Does the oculus touch connect to the rift itself (like the vive controllers do with the vive) or is there a separate receiver so it might even work in conjunction with the vive via steamvr?
JULY 14THTouch pairs with the Rift headset, similar to the Vive wands.
Tested posted a new video today which shows off the upcoming content for Raw Data, something I'm really interested in. Looks pretty cool so far.
I will say that the version of teleportation they show off here is pretty much exactly what I want out of teleportation systems, at least ones in games that are action-based. Not using a hard screen transition (either instant cut or a black fade cut) but just obfuscation VFX and non-instant (but still near instant) traversal. Basically more of a ninja dash than an actual teleport, which makes it feel more like gameplay is one continuous stream rather than broken up with distinct moments for each teleport.
JULY 14TH
JULY 14TH
JULY 14TH
open beta (free?) for regular people to play Raw Data
the most important piece of info on that video and no one mentions it
(yeah I kinda want to play this game how could you tell)
JULY 14TH
JULY 14TH
JULY 14TH
So now that Razer is showing off the OSVR HDK 2 at E3, do we have any solid impressions of the HMD? I'm really curious as to whether this is a viable alternative to the Vive and Oculus.
I'm not really clear on which games it is compatible with. Will it work out of the box with Steam VR games?
Seeing as it doesn't have motion controllers, it won't run most games made for the Vive. Seated only, really.
My initial impression is it is pretty damn cool, but for some reason believe I expected much more. Do not get me wrong, I felt immersed. I did (do). But I thought it would be much more overwhelming. I felt as if I was in the world, but never fully engulfed by it.
It depends if the game was compiled with the Oculus SDK or not. Sometimes they label it as "Other VR mode" in a dialog that pops up on launch. Those games do not need Steam VR running. If they are only compiled with Open VR, Steam VR will need to be running.I believe this is the case, but just want to triple check. In order to play a VR game on Steam, it is mandatory to have Steam VR running? It appears this is the case, but Steam VR was acting a bit wonky on me, so just checking.
Oculus Home will need to be running in the background any time you play a game or app on your Rift.Steam VR only works when the Oculus app is running?
I have had time to let my initial impression marinate, and I really think it is just because this is "the beginning" of things (I put it in quotes as it of course has been around for a few years now, but this is the start for the consumer, aka me.) So what you say is true and I think I was just overly critical of things.I actually think in the end it depends on the game. I mean there are also a few games out there that let you immerse totally into that world like Alien Isolation or the Bioshock games with a tense atmosphere.
I think for that to happen we need bigger budget indiegames or AAA VR games.
Thank you for the clarification on both points. Tremendously helpful and now I get it. Again, thank you.It depends if the game was compiled with the Oculus SDK or not. Sometimes they label it as "Other VR mode" in a dialog that pops up on launch. Those games do not need Steam VR running. If they are only compiled with Open VR, Steam VR will need to be running.
Oculus Home will need to be running in the background any time you play a game or app on your Rift.
I have had time to let my initial impression marinate, and I really think it is just because this is "the beginning" of things (I put it in quotes as it of course has been around for a few years now, but this is the start for the consumer, aka me.) So what you say is true and I think I was just overly critical of things.
An interesting note is even hours after checking it out I felt the effects IRL. So yeah, there is something here for sure.
I think power is still a big hurdle. The day we are seeing Crytek Engine or Frostbite Engine type visuals* (*used only as examples, there are a whole lot of game engines out there I adore) but with VR technology, it is over. Right now the visuals are either pretty stylistic and/or somewhat simplistic. So once we get to a point we are seeing the level of visuals we see currently in games but VR can be implemented, yeah, I really think that will help leaps and bounds with the immersion I cited as lacking as well.
With that said I do agree, immersion is much more than just visuals. It is an atmosphere, and I am sure there will be plenty of games that nail it with this current iteration of Oculus.
Thank you for the clarification on both points. Tremendously helpful and now I get it. Again, thank you.
So hypothetically speaking, if one was playing, lets say, Edge of Nowhere, and started feeling like they were about to vomit after about a solid 20 minutes of playing, would that just be because it is a pretty intense game and they will eventually get used to it? Or is it possible they cannot handle more intense VR experiences?
Hypothetically speaking meaning that is just what happened to me and I had to stop, and I still feel super ill.
Woah.
EDIT - It just has to be the intensity of Edge of Nowhere, as I played the Eve Gunner game and I was completely fine (granted, it is really basic VR). But I believe I just have to get over it. I guess I am just wondering if there is such a scenario one does not get over it??
Cool thanks. Yeah the camera and how it moves, especially how you jump, is pretty damn jarring.Edge of Nowhere is somewhere in the middle as far as intensity goes, I feel. It's the camera movement that is making you nauseous (not you looking around with your head, but the camera moving along the "rail" as you move forward or backward so it can follow your character). You'll probably feel kind of weird playing Lucky's Tale, though it might be a little easier for you.
