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HTC Vive Launch Thread -- Computer, activate holodeck

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mrklaw

MrArseFace
What exactly are the killer launch apps here? Budget Cuts isn't ready, so I'm really just looking at Virtual Desktop and Elite Dangerous atm. Maybe Audioshield, but the charts didn't seem to match the music that well in the videos I saw.

Space Pirate Trainer
Fantastic contraption (free for Vive preorders)
Job Simulator (free)
Tilt Brush (free)
Valve's lab (free)
Gallery (free for me as I backed it)
Adr1ft
Apollo 11
Modbox

would be my current picks
 

T.O.P

Banned
Space Pirate Trainer
Fantastic contraption (free for Vive preorders)
Job Simulator (free)
Tilt Brush (free)
Valve's lab (free)
Gallery (free for me as I backed it)
Adr1ft
Apollo 11
Modbox

would be my current picks

Audio Shields as well :D
 

taco543

Member
Space Pirate Trainer
Fantastic contraption (free for Vive preorders)
Job Simulator (free)
Tilt Brush (free)
Valve's lab (free)
Gallery (free for me as I backed it)
Adr1ft
Apollo 11
Modbox

would be my current picks
Bare in mind adr1ft comes to vive in may.
 

taoofjord

Member
What exactly are the killer launch apps here? Budget Cuts isn't ready, so I'm really just looking at Virtual Desktop and Elite Dangerous atm. Maybe Audioshield, but the charts didn't seem to match the music that well in the videos I saw.

Probably zero killer apps in the traditional sense of the word but it's super hard to call because a killer app may be measured quite differently in VR as opposed to traditional games. For example, Tilt Brush looks to be a pretty easy pick for killer app but it's a 3D drawing program, not a game.

The ones I'm most excited to play (in alphabetical order):
• Audioshield
• A Chair in a Room
• Elite: Dangerous
• Fantastic Contraption
• The Gallery: Call of the Starseed
• Hover Junkers
• Job Simulator
• The Lab
• Light Repair Team #4
• ModBox
• Realities.io
• Space Pirate Trainer
• Tilt Brush

And then coming soon in April:
• Raw Data
• The Brookhaven Experiment
 

traveler

Not Wario
I hope Valve does some sort of spectator app for Dota 2 in time for the next major. That'd probably be the biggest killer app they could put out right now for me haha.
 

pj

Banned
Maybe there should be an "Official VR Delivery Fretting" thread

Everyone is anxious to get their set but good lord I don't know how many more "I'm a :03'er and I haven't even been charged yet!" posts I can read.
 

Tain

Member
I'm not suuuuuper thrilled at the lineup on Vive atm but just playing around with UE4 and trying out the smaller games will be enough for now.

Maybe there should be an "Official VR Delivery Fretting" thread

Everyone is anxious to get their set but good lord I don't know how many more "I'm a :03'er and I haven't even been charged yet!" posts I can read.

lol, yeah, I can't blame people but I wouldn't mind that.
 

Zalusithix

Member
Maybe there should be an "Official VR Delivery Fretting" thread

Everyone is anxious to get their set but good lord I don't know how many more "I'm a :03'er and I haven't even been charged yet!" posts I can read.

Would certainly keep the OTs on more interesting topics, but lets be realistic. Nobody would use those threads (or "that thread" if a monolithic one for both Vive and Rift).
 

Zeknurn

Member
I hope Valve does some sort of spectator app for Dota 2 in time for the next major. That'd probably be the biggest killer app they could put out right now for me haha.

Yes, unveil VR Dota spectating for TI.

Isn't there already a beta dota client that supports that in vr?

They had Dota 2 spectating working in VR and people outside of Valve have tried it. There hasn't been any news about it for quite some time though.
 

viveks86

Member
Some Vive touchpad criticism here:

There was also universal derision of the touchpad on the controllers, which is located where your thumb rests. This is a clickable space where you can swipe your digit left or right to make selections, and for many games it was the way to select between guns, or for something like the 3D painting app TiltVR (by Google) a chance to interact with your brushes, colors and palettes.

It just didn't work. The accuracy under the finger was terrible, and the results meant that if you were in the heat of battle and needed to switch guns quickly, or just select a new section on the palette in TiltVR, it was impossible.

Are these the same trackpads on the steam controller? And is there any confirmation on whether they are configurable like the steam controller?
 
In a matter of weeks the pendulum of excitement for the Vive has gone from yay to bonkers. Look at all this software already this is going to be fun.
 

Soi-Fong

Member
Some Vive touchpad criticism here:



Are these the same trackpads on the steam controller? And is there any confirmation on whether they are configurable like the steam controller?

Trackpads on the Vive controllers are way better than the Steam Controller trackpads. Vive touchpad is way more solid on the clicks and the texture is better on them.
 

