling point in itself - handy as it is for a game like H3VR where it's useful for pockets. Edit: however, it would be more useful than foot tracking for the examples you gave.
Fortunately it's not like we really have to pick and choose anyway. Realistically, the two devices would be so similar that there wouldn't be much point making one without the other. One big challenge for the belt idea is the fact that Lighthouse's sensor approach relies on the tracked object being rigid. Separately tracked chest and back plates would probably work better overall - one big benefit of that is breathing could be tracked, which is pretty big for social presence.
Wonder if people would play a VR version of this:
I think we'd need a new space category for that sort of movement. Standing -> roomscale -> gymscale.
Holoball already forces you to run when used in larger play spaces, I don't see jumping as a particularly large extension of that. People just need to make sure that the area within the chaperones is actually empty.
If you don't mind me asking, what games do you play for VR parties? I might get a headset in the near future and it'd be awesome to know what games are good for something like that.
Cool, and buy the game itself through the oculus store?
Thanks!
My (new) landlord says I can hang pictures on walls as long as I use a nail ≥1". Will this apply to the (default, included) Vive Lighthouse brakes as well?
[/new owner of first apartment who knows nothing about anything]
Holy moly. Thumper is intense! It's really good but does not work well with my Vive wands. I wound up playing with a Xbone controller.
Picked up Sairento VR today and gave it a whirl. It's like a single player focused Raw Data where you play Saija, but can also wield guns. If that sounds broken, that's because it is, and I'll be damned if it isn't glorious. Definitely a power trip game.
Movement (in full mode) is dash type teleportation with two parts: You either choose to zip through in a straight line (cutting as you go if with a blade), or arc into the air at which point you can enter a short bullet time period at the jump apex allowing you to rain fire down upon the enemies, or indeed even line up another teleportation arc to kind of double jump.
Firing while in bullet time during a jump:
You also enter bullet time with head shots and melee kills. Weapons can be augmented with various stat boosters and skill points can be spent to upgrade base stats (eg: recovery rates), powers (eg: energy blade throws), and abilities (eg: dual wielding multiple of the same weapon type).
Core game mechanics are currently basic survival/wave/boss sorts of affairs, and being EA it has its share of glitches (though the focus regeneration bug is supposedly fixed now). The AI isn't exactly smart, but then again I'm not sure if that's a bad thing. Overall I'm quite looking forward to seeing where this heads.
Edit: I have to say that tele-jumping is one of my favorite new things to do in VR now.
Ok, you just pushed me off the fence. I will buy it now
This game is developed by my friend. I have promised him that I'll buy it to show my support
Yep.
Keep in mind with every game you buy and install, you need to go to settings (in the Oculus home store app) and then BETA, and then click "Restart Oculus Service"
...Unless Revive dude updated his wrapper to not need that step anymore
Let me know what you think of it!
Yep.
Keep in mind with every game you buy and install, you need to go to settings (in the Oculus home store app) and then BETA, and then click "Restart Oculus Service"
...Unless Revive dude updated his wrapper to not need that step anymore
I've bought a handful of games off the Oculus store and never had to do this FYI, I assume it's been updated.
So you can't ReVive Superhot with the Steam version?
There is no Steam version of VR Superhot
So you can't ReVive Superhot with the Steam version?
There is no Steam version of VR Superhot
So it's a separate app from the original? What a kick in the teeth for early supporters.
I mean, it's a different game
If they called it Superhot 1.5 I don't see how the early supporters could be upset
Finally tried Thumper in VR today and it is so much better. I don't think I want to play it on a monitor anymore.
There is no Steam version of VR Superhot
So it's a separate app from the original? What a kick in the teeth for early supporters.
Finally tried Thumper in VR today and it is so much better. I don't think I want to play it on a monitor anymore.