GuitarAtomik
Member
Doesn't the DualShock 4 have built in tracking for PSVR?
It has some limited tracking. But even assuming you used 1 in each hand, it wouldn't be a good replacement for the Move controllers.
Doesn't the DualShock 4 have built in tracking for PSVR?
Doesn't the DualShock 4 have built in tracking for PSVR?
Received my vrcover a few days ago. Quality product IMO. However, the issue I was worried about and can confirm after having used it is that there is a gap now where the headset meets my nose that wasn't there with the original Oculus foam cover. The original foam was getting messed up so I needed to replace it anyways, but now I really only want to play in a completely dark space where before I could play in a lit room and wouldn't notice any outside light. Knowing the gap is there is probably drawing my eyes to look down, so maybe I'll get past that at some point, but really wish they would have cared for this.
Really interesting video from Stress Level Zero (Hover Junkers, Duck Season) on developing guns for VR. Specifically shows some of their ideas on how to improve two handed weapons which they're implementing for the sniper rifle in Hover Junkers' upcoming single player campaign.
Played FORM, it's 40% off at the moment.
For around 10 bucks I got one hour of abstract geometric/color/music puzzles. Graphics are very good, the "story" doesn't really develop into something noteworthy. When the game showed me the place where you start out, I was impressed and intruiged what else I will see... is there an entire scientific base here I caould explore...nope.
Not that this would be a dealbreaker of course, it reminds of a more fleshed out Wake Up.
Overall a pleasant and interesting experience.
http://store.steampowered.com/app/697320/Kung_Fu_AllStar_VR/
Kung Fu All-Star VR coming to Steam. its a nunchuck based action title
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So... in exactly one month I'll be getting either the Oculus Rift or a Vive, and for the love of god I don't know which one. I'd like more a Vive because playing Fallout and Skyrim in VR is a dream come true, Doom is a plus, and because I've heard generally better things about the tracking and object detection so you don't smash something IRL, not to mention I've got plenty of space for room scale.
On the other hand, a Rift is $200 cheaper and I've heard plenty good things about the ergonomics of the Touch controllers and integrated audio, but I don't want to risk not playing those Bethesda games and I've heard the Oculus store isn't half as good as Steam.
I don't really know if paying $200 more fore a Vive is worth it, any thoughts?
So... in exactly one month I'll be getting either the Oculus Rift or a Vive, and for the love of god I don't know which one. I'd like more a Vive because playing Fallout and Skyrim in VR is a dream come true, Doom is a plus, and because I've heard generally better things about the tracking and object detection so you don't smash something IRL, not to mention I've got plenty of space for room scale.
On the other hand, a Rift is $200 cheaper and I've heard plenty good things about the ergonomics of the Touch controllers and integrated audio, but I don't want to risk not playing those Bethesda games and I've heard the Oculus store isn't half as good as Steam.
I don't really know if paying $200 more fore a Vive is worth it, any thoughts?
So... in exactly one month I'll be getting either the Oculus Rift or a Vive, and for the love of god I don't know which one. I'd like more a Vive because playing Fallout and Skyrim in VR is a dream come true, Doom is a plus, and because I've heard generally better things about the tracking and object detection so you don't smash something IRL, not to mention I've got plenty of space for room scale.
On the other hand, a Rift is $200 cheaper and I've heard plenty good things about the ergonomics of the Touch controllers and integrated audio, but I don't want to risk not playing those Bethesda games and I've heard the Oculus store isn't half as good as Steam.
I don't really know if paying $200 more fore a Vive is worth it, any thoughts?
There is no such thing. You can map out arbitrary area boundaries, but it's expected that area within those bounds will be empty. There's the front facing camera that you can bring up at any time to see what's around you, but it does not detect objects entering the predefined area. At most you can configure it so the camera automatically superimposes the "tron" vision of the real world in VR when you get close to the chaperone bounds, and frankly that's rather distracting and useless in most situations.I never heard about Vive object detection though, what's that?
One point about the tracking difference is that it also depends on your room shape.If your room scale is very large (>2 x 2m, you're probably going to notice a difference with Vive tracking, from what I've heard). If it's smallish you won't notice a difference in the tracking (provided you get the 3rd Oculus sensor).
One point about the tracking difference is that it also depends on your room shape.
If your planned VR area goes up right to the walls of a room, then you really can't get tracking as good across all of that area on even 3 Oculus sensors as you get on 2 lighthouses.
Also, you have to keep in mind for larger play areas that you have to route all 3 Oculus sensors back to your PC, while you only need to connect the 2 lighthouses to power.
Am I crazy or is SteamVR tracking a lot worse for the Rift than using native Oculus apps?
Yeah I feel like the Oculus can't perform as well when you're crawling on the floor etc. which oddly enough, I find myself doing frequently.One point about the tracking difference is that it also depends on your room shape.
If your planned VR area goes up right to the walls of a room, then you really can't get tracking as good across all of that area on even 3 Oculus sensors as you get on 2 lighthouses.
