I'm working on a report and was wondering if someone could tell me I'm not crazy here...
Several firms reported around 400-450k HTC Vive units were sold in 2016. But looking at SteamDB, it looks like there are less than 1000 concurrent users and less than 30% total users in the last 2 weeks? Am I reading this right?
https://steamdb.info/app/250820/graphs/
I'm just surprised not to see higher adoption :-\ hoping someone can tell me I'm looking at this data wrong.
That graph shows 130 people in SteamVR. SuperHot VR is showing 151 concurrent players.
I think that's just a count of people sitting in SteamVR/Home right now.
Seems like SteamVR is growing? It usually has like 50 when I get on. It's a fun thing.That graph shows 130 people in SteamVR. SuperHot VR is showing 151 concurrent players.
I think that's just a count of people sitting in SteamVR/Home right now.
Not all that surprising. Many VR titles are short and/or many only play for small chunks. I had an Vive which I didn't use that much and my Rift has sort of sat on my desk collecting dust. I have recently started playing more because my friend got a headset so we were able to play coop games and now Echo Arena has really pulled me back in and may actually keep my coming back more often.
Another interesting thing about sales figures came from BrandonLa (Hover Junker Dev)
"Vive is moving more units than the Rift however a bunch of the sales are Asian arcade units. So from the developer standpoint on Steam/Oculus Home the effective number of users are closer than the raw sales indicate.
You're 100% right that Rift vs Vive doesn't matter. VR w/tracked controllers simply needs more total sales to justify higher content production budgets."
Maybe, but I'm dubious on how convincing is it will be with the bulbous controller and tracking band still strapped to your hand. Another concern is I really hate the form, angle, weight, and balance of Touch for gunplay, the larger top heavy Vive wands are objectively superior in approximating most firearms. The knuckles look much closer to Touch than wands.
Yo, Vive-GAF!
I've got a Vive on loan for the next week and a half and want to make the most of it. So far I've played Superhot (which is my fav by a long shot), audio shield, thumper and elite dangerous. I also watched Google's "Pearl" animation which was stellar. Any other must have games/experiences that I can't afford to miss?
Also if there's any best practices for positioning the base stations, I'm all ears. I already accidentally bricked one by updating it, which was infuriating, and I am getting fairly frequent temporary disconnects if my head is moved at a certain angle.
Yo, Vive-GAF!
I've got a Vive on loan for the next week and a half and want to make the most of it. So far I've played Superhot (which is my fav by a long shot), audio shield, thumper and elite dangerous. I also watched Google's "Pearl" animation which was stellar. Any other must have games/experiences that I can't afford to miss?
Also if there's any best practices for positioning the base stations, I'm all ears. I already accidentally bricked one by updating it, which was infuriating, and I am getting fairly frequent temporary disconnects if my head is moved at a certain angle.
Cross posting from the High End Games thread:
Gorn hits early access on Steam July 10th!
New trailer
http://store.steampowered.com/app/617750/Neurowake/
New vr title announced
nuerowake is a vr fps coming exclusively to Vive
Well, they are rather long games, so you can just get TFE, see how much you like it, and come back for TSE in the next sale.I have read here good things about Serious Sam. I loved the original games. They seem expensive for VR, so if I bought them now would be the time. Is the bundle worth it- seems a bit more then I want to spend right now. I thinking of just grabbing the first encounter.
I'm working on a report and was wondering if someone could tell me I'm not crazy here...
Several firms reported around 400-450k HTC Vive units were sold in 2016. But looking at SteamDB, it looks like there are less than 1000 concurrent users and less than 30% total users in the last 2 weeks? Am I reading this right?
https://steamdb.info/app/250820/graphs/
I'm just surprised not to see higher adoption :-\ hoping someone can tell me I'm looking at this data wrong.
PSVR is noticeably worse overall, however the lens tech used creates less blur around the edges making text sometimes easier to read on PSVRAnyone here jumped from PSVR to Vive or at least used both extensively? Is PQ on Vive noticeably better/worse? It's obvious that PC has more horsepower to output better assets but i am curious about display quality itself. I am reading mixed reports online and also some say that PSVR has lower resolution but display tech is better. Overall impressions from those who made the jump?
