RaySpencer
Member
Whoops, I somehow missed listing that.
Yeah Rec Room is outstanding!
https://www.oculus.com/experiences/section/1185553768207503/
Cosmic Trip and Dig 4 Destruction are today's deals.
Any opinions on either?
I definitely felt a bit of buyer's remorse with my oculus when i got it. I only actually bought a few games, and 2 of them made me sick (Minecraft and Edge of Nowhere), which was a huge bummer. I just bought Thumper recently though, since i love it on PS4 non-VR. I LOVE IT ON MY OCULUS.
I was actually thinking of selling my Oculus, but Thumper really made me love it. Should I get the Touch controllers? They're so expensive, but I'm getting the impression that I am not able to play VR's best games without them. Are people really enjoying them?
I definitely felt a bit of buyer's remorse with my oculus when i got it. I only actually bought a few games, and 2 of them made me sick (Minecraft and Edge of Nowhere), which was a huge bummer. I just bought Thumper recently though, since i love it on PS4 non-VR. I LOVE IT ON MY OCULUS.
I was actually thinking of selling my Oculus, but Thumper really made me love it. Should I get the Touch controllers? They're so expensive, but I'm getting the impression that I am not able to play VR's best games without them. Are people really enjoying them?
I definitely felt a bit of buyer's remorse with my oculus when i got it. I only actually bought a few games, and 2 of them made me sick (Minecraft and Edge of Nowhere), which was a huge bummer. I just bought Thumper recently though, since i love it on PS4 non-VR. I LOVE IT ON MY OCULUS.
I was actually thinking of selling my Oculus, but Thumper really made me love it. Should I get the Touch controllers? They're so expensive, but I'm getting the impression that I am not able to play VR's best games without them. Are people really enjoying them? I've heard they are very high quality, but I'm more curious about the actual value proposition with games that currently support it in addition to future games.
i was in the same boat... my rift was pretty much collecting dust but Touch completely reinvigorated my love for the thing. definitely worth it
caveat is (imo) the library still isn't there. other than Superhot i still don't see myself using it an awful lot, but i feel a lot better about my investment down the line. it's definitely a must have but not something you need to rush out and get
Oculus without touch controllers=5/10
PS VR with Move = 6.5/10
Oculus with Oculus Touch= 9/10
A 4K oculus without god rays would get a 10 in my books. Once you try oculus touch, you question why they even released it without it. It is by far the most immersive gaming experience ever. Just try super hot vr.
Thanks guys. I think I'm going to save up for the Touch then. I'm already 3/4s of the way there with owning a rift and capable PC, so i owe it to myself to try the rift with motion controllers before thinking of getting rid of it for sure.VR is incomplete without hand tracking controllers. Get the Touch controllers and get Rec Room.
Thanks guys. I think I'm going to save up for the Touch then. I'm already 3/4s of the way there with owning a rift and capable PC, so i owe it to myself to try the rift with motion controllers before thinking of getting rid of it for sure.
Thanks guys. I think I'm going to save up for the Touch then. I'm already 3/4s of the way there with owning a rift and capable PC, so i owe it to myself to try the rift with motion controllers before thinking of getting rid of it for sure.
Yeah, since when I first got my Oculus it definitely felt like "something was missing." I ordered some Touch controllers today and they should be here in a few days and I'm pretty excited about them, especially after watching Giant Bomb's last VRodeo (SuperHOT).Once you try oculus touch, you question why they even released it without it. It is by far the most immersive gaming experience ever. Just try super hot vr.
That's a no brainer on Space Pirate Trainer. Game is really awesome
So I bought one more game that I really wanted but was scared it wouldn't work with the Oculus Touch controls -- Raw Data.
I'm in heaven now! Such a bad-ass lightsaber-like katana wielding, gun-toting, robot frenzied, blade-runner"ish", cyberpunk VR game. I love it!
This is a major feature release that mainly brings new and improved functionality to vorpX.
Support for Oculus Touch and Vive Controllers
vorpX now supports Oculus Touch and Vive controllers. Controllers can act either as keyboard/mouse or as Xbox gamepad, so almost every game will be covered one way or the other. The rendered ingame controllers always show the current key mapping, which makes this as intuitive as possible.
Direct VR
Direct VR can provide perfect 1:1 head tracking, automated FOV adjustment with perfectly calculated FOV regardless of headset, game resolution or vorpX settings that may affect the correct game FOV. In some cases also positional tracking can be handled by Direct VR.
Current games with full or partial Direct VR support: Fallout 4, Skyrim, Skyrim Special Edition, Half-Life 2, Left 4 Dead 2, Portal 2, Borderlands 2, Bishock (original), Bioshock 2 (original), Bioshock Infinite, Aliens: Colonial Marines, Fallout 3, Fallout New Vegas, Black Mesa Source.
Custom Environments for Cinema Mode
You can now import a wide variety of both mono and stereo environment images as a background for the vorpX Cinema Mode. Supports the most common sphere-, cube- and cross-image types. Easily import per drag and drop in the config app, then select the image in the Virtual Cinema.
