I want a VR hockey goalie game so bad!Any chance we get some sports games? (Hockey, baseball, football, etc)?
I want a VR hockey goalie game so bad!Any chance we get some sports games? (Hockey, baseball, football, etc)?
I do find it strange how many people seem disinterested in room scale and touch/move. To me, VR without those are far less interesting. What's the deal? Are the people not interested in roomscale just those without the required space? Is it a worry that the core games we already love will become less common? Or are they the skeptics that haven't tried it yet?
Yeah, if anything, almost 3 years of "seated/standing" VR between DK1 and DK2 have driven home for me how much I really want room-scale tracking -- and that's before having tried it! I think people might actually come to a similar conclusion eventually with enough VR experience.Two things:
1. People don't have the space -- or rather don't want to make the space.
2. They haven't tried room-scale yet, so they don't realize how big of a difference it is.
Beyond that, I agree with you. I've had a DK2 for a year+, and the presence is definitely HOLY SHIT good but the first thing I always want to do is get up and actually BE in the space. Every time I realize that I'm tethered to the seat holding a controller, the illusion breaks.
They are.It looks to me like all 3 VR systems (PSVR, Rift, Vive) are fairly priced for what you get.
The very post I was replying to there was primarily a concern about SDE on PSVR by someone who tried itReally? I thought I had read that PSVR has no noticeable SDE.
The very post I was replying to there was primarily a concern about SDE on PSVR by someone who tried it
You can find reports for each of the HMDs that SDE is either a non-issue or horrifying. The impression that the Rift CV1 might have a small edge is just from an aggregate of all of those.
Yeah, if anything, almost 3 years of "seated/standing" VR between DK1 and DK2 have driven home for me how much I really want room-scale tracking -- and that's before having tried it! I think people might actually come to a similar conclusion eventually with enough VR experience.
Holy crap, just watched this video by Anton Hand where he demos a shotgun and a pistol being physically loaded with the motion controllers. Super impressive stuff even though it's just a tech demo sort of thing. I can't wait to see this sort of stuff implemented in a game.
Checkout how he closes the shotgun using the table at 5:40 instead of using his other hand like he does the rest of the time, or how he catches the ejected shells, or how you can slide the magazine into the gun. I love this sort of attention to detail being simulated.
That video demonstrates quite well what I don't like about the Vive controller - it treats the end of the controller as the end of your hand, which feels a bit weird as the controller is quite long.
Yeah, in theory at least I think I'll like the Touch more for closer hand contact to the objects you're grabbing.
But let's see what they'll show tomorrow.
That video demonstrates quite well what I don't like about the Vive controller - it treats the end of the controller as the end of your hand, which feels a bit weird as the controller is quite long.
I expect to still want all the experiences, but I also expect that I'll feel like I'm missing out without room scale. I really don't want to have to remodel the house we're in the process of buying though. And 'suitable VR playspace' is not enough of a thing to prevent this house being the perfect fit for my wife and I.
Sorry honey, you have to drive thirty minute more to work so I can have a big enough empty room.
Yeah. Not doing that.
To some degree, but the shape and size of the Vive controller is always going to be a bit of an obstacle to making it truly feel like your hands are just there. The same will be true of any controller, but it seems like Touch is going to be better in that regard.But isn't that something the developer can change?
Also shopping for a new home with my girlfriend and I keep joking about having a VR room and she laughs... and laughs... and laughs.
Yeah, room scale just isn't in the cards for me and I imagine for a lot of people. I want it to exist and for devs to support it but I am curious about how many people will be able to use it to full effect.
Holy crap, just watched this video by Anton Hand where he demos a shotgun and a pistol being physically loaded with the motion controllers. Super impressive stuff even though it's just a tech demo sort of thing. I can't wait to see this sort of stuff implemented in a game.
Checkout how he closes the shotgun using the table at 5:40 instead of using his other hand like he does the rest of the time, or how he catches the ejected shells, or how you can slide the magazine into the gun. I love this sort of attention to detail being simulated.
