Don't sleep on Racket NX. The demo was damn good, and the EA version is even better.
Who else is excited for sim stuff?
Titanic VR Kickstarter and demo/teaser.
A short video of our multicrew submarine game.
HTC Vive - Train Simulator [Derail Valley VR]
It would be cool if VR sims had a virtual radio with Spotify/Soundcloud. You could even put on a virtual pair of noise-cancelling headphones and drown out the noise.
I gave Destinations a try for the first time a few days ago.
It's really intriguing. The locations range from very realistic photogrammetry of historical sites over random fantasy and science fiction to actual minigames. And in all of them you can spawn various tools/props and play around with them.
One of the most interesting aspects is the technical one, since it seems pretty clearly based on Source 2. The IQ/performance tradeoff seems excellent, and it has some great shadow quality in difficult situations.
Anyway, I probably wouldn't have spent too much time in it alone, but with a friend we actually explored the environments, found some "geocaches", played catch in historical sites, attacked each other's drones, and tried to break the engine physics simulation for a bit over 2 hours.
Also, Croteam reinforce how awesome they are (as if they needed to) by offering a really neat free Talos Principle environment in Destinations, with a mini-quest too!
I gave Destinations a try for the first time a few days ago.
It's really intriguing. The locations range from very realistic photogrammetry of historical sites over random fantasy and science fiction to actual minigames. And in all of them you can spawn various tools/props and play around with them.
One of the most interesting aspects is the technical one, since it seems pretty clearly based on Source 2. The IQ/performance tradeoff seems excellent, and it has some great shadow quality in difficult situations.
Anyway, I probably wouldn't have spent too much time in it alone, but with a friend we actually explored the environments, found some "geocaches", played catch in historical sites, attacked each other's drones, and tried to break the engine physics simulation for a bit over 2 hours.
Also, Croteam reinforce how awesome they are (as if they needed to) by offering a really neat free Talos Principle environment in Destinations, with a mini-quest too!
I gave Destinations a try for the first time a few days ago.
It's really intriguing. The locations range from very realistic photogrammetry of historical sites over random fantasy and science fiction to actual minigames. And in all of them you can spawn various tools/props and play around with them.
One of the most interesting aspects is the technical one, since it seems pretty clearly based on Source 2. The IQ/performance tradeoff seems excellent, and it has some great shadow quality in difficult situations.
Anyway, I probably wouldn't have spent too much time in it alone, but with a friend we actually explored the environments, found some "geocaches", played catch in historical sites, attacked each other's drones, and tried to break the engine physics simulation for a bit over 2 hours.
Also, Croteam reinforce how awesome they are (as if they needed to) by offering a really neat free Talos Principle environment in Destinations, with a mini-quest too!
Crouch-sliding and wallrunning :O
http://i.giphy.com/90Lb6itSc8kMg.gif[IMG]
[IMG]http://i.giphy.com/hcwnXvyl3JMFG.gif[IMG][/QUOTE]
Hngggggggg
Oh wow, I didn't realize how involved this was. I'd always assumed it was just a set of locations, like that Postcards pocket-universe in The Lab.
Is there a new trailer or something? The last (and only) video I saw of it looked like hot garbage.Hellgate London also coming to PC VR
Not sure if it's worth opening it for trying and loosing some resell value. The vids here make it really hard not to try it though. Going to see if i can resist when the packet arrives...
Probably not the answer you want to hear, but if you're planning to sell it, you really shouldn't open it. You're losing a lot of money in the process, and the setup process for the Vive is pretty involved.
They're on display on the Microsoft Store, so that's an option depending on where you live. Or, of course, you could keep it. As far as space is concerned, you need to figure out the largest complete rectangle of free space you could fit in your living room.
:O :O :O
Looks like i just won a Vive + gaming pc (straigt from htc). Tempted to try it out but i could use the money atm. Doesn't Vive need a bigger space for that room scale thingy? My living room is rather small...
Not sure if it's worth opening it for trying and loosing some resell value. The vids here make it really hard not to try it though. Going to see if i can resist when the packet arrives...
Don't know the specs of the rig too.
Hngggggggg
Neat I guess... but what's the gameplay actually like? I find myself asking that after a lot of VR trailers.Also new game ReVector announced for Vive
https://youtu.be/p0EEZty8EKk
Neat I guess... but what's the gameplay actually like? I find myself asking that after a lot of VR trailers.
