I do think comfort is another design decision which needs to consider the intended use case.
For example, my favourite VR game so far, and the one I can see myself spending hundreds of hours in, is Audioshield. In that game, when I get into the groove, it can easily happen that I jump up while throwing my head back to hit beats coming from above. Similarly, today in Space Pirate Trainer I literally ended up lying down on my back and shooting up at a robot after dodging multiple incoming shots in bullet time.
My point with this is that the Vive strap design is also a function of its wide range of intended uses. E.g. the PSVR system is widely lauded as the most comfortable to wear. But would its mounting really hold firm to your head under such circumstances? I don't know, but it also doesn't need to as it's not part of its design spec.
Oculus targeted the seated/standing experience so as a result left out a front camera to save weight, the cable can be shorter and so thinner and lighter, different fov targets and I'm sure there's more. Not including lens distance adjustments helps with form factor. Each of these has different trade offs, but helped target a minimum size and weight for their intended goals.
Yup, which is why I am planning to keep both, assuming my Rift gets delivered before 2nd gen is out (sigh). From all the reviews out so far, barring a few exceptions, it seems like the Rift may very well be the better headset for seated experiences, with the only additional drawback of not having a camera for finding the keyboard/gamepad, which is a minor annoyance in the grand scheme of things. And both these headsets are filled with minor annoyances anyway.
The big question for me is, how many seated experiences out there do I even care about? Ethan Carter looks like vaseline coated garbage in VR compared to maxed out 4K. Project Cars and Lucky's Tale are the only ones I'm interested in right now. Not really feeling Elite: D or Eve: V. I can't believe they are releasing The Climb before motion controls are out. Perhaps Edge of Nowhere or RAD's next game will keep me interested? Time will tell, but my current outlook for seated VR is quite pessimistic, until something truly mindblowing comes out. On the other hand, even the bite sized games and tech demos of room scale are truly mindblowing. Hopefully Touch would help bridge that gap enough until gen 2 comes out and everyone wholeheartedly hops onto the 360 roomscale bandwagon.
How can you see anything with the camera anyhow. When I turn it on I just see the matrix green color everything.
It seems to be really hard for some to admit that the Rift has even a few advantages to the Vive. There is some truly weird reasoning and downplaying going on in this thread.
It seems to be really hard for some to admit that the Rift has even a few advantages to the Vive. There is some truly weird reasoning and downplaying going on in this thread.
It seems to be really hard for some to admit that the Rift has even a few advantages to the Vive. There is some truly weird reasoning and downplaying going on in this thread.
I really don't believe that MOST people don't have the space for room scale. I mean sure, if you're living in a studio apartment in New York or San Francisco you might not but the average US apartment is easily big enough.
Going by the latest news it seems that Oculus did everything it took to "launch" before HTC. From not having Touch at launch to bogus delivery dates.
Unfortunately, I think this will negatively impact the software releases up until late-summer.
Similarly, I think that after a few months, "I'll just move the coffee table," will turn in to, "I'll just play Valkyrie."He is talking of available, unused free space. If you have to move your couch to play, you didn't have the needed space. Because most normal people aren't going to redistribute their rooms for a new gadget, that's his point.
Is that what you hope for? Room scale enhances immersion and game design possibilities. We should hope for devs to embrace it. This is forward thinking, we'll get there no matter what. The earlier, the better.ltimately, I think we'll actually find that room scale limits game design and player performance more than it actually enhances it.
Why would I hope for it to limit game design? Who would that help?Is that what you hope for? Room scale enhances immersion and game design possibilities. We should hope for devs to embrace it. This is forward thinking, we'll get there no matter what. The earlier, the better.
I really am interested in discussing the tech with you, if you're willing. I promise that despite your strong beliefs to the contrary, my only goal here is to teach or learn as appropriate.Room scale doesn't "limit game design".
It limits some form of game design while opening up entirely new possibilities that we are only beginning to explore. It also offers hands-down (and up) the most magical experience in games designed for it, and that is one thing basically everyone who tried it can agree on.
VR without room scale also "limits game design" if you want to be reductionist about it. Plenty of highly popular current game design trends simply don't work in VR.
I really am interested in discussing the tech with you, if you're willing. I promise that despite your strong beliefs to the contrary, my only goal here is to teach or learn as appropriate.
I'll grant that being able to wander freely and do whatever you want is magical and transformative. Can you explain how we realize that before we hit warehouse scale? Remind me how much space you have at home? Like 2x3m, I'm guessing? Can you walk the full 3m and still swing your arms freely?
