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Oculus Rift and Touch Thread: I need something more

I have a wheel/playseat and a flight stick so I'm pretty covered with that. I tried it at Best Buy and completely fell in love with VR the moment I put on the headset and got into the world. I've been thinking about it ever since lol. I'm just wondering what people were thinking in regards to getting one right now with the current tech and if some refresh is coming soon and I should wait. The gift cards help in making it cheaper RIGHT NOW though lol.

I think you are a great example of someone that really doesnt need to wait. You primarily like cockpit based games so you are sitting down, and there is a $200 price cut making it great value especially since there are so many free games you get bundled in.

IMO the biggest improvements for VR are in the room scale experience, in particular the elimination of wires. I have touch and room scale, but just dont like room scale - it gives me mild nausea, is tiring and I can feel the wires constantly and am always thinking about them twisting around me making it hard to just concentrate on the game. When I do play a room scale game like Arizona sunshine, I actually hardly move at all and just use the teleport mechanism. I love the touch controls, they are awesome - and games like unspoken where you dont have to move around too much all the time. Since you like cockpit games, you can play seated and wires arent as big an issue in that case.
 

TheExodu5

Banned
I have a wheel/playseat and a flight stick so I'm pretty covered with that. I tried it at Best Buy and completely fell in love with VR the moment I put on the headset and got into the world. I've been thinking about it ever since lol. I'm just wondering what people were thinking in regards to getting one right now with the current tech and if some refresh is coming soon and I should wait. The gift cards help in making it cheaper RIGHT NOW though lol.

If you plan on playing Elite, it's a no brainer. Elite is a completely different game in VR. Incredibly immersive.
 
Raw Data is available today on the Rift/Touch! Cross-play with the Vive!

http://venturebeat.com/2017/03/16/s...orm-raw-data-shooter-on-the-oculus-rifttouch/


Yay, Raw Data support for the Rift...wait, they didn't fix the one thing I wanted them to fix, the pistol aim! Everything else already worked fine before already, lol. Yeah they added a few nice things, like touching the joystick causes the teleport hologram to show, but come on. You have to bend your wrist down to get the aim right, it's so awkward. Also, you could already cross-play with Vive players before.

Ordered. Can't wait to get it this Saturday. Goodbye world?

Nice! Let us know of your impressions.
 

ArtHands

Thinks buying more servers can fix a bad patch
Raw Data allowing Oculus Rift and Vive players to play together is a really great news.
 
Cross-play as in if you buy it on oculus home you can play with steam users and vice versa.

I guess that's cool...but I would imagine a vast majority of Rift players have Steam VR as well. If not then people are really limiting themselves. It just seems like a weird feature to focus on, especially when the developers failed to update more essential gameplay elements like aiming straight.
 

low-G

Member
Anyone think there's hope of some Oculus store sales on the anniversary of release in a week? Hoping to get Chonos at a discount, at least.
 
Also, apparently Eagle Flight on the Oculus store is on sale? 30% off or $27.99 USD


Tempting, but I still think it's too high for me. I want to fly in VR, but I feel like this is a game I'd try a couple times then give up on.

In other news, version 1.13 is rolling out: . Includes more tracking improvements and a public test channel. Really happy about tracking, it works well for me with 3 wall-mounted sensors, but improvements are always welcome.
 

vermadas

Member
Wilson's Heart releases on April 25 - UploadVR
Wilson's Heart is an immersive first-person psychological thriller set in a 1940's hospital that has undergone a haunting transformation. In this original VR adventure, you become Robert Wilson, a patient who awakens to the shocking discovery that his heart has been replaced with a mysterious device.

As the hospital hauntings intensify, you and your fellow patients must traverse increasingly maddening corridors, overcome frightening environmental hazards and work together to defeat the sinister inhabitants in your pursuit to reveal who stole your heart... and why.
- $39.99 USD
- 8-10 hours of content

Late Edit: Oculus blog
 
Just bought the oculus with touch after the price drop. Can anyone let me know if i can set it up in my very very small space. I live in an apartment and my computer area is a small area that is like 5' deep and 7' wide not counting my 16" deep desk in front of me and a shelf that is about 6 inches deep behind me. Can i get this to work with two sensor on the desk for 180 degrees? Do you think i can add a third sensor on my shelf for 360 degrees. I'm not expecting room scale operation as there is too little space but I would like at least 360 tracking for standing and sitting only. Thanks!
 

