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HTC Vive Launch Thread -- Computer, activate holodeck

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Durante

Member
That does not bode well, haha.
Well, you can see it either as a sign that neither will release anytime soon, or that they will release at least one of their games together with the knuckle controller.
Which in turn happens when they put the new lighthouses into full production later this year.

That's my ideal scenario :p
 

Padinn

Member
Anyone played il2 sturmovik battle of Stalingrad or Moscow since they added vive support? I loved the earlier games and am thinking of grabbing when on sale
 
did they? A scroll wheel already shows up in VR on the controller in some situations.

No, You're right. That's just what happens when you're scrolling through the menu while using the Steam VR interface.

Can't wait for these controllers, i really hope these plus and upgraded Vive are released sometime next year.
 

Business

Member
Anyone played il2 sturmovik battle of Stalingrad or Moscow since they added vive support? I loved the earlier games and am thinking of grabbing when on sale

I was a huge fan of the original but I haven't tried Battle of Stalingrad. I tried DCS World though and while it's certainly neat I couldn't take the artificial cockpit movement, even flying basically straight and level.
 

Zalusithix

Member
No visible sensor array dimples on those knuckle controllers. I can't wait to get a better look at them, because I love the concept.
The dimples aren't required for the Vive, and are an entirely aesthetic thing that HTC desired. The LG SteamVR headset is a good example of a completely smooth design, though for some reason they still put them on the controllers. Valve probably decided that smooth looks nicer on the more compact design of the knuckles controller. I'd agree too; the smooth renders look quite sleek.
 
So do you think the new controllers will be compatible with gen 1 basestations? I know gen 1 headsets aren't compatible with gen 2 basestations, but I forgot if it works the other way around.
 
The dimples aren't required for the Vive, and are an entirely aesthetic thing that HTC desired. The LG SteamVR headset is a good example of a completely smooth design, though for some reason they still put them on the controllers. Valve probably decided that smooth looks nicer on the more compact design of the knuckles controller. I'd agree too; the smooth renders look quite sleek.

I thought the dimples were intended to protect the sensors...?
 
Pre-alpha and all, but those are literally the default UE4 hands -_- The stuff I'm working on is probably never going to see the light of day and I put in the effort of replacing those default hands (I can't stand how they look).

Yeah, I know very little about UE4 but from what I do know, everything in that trailer could have been made in a day or two.
 

Zalusithix

Member
So do you think the new controllers will be compatible with gen 1 basestations? I know gen 1 headsets aren't compatible with gen 2 basestations, but I forgot if it works the other way around.
Gen 2 devices will work on existing lighthouses. New lighthouses won't work with existing equipment.

I thought the dimples were intended to protect the sensors...?

The plastic protects them sure, but there's no need for the plastic to be dimpled around the sensor. It can just be a smooth shell.
 
There's nothing wrong with using default assets in early builds (the hands thing is just a weird pet peeve of mine), but using them in an announcement trailer makes it look cheap and doesn't do them any favors. That's the only reason I said anything, if it was a dev diary or something more low key I wouldn't bat an eye.

(They're also probably a small team and I feel bad talking shit. Bad juju is coming my way)
 
D

Deleted member 22576

Unconfirmed Member
Anybody ever rubber band their Vive controllers to their hands? That's gotta be a thing right?
 
Gen 2 devices will work on existing lighthouses. New lighthouses won't work with existing equipment.

The plastic protects them sure, but there's no need for the plastic to be dimpled around the sensor. It can just be a smooth shell.

Could be a design that allowed them to trim some weight off perhaps?
 

Zalusithix

Member
Could be a design that allowed them to trim some weight off perhaps?

Visible depressions at the sensors are for style reasons, nothing more. A dev at Valve basically said as much, though I'm not about to dig to find the post from over a year ago. For weight trimming or thinner plastic for light transmission, you could just as easily invert it and have a smooth exterior and a dimpled interior of the shell. HTC thought it looked cool, so they went with the current style.

Regardless of whether you actually like the look, you've got to give it credit for being unmistakably recognizable. I mean the Rift is streamlined, but nondescript. There's little to separate it from some no-name OEM headset. The Vive, on the other hand, stands out even as an all black monolith. The blue/cyan accents on the business edition make it stand out even more.
 
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Deleted member 22576

Unconfirmed Member
Might have to pick one of those up.


Man.
Raw Data sucks by yourself. It's just frustrating. Hadn't played it in weeks and just booted up and.... whiff. Left feeling ripped off for my time investment. if anyone wants to play let me know.

I've been trying to friend people I meet in SteamVR home but haven't really truly played a multiplayer game yet. Tried many times. But no dice.

Blech. Need something new. Does anyone use Oculus Medium with the Vive wands? Is it workable?
 
