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The High-end VR Discussion Thread (HTC Vive, Oculus Rift, Playstation VR)

There are enough rifts out there now that you're basically going to break even. Though since you are a KS you didn't pay sales tax so you may end up making a couple bucks..

http://www.ebay.com/itm/Oculus-Rift...015182?hash=item2a68a11b4e:g:UgwAAOSwH6lXQwag

$815 - ebay fees - shipping to buyer

Europe is a bit different, and my country especially so. I don't plan on making a fortune out of it; I'm thinking about selling just because I have a Vive.

Temptation to keep it is high, though. Packging and manufacturing on this thing is just amazing.
 
https://twitter.com/SteamVR/status/735210078299553792



Watch out for using the reality as AR for VR.

giphy.gif
 
I dunno why I paid for the front facing camera in the Vive it's a specialist need I would rather it be an option. Turning on the room camera that puts edges in VR made me sick and looks bad in low light anyway. Is anyone using it?

Regarding hitching during loading screens I don't think that's a gpu problem it's a natural result of kernel level locks and bus/buffer use during disk activity at some point the cpu is blocked from rendering a bunch of frames only redesigning the OS and game libraries to prioritize rendering the space over all other activity would solve it completely. It happens on my 980ti and 6700k and ssd it isn't anything to do with machine power. If it happens more than a couple of times During loading I start to feel the sickness approaching.
 

cakefoo

Member
I did the Rift demo at Best Buy yesterday. I don't know if it was a side-effect of Asynchronous Timewarp or whatever other framerate/latency optimizations/interpolation are going on, but as I panned my head, I could see the image curving/skewing a little. I haven't seen anyone bring this up, so I'm curious if people just don't notice it. It either went away or I stopped paying attention to it after a minute or two.
 
Just downloaded surge on steam for the Vive and it's a pretty cool experience. apparently it's music video with 3d rendered visuals.

I can totally see a procedurally generated music visualizer for VR.

And yes it works for both the rift and vive, but obviously with the Vive you can walk around the scene.


http://store.steampowered.com/app/477130
 

Zalusithix

Member
Just downloaded surge on steam for the Vive and it's a pretty cool experience. apparently it's music video with 3d rendered visuals.

I can totally see a procedurally generated music visualizer for VR.

And yes it works for both the rift and vive, but obviously with the Vive you can walk around the scene.


http://store.steampowered.com/app/477130
Walking around shouldn't be a problem for the Rift. The headset itself can be tracked in any orientation even with the one camera.
 
I dunno why I paid for the front facing camera in the Vive it's a specialist need I would rather it be an option. Turning on the room camera that puts edges in VR made me sick and looks bad in low light anyway. Is anyone using it?

I use it all the time. That said, I do think the image sucks. Is there a way to turn Tron mode off?
 

Tain

Member
The BEST part of Tron mode is having a game running while turning it on and comparing the size of things in the game (which display ghosted) with the size of your room space.

really neat in development, lol.
 

Zalusithix

Member
I used the camera once on the first day, thought the image quality was horrid, and turned it off. While putting the Vive away, however, I noticed I never removed the blue film covering the camera lens. Obviously that had to be impacting things. How much, I don't know, as to this day I haven't enabled the camera again.

Nine times out of ten that I want to see the outside world, I only want to see my monitor. Or more accurately, see my desktop while in a VR program. Steam's default desktop view in the VR hub is useless to the point where it might as well not exist. Can't read shit, and the interface is laggy. Virtual Desktop is miles better, but that would necessitate leaving the VR program I'm in and as such is a non starter. That only leaves the act of actually looking at the monitor, and the camera isn't going to help there.

The one time out of ten where it might actually be useful, the silly restriction where you have to enable it outside of the headset at the desktop pretty much kills the point. If I have to take the headset off to enable the camera feature, I might as well just do whatever I was going to do with the headset off instead. By the time I end my VR session and am naturally at the desktop, whatever it was that I needed the camera for is long since forgotten and SteamVR promptly shut down.

So yeah, essentially a useless feature for me, but it costs next to nothing to implement, so why not.
 

mrklaw

MrArseFace
I used the camera once on the first day, thought the image quality was horrid, and turned it off. While putting the Vive away, however, I noticed I never removed the blue film covering the camera lens. Obviously that had to be impacting things. How much, I don't know, as to this day I haven't enabled the camera again.

Nine times out of ten that I want to see the outside world, I only want to see my monitor. Or more accurately, see my desktop while in a VR program. Steam's default desktop view in the VR hub is useless to the point where it might as well not exist. Can't read shit, and the interface is laggy. Virtual Desktop is miles better, but that would necessitate leaving the VR program I'm in and as such is a non starter. That only leaves the act of actually looking at the monitor, and the camera isn't going to help there.

