Dreamwriter
Member
Optimal positioning is supposed to be high enough to be looking down on the users, so just above the tallest person.Trying to figure out how my living room setting will go. How high do the cameras need to be for the vive?
Optimal positioning is supposed to be high enough to be looking down on the users, so just above the tallest person.Trying to figure out how my living room setting will go. How high do the cameras need to be for the vive?
Do you think a little lower than that would work ok?Optimal positioning is supposed to be high enough to be looking down on the users, so just above the tallest person.
I know exactly what you are talking about, but I can't find the specific source that has come up before.I forgot what it was called but in an old thread there was a technique discussed where the game imperceptibly changes your direction slightly so you never run into a wall, even if you think you're going more or less straight
Not sure, here are the instructions for the Vive Pre (the consumer instructions might be slightly different though):Do you think a little lower than that would work ok?
With a large enough area and a long enough cord, that could work. Not possible with smaller play areas though where you're only capable of moving a few steps in a given direction.I forgot what it was called but in an old thread there was a technique discussed where the game imperceptibly changes your direction slightly so you never run into a wall, even if you think you're going more or less straight
Do you think a little lower than that would work ok?
Trials on Tatooine trailer is backup.
I'm as excited for this as anything honestly. Hope we get some positive reports of it from GDC
https://www.youtube.com/watch?v=ZDDr6KjSpAY
Not ceiling to floor, top of headset to floor, which is why it's supposed to be higher than the tallest user (and tilted down). Admittedly, I don't have a Vive to play with...The Vive doesn't use cameras in the first place. It blankets the area with sweeping infrared beams. The height recommendation is so the beam sweep can reach from ceiling to floor. The lighthouses emit in a 120 degree arc, so as long as the sweep passes the sensors, you'll be fine.
Alright cool. Don't think my wife will let me mount them in my living room so above 6 ft may be the highest I can goNot ceiling to floor, top of headset to floor, which is why it's supposed to be higher than the tallest user (and tilted down). Admittedly, I don't have a Vive to play with...
I know exactly what you are talking about, but I can't find the specific source that has come up before.
Here's a Wired article on redirected walking.
With a large enough area and a long enough cord, that could work. Not possible with smaller play areas though where you're only capable of moving a few steps in a given direction.
Not ceiling to floor, top of headset to floor, which is why it's supposed to be higher than the tallest user (and tilted down).
Yep, pretty much everything we've learned about game design and control during the past couple decades gets thrown out the window with VR. And that's fine, because VR isn't really going to replace traditional gaming. Instead they'll compliment each other. As time goes on, the experiences VR provides are going to increasingly diverge from what we're used to. What we see now is just the tip of the ice berg and akin to when devs were first working out how to deal with the 3rd dimension.Of course. I've said it before but part of the reason VR is so exciting is that devs and players have to rethink how to make and play games. It really is a renaissance like the jump to 3D in the 90s
Hover Junkers devs have talked about much the same thing here along with optimal starting direction in relation to the computer.
They use software to eliminate the unimportant light. They just ignore anything that doesn't fit a specific RGB range. They've been doing that since the PS2. The "new" twist is making the Nerf-ball-on-a-Bic self-illuminate, so it's always the color they want, and largely immune to other lights shining on it, unlike a real Nerf ball.It doesn't matter if Sony knows their wavelength. Filters are cheap physical overlays you put over the sensor, as the Move wand color can vary over most of the visible light spectrum they can only use standard IR blocking filters to eliminate unimportant light. They can't dynamically change their filter to match the current color of the light. Whereas if you're using specific IR LED's you can be certain that they will be localized to a very small band in the EM spectrum and can employ cheap filters to block almost everything except that. The LED's are absolutely not the only source of IR light in a real world environment, but there is absolutely far less IR light to contend with than visible light in most real world scenarios.
And just as with real constellations, they may be hiding among the stars. Similarly, the Move wand may not be the only glowing, purple sphere the camera can see, but if that turns out to be the case, they can just switch to blue instead. So while Oculus may be less likely to encounter interference in the first place, their fixed-wavelength system doesn't really have any way to compensate when they do.Also dude it is obviously called Constellation because it's a known pattern of multiple LED's, you know, like a real constellation is a known pattern of stars.