Anyone here jumped from PSVR to Vive or at least used both extensively? Is PQ on Vive noticeably better/worse? It's obvious that PC has more horsepower to output better assets but i am curious about display quality itself. I am reading mixed reports online and also some say that PSVR has lower resolution but display tech is better. Overall impressions from those who made the jump?
Fixed a ton of my technical VR issues today.... by changing the USB port, I must have switched the port somewhere in the last couple of days/weeks without even thinking about it, I guess I switched it back to the one where I initially installed it... don't know if that makes any sense but it's working way better now. Either that or it was the "repair vive driver" option... I dunno.
Fixed a ton of my technical VR issues today.... by changing the USB port, I must have switched the port somewhere in the last couple of days/weeks without even thinking about it, I guess I switched it back to the one where I initially installed it... don't know if that makes any sense but it's working way better now. Either that or it was the "repair vive driver" option... I dunno.
"Maybe, but I'm dubious on how convincing is it will be with the bulbous controller and tracking band still strapped to your hand. Another concern is I really hate the form, angle, weight, and balance of Touch for gunplay, the larger top heavy Vive wands are objectively superior in approximating most firearms. The knuckles look much closer to Touch than wands."
There are more genres out there than just shooters, dude.
Problem is firing some sort of gun-like device comprises a large majority of current and forthcoming VR experiences, so it's an important consideration.
I was contemplating saying this a little while back, but couldn't word it in a way that didn't sound dickish.A great thing about the knuckle controllers is that they don't make the original Vive controllers disappear from existence.
I was contemplating saying this a little while back, but couldn't word it in a way that didn't sound dickish.
There's absolutely nothing stopping someone from using the controller that works best for a given game. If you feel the wands work better in gun games, then use them there, and use the knuckles controller for other things.
I don't think that's true, actually.Problem is firing some sort of gun-like device comprises a large majority of current and forthcoming VR experiences
Thread took a scary turn.
The Knucklse controllers and Vive wands will be objectively more similar to each other than the Vive wands are to actual guns.
Here's a quick comparison in weight and size to a few guns on hand.
The Vive wands are less than one third the weight of the empty Colt PPS, and nearly one fifth the weight of the Springfield XD40. Meanwhile they're wider and shallower than every gun aside from the depth of the PPS. The trigger positions relative to the grip are also far off from the real thing. The fact that we can get any level of suspension of disbelief in VR has little to do with how much they resemble real guns. but how much the visuals in VR trick the brain. We're holding something, and see something else. The mind prefers to believe the eyes over the mismatch sense of touch, and presto - suspension of disbelief - so long as you don't think too hard about it.
I mean, if you close your eyes and hold a Vive wand in one hand, and a real gun in the other, there's no fooling yourself at all. Weight, balance, grip dimensions, grip texture, trigger position, trigger feel... Nothing remotely matches up.
Also interesting (maybe), a Drawing with Jazza Video about the animation program Mindshow in VR.
The Knucklse controllers and Vive wands will be objectively more similar to each other than the Vive wands are to actual guns.
Here's a quick comparison in weight and size to a few guns on hand.
The Vive wands are less than one third the weight of the empty Colt PPS, and nearly one fifth the weight of the Springfield XD40. Meanwhile they're wider and shallower than every gun aside from the depth of the PPS. The trigger positions relative to the grip are also far off from the real thing. The fact that we can get any level of suspension of disbelief in VR has little to do with how much they resemble real guns. but how much the visuals in VR trick the brain. We're holding something, and see something else. The mind prefers to believe the eyes over the mismatch sense of touch, and presto - suspension of disbelief - so long as you don't think too hard about it.
I mean, if you close your eyes and hold a Vive wand in one hand, and a real gun in the other, there's no fooling yourself at all. Weight, balance, grip dimensions, grip texture, trigger position, trigger feel... Nothing remotely matches up.
Anyone here jumped from PSVR to Vive or at least used both extensively? Is PQ on Vive noticeably better/worse? It's obvious that PC has more horsepower to output better assets but i am curious about display quality itself. I am reading mixed reports online and also some say that PSVR has lower resolution but display tech is better. Overall impressions from those who made the jump?
What we really need is the recoil. The lack of is a bigger distraction than anything to do with weight or handfeel (comparing to Oculus Touch).
They build a venting/cooling solution for Vive
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