Regardless of whether you actually like the look, you've got to give it credit for being unmistakably recognizable.

I know you just said "regardless of whether you actually like the look", but... it's really easy to make a product "recognizable" if you don't mind also making it ugly. :p

Does anyone use Oculus Medium with the Vive wands? Is it workable?

As someone who makes liberal use of reVive—no, I unfortunately don't think so. It's a bit too fiddly with all of the buttons mapped to virtual sections of your touch pad. Also has some performance issues under ReVive—iirc the software is CPU heavy to begin with and then ReVive adds additional overhead.
 
Honestly I'm surprised that despite you having way more in total, there's a significant number of things in my listing that aren't on yours. Guess it just goes to show how much VR content there is out there.

Yeah it's pretty crazy how much content is out for such a relatively new platform, I also have a few games from your list on PSVR like Battlezone, Tethered and Thumper which I'll be double dipping on PC next time they're on sale.

That is a lot of games

One of the aspects of VR that I haven't really seen brought up too often is how great it will be to play some of these "old" games down the line with improved hardware.

I really enjoy going back to games from the fifth and sixth generation of consoles because emulators allow you to improve the experience with modern controller support, higher resolutions, control over texture filtering and even replacing textures that allows you to breathe new life into old games.

I feel like higher resolution headsets and computers capable of pushing those higher resolutions/frame rates will breathe new life into these games in the same way that emulators allow us to do the same with old games on those platforms.
 
D

Deleted member 22576

Unconfirmed Member
I know you just said "regardless of whether you actually like the look", but... it's really easy to make a product "recognizable" if you don't mind also making it ugly. :p



As someone who makes liberal use of reVive—no, I unfortunately don't think so. It's a bit too fiddly with all of the buttons mapped to virtual sections of your touch pad. Also has some performance issues under ReVive—iirc the software is CPU heavy to begin with and thus has issues with the added compatibility layer overhead.
Dang! I guess I kinda figured since nobody talks about it.
What else is a good revive game? I just have it for superhot which I'll probably buy again for Steam soon so I can ditch revive since it seems a little frustrating. The Oculus store always pops up at inopportune moments.
 
I feel like higher resolution headsets and computers capable of pushing those higher resolutions/frame rates will breathe new life into these games in the same way that emulators allow us to do the same with old games on those platforms.

On the flip side, the overall design and control sensibilities of these early forays into VR may feel overly archaic in the future, in the same way that it's really difficult to go back to Atari 2600 games, or 3D platformers pre-Mario 64.

Dang! I guess I kinda figured since nobody talks about it.
What else is a good revive game? I just have it for superhot which I'll probably buy again for Steam soon so I can ditch revive since it seems a little frustrating. The Oculus store always pops up at inopportune moments.

Email the SuperHot devs and they'll give you a free Steam key.
(Also, because SuperHot is DRM Free, if you copy the Oculus Runtime and ReVive DLL's into the executable folder and uninstall Oculus Home, the game will still work. But now that there's a native Steam version, this is basically a moot point)

As far as other Oculus games: Robo Recall is fantastic. Note that instead of the standard ReVive, you'll want to use a mod called RoboRevive that adds native OpenVR support into the game, resulting in better performance.

I also recommend The Climb. Oh, and if you haven't already, download the Free Oculus Story Studio stuff—Henry, Lost, and Dear Angelica—and the little Oculus Touch demo "First Contact".
 

derFeef

Member
Goddamn. Every time. I start SteamVR, play a game or even be in Home for a minute and BAM the headset goes white and it crashed. I then need to reboot my PC so get it working again. It's like clockwork.
 
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Deleted member 22576

Unconfirmed Member
I think I'll try out fantastic contraption.

Also I finally activated the camera and it's pretty nice but it's crazy how it instantly gives you a headache.


Katana X also seems like good dumb fun.
 

MaDKaT

Member
Goddamn. Every time. I start SteamVR, play a game or even be in Home for a minute and BAM the headset goes white and it crashed. I then need to reboot my PC so get it working again. It's like clockwork.

Any error messages? I had possibly a similar issue in the past and it was because one of my lighthouse trackers was moved and wasnt tracking properly. Similar to if you take your hands and cover up a number of the headset sensors. For me I just had to redo my room setup after realigning the lighthouses.
 

Zalusithix

Member
I know you just said "regardless of whether you actually like the look", but... it's really easy to make a product "recognizable" if you don't mind also making it ugly. :p
Haha, this much is true. Heck, it's the defining trait of gamer gear IMO - lots of useless plastic pieces and RGB LEDs to try and stick out in a crowded market. I think the Vive's indentations are much more elegant than that sort of thing while still providing differentiation.