So how does one wander freely when youre physically unable to walk more than two or three paces in any given direction? I know that redirected walking is supposed to be the answer, but nobody has been able to explain how it transforms from clever parlor trick to legitimate solution. Krejlooc linked me to a paper that was supposed to explain it, but it left me with more questions than answers.
So the user was placed in a trackable lab. I think it was 8x5m or something crazy like that, but Im guessing thats not super relevant here. The virtual environment was a long hallway in a museum or something, and the user was meant to zigzag along the hallway, pushing buttons as they go. So the player walks 8m through the lab, and think theyre walking across the hallway towards the first button. When they push it, that tells the system theyre ready to move on to the next portion. They think they need to make a 90º turn to head towards button B, but we trick them in to turning 180º instead, sending them back towards the far end of the lab. Then they do this three more times, and thats that.
So, what happens if they dont push the button? Can they only go back the way they came? Similarly, the paper said the players were specifically instructed not to wander, and instead move directly from goal to goal. As a player, the first thing I do in any game is to go every but where Im supposed to be going, just to see whats there. So will I just break the simulation when I do so? Or will I effectively be prevented from doing so in the first place, since Im almost certain to hit the chaperone if I try to head anywhere but the expected/intended direction?
Ive got more questions, but lets start with this. lol Oh, Id link you to the paper, but I cant find it right now. ><
Tried Ethan Carter VR last night. I just can't do gamepad locomotion. I know some can do it no problem, and I'm envious of that because it was the first time I felt nausea with one of these consumer headsets.
they have a few modes you can tweak i believe does disabling turning with gamepad and just having forward acceleration help?
I guess their comfort mode is predetermined teleport locations or something
Yeah I'm going to give the comfort mode a try. Even moving forward is uncomfortable for me.
Thanks. I knew I was susceptible from my DK2 days, but I was hoping the higher refresh rate of the consumer headsets would help. I'm staying the hell away from Windlands for now.Sounds like the Windlands problem. I refunded that game after 15 minutes. Best of luck with that game bro.
I don't think those are mutually exclusive. The novelty of the experiences I have now has indeed worn off, but I'm still confident VR is going to be big for me going forward. It's just a matter of software.For the people that have had you're VIve for a week or more, how do you feel about it? Did the novelty wear off or do you feel like this is going to be a major part of your future going forward? It might be a little to early to be asking this but I always like to get impressions after the "honeymoon" period.
Hm, interesting. I have some ginger ale, but I don't really know if it has helped. I'll look into Dramamine.I was having bad motion sickness with Ethan Carter, and I actually picked up some Dramamine and played through it over the weekend. I think that helped me get used to movement in VR. I tried Windlands last night and didn't have any problems. Cockpit based stuff like Project Cars never caused me any problems, but walking around in Ethan Carter was instant motion sickness at first.
Tried Ethan Carter VR last night. I just can't do gamepad locomotion. I know some can do it no problem, and I'm envious of that because it was the first time I felt nausea with one of these consumer headsets.
I don't think those are mutually exclusive. The novelty of the experiences I have now has indeed worn off, but I'm still confident VR is going to be big for me going forward. It's just a matter of software.
Bought it, downloaded it, played it for 5 minutes... refunded it.
Really is just a port... got no time for that, even if it does look gorgeous.
Man, everybody says it looks gorgeous. Am I the only one that thinks it is ugliest VR game out there? I feel nauseated not because of the gamepad movement, but because of how I need to choose between jagfest or blurfest, both borderline headache inducing.
Anything 10 feet away from you looks... coagulated, even at 130%. I don't know. I guess I got too used to the 4k maxed out version. I actually got a refund on the dlc. May be I'll try again when the rift arrives...
I really am interested in discussing the tech with you, if you're willing. I promise that despite your strong beliefs to the contrary, my only goal here is to teach or learn as appropriate.
I'll grant that being able to wander freely and do whatever you want is magical and transformative. Can you explain how we realize that before we hit warehouse scale? Remind me how much space you have at home? Like 2x3m, I'm guessing? Can you walk the full 3m and still swing your arms freely?
So how does one wander freely when youre physically unable to walk more than two or three paces in any given direction? I know that redirected walking is supposed to be the answer, but nobody has been able to explain how it transforms from clever parlor trick to legitimate solution. Krejlooc linked me to a paper that was supposed to explain it, but it left me with more questions than answers.