Flandy

Member
Might be buying a Rift so I have a few questions

  1. If I buy a used Rift/Touch combo will I get the included games?
  2. Does Touch generally emulate Vive wands for older games without Touch support?
  3. Do most games on Steam support both Oculus and Vive or will I run into situations where only Vive is supported?
  4. Is Steam integration noticable inferior with the Oculus versus the vive?
  5. What are the chances that Fallout 4 VR gets modded to work with Rift?
  6. My i7 2600k should be enough right? I remember rumbling early on about warnings in the Oculus client saying your CPU didn't meet the requirement and that you couldn't disable these warnings
 

Tain

Member
Might be buying a Rift so I have a few questions

  1. If I buy a used Rift/Touch combo will I get the included games?
  2. Does Touch generally emulate Vive wands for older games without Touch support?
  3. Do most games on Steam support both Oculus and Vive or will I run into situations where only Vive is supported?
  4. Is Steam integration noticable inferior with the Oculus versus the vive?
  5. What are the chances that Fallout 4 VR gets modded to work with Rift?
  6. My i7 2600k should be enough right? I remember rumbling early on about warnings in the Oculus client saying your CPU didn't meet the requirement and that you couldn't disable these warnings

VR games on Steam support SteamVR, which is natively compatible with Oculus Touch. Once Valve officially supported Touch in SteamVR I could boot up older games that were made 100% for the Vive and never even tested with the Touch and they played fine. Steam integration is not notably worse, Valve has done a great job at that. Some of the games on Steam also directly support the Oculus API, the differences in practice being pretty minor (the games can make use of Touch-specific functionality). That said, I have run into one weird exception: last I tried it with my Rift, SoundStage had jacked up positioning. I'm guessing this has been fixed by now, but idk.

Fallout 4 will likely be a SteamVR game, so while they may never advertise Rift+Touch support, it should work out of the box unless the game is made to specifically detect and block the Rift. So far, as far as I know, such a thing has only been done with Google Earth VR (which was quickly modified to sidestep this block).

I was pretty fine with my 2600k before Oculus even introduced "spacewarp", so you should be fine. I've since upgraded with a complete rebuild and I can't say how much of a difference a CPU upgrade made, but I think the leap to a 1080 was a bigger deal for most games.
 

Flandy

Member
VR games on Steam support SteamVR, which is natively compatible with Oculus Touch. Once Valve officially supported Touch in SteamVR I could boot up older games that were made 100% for the Vive and never even tested with the Touch and they played fine. Steam integration is not notably worse, Valve has done a great job at that. Some of the games on Steam also directly support the Oculus API, the differences in practice being pretty minor (the games can make use of Touch-specific functionality). That said, I have run into one weird exception: last I tried it with my Rift, SoundStage had jacked up positioning. I'm guessing this has been fixed by now, but idk.

Fallout 4 will likely be a SteamVR game, so while they may never advertise Rift+Touch support, it should work out of the box unless the game is made to specifically detect and block the Rift. So far, as far as I know, such a thing has only been done with Google Earth VR (which was quickly modified to sidestep this block).

I was pretty fine with my 2600k before Oculus even introduced "spacewarp", so you should be fine. I've since upgraded with a complete rebuild and I can't say how much of a difference a CPU upgrade made, but I think the leap to a 1080 was a bigger deal for most games.

Thanks for all the info :) What clockspeed did you have your 2600k running at? Oh and my motherboard didn't have the proper USB 3.0 requirements I ended up purchasing this. I also own a 1080 fwiw
https://www.amazon.com/gp/product/B00FPIMICA/?tag=neogaf0e-20
It was one of the suggestions from Oculus. I assume I won't have any problems?

What's spacewarp?
 

Tain

Member
Thanks for all the info :) What clockspeed did you have your 2600k running at? Oh and my motherboard didn't have the proper USB 3.0 requirements I ended up purchasing this. I also own a 1080 fwiw
https://www.amazon.com/gp/product/B00FPIMICA/?tag=neogaf0e-20
It was one of the suggestions from Oculus. I assume I won't have any problems?