Mikeside

Member
For UK peeps, I'd very much downgrade delivery expectations.

https://twitter.com/LaurakBuzz/status/716986803471953920

HTC UK weren't able to obtain any units for reviewers prior to 4/4 (and given destructoid's review, that logically remains true today).

It seems that UK stock may be rather 'up the swanee', as has been most of this entire Digital River/HTC process :(.

I wish I could cancel my pre-order in petulant rage, but I really want this thing.


Fucking stupid Digital River/HTC
 

marc^o^

Nintendo's Pro Bono PR Firm
Some Vive touchpad criticism here:



Are these the same trackpads on the steam controller? And is there any confirmation on whether they are configurable like the steam controller?
From the previewer you refer to:

I hate admitting that I'm a non-gamer. [...] I rarely use my console for anything other than streaming Netflix and playing Blu-rays is very difficult.
http://www.techradar.com/news/weara...o-spend-the-weekend-with-the-htc-vive-1318188
 

viveks86

Member
Trackpads on the Vive controllers are way better than the Steam Controller trackpads. Vive touchpad is way more solid on the clicks and the texture is better on them.

Oh cool. What about configuration like sensitivity, mapping etc? Can I, for example, disable the touchpads unless I hold the grip, or make it a scroll wheel for menus etc? Does it have a configuration screen like the steam controller?
 

Cartman86

Banned
Some Vive touchpad criticism here:



Are these the same trackpads on the steam controller? And is there any confirmation on whether they are configurable like the steam controller?

I've personally seen (and heard others) have had issues with the touchpads with dev hardware. Either way I can easily see people not liking touch pads even if they are functioning as intended.
 

Zalusithix

Member
Some Vive touchpad criticism here:



Are these the same trackpads on the steam controller? And is there any confirmation on whether they are configurable like the steam controller?

I can't speak for the quality of the touch pads, but for the selection of guns, I think we're better off moving away from "this button selects this gun" for VR. The holographic selection in Hover Junkers. The reach over your back to pull a katana in Raw Data. The reach to a chest pocket for an ammo clip in HHHG. We should be moving away from buttons to do things whenever reasonably possible and moving to more natural gestures.
 

causan

Member
Sorry if this has already been answered but does anyone know if Giantbomb is going to do a live stream like they did with the Rift?
 

Evo X

Member
Anyone in the Midwest get delivery confirmation?

Chicago here. Charge still pending since Thursday. No updates in email or on Fedex Delivery Manager.

I'm sad. ;_;

Sorry if this has already been answered but does anyone know if Giantbomb is going to do a live stream like they did with the Rift?

Yes, they are. Tomorrow.
 

mrklaw

MrArseFace
Are the cables between the PC and breakout box just standard HDMI and USB 3? Depending how long they are I might want to swap them out with longer ones, thinking to attach the breakout box under the edge of my desk so that it is (1) more discreet, and (2) any tugging won't get passed on to the PC
 

taoofjord

Member
SculptrVR is now available on Steam. $20 normally, $14.99 through April 11th.

Anybody know if it's actually worth $15? Seems a little steep for what you get.

Looking through all the launch games, in my opinion many are asking for too much.

I gladly pay full price for any game I'm interested in, usually buy all games day one, and have never complained about prices vs. game length (or genre) but this is the first time that I feel some developers are blatantly trying to take advantage of us. Since we're buying an extremely pricey platform they think we'll happily pay premium prices for what are essentially make-shift proof of concept experiences with purchased assets mixed with programmer art. I'll no doubt have fun with them but it sure doesn't feel right.
 

marc^o^

Nintendo's Pro Bono PR Firm
I can't speak for the quality of the touch pads, but for the selection of guns, I think we're better off moving away from "this button selects this gun" for VR. The holographic selection in Hover Junkers. The reach over your back to pull a katana in Raw Data. The reach to a chest pocket for an ammo clip in HHHG. We should be moving away from buttons to do things whenever reasonably possible and moving to more natural gestures.
This.

The full wiimote promess from its initial trailer, achieved. With 2 hands. In VR. Magic.
 

Nzyme32

Member
Seems like I'll be avoiding the shit out of any new for the Gallery, till I can actually play it and experience it for myself. Sounds like it's something pretty great
 

viveks86

Member
I can't speak for the quality of the touch pads, but for the selection of guns, I think we're better off moving away from "this button selects this gun" for VR. The holographic selection in Hover Junkers. The reach over your back to pull a katana in Raw Data. The reach to a chest pocket for an ammo clip in HHHG. We should be moving away from buttons to do things whenever reasonably possible and moving to more natural gestures.

Sure. But there are always going to be games that have complex interactions that may not have a physical equivalent, such as passing commands to AI squad mates, or in a time senstive strategy game, or quick shortcuts in an editor like UE4 or Dreams. There's always a place for hybrid solutions that are more efficient than solely relying on holographic selections.

Holographic selections are lays a great replacement for 2d menus, but they aren't always the best replacement for good ol' buttons
 
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