Actually, I was just speculating as to why they used such small markers, given the fact that they're harder to track with a camera. Turns out, while you can make IR bulbs, it's not terribly efficient. These guys use seven IR LEDs to make a marker ~27mm across, and that only doubles the effective tracking range versus a single LED.1. You could absolutely use an IR LED to illuminate a bulb it would just look far less pretty.
2. I can't help but feel you're working backwards from the conclusion that Move tracking is better.
Sure, and as discussed, Move's magnetometer worked similarly well in Sony's simulated real-world environments too. The real world doesn't play as nicely though. You already admitted this, so I'm not sure why you're trying to imply otherwise here.3. That analogy is hilariously skewed. Here is an actual image of what the DK2 camera sees using crystal cove in a quote "very bright office setting".
Big Dipper on a starry night it is not.
And you'll probably be more tolerant to drift without being able to see where your arms are than you would be normally.
But obviously it's speculation in both directions. In a game like job simulator I know you are often grabbing stuff from behind you, but do you spend extended time looking away from your workstation? Genuine question.
Bad news for some of us.
http://www.computerbase.de/2016-03/...ks/2/#diagramm-minigolf-vr-geforce-gtx-980-ti
If you don't have at least a 970, might not have a lot of fun...and sometimes not even then. I'm assuming the Vive and OR have similar performance burdens (why wouldn't they?), where for games like Elite Dangerous a 970 really is the minimum. In several games the 970 appears to be barely qualifying. Radeon users may want to look away entirely from the E results.
Good news: Hover Junkers is good to go all the way down to a 770/280X.
I'm really curious to see if the Rift support for Elite Dangerous means they'll have optimized for a 970 since Oculus is saying anything offered in the Oculus Store will run on the minimum requirement for the Rift.
The PS Move quickly loses positional accuracy as soon as it's covered. Nothing involving fine hand interactions will be possible behind the back.https://en.wikipedia.org/wiki/PlayStation_Move#Technology
As I said, I don't know how good the dead reckoning is. I don't know how quickly they get out of sync, and how soon that becomes noticeable.
I understand all of this. But I stand by the notion that it's speculation right now that PSVR can't do something approaching room scale. Can it do it as well? Will there potentially be issues that don't exist with the other methods?
We can all speculate... but we don't even know what the final thing looks like yet. Sony could debut new motion controllers tomorrow for all we know. It strikes me as a disingenuous reason to try and rule out PSVR as a high end VR setup, and I stand by that.
Maybe you'll have to portal turn in Budget Cuts on PSVR to pick up something that fell behind you. Does that really invalidate PSVR? That instead of solely teleporting to move, that you also potentially do a teleport 180?
TLDR: We know touch will support room scale, even if it doesn't do it as well. We don't know what PSVR will support yet. We presume it has a single camera setup with occlusion issues... but lets wait until we see what's in the box before we throw the baby out with the bathwater.
The PS Move quickly loses positional accuracy as soon as it's covered. Nothing involving fine hand interactions will be possible behind the back.
The only reason The Deep demo was able to track facing away from the camera was because you control aim by rotating and tilting the controller only-- no positional tracking involved.
Is that really a problem?So while Oculus may be less likely to encounter interference in the first place, their fixed-wavelength system doesn't really have any way to compensate when they do.
Later, it was discovered by Github user pH5 that each LED broadcasts at specific flashing frequencies with various levels of brightness. This allows the tracking camera to identify the source based on the exact blinking patterns of the lights.
Which would present an enormous problem when attempting to do room scale tracking.The real point is though, even at that fairly close range pictured, the individual markers don't cover very many pixels, so they shrink to nothingness comparatively quickly.
Is that really a problem?
Which would present an enormous problem when attempting to do room scale tracking.
Right, but the same characteristics that make the bulb easy to track also make it impossible to glean orientation information from it; it looks the same no matter which way it's pointing. Hence the magnetometer and trying to keep track of "down" as external reference points.
The Vive requires you to screw mounts into your walls for the sensors? Wtf?
