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

Metal B

Member
Is it actually a problem having a big glass front as one of the walls for using the Vive? The biggest space in my apartment has one ... So is this a problem
 

jotun?

Member
Do we have any idea how these headsets behave when you drop below their ideal framerates?

Does it instantly go to shit, or do they have some kind of dynamic refresh rate similar to gsync/freesync?
 

Zalusithix

Member
Thanks for the advice. I'm pre ordering tonight. YOLO!

Geh, I mixed up the power in my head. The specs for that PC's power bricks are 230W and 180W... Too many x80s floating around. =P Anyhow, it'll still be fine because technically that power should only be used for the PCIe 8/6 pin power cables unless they're doing something crazy. The 980ti uses an 8+6 pin config which allows for 225W combined max pull. This should actually be more like 175W max draw for the 980ti because 75W would be pulled from the PCIe slot which would be supplied by the other 180W power supply.

Not sure why I didn't even factor the PCIe power in the first time around... Having multiple external power bricks for a computer must be throwing me off lol. Used to having standard ATX builds.

Do we have any idea how these headsets behave when you drop below their ideal framerates?

Does it instantly go to shit, or do they have some kind of dynamic refresh rate similar to gsync/freesync?
Doesn't matter. The "ideal" isn't a suggestion here. It's a minimum. This isn't like traditional gaming where you can sink below gracefully. If you have more than a couple frames going over the limit, your settings aren't right and should be dialed back. Rock solid consistent framerate is a must.
 

Cartman86

Banned
Is it actually a problem having a big glass front as one of the walls for using the Vive? The biggest space in my apartment has one ... So is this a problem

Ehhh maybe. People may back into it or wack it with their hands if they are doing something intense (or fucking around). Chaperone appears for both scenarios but if you are stepping backwards you are less likely to stop since you will be seeing the chaperone walls across from you and not behind you. Really quick movements with your hands are just too quick for you to stop as well.
 

Nzyme32

Member
Is it actually a problem having a big glass front as one of the walls for using the Vive? The biggest space in my apartment has one ... So is this a problem

Not a problem at all. Reflective surfaces and glass are corrected for as of quite a while ago due to whatever magic they do with the calculations since it updated. We have a similar very large glass window both in the lobby and lab where we got to check it out. Chet also tweeted Vive working above a glass floor
 
Could we discuss the software side if things for a while? How is open VR/ steam VR as of today, compare to the rift runtime? Are there different approches on that territory also, anything worth mentioning?
(Asking this makes me realise my dk2 has been collecting dust since quite a wile now)
 

Zalusithix

Member
You really don't think modders can make it happen?
To make it happen you need to do a number of things things. Off the top of my head:
  • You have to get the sensor readouts of the headset & controllers.
  • You have to know how the lens is warping the image to do the opposite in software so the image appears correct in the unit.
  • You have to write or modify an existing tracking algorithm for the camera looking at the headset and the move controllers.
  • Then you have to jack all of this into one of the existing standard VR APIs.
And when you're done with all of that you'll have a headset that has nothing over the Rift. Somebody might have enough free time on their hands that they decide to do it for the hell of it or just to say that they have. I wouldn't expect it to go much beyond the hacked together stage though.

This is assuming that Sony hasn't done any proprietary bullshit with the headset / breakout box that intentionally locks it down without some handshake or another. Sony isn't exactly one to shy away from that sort of thing.
 

Cartman86

Banned
Wow sold my DK2 for $500 in like 20 minutes. Probably could have gone for more, but I didn't want to risk not getting any money after having zero plans to sell it in the first place.
 

Zalusithix

Member
Hell, I kind of regret not buying the DK2 now, and not backing the original Kickstarter for that matter. Seems Oculus hardware exists in some alternative reality where prices of used gear increases over time. Screw stocks and bonds, just horde CV1s! ;P
 

Ionic

Member
Wow sold my DK2 for $500 in like 20 minutes. Probably could have gone for more, but I didn't want to risk not getting any money after having zero plans to sell it in the first place.

Wow. I hope that guy didn't read wrong and thinks he's getting a CV1. I can't imagine why you'd spend 500 on a DK2 at this point.
 

