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

VR - videos don't look anywhere near as good as the real thing
AR - the real thing doesn't look anywhere near as good as the videos

Lol, this is so accurate.

Fwiw, I think mixed reality—when it's well done—is a pretty good way to make videos look as good as the real thing. Although I guess that's essentially creating an AR video?
 

Wollan

Member
What are everyone's thoughts/expectations for the longterm appeal of seated traditional VR games with a gamepad?
They need to get rid of the wire for first-person games. Standing & spinning around works really well with GearVR but it is imo always an annoyance with the High-end HMD's and wire management (especially Vive since so many games focus on it and you have to play lasso).

Platformers and third-person game like Lucky's Tale and Chronos work just perfect how they are wire or no wire.
 

Arulan

Member
What are everyone's thoughts/expectations for the longterm appeal of seated traditional VR games with a gamepad?

Outside of simulation, and games in which you're in a cockpit, I don't believe there is much future, and those are much better served with genre-specific controllers like HOTAS, racing wheels and the like.

Individually tracked controllers for your hands and room-scale are essential to offering the best VR experiences.

For game design, it's really unfortunate that two of the three major high-end platforms have compromises in these fundamentals.
 
They need to get rid of the wire. Standing & spinning around works really well with GearVR but it is imo always an annoyance with the High-end HMD's (ecspecially Vive since so many games focus on it and you have to play lasso).

Very generally speaking, has anyone who hates the wire tried extending its length? After the box I mean.

Valve recommends against this, but it's always worked fine for me, and I find that ever since I've spent very little time worrying about the cable, despite the fact that it's larger and heavier overall. Twisting never becomes a problem within a single play session.
 

cakefoo

Member
Can anyone recall that Ico-like WIP game with the eye in the sky player perspective? It was set in a dungeon/cave.

edit: it wasn't Mare but that looks interesting.
 

Freeman76

Member
Outside of simulation, and games in which you're in a cockpit, I don't believe there is much future, and those are much better served with genre-specific controllers like HOTAS, racing wheels and the like.

Individually tracked controllers for your hands and room-scale are essential to offering the best VR experiences.

For game design, it's really unfortunate that two of the three major high-end platforms have compromises in these fundamentals.

Play RE7 and then say this, you couldnt be more wrong.
 
Outside of simulation, and games in which you're in a cockpit, I don't believe there is much future, and those are much better served with genre-specific controllers like HOTAS, racing wheels and the like.

I agree (although I haven't played RE7 either yet, I hear good things). But motion control first person in VR is just so profound when done right. It lets you extend your body into the world you're playing in rather than just your fingers.

Individually tracked controllers for your hands and room-scale are essential to offering the best VR experiences.

For game design, it's really unfortunate that two of the three major high-end platforms have compromises in these fundamentals.

Well, they all have compromises, right now all we have is a comparative spectrum of 1st gen technology between 3 samples. Tracking and the tracked devices themselves are in highly experimental stages and have long way to go.

My 3 sensor Rift setup works fine most of the time (my 10'x8' play-space with 3 sensors gets full coverage), but man when it takes you out it really takes you out. As do wires, headsets, and a myriad of other things. We'll get there....if we survive.
 

Arulan

Member
Play RE7 and then say this, you couldnt be more wrong.

Resident Evil 7 is a good, easily-immersive, and fully-featured game, that can be played in VR. Those things by themselves make it a very compelling VR experience for a lot of people. But it's one of significant compromise. It would be a significantly better VR game if you could walk around (room-scale), interact with objects with your hands, crouch through the passages with your own body, aim a gun with your hands, not your head, among many other examples.

Well, they all have compromises, right now all we have is a comparative spectrum of 1st gen technology between 3 samples. Tracking and the tracked devices themselves are in highly experimental stages and have long way to go.

My 3 sensor Rift setup works fine most of the time (my 10'x8' play-space with 3 sensors gets full coverage), but man when it takes you out it really takes you out. As do wires, headsets, and a myriad of other things. We'll get there....if we survive.

I was mostly referring to tracked input and room-scale. The Rift is almost there, but there are some compromises to its tracking and room-scale abilities. And PSVR has significant issues with both. There are certainly a lot of things that need to be improved upon though, and I'm certain most of these fundamental issues will be resolved by the second generation.
 