So the user was placed in a trackable lab. I think it was 8x5m or something crazy like that, but Im guessing thats not super relevant here. The virtual environment was a long hallway in a museum or something, and the user was meant to zigzag along the hallway, pushing buttons as they go. So the player walks 8m through the lab, and think theyre walking across the hallway towards the first button. When they push it, that tells the system theyre ready to move on to the next portion. They think they need to make a 90º turn to head towards button B, but we trick them in to turning 180º instead, sending them back towards the far end of the lab. Then they do this three more times, and thats that.
So, what happens if they dont push the button? Can they only go back the way they came? Similarly, the paper said the players were specifically instructed not to wander, and instead move directly from goal to goal. As a player, the first thing I do in any game is to go every but where Im supposed to be going, just to see whats there. So will I just break the simulation when I do so? Or will I effectively be prevented from doing so in the first place, since Im almost certain to hit the chaperone if I try to head anywhere but the expected/intended direction?
Ive got more questions, but lets start with this. lol Oh, Id link you to the paper, but I cant find it right now. ><
Epic.
Thanks for sharing
Holy moly! How can that person be so wrong? LOLOL!!!
Yet those misfires were more than compensated for by all the predictions Stoll got right.
--Education. "We're told that multimedia will make schoolwork easy and fun....Who needs teachers when you've got computer-aided education? Bah. These expensive toys are difficult to use in classrooms and require extensive teacher training....But think of your own experience: can you recall even one educational filmstrip of decades past? I'll bet you remember the two or three great teachers who made a difference in your life."
Internet hucksters like Secretary of Education Arne Duncan are still trying to push expensive hardware and software into the public schools. Think of ex-LAUSD Superintendent John Deasy's disastrous iPad project.
--Government. "Visionaries...speak of electronic town meetings." In some ways, it's true, the Internet has made government more transparent. But in other ways, it has made government more intrusive--and more efficiently so. Anyone who doubts that should consult the collected works of Edward Snowden.
--Information. "Every voice can be heard cheaply and instantly," Stoll observed, referring to the online chat community then known as Usenet. "The result? Every voice is heard. The cacophony more closely resembles citizens band radio, complete with handles, harassment, and anonymous threats. When most everyone shouts, few listen."
Stoll was astonishingly on-target here. Does anyone really believe that today's Internet has improved our ability to winnow truth from misinformation, disinformation, and plain ignorance? Every social medium is infected, as he forecast, with harassment and abuse--often aimed at innocent individuals. Last week, the Internet was preoccupied with two real important questions: What color is some dress, and how did the cops ever corral a couple of llamas? One thing you can say about any video or meme that goes "viral" on the Web, with only a handful of exceptions: It's utterly trivial, like the chatter on those old CB radios. The Internet hasn't created a world community of better-informed individuals; it's helped cant and ideology take over.
Why are you responding to his post with an argument about the impracticalities of redirection? He didn't mention that in his post at all.
From what I can tell he is talking about room-scale as it currently exists on Vive. I agree with you that it has limits, but it's limitations on top of doing something totally new.
Cars have limitations vs. horses. Larger, can't refuel themselves, don't have some ability to self-repair, can't go over as many types of terrain. Would you say "why would I limit what I can do with my transportation?"?
Limitations are great motivators for innovation. I have no doubt we will see some incredible stuff with room scale. If I knew exactly what, I'd be making it instead of posting here.
To be fair, he was right on some things. Particualrly on the whole online harassment and abuse bit.
Internet hucksters like Secretary of Education Arne Duncan are still trying to push expensive hardware and software into the public schools. Think of ex-LAUSD Superintendent John Deasy's disastrous iPad project.
Government. "Visionaries...speak of electronic town meetings." In some ways, it's true, the Internet has made government more transparent. But in other ways, it has made government more intrusive--and more efficiently so. Anyone who doubts that should consult the collected works of Edward Snowden.
--Information. "Every voice can be heard cheaply and instantly," Stoll observed, referring to the online chat community then known as Usenet. "The result? Every voice is heard. The cacophony more closely resembles citizens band radio, complete with handles, harassment, and anonymous threats. When most everyone shouts, few listen."
Stoll was astonishingly on-target here. Does anyone really believe that today's Internet has improved our ability to winnow truth from misinformation, disinformation, and plain ignorance? Every social medium is infected, as he forecast, with harassment and abuse--often aimed at innocent individuals.
