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.
If you're mining 40 blocks forwards, that would start to get really annoying, really quickly (mine, mine, look down, jump to spot, look back up, mine, mine etc). On PC without VR a player can basically churn through rocks like a drilling machine - having to jump every square would be very slow.I don't see how, just have it so that when you press a bumper you jump to the block you're looking at. So in a corridor you clear away block in front of you, hit bumper, jump forward, clear blocks, hit bumper, jump forward. All you're doing is replacing the time it takes to walk with a quick cut, I don't see how that dramatically breaks anything or makes it significantly less fun.
Apparently double integration with just IMUs will cause drift in the order of meters per second.
Which is why error correcting every 1/60 to 1/100 second is ok!
If you're mining 40 blocks forwards, that would start to get really annoying, really quickly (mine, mine, look down, jump to spot, look back up, mine, mine etc). On PC without VR a player can basically churn through rocks like a drilling machine - having to jump every square would be very slow.
Combat in minecraft/teleportation would also be silly, and exploration wouldn't feel that great either.
I think it's possible to make a great 'minecraft-like' VR game, but you'd probably start with making a world 'work' in VR and go from there.
I want a Spider-Man swinging simulation.
I don't see how, just have it so that when you press a bumper you jump to the block you're looking at. So in a corridor you clear away block in front of you, hit bumper, jump forward, clear blocks, hit bumper, jump forward. All you're doing is replacing the time it takes to walk with a quick cut, I don't see how that dramatically breaks anything or makes it significantly less fun.
I'm sure we'll have a very good idea what PSVR can and can't do in a few hours
I wonder how much you could correct given that you'll know where the headset is when the player is facing away, so you could definitely constrain the move controllers within a particular space relative to that.
I was hoping for some sort of update on my Rift by now.
I should be in the first batch.
I was hoping for some sort of update on my Rift by now.
I should be in the first batch.
We're expecting a BOAT load of Oculus news tomorrow. AFAIK no one has received an update on their orders yet.
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.
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.
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.
http://www.ar-tracking.com/technology/markers/
So I was basically right; it doesn't really work very well. And you're right, it's not particularly attractive either.
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.
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. Bigger targets are better, and making bigger targets is easier and prettier, yes when you're using visible light, because you can diffuse it more effectively.
I want a Spider-Man swinging simulation.
I like ILM's solution for audio - don't bother with headphones, just have a dedicated room with speakers all around.
edit: When is the embargo up on the Oculus event this past weekend?
Eventually they are going to need to find a way to make games like Minecraft play in both room scale format and sit down. It's not going to be one or the other. A lot of people who want to play Minecraft VR won't have room scale options so there is going to need to be away to handle it with a controller without getting people sick. For those that can do room scale, that option will eventually need to be there on the Oculus platform or it needs to be playable in Vive.
Not really, why does every type of game need to be shoehorned into VR?
I am assuming tomorrow is only regarding their launch lineup that was revealed on Sunday but I am hoping shipping updates come with that.
We are less than a fortnight away.
Even better than that is THIS: https://www.youtube.com/watch?v=a8xskNQKtW4
Here is Vive Minecraft tangentially done via a game called chunks. https://youtu.be/KWjqzgUVHzw
Here is Vive Minecraft tangentially done via a game called chunks. https://youtu.be/KWjqzgUVHzw(edit- I see this was already posted. Oh well. )
I think the virtual living room setup is the best route to go. And have a living item that you can place in game to be where you're sitting in the virtual living room. So you can literally build your living room around yourself.
Here is another block based toy for the Vive. Some of the scaling that happens in this demo is ludicrously impressive near the end.
https://www.youtube.com/watch?v=CbXieYRvgwo
Now I am really hoping that Samsung GVS headset is mustard.From the Elite OT:
That is what I've been desperately waiting for. Goddamn, give it to me!
amazing how a small dev can make some shit as amazing as this looked to play while the Minecraft team with all of their resources continue to struggle.
Here is Vive Minecraft tangentially done via a game called chunks. https://youtu.be/KWjqzgUVHzw(edit- I see this was already posted. Oh well. )
I think the virtual living room setup is the best route to go. And have a living item that you can place in game to be where you're sitting in the virtual living room. So you can literally build your living room around yourself.
Yes. I want to play that game, tomorrow.That looks amazing
To be fair, the Minecraft VR functionality was apparently made by one Mojang guy with John Carmack consulting / helping.
But yeah, it's pretty awesome.
Doesn't speak very highly of their commitment level, does it. It's not like Mojang is struggling for financial support to do it right.
do we expect Oculus to not only be showing launch games, but also games coming for touch? Seems like it would make sense for them to try and provide a counter to vive regarding motion control support. Even if people have to wait 6 months to get hold of it, it would reassure many who currently have oculus preorders, and try and prevent many from cancelling (especially when Vive currently has a much shorter waitlist)
do we expect Oculus to not only be showing launch games, but also games coming for touch? Seems like it would make sense for them to try and provide a counter to vive regarding motion control support. Even if people have to wait 6 months to get hold of it, it would reassure many who currently have oculus preorders, and try and prevent many from cancelling (especially when Vive currently has a much shorter waitlist)
do we expect Oculus to not only be showing launch games, but also games coming for touch? Seems like it would make sense for them to try and provide a counter to vive regarding motion control support. Even if people have to wait 6 months to get hold of it, it would reassure many who currently have oculus preorders, and try and prevent many from cancelling (especially when Vive currently has a much shorter waitlist)
Looks like PS VR is $599.99 US
ouch
I want a Spider-Man swinging simulation.
Clever, but doesn't the fact that the constellation needs to twinkle, "Yes, it's really us," in Morse code simply support my argument that they won't be the only stars in the sky, and further serve as yet another example of shit Sony ain't gotta do?
As I was saying, they can boost the LED output to help compensate. Sure, Vive will cover more edge cases, but Rift's range isn't too far off from what HTC list, IIRC. Once they add the second camera, it should be able to do a reasonably good job at room-scale.Which would present an enormous problem when attempting to do room scale tracking.
Hard to say. I imagine a large part of it was simply not wanting to be immediately identifiable as a clone of Sony's solution, especially after they explained the delay in revealing a tracking solution by claiming it would be leagues ahead of what anyone else was doing. Plus, Sony's very use of color was widely mocked among "real" gamers; they'd never touch Sony's ghey dildo, so it's probably not a good idea for their hero to try and hand them one.Why do you think oculus went the way they did if large visible spectrum color tracking markers are better? Why would they make it so much more complicated than is apparently necessary?
Any chance we get some sports games? (Hockey, baseball, football, etc)?
Trolling is a no-no, junior.
Any chance we get some sports games? (Hockey, baseball, football, etc)?
How is that any different from other solutions having to 'match the wavelength of the light?'Clever, but doesn't the fact that the constellation needs to twinkle, "Yes, it's really us," in Morse code simply support my argument that they won't be the only stars in the sky, and further serve as yet another example of shit Sony ain't gotta do?
So the 'comparative quickness' with which the LEDs become difficult to track is 'largely irrelevant?'As I was saying, they can boost the LED output to help compensate. Sure, Vive will cover more edge cases, but Rift's range isn't too far off from what HTC list, IIRC. Once they add the second camera, it should be able to do a reasonably good job at room-scale.
Any chance we get some sports games? (Hockey, baseball, football, etc)?
Any chance we get some sports games? (Hockey, baseball, football, etc)?