That said, I'm not about to claim the Vive is sexy or stylish. It's not bad given the form factor constraints imposed upon it, but it obviously has roots in the hardware hacking scene. Multi-part cable, modular components, etc. It looks more refined with the DAS and the new 3 in 1 cable, but even then it still betrays it's heritage. Not that that's necessarily a bad thing in something targeting the early adopter PC crowd.

Yeah it's pretty crazy how much content is out for such a relatively new platform, I also have a few games from your list on PSVR like Battlezone, Tethered and Thumper which I'll be double dipping on PC next time they're on sale.
Ah, yeah, if you have them on PSVR it would make sense that they wouldn't be on your Steam list. No need to really double dip until gen 2 sets where the PC will be able to take the games to the next level.
 

Helznicht

Member
Just upgraded to a GTX1080 from a 970, Haven't played VR much as I got tired trying to balance performance and performance in the HMD.

Any suggestions of some VR lookers to try out (I have Raw Data, which saw a huge boost in visuals).
 

derFeef

Member
Any error messages? I had possibly a similar issue in the past and it was because one of my lighthouse trackers was moved and wasnt tracking properly. Similar to if you take your hands and cover up a number of the headset sensors. For me I just had to redo my room setup after realigning the lighthouses.

No it just seems to crash and the headset goes all white. Only when I try to restart SteamVR I get an "unresposive" message and rebooting the headset also does not work. Only a PC reboot works.
 

Tain

Member
I mean, if Serious Sam just went on sale like an hour ago there's little to no chance that it'll go further on sale, right?
 

SomTervo

Member
Might have to pick one of those up.


Man.
Raw Data sucks by yourself. It's just frustrating. Hadn't played it in weeks and just booted up and.... whiff. Left feeling ripped off for my time investment. if anyone wants to play let me know.

I've been trying to friend people I meet in SteamVR home but haven't really truly played a multiplayer game yet. Tried many times. But no dice.

Blech. Need something new. Does anyone use Oculus Medium with the Vive wands? Is it workable?

Pavlov gave me hours and hours of fun. Basically counter strike vr. So good
 

Zalusithix

Member
Heh, just got the 300 B+ ratings achievement for Airtone and realized that between Airtone, Audioshield, and Thumper, I've got 80 hours dumped into rhythm/music games in VR. That's easily more hours in that genre than I've put in across all other platforms combined regardless of generation. It's interesting how VR essentially transformed the genre for me. I mean, I liked it in traditional gaming, but it rarely would hold my interest for long. Yet in VR it's something I find myself gravitating back to constantly.
 

derFeef

Member
Heh, just got the 300 B+ ratings achievement for Airtone and realized that between Airtone, Audioshield, and Thumper, I've got 80 hours dumped into rhythm/music games in VR. That's easily more hours in that genre than I've put in across all other platforms combined regardless of generation. It's interesting how VR essentially transformed the genre for me. I mean, I liked it in traditional gaming, but it rarely would hold my interest for long. Yet in VR it's something I find myself gravitating back to constantly.

Get Soundboxing to add another 50+ hours ;)
 

Tain

Member
Caved on Serious Sam (boy I'll feel like an idiot if it gets maaaaaad low in the sale) and man is it hilarious to get around ancient egypt on rocket shoes and with mech arms.

It rules though. Such thorough options. Got a kick out of being able to swap VR API mid-game, lol.
 
Caved on Serious Sam (boy I'll feel like an idiot if it gets maaaaaad low in the sale) and man is it hilarious to get around ancient egypt on rocket shoes and with mech arms.

It rules though. Such thorough options. Got a kick out of being able to swap VR API mid-game, lol.

What does changing VR API midgame do?
 

derFeef

Member
ok i'll be dumb here. I thought the serious sam games were stand still shooting galleries.

these aren't?

Only The Last Hope is. (Which is also pretty good)
First and Second Encounter (and Fusion) are the full games with locomotion, teleportation and whatnot without any compromises + flat coop support.
 
ok i'll be dumb here. I thought the serious sam games were stand still shooting galleries.

these aren't?

Only Last Hope is afaik, the other two are VR versions of the original games.
//edit: beaten
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windlands / re7 style movement? niceeeeeeeeeeee maybe I'll bite. someday.

What is re7 movement? Resident Evil 7 movement? Thats a weird comparison, did RE7 pioneered anything regarding locomotion in VR? Windlands is far older than re7. Windlands is simply walking and running+ Jumping in VR with Spiderman (grappling hooks) mechanics, a lot of jumping and flying around. Grabbing onto stuff and climbing higher that way.
 

derFeef

Member
TricksterVR is not ready for primetime yet. Somehow I am missing all first shots with the bow, not sure if its me or the game? Also the scaling seems way off - orcs are tiny and some geometry seems way too big.
 
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