Basic Image Adjustments
vorpX now allows you to do basic image adjustments (again), which were unavailable since headsets operate in Direct Mode. You can adjust brightness (gamma), saturation and apply a sharpening filter. The latter makes most sense for games that can run at a fairly high resolution.
VR-Surround-Videos and Playback Controls for MPC-HC and VLC
For video player profiles vorpX now provides the ability to watch the most common mono or Stereo 3D VR-surround-video types. Also basic playback controls are now available in the vorpX ingame menu for MPC-HC and VLC.
Other Enhancements
In addition to the above main features vorpX 17.1.0 adds literally dozens of smaller improvements. A few noteworthy examples are: mouse pitch (y-rotation) can be locked in most games, mouse movement locked in most games while vorpX menu is open, enhanced latency for HTC Vive, Multisampling AA for Virtual Cinema, vorpX ingame menu now rendered in 3D-space, mousewheel up/down can now be mapped to gamepad buttons, G3D/Z3D switching shortcut (default [ALT][Q]), and a lot more.
OK yup SUPERHOT VR is legit. Just played about 45 minutes so far and taking a break heh. I feel like my headset is going to smell like a locker room soon.
Can anyone confirm Vanishing Realms works on Rift/Touch? Its on the list here
http://uploadvr.com/10-vive-games-oculus-touch/
It works, but needs room scale. You get turned around easily in it, which means two front sensors don't work so well.
I'm really interested in Onward, has anyone tried it with Rift/Touch? Also, is 360 tracking required with it?
So I ran into my first hiccup with VR MP-only games. Finally got around to playing The Unspoken and couldn't find a match after playing the tutorial. Thankfully you can do practice matches with the AI. Though the universe they were building seemed ripe for a nice single player campaign. Oh well.
Has anyone tried a long passive USB extension (~15ft) for one of the sensors? I'm looking for a quick recommendation. I'm really just wondering if I should go for an active extension in this case.
I think you may have trouble at that distance with a passive cable, I use an active one which works fine, check post 745.
I purchased early access to Onward and I'm very glad I did. Holy shit, this game has the potential to be something special (and that potential is apparently being realized by Valve). It even works okay without 360 degree tracking, you just use the right analog to turn, but I think I'm going to try to change my sensor configuration to go 360 anyway. The feel of the weapons is great, the locomotion works, the social aspect is awesome. The main problem I've been having though is that when I ADS the Touch sometimes slightly interferes with the headset tracking or something and causes the aiming to be a little glitchy. Anyone have that same experience?
Anyway, I highly recommend it for a vr multiplayer shooter fix. There are some janky aspects to it and very few options, plus the learning curve is steep (watching the tutorial is a must) but it will be great to see it improve over the next few months.
What is the locomotion system in the game?
What aspect of the social system is so good? Is it the community or like the system that controls the interactions?
How easy is it to apply super sampling on the Rift? Is it as simple as the Vive?
Enjoying Touch a lot thus far but...I'm having horrible lens fogging issues. Moving around causes me to heat up even though I'm not actually sweating and it's just enough to cause my glasses to fog up horribly. It's perfect without glasses but then I cannot see. Haven't found a good solution yet but it sucks since, once it starts, I can't play for a bit. :\
Not an issue with PSVR games in which I'm moving - the design of that headset helps avoid the issue. The Oculus is super prone to this.
Had the same problem at E3 just with Oculus (Vive was OK). :\ Something about the design of the headset seems to cause my glasses to steam up badly.
I've only really done it in game and on the Vive. I haven't seen an easy way to achieve it with the Rift just yet. I did find this article, though. It says you need the Oculus SDK.
I actually have the Rift lens fog up when I put it on. Not sure how that happens exactly. I have not found a great workaround yet. I haven't tried PSVR but I do not have the issue on the Vive.
Really? That could be a big hurdle for me. Might just get another Vive if that is the case.
I've had this happen, but if I tighten the top strap a bit and have the HMD sit slightly higher it seems to stop happening.I actually have the Rift lens fog up when I put it on. Not sure how that happens exactly. I have not found a great workaround yet. I haven't tried PSVR but I do not have the issue on the Vive.
I've had this happen, but if I tighten the top strap a bit and have the HMD sit slightly higher it seems to stop happening.
How easy is it to apply super sampling on the Rift? Is it as simple as the Vive?
Supersampling via the SDK is really easy and has worked in every game I've played so far.I've only really done it in game and on the Vive. I haven't seen an easy way to achieve it with the Rift just yet. I did find this article, though. It says you need the Oculus SDK.
Enjoying Touch a lot thus far but...I'm having horrible lens fogging issues. Moving around causes me to heat up even though I'm not actually sweating and it's just enough to cause my glasses to fog up horribly. It's perfect without glasses but then I cannot see. Haven't found a good solution yet but it sucks since, once it starts, I can't play for a bit. :\
Not an issue with PSVR games in which I'm moving - the design of that headset helps avoid the issue. The Oculus is super prone to this.
Had the same problem at E3 just with Oculus (Vive was OK). :\ Something about the design of the headset seems to cause my glasses to steam up badly.
How easy is it to apply super sampling on the Rift? Is it as simple as the Vive?