Also, you have to keep in mind for larger play areas that you have to route all 3 Oculus sensors back to your PC, while you only need to connect the 2 lighthouses to power.
Am I crazy or is SteamVR tracking a lot worse for the Rift than using native Oculus apps?
One point about the tracking difference is that it also depends on your room shape.
If your planned VR area goes up right to the walls of a room, then you really can't get tracking as good across all of that area on even 3 Oculus sensors as you get on 2 lighthouses.
Also, you have to keep in mind for larger play areas that you have to route all 3 Oculus sensors back to your PC, while you only need to connect the 2 lighthouses to power.
Apparently Oculus and Crytek are researching different methods of locomotion.
They have a playlist on youtube talking about different ones:
https://www.youtube.com/watch?list=PLL2xVXGs1SP7Sz2xy7qPAlMjXjrzTuflh&v=6FQ4c1y3g8g
Blog/text version:
https://developer.oculus.com/blog/developer-perspectives-vr-locomotionmovement-and-combinations/
I've only watched the chicken accelration one so far, thought i'd post it here before checking the rest out.
Lol at the nodding acceleration video.
I'd say Oculus purchase/post purchase requirements for the best experiencr are
Rift: $400
Additional Camera: $60
HDMI and USB extension cables, Wall Mounts for sensors: $60 and a headache.
Total: $520
Vive: $600
Audio Strap: $100 is it absolutely necessary? No but it's really nice to have and for point of comparison.
Knuckle Controllers: $100-200. Unkown at this time I believe.
Total $800-900
I think there's a case for the USB alone to go with the Vive, as if you need an extra USB controller on top of the headache it also brings the cost up a bit.
The original question was about buying in one month. I'm pretty sure the Oculus sale will be over at that point. Thus the Rift will cost $500 for the base package. Adding Knuckles controllers to the Vive cost seems a bit off as well. Sure they'll be "needed" for the best experience in games that take'll take advantage of them, but they don't exist yet, and have a good chance at being 2018 accessories. They're basically second gen controllers with a larger capability gap between them and the Touch than the Touch and the Vive wands. Thus you're looking at roughly $600 (Rift + 3rd sensor + extra USB related stuff) vs $700 (Vive + DAS) for comparable configurations for larger play spaces.
I haven't noticed any issues, was playing steamVR games today and it seemed fine to me (Audioshield and AnimVR). Which games seem off to you?
Only time I noticed any difference was when I was using the new Oculus background when it was in beta and the SteamVR beta + Home I got some occasional hitching. All those layers deep in environments caused me some issue at the time, and I haven't gone back to the new Oculus environment nor SteamVR Home since (about a month now).
Apologies for the super late response.
It's kind of a system wide thing - I get hitching when turning my head at specific angles and lots of brief moments of occulusion. No issues with native Oculus games.
Is there a way to run Steam games with just SteamVR and not even boot up Oculus Home? I dunno if that would even help, but it's worth trying if possible.
Apologies for the super late response.
It's kind of a system wide thing - I get hitching when turning my head at specific angles and lots of brief moments of occulusion. No issues with native Oculus games.
Is there a way to run Steam games with just SteamVR and not even boot up Oculus Home? I dunno if that would even help, but it's worth trying if possible.
Do you have a 3 sensor setup? Do you have objects sitting around that are in front of the sensors? Just curious what occlusion you're having, the headset has 'lights' all over it (including the strap in the back), AFAIK (... that reminds me I really must break out my ancient infrared camera some time...)
Two sensor setup, but the issues I have running SteamVR games don't show up when I'm running pure Oculus stuff. I figure it may have to do with just using 2 sensors, though it's still weird to me.
And I'm using an OC 7700k and a 1080 so surely it's not a spec thing
Apologies for the super late response.
It's kind of a system wide thing - I get hitching when turning my head at specific angles and lots of brief moments of occulusion. No issues with native Oculus games.
Is there a way to run Steam games with just SteamVR and not even boot up Oculus Home? I dunno if that would even help, but it's worth trying if possible.
Did you try re-running the SteamVR setup?
fallout, doom and skyrim should be fully playable on rift via steam vr
With Oculus you get unfettered access to both Oculus & Steam stores. I buy most games on Steam anyways (only the Oculus exclusives there).
If your room scale is very large (>2 x 2m, you're probably going to notice a difference with Vive tracking, from what I've heard). If it's smallish you won't notice a difference in the tracking (provided you get the 3rd Oculus sensor).
Either way, you're good with whatever headset you choose so it comes down to preference and pricing.
Thank you all, If I'll be able to play Skyrim and Fallout on Rift then I'll go for the Rift, based on those reasons above. BTW, is a TPCast-like device coming out for Rift? wireless is huge for me.
https://twitter.com/headmastergame/status/900823144818200582
Headmaster VR is exclusive to PSVR , and they just said they have a announcement next week. Hope its a vive/rift port announcement.
TPCast said they're working towards Oculus compatibility. DisplayLink I believe will be compatible with Vive and Rift.