What's spacewarp?

I was running stock. My motherboard was a little sketchy on USB3 (it was an early one, of course), I think I had things in a mix of 3.0 and 2.0. You should definitely be fine with that card.

Asynchronous Spacewarp is their name for a method of interpolation that they wrote to handle situations where you aren't hitting 90fps, and it was the main reason they lowered requirements: https://developer.oculus.com/blog/asynchronous-spacewarp/
 

Flandy

Member
I was running stock. My motherboard was a little sketchy on USB3 (it was an early one, of course), I think I had things in a mix of 3.0 and 2.0. You should definitely be fine with that card.

Asynchronous Spacewarp is their name for a method of interpolation that they wrote to handle situations where you aren't hitting 90fps, and it was the main reason they lowered requirements: https://developer.oculus.com/blog/asynchronous-spacewarp/

Sounds similar to the reprojection tech they use on PSVR?

Anyway, how are the bundled games handled? Do you type in the Units serial number or something and they show up in your oculus account?
 

Tain

Member
Sounds similar to the reprojection tech they use on PSVR?

Anyway, how are the bundled games handled? Do you type in the Units serial number or something and they show up in your oculus account?

PSVR-style reprojection (which the three major VR platforms all do now) is halfway there, basically: it smooths out rotation of the player's viewport, but Oculus takes it a step further and attempts to smooth out the actual motion of things around you.

Couldn't tell you for sure about how bundled Rift/Touch games are handled, sadly, as I've only used dev units. I think the games unlock simply by you having the hardware? Lucky's Tale and Robo Recall at least work that way, that much I'm sure about.
 

StudioTan

Hold on, friend! I'd love to share with you some swell news about the Windows 8 Metro UI! Wait, where are you going?
Just bought the oculus with touch after the price drop. Can anyone let me know if i can set it up in my very very small space. I live in an apartment and my computer area is a small area that is like 5' deep and 7' wide not counting my 16" deep desk in front of me and a shelf that is about 6 inches deep behind me. Can i get this to work with two sensor on the desk for 180 degrees? Do you think i can add a third sensor on my shelf for 360 degrees. I'm not expecting room scale operation as there is too little space but I would like at least 360 tracking for standing and sitting only. Thanks!

Yeah, my area is about that size. As long as you can extend your arms and be able to maybe take a step in each direction you'll be fine, if not ideal.
 

ArtHands

Thinks buying more servers can fix a bad patch
I have a Vive, and Samsung just announced a new Gear VR. Sorry Oculus but I think I'll have to postpone the purchase yet again :(
 

Flandy

Member
PSVR-style reprojection (which the three major VR platforms all do now) is halfway there, basically: it smooths out rotation of the player's viewport, but Oculus takes it a step further and attempts to smooth out the actual motion of things around you.

Couldn't tell you for sure about how bundled Rift/Touch games are handled, sadly, as I've only used dev units. I think the games unlock simply by you having the hardware? Lucky's Tale and Robo Recall at least work that way, that much I'm sure about.

Thank you for all the answers :) Just a few more questions if you're able to answer. How comfortable is this to use for long periods of time? I have a PSVR and played 7 hours over the course of about 3 sessions so I'm curious if that's feasible here. Also, do you know how the screen door compares?

Edit: how do games that were fully room scale work with touch since it only has the 2 front facing sensors unless you buy a 3rd. Does the experimental two sensor setup work well? Is it worth buying the 3rd sensor?
 

Tain

Member
Thank you for all the answers :) Just a few more questions if you're able to answer. How comfortable is this to use for long periods of time? I have a PSVR and played 7 hours over the course of about 3 sessions so I'm curious if that's feasible here. Also, do you know how the screen door compares?

Edit: how do games that were fully room scale work with touch since it only has the 2 front facing sensors unless you buy a 3rd. Does the experimental two sensor setup work well? Is it worth buying the 3rd sensor?

Comfort-wise I find PSVR to be the best, with Rift being a fairly close second. I've played long games in the Rift for sure, with 3+ hour sessions. The pentile screen door effect is largely hidden due to some filtering that the Rift uses, but it ultimately may be slightly more visible than on PSVR? It's been a while since I thought about it tbh, it's something I've adjusted to long ago.