"Hellgate London also coming to PC VR"
Sequels Nobody Asked For for 800, Alex.
It basically was, but they've been updating it hardcore since release.
Is there a new trailer or something? The last (and only) video I saw of it looked like hot garbage.
It still will have the possibility for inaccuracies on the elbow/knee locations, but it's a hell of a lot better than what we have now. Three more tracking points shouldn't be prohibitively expensive with the new tracking chips, and equipping them shouldn't be too cumbersome. That said, I have my doubts that we'd something like this bundled in a Vive 2, but possibly a kit sold on the side?
So I finally got around to buying Wii Remote wrist straps to replace the disaster-waiting-to-happen ones that come with the Vive. Much later than I should have, but at least I've lucky until now.
How do I physically change them? Is there a video of some kind? I figure out how I'd get the old ones out, much less put the new ones in. I've also never been able to tie a bow... is that going to be a problem?
Super simple. Pull the loop at the base of the strap through the loop in the controller. Then thread the loop with the rest of the strap. Bingo bango.
If you're willing to wait around a few hours. Gotta rip it to your HDD then encode it to side-by-side MKV with something like BDtoAVCHD.Is it possible to watch 3d Blu rays on the vive?
That's how you reveal a VR game: with a concise video walkthrough + links to your websites. This game has a bright future.
I think that's a big deal, but I'm not sure why. If someone could explain to me why movement orientation bound to the headset is bad, I'd be grateful.Game now defaults to following the orientation of the controller and not the headset. This can be changed back in the options if you prefer.
I think that's a big deal, but I'm not sure why. If someone could explain to me why movement orientation bound to the headset is bad, I'd be grateful.
I just remember that many games were criticised for such implementation.
Besides that, I just find it much more preferable to be able to move in a direction and look around while continuing in a straight line.
This is by far the most important factor to me. You never move the direction you are looking in real life, so it's a complete disconnect to how stuff normally work. With controller bound direction, you can do anything from always keeping it the same direction as your torso (more comfortable) to darting around in any direction while still keeping your focus on whatever you are doing (less comfortable, but more usable).
The ideal would be a torso tracker though. Then you could both represent your body's direction in a manner that closely resembles real life while also being free to use both hands to do whatever the game needs you to do.
Only apparently it's not:In case anyone missed it, apparently Ubi is making an Assassin's Creed VR escape room game.
Update: Matt Stenquist, the designer of the icons uncovered yesterday, has taken to Twitter to explain that his work was a collaboration between Ubisoft and his university, and not an official project. No Assassins Creed VR yet, then.
Everyone who is spreading the Ubisoft Assasin;s Creed work it is not official, it is a collaboration project between my university and Ubi.
Matt Stenquist (@MattStenquist) February 7, 2017
What are you playing which causes you to get motion sick?
The vast majority of Vive games (those with room-scale and/or teleport locomotion) really shouldn't do that.
Games I've played and felt ill:
- The Lab
- Subnautica (what an amazing VR experience btw)
- Project CARS VR
- Solus
- The Brookhaven Experience (probably the longest I've went without feeling ill)
- Island 359 (felt ill 2 minutes into it)
Weird. The bolded make sense (though Solus has improved a lot over time), but Brookhaven even? Does just looking around make you sick? If so, are you sure your IPD is adjusted correctly?
Yep all of them unfortunately. And it's mainly the looking around that makes me feel ill after a while. I usually get real life travel sickness too, I can't read a book or look too long on my phone on a bus and stuff like that. It was much worse when I was younger but improved over time.
IPD? What's that? I'm useless with VR terms.
Yep all of them unfortunately. And it's mainly the looking around that makes me feel ill after a while. I usually get real life travel sickness too, I can't read a book or look too long on my phone on a bus and stuff like that. It was much worse when I was younger but improved over time.
IPD? What's that? I'm useless with VR terms.
It's weird though, because with those games you shouldn't be experiencing any movement that isn't happening in real life. It's pretty rare to hear about cases of people getting sick from something like The Lab assuming their PC hardware is delivering a consistent framerate.
IPD is Interpupillary distance, the space between your eyes. The little knob on the right of the Vive headset (while wearing it).
Interpupillary distance. Something else that could be tripping you could be low framerates, maybe? Is your PC dangerously close to the minimum recommended for VR?
IPD? What's that? I'm useless with VR terms.
IPD is interpupillary distance, the space between your eyes. The little knob on the right of the Vive headset (while wearing it).