To some degree, but the shape and size of the Vive controller is always going to be a bit of an obstacle to making it truly feel like your hands are just there. The same will be true of any controller, but it seems like Touch is going to be better in that regard.
I really expected it to ship with Move controllers.
It would suck for the Vive to be the only VR platform which actually ships with VR controllers out of the box. That just makes it more likely for developers to not be able to design completely around the assumption of having tracked VR controls available.
My ideal scenario was that PSVR would include move controllers and that the Rift would be the only system left without default VR controllers, and that Oculus would rectify that shortly after the Touch release.
:/
Yeah, in theory at least I think I'll like the Touch more for closer hand contact to the objects you're grabbing.
But let's see what they'll show tomorrow.
The bigger difference in the controllers are the ergonomics of how you hold them. Vive's controller isn't as clunky as a PVC pipe, and I wouldn't call it a wand. You grip it as you would a TV remote or angled pistol grip on a rifle. That makes it comfortable to use for VR shooters or experiences where you're picking up fire torches--objects you would normally grip between your finger and inner palm. Two grip buttons sit on the left and right sides of the controller. The Oculus Touch controller, however, sits in your hand differently, and has a different gripping action. You hold Touch the way you would Nintendo Wii's Nunchuck accessory--it nests inside your hand like the left or right sides of an Xbox gamepad. In other words, unlike Vive's controllers, they're chiral-- there's a controller for the right hand and one for the left. Chirality in itself doesn't make Touch more ergonomic, though. Oculus has designed it so your hands are in more of a neutral resting post while holding them, which may be more conducive to long-term use.
Additionally, the grip button on Touch isn't at on the sides of the controller, but on the front, under your middle finger. The gripping action is done by squeezing your middle finger toward your palm. In both Vive and Touch demos, gripping felt intuitive, but not completely natural. Think about how you pick up a book, or a pencil off your desk. You likely grab it between your fingers and thumbs; you carry it by cupping it in your palm. Try grabbing the spine of a book with just your palm or by squeezing it between the lower parts of your fingers. It's not difficult, but still a little weird. The visuals shown in-game will help compensate for any awkwardness, but we'll have to see over time if finger and hand actions will feel right in VR with these controllers.
The PC solution -could- have higher resolution and supersampling, but the machines that will be able to manage that are few and far inbetween, I don't think there are 40 million TitanX/980ti/FuryX out there.
You should compare the specs of the headsets as is, and not with whats attached/running it, as on the PC side it could be anything from a 970 to Titan X in SLI.
Vive is both.Oculus is sit down, Vive is stand up. Thats the primary difference.
Its odd, i agree. But there it is.
Holy crap, just watched this video by Anton Hand where he demos a shotgun and a pistol being physically loaded with the motion controllers. Super impressive stuff even though it's just a tech demo sort of thing. I can't wait to see this sort of stuff implemented in a game.
Checkout how he closes the shotgun using the table at 5:40 instead of using his other hand like he does the rest of the time, or how he catches the ejected shells, or how you can slide the magazine into the gun. I love this sort of attention to detail being simulated.
Oculus is sit down, Vive is stand up. Thats the primary difference.
Its odd, i agree. But there it is.
Is there an answer to my question or is no answer also an answer?Because of the Minecraft thread i had a question: Is there some knowledge, if walking on the spot has a good neutralizing effect on Motion Sickness. I only read, that it can help, but no real information, if it actually does anything. Not specific in combination with a control stick, more general.
I am heavily reconsidering my Oculus pre-order largely in part because of the front-camera on the Vive. I want to be able to walk around, interact with objects, and not risk smashing right into something because I had no idea it was there.
What's the general consensus between the Oculus and the Vive?
No.
Oculus - Sit down (until Touch controllers hit the market, then stand up and walk around).
Vive - Sit down, stand up, walk around at launch.