Industrial double sided tape should suffice.
You're going to have to pay an additional $100-200 for Touch, likely falling in the latter half of that range. I'm not sure what's considerable about the difference. Do you live somewhere outside the US where the prices are further apart?
It doesn't require you to, but it does conveniently ship with wall/ceiling mounts.The Vive requires you to screw mounts into your walls for the sensors? Wtf?
After both Oculus and Valve/HTC set their minimum specs at a 970, I do have to wonder how this could be "bad news" to anyoneBad news for some of us.
http://www.computerbase.de/2016-03/...ks/2/#diagramm-minigolf-vr-geforce-gtx-980-ti
If you don't have at least a 970, might not have a lot of fun...
And you'll probably be more tolerant to drift without being able to see where your arms are than you would be normally.
But obviously it's speculation in both directions. In a game like job simulator I know you are often grabbing stuff from behind you, but do you spend extended time looking away from your workstation? Genuine question.
Alright cool. Don't think my wife will let me mount them in my living room so above 6 ft may be the highest I can go
If I don't have enough space for room-scale VR, does the Vive offer anything else that would make it a better buy over the Rift? I'm torn.
It ships with tracked controllers right away, which you can also use standing. And I guess if you really want to be nitpicking, it also requires a lot fewer USB ports than a full RIft+touch setup.If I don't have enough space for room-scale VR, does the Vive offer anything else that would make it a better buy over the Rift? I'm torn.
Right, I forgot about that.It has a front-facing camera, so (I think) you can "press a button" to see where your controller/mouse/keyboard/cup of tea/biscuit/dog are.
If I don't have enough space for room-scale VR, does the Vive offer anything else that would make it a better buy over the Rift? I'm torn.
After both Oculus and Valve/HTC set their minimum specs at a 970, I do have to wonder how this could be "bad news" to anyone
Looks like Polygon is none too pleased with the state of Minecraft VR for the Rift. Motion sickness and pining for Vive roomscale flexibility. Hope MS figures out the motion issue before it launches the game.
They're not the only one.Looks like Polygon is none too pleased with the state of Minecraft VR for the Rift. Motion sickness and pining for Vive roomscale flexibility. Hope MS figures out the motion issue before it launches the game.
Looks like Polygon is none too pleased with the state of Minecraft VR for the Rift. Motion sickness and pining for Vive roomscale flexibility. Hope MS figures out the motion issue before it launches the game.
They seem to play the game sitting down so they need to use the stick turning a lot. I wonder if it's any more comfortable as a standing experience, where you can turn using your body.
Of course there's the issue of forward / backward locomotion left.
I just had an idea for seated experiences to help with being limited in turning due to the cable getting tangled. Could someone build a swivel chair that has the VR connection built into the base, so the signal comes up through the centre? Then you connect your headset to the backrest and can freely spin as much as you want without an tangling.
Is it possible to amplify head turning so you can turn in the game more than you turn in real life? That might allow for 360 turning while seated.
Yeah Minecraft VR really needs a better movement solution. A lot of people are going to want to try it when they hear about it and that would make the worst first impression if it gives them nausea. I get that some games are going to push boundaries which is why they're going to have a comfort rating, but a game with Minecrafts reach is something you want to get right. I'd rather they implement a teleport mechanic by default than what they have now, but leave this as an option with a warning.
Teleport wouldn't really work in minecraft. In survival mode everything would be trivial/broken (mining a corridor would be 'unfun')
The Job Simulator developers talked about how it's important to interact with things behind you so it feels like a real space, while also using other game elements and design to keep you turning back to the front without doing a 360
Same way as developers design around preventing you from walking outside your space, while at the same time not making you feel boxed in. Clever use of geometry and level design without letting you realize it's happening
So the cord might be a dangle risk, but it's something designers are working around while still letting people have full rotation. And as far as I've heard it's pretty successful. The question gets brought up in just about every Vive Q&A, and there has been pretty universal agreement that the cord rarely causes an issue
I assume the same will happen with sitting VR and keeping occlusion in mind. Something we all worry about now, but game designers will find clever ways to minimize