The sensor thing is important for sure, I should have mentioned that earlier. You can operate SteamVR with a forward-facing setup and attempt to play games that way, but whether it'll work fine is down to the game. They'll all run, but some Vive-oriented games like Holopoint will expect you to have consistent 360-degree tracking. In general I'd suggest at least doing the 2-sensor 360-degree diagonal setup over the forward-facing one, and then springing for the extra sensor if you run into tracking inconsistencies.

Most games work fine with having just enough space to stand, rotate, and extend your arms, but if you want to track a volume bigger than just a standing area (which is needed for, say, Accounting), you'll probably want that third sensor.
 

Flandy

Member
Comfort-wise I find PSVR to be the best, with Rift being a fairly close second. I've played long games in the Rift for sure, with 3+ hour sessions. The pentile screen door effect is largely hidden due to some filtering that the Rift uses, but it ultimately may be slightly more visible than on PSVR? It's been a while since I thought about it tbh, it's something I've adjusted to long ago.

The sensor thing is important for sure, I should have mentioned that earlier. You can operate SteamVR with a forward-facing setup and attempt to play games that way, but whether it'll work fine is down to the game. They'll all run, but some Vive-oriented games like Holopoint will expect you to have consistent 360-degree tracking. In general I'd suggest at least doing the 2-sensor 360-degree diagonal setup over the forward-facing one, and then springing for the extra sensor if you run into tracking inconsistencies.

Most games work fine with having just enough space to stand, rotate, and extend your arms, but if you want to track a volume bigger than just a standing area (which is needed for, say, Accounting), you'll probably want that third sensor.

I have a fairly small room so I wonder if I'll even need to buy a 3rd sensor if I go for the 2 sensor diagonal setup
 

trs1080

Neo Member
I have a fairly small room so I wonder if I'll even need to buy a 3rd sensor if I go for the 2 sensor diagonal setup

I have a small room and was able to play SuperHOT and I Expect You To Die and all that with 2 sensors across from each other, but controller tracking would bug out often enough that I went ahead and got a third sensor. No real downside to it other than cost and running another cable. I'd probably say give 2 a try and if you find tracking a bit lacking get a third.
 

Flandy

Member
Any recommendations from the 1 year sale?
https://www.oculus.com/experiences/section/1123667924446689/
Chronos looks pretty good

I have a small room and was able to play SuperHOT and I Expect You To Die and all that with 2 sensors across from each other, but controller tracking would bug out often enough that I went ahead and got a third sensor. No real downside to it other than cost and running another cable. I'd probably say give 2 a try and if you find tracking a bit lacking get a third.

Yeah I'll give it a shot
 

vermadas

Member
Robo Recall patch is live:

  • Added support for 360 tracking mode. Available in Settings → Tracking Options.
  • Replaced ending credits music with ”Shooty Shooty Gun Hands," the masterpiece that came in too hot for launch.
  • Improved and stabilized teleporting up onto ledges.
  • Fixed a bug that caused crawlers to be wiggidy-wack when you grabbed them during one part of their ”get up" sequence.
  • Added more unique colors for high multiplier numbers. People are tearing it up on YouTube!
  • Fixed a bug that caused flickering between LODs in a very narrow window.
  • Made a few improvements for spectator leaderboard functionality.
  • Fixed a small bug on the Holo-table that caused weapon dangly bits to misbehave upon dropping said weapon.
  • Fixed ”Whip Slam" damage scoring events and made damage scale with impact velocity.
  • Made several audio performance improvements.
  • Added fixes for font caching that wasn't working properly to eliminate hitches the first time unique text is rendered.
  • Fixed bug where Boss VO wasn't being affected by VO volume settings.
  • Fixed additional audio bugs.
  • Spectator leaderboard now correctly states when player is in All Star Mode.