This kind of sensitivity does seem to get better with more exposure to VR in my experience. Not such that forcing yourself to try and be in those kinds of games for longer will make that go faster; it won't, so don't try to push through that kind of feeling. As soon as you start to feel uneasy, just stop and at least exit that game and play something you know doesn't bother you or take a break from playing altogether.
Cool thanks. Yeah the camera and how it moves, especially how you jump, is pretty damn jarring.
Good news is I checked out Lucky's Tale and did not feel anything at all.
So hopefully it is just my mind getting used to it all, as what I played so far, I really did enjoy.
Looks like I will hold off checking out ADR1FT until I know for sure I can handle it.
On another note, and because I feel like I just at least have to try it, what is the roller coaster experience people recommend? Is it No Limits 2? Seems kinda steep at $40, but if I know I can eventually handle it, feel it might be worth it.
Just getting into VR, and the choice of which headset to get is so overwhelming. Unlike consoles, I only want one of these. Vive seems to have some cooler tech, but Oculus seems to have a better slate of core games. And PSVR has the worst tech, but has some solid looking games as well.
Out of curiosity, what about how Oculus operates don't you like?If you only plan to get one HMD this generation and you have a PC capable enough, I'd get either one of the PC HMDs. My Vive isn't until next month but despite only owning a Rift at the moment my gut would say go with the Vive. Right now I don't plan on buying into the next piece of Oculus PCVR hardware unless a bunch of stuff changes with how they operate, and I don't expect that to happen. A shame because their hardware seems top notch, and a couple of their current exclusives are very high on my list of VR games (The Climb and Edge of Nowhere). Not worth buying in unless it is a supplementary thing though, in my opinion. Same is how I feel about PSVR; I'll own one the end of the year, but I wouldn't be getting one if I didn't have both the PC HMDs already.
Just getting into VR, and the choice of which headset to get is so overwhelming. Unlike consoles, I only want one of these. Vive seems to have some cooler tech, but Oculus seems to have a better slate of core games. And PSVR has the worst tech, but has some solid looking games as well.
Out of curiosity, what about how Oculus operates don't you like?
What did you get to try? One thing I haven't read too much about is the haptic feedback - how does it compare to the Vive controllers?So I've been kind of a Vive fanboy since receiving my Vive, but I got a chance to try out the Oculus Touch controllers at E3 and now I'm thinking I need an Oculus.
So I've been kind of a Vive fanboy since receiving my Vive, but I got a chance to try out the Oculus Touch controllers at E3 and now I'm thinking I need an Oculus.
I tried a few games, one was a space game, the other was a hockey game.. I was kind of out of it so I don't exactly remember the names. The haptics were there, though I would say not as strong as the Vive controllers. But just the way you hold the controllers feels so natural and incredible.. I dunno, they're just really well designed controllers. Night and day difference.What did you get to try? One thing I haven't read too much about is the haptic feedback - how does it compare to the Vive controllers?
They really are exactly as amazing as they seem. So much smaller and just more legit for VR. (Actual thumbsticks VS unprogrammable circle pads)I sold my Vive back then, and decided I'll buy back into VR when there's more content available. I don't know if I'm going with another Vive or Oculus yet, but the Touch controllers seem awesome.
If you buy into Oculus' closed ecosystem, then you are basically saying that you only ever want to buy Oculus HW in the future (or never want to run the software you invest in on future hardware).Out of curiosity, what about how Oculus operates don't you like?
What is this supposed to mean? There are few input devices more programmable than those circle pads.unprogrammable circle pads
The haptics were there, though I would say not as strong as the Vive controllers.
If you buy into Oculus' closed ecosystem, then you are basically saying that you only ever want to buy Oculus HW in the future (or never want to run the software you invest in on future hardware).
It's pretty specific to their plans as it pertains to the PC space. Store exclusives sort of work in this market, but hardware exclusives really don't, and right now it looks like they are sticking with the latter route. Like, there are reasons to do this in other markets, but there isn't really any good ones for doing it in the PC space; moving forward it doesn't just tie you to using their store, but also is trying to strongarm you into their next HMD. If someone winds up buying a different HMD because next round they like that one more than Oculus', what do you do with the games you bought from Oculus? I've got PC games from a couple decades ago I can play on any PC I can install the latest Windows on. Not super interested in getting attached to their hardware if I have to make considerations like that going forward. They're sort of pretending they're already in the future where their HMD isn't tied to a PC and this might not be an egregious overreach.
I am not as hardline about it at some people - I will probably buy whatever remaining exclusives come out that are relevant to this first round of HMDs on the Rift side - but just as a consumer unless something changes about their plans I don't see why I would continue that relationship with them beyond the hardware I already own. Pretty much any game I buy from their store isn't a safe purchase that I can be confident I'll be able to play later on different hardware, which any longtime PC gamer can tell you matters a lot. PC games tend to improve substantially for quite some time as PC technology improves and there's a lot of value in being able to go back to a game with much more capable hardware. It'll be even more true of these first gen VR capable games which are quite constrained by GPU and resolution factors.
If you buy into Oculus' closed ecosystem, then you are basically saying that you only ever want to buy Oculus HW in the future (or never want to run the software you invest in on future hardware).