Pulsar: Lost Colony is getting Vive and Rift support with motion controls for both in it's next beta release.

About the Game:

EAuKhu7.gif


Team up to operate an advanced starship and explore a randomized galaxy falling into chaos. Each player assumes a role aboard the ship: Captain, Pilot, Scientist, Weapons Specialist and Engineer. Coordination between your crewmembers will be essential in order to survive the perils that await you.

Control the various stations that run your ship. Reroute power between ship systems, scan alien planets for lifeforms, run powerful programs to change the tide of battle, or start up the warp drive to escape a conflict you cannot win. The strategies you use are up to you—or your Captain.

This could be really cool. The game already has a Very Positive score on Steam and it would be a pretty unique game in the VR library.
 

Tain

Member
Resident Evil 7 is a good, easily-immersive, and fully-featured game, that can be played in VR. Those things by themselves make it a very compelling VR experience for a lot of people. But it's one of significant compromise. It would be a significantly better VR game if you could walk around (room-scale), interact with objects with your hands, crouch through the passages with your own body, aim a gun with your hands, not your head, among many other examples.

If by "best VR experience" you mean "best showcase of VR technology", I suppose. I think RE7 would be a more engaging experience with tracked motion controls, for sure, but I'm not at all sold that RE7's style of encounters would fit in a traditional roomscale design (that is, one without any artificial locomotion) regardless of how interested a player is in spending 2-4 hours at a time standing.
 

Zalusithix

Member
If by "best VR experience" you mean "best showcase of VR technology", I suppose. I think RE7 would be a more engaging experience with tracked motion controls, for sure, but I'm not at all sold that RE7's style of encounters would fit in a traditional roomscale design (that is, one without any artificial locomotion) regardless of how interested a player is in spending 2-4 hours at a time standing.

I don't think they meant roomscale without artificial locomotion. That's a rather uncommon subset of roomscale games; certainly not "traditional" IMO. Almost all larger roomscale games combine physical locomotion with artificial. Artificial handling long distance coarse placement, and physical for fine grained movement within a small radius of that.
 

Tain

Member
I don't think they meant roomscale without artificial locomotion. That's a rather uncommon subset of roomscale games; certainly not "traditional" IMO. Almost all larger roomscale games combine physical locomotion with artificial. Artificial handling long distance coarse placement, and physical for fine grained movement within a small radius of that.

I'm talking about using the standard teleportation model when I say "no artificial locomotion". I guess I sometimes forget that teleportation can be considered a form of artificial locomotion!

I don't think there's a way to keep RE7's mechanics reasonably intact while adopting teleportation for larger distances.
 

Zalusithix

Member
I'm talking about using the standard teleportation model when I say "no artificial locomotion". I guess I sometimes forget that teleportation can be considered a form of artificial locomotion!

I don't think there's a way to keep RE7's mechanics reasonably intact while adopting teleportation for larger distances.

Even without teleportation, you can adopt a combination of pad/stick artificial movement with physical movement. Of course when you use that control scheme, the "roomscale" element becomes less used (dodging mostly) and the game edges closer to standing 360 classification. That said, roomscale and standing 360 are used interchangeably quite often, and standing 360 would allow everything they mentioned aside from physically walking around a room.
 
I know there are crossplay games between PSVR and the other two, but are there any games where you can actually crossplay with friends? I have a Rift and my buddy is picking up a PS VR.
 
I ordered a Vive and it arrives tomorrow. What have I done? What do I play?

What kind of games do you like? I recommend the Lab to start, onward is an amazing early access multiplayer game, space pirate trainer is a great wave shooter, google earth just to see cool places, elite: dangerous for space sim, project cars/dirt rally for racing, superhot/eve valkyrie/chronos if you us ReVive for oculus home, thumper...and thats just some highlights.

Sorry for the lack of caps, on my phone about to go to bed.
 
What kind of games do you like? I recommend the Lab to start, onward is an amazing early access multiplayer game, space pirate trainer is a great wave shooter, google earth just to see cool places, elite: dangerous for space sim, project cars/dirt rally for racing, superhot/eve valkyrie/chronos if you us ReVive for oculus home, thumper...and thats just some highlights.

Sorry for the lack of caps, on my phone about to go to bed.