Edit: Shooty Shooty Gun Hands LOL
 

Bookoo

Member
Any recommendations from the 1 year sale?
https://www.oculus.com/experiences/section/1123667924446689/
Chronos looks pretty good

Chronos is still one of my favorite VR games to date. Its an RPG and sort of Dark Souls lite. It is shallower than today's RPGs, but it was a blast to play through and it really showed the promise of 3rd person VR games. I really hope they make a sequel with more fleshed out RPG elements. It's also pretty long by most VR game standards. Probably about a 10+ hours for a play through.

Edge of Nowhere (don't believe it's on sale) was another one that I really enjoyed and it showed how neat it would be if you had a game like Uncharted in VR.
 

Soi-Fong

Member
Chronos is still one of my favorite VR games to date. Its an RPG and sort of Dark Souls lite. It is shallower than today's RPGs, but it was a blast to play through and it really showed the promise of 3rd person VR games. I really hope they make a sequel with more fleshed out RPG elements. It's also pretty long by most VR game standards. Probably about a 10+ hours for a play through.

Edge of Nowhere (don't believe it's on sale) was another one that I really enjoyed and it showed how neat it would be if you had a game like Uncharted in VR.

I decided to get Chronos since I've been wanting to play it for a while and I'm really emjoying it. It does so many things well and even as an observer in the VR world, it's really immersive. The environments are gorgeous, the story seems real interesting and the combat is fun.

For $16 it was a definite steal.

Along with Chronos I got the Bomb defusal game since I heard it was updated with Touch as well.
 

Flandy

Member
Chronos is still one of my favorite VR games to date. Its an RPG and sort of Dark Souls lite. It is shallower than today's RPGs, but it was a blast to play through and it really showed the promise of 3rd person VR games. I really hope they make a sequel with more fleshed out RPG elements. It's also pretty long by most VR game standards. Probably about a 10+ hours for a play through.

Edge of Nowhere (don't believe it's on sale) was another one that I really enjoyed and it showed how neat it would be if you had a game like Uncharted in VR.

Thanks for the suggestions. Speaking of games not on sale have you tried Obduction, Serious Sam, or Arizona Summer? Those look good to me.

Rift arrives next Thursday and I can't wait. Now I have to decide if I keep my PSVR or not
 

Bookoo

Member
Thanks for the suggestions. Speaking of games not on sale have you tried Obduction, Serious Sam, or Arizona Summer? Those look good to me.

Rift arrives next Thursday and I can't wait. Now I have to decide if I keep my PSVR or not

Have only tried Arizona Sunshine, I played it with a friend for about 30 minutes with a friend and it seemed pretty good. I have been meaning to go back to it.

Obduction - I am hearing mixed things. When it first came out it seemed like people loved it, but wanted Touch to be added. Now touch has been added and I am hearing performance wise the game has issues and that the touch implementation is not that great.

Serious Sam - I am not a Serious Sam fan and it seemed like another wave shooter and I am sort of sick of those. I believe they are adding a movement system, but I can't remember if it's going to be added to the current game or if it is a new game.
 

Flandy

Member
Is there anything I can do to improve my frame pacing? Looking at the frametime graph on MSI afterburner it looks a little bit bumpy instead of being a purely flat line.

Also I've noticed that in my peripheral vision that the environment gets slightly distorted/warped when I turn. Is that normal? It's something I don't notice when focusing on front of me and usually don't notice even when I'm turning.
 

vermadas

Member
Oculus Medium Large Update is live (Facebook link)

Is there anything I can do to improve my frame pacing? Looking at the frametime graph on MSI afterburner it looks a little bit bumpy instead of being a purely flat line.

Also I've noticed that in my peripheral vision that the environment gets slightly distorted/warped when I turn. Is that normal? It's something I don't notice when focusing on front of me and usually don't notice even when I'm turning.

I was going to reply to this and got distracted and forgot about it. I'm not sure if I would trust the framerate graph on Afterburner. I don't know if it's accurate when taking into account ATW/ASW. You can try running the Oculus Debug Tool performance OSD; I would expect it to be more reliable. The way that ATW and ASW work I'm not sure how you'd get frame pacing issues though.

As for the distortion at the peripheral, I've noticed this as well, but like you said I have to looking for it.
 

Tain

Member
Someone show me how good the mesh reduction works, I won't be able to try this for a little bit.

If I can make some super clean meshes I'm gonna be awfully excited.
 
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