I appreciate the response, and while having more options is better than having fewer, I'm trying to determine precisely what the new options are, so I can make a better assessment of their overall utility than, "Yay, more!"room scale doesn't solve the 'walk an infinite distance in any direction unencumbered' problem. But neither does being forced to sit and hold a controller. Room scale does give you some freedom of movement and importantly the tracked hands gives you the ability to remove a layer of abstraction from the UI - which should enhance immersion and also make VR more accessible to people less familiar with gaming vocabulary.
Standing room only.Room scale is a red herring personally - 'standing in a 360 degree tracked space with tracked hand controllers' is more realistic for most people, but perhaps less catchy.
I initially said that I felt like the enhancements offered to design by the technique would ultimately be outweighed by the limitations it necessarily brings along with it. Since Durates counterargument was that the technique didnt present any limitations to game design, I felt that, Well, what about these ones? was a reasonable enough followup question.Why are you responding to his post with an argument about the impracticalities of redirection? He didn't mention that in his post at all.
I would argue that its more correct to say that limitations come with something new, and as such, you cant fully consider one without the other. Yes, room scale tracking gives users a novel way to interact with their games, just as the Wiimote did. But while the Wiimote was similarly new and exciting, once the shiny had worn off, people realized all of the experiences it delivered were in fact sorta shallow and samey. Why? Because of the limitations which were part and parcel of this revolutionary tech. It wouldve been awesome if wed only gotten the positives, but thats not how it works. Ditto for Kinect and all of the novel interactions it enabled.From what I can tell he is talking about room-scale as it currently exists on Vive. I agree with you that it has limits, but it's limitations on top of doing something totally new.
Cars are a terrifically limited form of transportation, if you live in a world without roads. In the case of cars, we were able to develop support technology like roads which helps to compensate for the inherent limitations of wheeled transport. Perhaps well be able to do the same with regard to the limitations of room scale locomotion, but again, Id argue that refusing to examine those limitations will make such an endeavor considerably more difficult.Cars have limitations vs. horses. Larger, can't refuel themselves, don't have some ability to self-repair, can't go over as many types of terrain. Would you say "why would I limit what I can do with my transportation??
I agree wholeheartedly. And while I have no doubt that the limitations of room scale locomotion will inspire some truly imaginative stuff, I also have no doubt that the limitations of seated and/or standing play will usher in some amazing innovations in abstracted movement. Then its not difficult for me to imagine a future where experiences designed around any sort of locomotion youre able to abstract without illness will have fewer design restraints than experiences designed around any sort of action youre able to pantomime in your jail cell.Limitations are great motivators for innovation.
Rocket's perspective too, please. <3With SpaceX's release of the photos of their latest landing from the droneship's perspective, I got to thinking that it'd be awesome if they mounted a VR camera setup on the ship. I imagine it'd be quite impressive watching a huge rocket making a landing from the perspective of a (flame proof) person on the barge. From mere speck in the sky, to fiery touchdown, to looming giant in the middle of the sea that was in space mere moments ago.
I appreciate the response, and while having more options is better than having fewer, I'm trying to determine precisely what the new options are, so I can make a better assessment of their overall utility than, "Yay, more!"
And none of this is to say that I think its bad tech or even a bad idea. If anything, I think you guys are thinking way too small. Warehouse scale would be pretty awesome. Abandoned apartment building scale would be better still. Id pay good money to go to a VR haunted house every year, but trying to build one in the spare bedroom just sounds sorta lame or preposterous, depending on which way you go with it. But hey, maybe Im missing something, which is why Im here trying to discuss it; to get more input, allowing me to form a better opinion.
I'm not entirely sure what you are trying to assess based on people's input here so I'd rather ask you a question. Which methods of movement/locomotion and input have worked the best for you in VR so far?
Not nearly as many as I'd like, which is why I'm trying to learn as much as I can about the current solutions, if that's alright with you.I'm not entirely sure what you are trying to assess based on people's input here so I'd rather ask you a question. Which methods of movement/locomotion and input have worked the best for you in VR so far?
That's probably because it was merely a setup for a rudimentary ad hominem attack intended to distract from the discussion I've been trying to have.I've got a gut feeling, nay, a sixth sense, that you're not going to get a satisfying answer
Where did I say anything of the sort? I see strong arguments for seated, standing, and room scale VR. I'm not sold on the lasting appeal of half-assed room scale, but I'm still willing to entertain the idea that it's not actually as half-assed as I think.VR gotta be Warehouse Wonderland to be compelling apparently.
I see strong arguments for seated, standing, and room scale VR. I'm not sold on the lasting appeal of half-assed room scale, but I'm still willing to entertain the idea that it's not actually as half-assed as I think.
I'd be even more willing if someone were able explain what makes it so.