Watching a video now and The Lab looks cool. I will definitely use Revive. I bought the Vive on an impulse. I have loosely followed VR and wanted an occulus since it DK1. I had a bunch of cash in the bank and said fuck it.

What non game/non porn apps should I look at.
 
What are everyone's thoughts/expectations for the longterm appeal of seated traditional VR games with a gamepad?

In the near to mid future I expect them to be the norm, especially for developers wanting to support VR and traditional gameplay methods to offset development costs and more common where PSVR is concerned.

But in the long term when the more expensive VR games become viable without supporting the traditional gameplay methods I expect to see them become less and less but not disappear completely until roomscale is standard across all devices and there is an adaptable method to facilitate different room sizes within game.

I'm utterly fine with controller only and I don't find being disembodied strange in the slightest either, in many ways I prefer them simply because I enjoy games that aren't restricted by physical ability and don't always want to stand up. I don't actually think RE7 would be a better game if it had full roomscale and hand control simply due to the fact the game doesn't need it and in many cases would over complicate a lot of elements.
 

SimplexPL

Member
I ordered a Vive and it arrives tomorrow. What have I done? What do I play?

I want to play Super Hot VR for sure.

Superhot VR is an Oculus exclusive for now. But it's timed, not forever.

You can still buy it on Oculus Store https://www.oculus.com/experiences/rift/1012593518800648/ and play using Revive: https://github.com/LibreVR/Revive/releases

But I'd at least wait for a sale or for the upcoming update which is supposed to add some more content https://www.oculus.com/blog/superhot-vr-update-coming-soon/

The base game is awesome, but a bit barebones for the price.
 
Superhot VR is an Oculus exclusive for now. But it's timed, not forever.

You can still buy it on Oculus Store https://www.oculus.com/experiences/rift/1012593518800648/ and play using Revive: https://github.com/LibreVR/Revive/releases

But I'd at least wait for a sale or for the upcoming update which is supposed to add some more content https://www.oculus.com/blog/superhot-vr-update-coming-soon/

The base game is awesome, but a bit barebones for the price.

I got my Vive, but I can't set it up properly until tomorrow. restricted to sitting. What's a cool demo. I figured Steam would be rotten with rollercoasters.
 

SomTervo

Member
Watching a video now and The Lab looks cool. I will definitely use Revive. I bought the Vive on an impulse. I have loosely followed VR and wanted an occulus since it DK1. I had a bunch of cash in the bank and said fuck it.

What non game/non porn apps should I look at.

Google Earth VR is pretty insane
 

ArtHands

Thinks buying more servers can fix a bad patch
What are everyone's thoughts/expectations for the longterm appeal of seated traditional VR games with a gamepad?

As long as physical room space constrain is an issue, they are here to stay. In other words i think they will co-exist with room scale games. Lots of homes doesnt have sufficient space for room scale vr.
 

Tain

Member
And even beyond space issues, there are simply too many kinds of potential games that can work in VR yet wouldn't make sense being heavily motion-based. Existing games like SuperHyperCube, Thumper, Chronos, Umihara Kawase, and so on all have largely traditional control mechanics yet are still undoubtedly elevated by VR. Heck, the entire concept of a third-person perspective is at odds with the idea of these controllers being your hands! Barring the option of the motion controllers standing in as VR-visible traditional gamepads, of course.

The possible longterm appeal of seated gamepad-based VR games isn't particularly different from the longterm appeal of traditional gamepad-based video games, as far as I'm concerned. I'm about to go boot up Yakuza 0, and you better believe that if I could play a VR version (probably using fixed camera angles like in the original), I'd do it in a heartbeat.
 

SomTervo

Member
So here's a re-post from the actual Oculus/Vive threads. Basically I'm helping on a game called Organ Quarter and we just launched a Kickstarter which is doing pretty good so far. It's Vive only for now but will come to Oculus w/ Touch. It's all about the room-scale/hand tracking built into old school horror.

Hi everybody,

Double wammy of coolio news for Organ Quarter (still sitting pretty at 94% positive Steam reviews):

New trailer - showing off some new enemies, locations, weapons (all pretty placeholder but we wanted to show stuff)

And a cheeky Kickstarter! Pretty modest sum requested, just to enable us to focus on the game through to launch.