Given how fast VR technology will continue to evolve, that seems like a terrible choice.
What is this supposed to mean? There are few input devices more programmable than those circle pads.
If you buy into Oculus' closed ecosystem, then you are basically saying that you only ever want to buy Oculus HW in the future (or never want to run the software you invest in on future hardware).
Eh? I have a Rift now and I have no allegiance to Oculus that would prevent me from jumping to another platform in the next gen. I can buy games on Steam if I'm that worried about losing access next gen. If it's Oculus exclusive and I lose access because I bought it there, well, now I've got the same no access I'd have had if I went Vive first.
Isn't there a way to play Oculus game son a Vive? Or is that not a thing anymore?
So hypothetically speaking, if one was playing, lets say, Edge of Nowhere, and started feeling like they were about to vomit after about a solid 20 minutes of playing, would that just be because it is a pretty intense game and they will eventually get used to it? Or is it possible they cannot handle more intense VR experiences?
Hypothetically speaking meaning that is just what happened to me and I had to stop, and I still feel super ill.
Woah.
EDIT - It just has to be the intensity of Edge of Nowhere, as I played the Eve Gunner game and I was completely fine (granted, it is really basic VR). But I believe I just have to get over it. I guess I am just wondering if there is such a scenario one does not get over it??
I'm still on the fence about which headset to get, but I am starting to lean more toward getting an Oculus.
The main deal breaker right not is that you have to wait for a fairly long time to get an Oculus with the Touch controllers for the "walk around" VR experience that Vive already has. Vive is very tempting because it's something you can get immediately. The other thing holding me back from buying anything at all is the price. Since these things are so expensive, I'm just waiting things out a little more.
- Bigger library of games (Plays Oculus and Steam games without the need for any hacks or patches and rumored support with Xbox One Scorpio)
- Oculus Touch controller impressions seem favorable over Vive controllers
- Oculus headset is generally considered the lighter and more comfortable headset
No, it can be plugged in just fine. The background Oculus process detects when the headset is worn and will open the VR framework then, and only then.Does one need to unplug Oculus completely if they are playing non VR games? Is leaving it plugged in even if the Oculus Home App is closed somehow detrimental to the performance of non VR games?
Okay, few things.
Eve: Valkyrie is the real deal. Not sure why I waited so long to check it out. Now this is what i expected VR to be. Bonkers. Love it.
Also, perhaps the best gaming related purchase I have made in quite some time...
Was $20 and worth every penny. Can be found here at Amazon.
Also, perhaps the best gaming related purchase I have made in quite some time...
(snip)
Also, this is perhaps a really dumb question, but I notice even if the Oculus Home App is closed, the Oculus itself is still under the device manager (Which makes complete sense).
Does one need to unplug Oculus completely if they are playing non VR games? Is leaving it plugged in even if the Oculus Home App is closed somehow detrimental to the performance of non VR games?
I am thinking it is fine to leave it plugged in, but just wanted to make sure. I am thinking there is a small possibility games may detect it as another monitor and it may cause some issues, but doubtful. Again, just wanted to triple check and I realize it is a somewhat dumb question. I do.
$62 on Amazon.ca
God damn.
The sensors look active because I changed the levels of the photograph in Photoshop because I took it under awful lighting. They were not on.I've heard that storing headsets in this fashion isn't really a good idea because it puts extra wear on the straps. Also, it looks like it's triggering the proximity sensor; the IR LEDs are visible which should only happen if the headset on and active.
As long as Oculus Home is closed, it's fine. Oculus Home may or may not be rendering in the background if you leave it open, even if the headset is not being used.
What is the verdict on Project Cars in VR? Since it is $14.99 I am strongly considering.
However with that said, I was not a huge fan of the normal game, so I am not quite sold VR is going to catapult it to a good game, but it could I am thinking. So just curious if anyone has checked it out.
Also I am reading a lot of comments by people that the Vanishing of Ethan Carter made them sick. I had it in my cart but removed it. Yay or Nay on it as well?
Cool. Thanks for the feedback.I didn't care for PCars on screen, but I liked it a lot in VR. I do have a wheel though, so that helps a lot with immersion.
Ethan Carter is probably the only game I've tried since DK1 that has made me truly unwell, and it is more or less the reason I am staying away from conventional controls in first person games. It's hard to say anything as a general thing though, and I might have been better able to tolerate it if I took care to move more carefully. Refunded it since I had already played the original version.
What is the verdict on Project Cars in VR? Since it is $14.99 I am strongly considering.
However with that said, I was not a huge fan of the normal game, so I am not quite sold VR is going to catapult it to a good game, but it could I am thinking. So just curious if anyone has checked it out.
Also I am reading a lot of comments by people that the Vanishing of Ethan Carter made them sick. I had it in my cart but removed it. Yay or Nay on it as well?
FYI vermadas first thing I did when I got home was check, the straps are not supporting the Oculus at all. Like not at all. The mannequins head is. And the sensors were also off. So honestly it seems like a really good solution to me, at least the head I linked.