The one time out of ten where it might actually be useful, the silly restriction where you have to enable it outside of the headset at the desktop pretty much kills the point. If I have to take the headset off to enable the camera feature, I might as well just do whatever I was going to do with the headset off instead. By the time I end my VR session and am naturally at the desktop, whatever it was that I needed the camera for is long since forgotten and SteamVR promptly shut down.

So yeah, essentially a useless feature for me, but it costs next to nothing to implement, so why not.

I really wish valve would improve desktop mode. At least put the desktop further into the tracked area so I can walk up to it to read small text. Crappy desktop mode + *tiny* steamVR text al it's feels like they are trolling
 

KingSnake

The Birthday Skeleton
Enable, as in using it if the feature is enabled generally in the settings, yes. Enable as in turn on the functionality if the camera is totally disabled, no.

Yes, but why would you turn off the feature completely once turned on?

Edit: and you can enable or disable the camera from the settings within VR mode, you don't need to take the HMD off. At least on my beta SteamVR.
 

Zalusithix

Member
Yes, but why would you turn off the feature completely once turned on?

Edit: and you can enable or disable the camera from the settings within VR mode, you don't need to take the HMD off. At least on my beta SteamVR.
Because the quality was shit and the feature was known to have potential side effects with tracking by saturating the USB bandwidth. Why run the risk if I have no general use for it? At any rate, if it is indeed toggle-able from within the headset now, then that's a change from back when I was doing my first setup.
 

gmoran

Member
A question that has been bugging me lately, is there a reason why Sony went with visible LEDs instead of IR like everyone else? Heck even Kinect uses IR.

The fact that the PS uses visible LEDs seems to also cause tracking issues in certain lighting conditions, Rebellion's recent Battlezone Twitch stream mentions this (around the 1 hour mark as I recall), they specifically mention up-lighting as being an issue at events. However they also say they have no problems in their offices despite numerous light sources. This may account for some of the issues Gizmag report.
 

jotun?

Member
They need to hurry up and add a quick floor calibration function that can run without quitting a game

I basically have to run room setup every time I use it
 

cakefoo

Member
Because the quality was shit
You said the blue protective film was still on the lens and you haven't used it since.

and the feature was known to have potential side effects with tracking by saturating the USB bandwidth. Why run the risk if I have no general use for it?
What's the "risk?" Test it out in a leisure play session. Just don't attempt to set a world record on your maiden voyage. Probably the worst thing that could happen is you get some hiccups, in which case you could try changing USB ports or lowering the refresh rate. Best case scenario, you experience no hiccups, and find the camera helpful for finding drinks, seeing how your cable is doing, interacting with people, verifying surroundings to reach outside chaperone, etc.
 

Zalusithix

Member
You said the blue protective film was still on the lens and you haven't used it since.


What's the "risk?" Test it out in a leisure play session. Just don't attempt to set a world record on your maiden voyage. Probably the worst thing that could happen is you get some hiccups, in which case you could try changing USB ports or lowering the refresh rate. Best case scenario, you experience no hiccups, and find the camera helpful for finding drinks, seeing how your cable is doing, interacting with people, verifying surroundings to reach outside chaperone, etc.

He asked why I turned it off once on. I answered. In past tense even. Anybody following the conversation chain would know why. (Or at least partly why. It's not a super high quality camera in the first place.)

Sure, I could have spent time carefully analyzing tracking with the camera on and off, and adjusting the camera rate down if I ran into issues. Or I could just turn it off like I did since it appeared to have absolutely useless image quality at the time. Now I'm at the point where I can objectively say I have next to no use for it anyhow, so going through the analysis stage isn't worth it. I don't drink or eat with the VR headset on, nor do I want to. I can figure out where the cable is and what it's doing by feel. I don't need to visually interact with people with the headset on. My chaperone bounds are asymmetrical, and I'm quite familiar with the room, so I know exactly what's on the other side of the bounds on any side. I can even walk blindly out of the chaperone bounds back to my desk and sit down without issue.
 
Decided to hook my DK2 back up. So now I have a vive and DK2 hooked up at once. Bought another DVI to HDMI adapater so I didn't have to keep swapping out my one HDMI connection.

Man. I'm sorry, but the DK2 with 1.3 drivers is just an overall smoother experience then the vive. It just is. Oculus's more strigent rules to getting on the shop really help in this regard. If they had launched with oculus touch, and hadn't messed up the preorder deliveries, this would be an entirely different race.
 

Zalusithix

Member
0.09% of all steam users have a Vive, 0.03% have a Rift CV1. not too bad right?

vHOJOMD.png

The more interesting part is the ratio of Vives to Rifts being counted there. Is it only counting the Rift if it has been used in Steam? As botched as Oculus' shipping has been, I find it hard to believe they've only shipped 1/3rd as many Rifts as HTC has Vives.
 