Here's the Steam page if y'all wanna try the demo.

Feel free to ping us with any feedback, advice, etc.

Some GIFs for your viewing pleasure

EknOM2O.gif

eD9OppS.gif

YqK23px.gif
I tried that. I think the internet here is too slow. It takes forever for things to resolve from shapeless blobs to actual building and such.

That's a pity. Even here (where it's pretty fast) it can load fairly slow sometimes. Almost ruined it for my GF.
 

Zalusithix

Member
Full report is here I think:
http://images.response.unity3d.com/...y-2016-Mobile-and-VR-games-year-in-review.pdf

230k for Oculus seems really really low, considering they're the "name" people know. (previous report had 22% of people questioned recognizing Oculus, and only 5% recognizing HTC Vive)

A couple things.

  • Name brand recognition doesn't mean much in the early adopter enthusiast market. For the most part, the people shelling out hundreds for a PCVR set and have a PC capable of driving one are the types that'd research the market before purchase, and not impulse buy one at the store because they recognize the brand. If they didn't know about the Vive before hand, they'd certainly know about it after even a cursory bit of research into the topic of VR. Especially these days where the Vive name would show up damn near everywhere the terms "VR" pop up on the web.
  • For those without in depth VR or technical knowledge, every VR headset can be "an Oculus". It's like the Kleenex of tissues applied to VR. My own parents were much this way at first with assuming every VR headset that I was looking at was an "Oculus". This would potentially boost sales for the Rift if those sorts of people were buying headsets, but as mentioned in the previous point, they're not. By the time those people are buying headsets, the name recognition situation can be turned on its head from that report.
 
Full report is here I think:
http://images.response.unity3d.com/...y-2016-Mobile-and-VR-games-year-in-review.pdf

230k for Oculus seems really really low, considering they're the "name" people know. (previous report had 22% of people questioned recognizing Oculus, and only 5% recognizing HTC Vive)

> Samsung Gear VR led with 4.5M devices sold

Information is pretty inaccurate. Samsung already sold more than 5M units of GearVR. And that is official data.
http://www.roadtovr.com/samsung-sold-5-million-gear-vr-headsets/

So, I believe, sales of Oculus Rift are also higher.
 

vermadas

Member
Without official numbers from Oculus, they are throwing darts at the wall as far as I'm concerned. All we have is the Steam hardware survey, which is flawed for many reasons. They may have access to some retailer data but that's a small part of the picture compared to what they were selling direct.
 

Pie and Beans

Look for me on the local news, I'll be the guy arrested for trying to burn down a Nintendo exec's house.
Superdata are about as reliable as V G Chartz.
 

mitchman

Gold Member
Samsung and/or the article fail to mention that the Gear VR was included with the Samsung S7 phone for weeks at no extra cost.
 
news.

http://www.usatoday.com/story/tech/...y-stores-wont-offer-oculus-vr-demos/97649586/

Is it safe to say yet that VR hasn't hit the success curve predicted.

Actually the idea of jacking in while the worlds political institutions are under assault by gamer-gate v2 seems even less appealing, in case I take it off and discover an EO has been issued banning habeus corpus or something.
Man, this post is so true. I have a wife and child, but whenever I think of going into PSVR after they're asleep, the idea of disconnecting from things when the world is this f'ed up state just feels...wrong. So strange,
 
Man, this post is so true. I have a wife and child, but whenever I think of going into PSVR after they're asleep, the idea of disconnecting from things when the world is this f'ed up state just feels...wrong. So strange,

idk, you could go the other way too.

I was taking a break from the Vive for a couple months last fall, and the first time I returned to it was the second night after Donald Trump got elected. I just needed to escape the world for a bit—not in any kind of permanent or irresponsible way, but for a couple of hours. I came out feeling a lot better.
 

SimplexPL

Member
idk, you could go the other way too.

I was taking a break from the Vive for a couple months last fall, and the first time I returned to it was the second night after Donald Trump got elected. I just needed to escape the world for a bit—not in any kind of permanent or irresponsible way, but for a couple of hours. I came out feeling a lot better.

Then be sure to steer clear of this ;) http://www.macinnesscott.com/trumpvr/#trump-in-oval-office-vr
 
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