Sitting down in a Vive is just the same as sitting down in a Rift. If you were under the impression that Vive was only for full room VR, you've been misled.
Also shopping for a new home with my girlfriend and I keep joking about having a VR room and she laughs... and laughs... and laughs.
Yeah, room scale just isn't in the cards for me and I imagine for a lot of people. I want it to exist and for devs to support it but I am curious about how many people will be able to use it to full effect.
I think my issue with this is that even with their Touch controllers i'm unsure how well room scale VR will work. I've seen a number of tech demos where they're walking around using Vive headsets. Have they released anything similar for the Oculus?
Valve is introducing chaperone system for the rift too
I don't think that would help much if any. They say that it's the acceleration-- the point at which you begin moving through space-- that causes sickness. Which makes a lot of sense. Accelerating a car from 0 to whatever, you feel forced back against your seat. But once you reach a steady speed, it feels like you're sitting still.Is there an answer to my question or is no answer also an answer?
Asked this in the other thread but i thought i would ask here too.
I have a beast computer with two 980tis. How many years until i can play Witcher 3 on ultra at 1080p on a movie theater screen without any noticible differences in IQ from doing so in real life?
In other words, how long will i have to wait for the in vr experience to equal the same experience in real life?
You can play Witcher 3 on Ultra and 1080p already on a movie theater screen. You just need the screen and a big place to put it in.Asked this in the other thread but i thought i would ask here too.
I have a beast computer with two 980tis. How many years until i can play Witcher 3 on ultra at 1080p on a movie theater screen without any noticible differences in IQ from doing so in real life?
In other words, how long will i have to wait for the in vr experience to equal the same experience in real life?
Asked this in the other thread but i thought i would ask here too.
I have a beast computer with two 980tis. How many years until i can play Witcher 3 on ultra at 1080p on a movie theater screen without any noticible differences in IQ from doing so in real life?
In other words, how long will i have to wait for the in vr experience to equal the same experience in real life?
I don't think that would help much if any. They say that it's the acceleration-- the point at which you begin moving through space-- that causes sickness. Which makes a lot of sense. Accelerating a car from 0 to whatever, you feel forced back against your seat. But once you reach a steady speed, it feels like you're sitting still.
I think my issue with this is that even with their Touch controllers i'm unsure how well room scale VR will work. I've seen a number of tech demos where they're walking around using Vive headsets. Have they released anything similar for the Oculus?
According to Abrash, 5K per eye would deliver the same pixel density as a monitor at a normal viewing distance. So yeah, we're quite far off.
According to Abrash, 5K per eye would deliver the same pixel density as a monitor at a normal viewing distance. So yeah, we're quite far off.
Damn, so vr is worthless for traditional media for prolly what, 15 more years? Talk about coming out too early...
Damn, so vr is worthless for traditional media for prolly what, 15 more years? Talk about coming out too early...
Your complaint is akin to complaining that computer gaming was at least 2 decades too early because only with the proliferation of e-ink in the 00s did the on-screen reading experience rival that of books.Damn, so vr is worthless for traditional media for prolly what, 15 more years? Talk about coming out too early...
Coming out too early? lol. Oh right, VR's primary use is going to be simulating a screen that's further away, it will fundamentally change how stories are told!Damn, so vr is worthless for traditional media for prolly what, 15 more years? Talk about coming out too early...
Damn, so vr is worthless for traditional media for prolly what, 15 more years? Talk about coming out too early...
I wanted to completely replace my monitor.Your complaint is akin to complaining that computer gaming was at least 2 decades too early because only with the proliferation of e-ink in the 00s did the on-screen reading experience rival that of books.
Well, ok, but that's like completely replacing your books with a 90s monitor. Not a good idea, but also not a indicator that we shouldn't have had monitors in the 90s.I wanted to completely replace my monitor.
Damn, so vr is worthless for traditional media for prolly what, 15 more years? Talk about coming out too early...