Paganmoon

Member
The more interesting part is the ratio of Vives to Rifts being counted there. Is it only counting the Rift if it has been used in Steam? As botched as Oculus' shipping has been, I find it hard to believe they've only shipped 1/3rd as many Rifts as HTC has Vives.

Yeah, Rift numbers seem low as hell. But I'm guessing it only counts/sees rifts that have been used with SteamVR. Considering Oculus Storefront, most Rift users probably don't bother with ever starting up SteamVR.
 

bloodydrake

Cool Smoke Luke
Yeah, Rift numbers seem low as hell. But I'm guessing it only counts/sees rifts that have been used with SteamVR. Considering Oculus Storefront, most Rift users probably don't bother with ever starting up SteamVR.

I don't know...I gotta say at this point in the cycle I'd guess at least 80% of Oculus owner has steam and tried at least one demo that isn't on the oculus store as well and is very aware of demo's and stuff that are on steam vs the Oculus store.
 

Nabbis

Member
So... Anyone who tried Gear VR, how does it compare to Rift or Vive? Gear came bundled with the phone and what i got was basically what i imagined Rift to be in IQ quality.
 

AwesomeMeat

PossumMeat
Yeah, Rift numbers seem low as hell. But I'm guessing it only counts/sees rifts that have been used with SteamVR. Considering Oculus Storefront, most Rift users probably don't bother with ever starting up SteamVR.

I'm not sure. A lot of developers are/were giving out Oculus Home keys when you bought the same game on Steam. It only makes sense for a lot of the Rift users to use Steam as well.
 

Paganmoon

Member
I don't know...I gotta say at this point in the cycle I'd guess at least 80% of Oculus owner has steam and tried at least one demo that isn't on the oculus store as well and is very aware of demo's and stuff that are on steam vs the Oculus store.

I'm not sure. A lot of developers are/were giving out Oculus Home keys when you bought the same game on Steam. It only makes sense for a lot of the Rift users to use Steam as well.

Then the numbers seem strange indeed. I don't see how Vive could've sold more than Rift. Unless rift's shipping issues were gargantuan.

I still think, most Rift users just stay on Oculus home.
 
Then the numbers seem strange indeed. I don't see how Vive could've sold more than Rift. Unless rift's shipping issues were gargantuan.

I still think, most Rift users just stay on Oculus home.

I can see it. Just using myself as an example, and I have friends that have done the same. I preordered a Rift. Got tired of my order ship date being pushed back, so I ordered a Vive. A week later, I had it.

So Vive is basically at order it now and have it in a week (my experience) vs ordr a Rift and get it... someday?
 

YuShtink

Member
I have a both a Rift and Vive and I've never used my Rift in SteamVR.. Basically everything available on SteamVR for Rift is stuff I played on DK2 though. Nothing really worth buying on there for the Rift that isn't on Oculus Home. But I feel like people with only a Rift or total VR noobs would be more likely to scour other sources for software like Steam.
 

KingSnake

The Birthday Skeleton
So it seems that the developers of Final Approach will develop a version of it designed to be a seated experience and to be available on Vive, Rift and PSVR.

http://www.vrfocus.com/2016/06/earn...g-to-oculus-rift-htc-vive-and-playstation-vr/

Phaser Lock Interactive has announced that a new version of Final Approach is coming to Oculus Rift, HTC Vive and PlayStation VR. Set to launch on PC-based virtual reality (VR) systems soon, Final Approach: Pilot Edition will be free to early adopters of the Final Approach on HTC Vive and will gift the original title to Oculus Rift owners upon the launch of Oculus Touch later this year.

In this new edition of the videogame players will take direct control of the planes and vehicles in action on each of the maps. Opposed to simply guiding them into land, players will get behind the wheel and manually direct them in; take-off and land, plot a course to avoid collisions and take that rescue helicopter out to sea in aid of men overboard.
 

elyetis

Member
Tabletop simulator just received it's alpha support for the Vive.. shit just got real.

There is room for improvement ( ability to customise the trackpad, allowing the controlers to act as real hand not like pointer as they do now ), but god does it work well.
 
Ok just got my Rift! (Finally!)

I have a quick question:

- What do I need to download to turn it into just a 3D monitor for games that dont have VR support? (Like say I want to play The Witcher 3 in 3D)
 
Tabletop Simulator VR is killer app.

The pointer is a bit weird compared to having a hand, I think I'd rather have it work like a hand and just port around as needed. Or some way to toggle between both.
 
Tabletop Simulator VR is killer app.

The pointer is a bit weird compared to having a hand, I think I'd rather have it work like a hand and just port around as needed. Or some way to toggle between both.

I believe the update said you can do either from the get go. But I'd LOVE to see some video if anyone could record/stream
 
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