Durante

Member
Could we discuss the software side if things for a while? How is open VR/ steam VR as of today, compare to the rift runtime?
SteamVR has some features which aren't applicable to the (current) Rift, like the Chaperone system, the camera pass-through, and obviously the controller API. There are also some minor differences w.r.t the rendering process, but nothing to write home about.

And of course, there's the fact that OpenVR/SteamVR explicitly supports any hardware, while the Oculus runtime explicitly forbids using it for any non-Oculus hardware.

Are there different approches on that territory also, anything worth mentioning?
The only other somewhat relevant contender is OSVR.
 

Compsiox

Banned
How close of a number to zero can you imagine?

lim-1-x.png
\

It's infinitely approaching zero but never actually reaches 0.
 

newsguy

Member
Are either of the PC headsets going to hit retailers (without a bundle) anytime soon? I know Oculus bundles ship in April, but I'd like to know if there will be anyone other than the companies themselves selling just the headsets .
 

Wallach

Member
Are either of the PC headsets going to hit retailers (without a bundle) anytime soon? I know Oculus bundles ship in April, but I'd like to know if there will be anyone other than the companies themselves selling them.

Supposedly Oculus is going to get limited Rift shipments into brick and mortar stores like Best Buy sometime in April. I haven't heard any news about Vive getting into retail channels.
 

Absinthe

Member
Wow sold my DK2 for $500 in like 20 minutes. Probably could have gone for more, but I didn't want to risk not getting any money after having zero plans to sell it in the first place.

Strange. Why would anyone want a DK2 right now?

Wow. I hope that guy didn't read wrong and thinks he's getting a CV1. I can't imagine why you'd spend 500 on a DK2 at this point.

Exactly what I was thinking.
 

mrklaw

MrArseFace
Ehhh maybe. People may back into it or wack it with their hands if they are doing something intense (or fucking around). Chaperone appears for both scenarios but if you are stepping backwards you are less likely to stop since you will be seeing the chaperone walls across from you and not behind you. Really quick movements with your hands are just too quick for you to stop as well.

Which is why I think best practice would be to set your chaperone boundary with some buffer beyond it to help account for that. Temptation will be to make it as big as possible, right up to your walls.
 

Pit

Member

I'm struggling to get my head around this, if you've seen me post in here before. So some games that use the vive need space to walk in irl, so that your in game self moves too, correct?

So how does a game deal with someone using a 2x3 or 2x4 space in that case? People are saying that you can use the vive in smaller spaces and you don't need that much room, much like the video. But how common is this? Or rather, how common are games that need say a 5 meter by 5 meter space? If this is the norm, and people commonly only have the space near a desk say 2x3 or something, then these users surely can't make use of the vive's true potential.
 

Fret

Member
I'm struggling to get my head around this, if you've seen me post in here before. So some games that use the vive need space to walk in irl, so that your in game self moves too, correct?

So how does a game deal with someone using a 2x3 or 2x4 space in that case? People are saying that you can use the vive in smaller spaces and you don't need that much room, much like the video. But how common is this? Or rather, how common are games that need say a 5 meter by 5 meter space? If this is the norm, and people commonly only have the space near a desk say 2x3 or something, then these users surely can't make use of the vive's true potential.

most Vive games will accommodate for different room sizes. If they can't - Steam gives users info on what the game supports:

9YfPggY.png
 

Metal B

Member
It shouldn't be an issue. They even work in rooms with mirrors.

Not a problem at all. Reflective surfaces and glass are corrected for as of quite a while ago due to whatever magic they do with the calculations since it updated. We have a similar very large glass window both in the lobby and lab where we got to check it out. Chet also tweeted Vive working above a glass floor
Thank you both, great to hear.
 

Lurch666

Member
Just got back from a demo of the vive pre at overclockers in stoke-on-Trent.
I own the DK1,DK2 and gear VR and have all three headsets on order.

FOV is a little bigger and I didn't notice it as much as my DK2 and resolution is a little better.Room scale is cool but I was worried about moving too much because this wasn't my setup and was worried about tripping/breaking anything.

tried the brookhaven experiment first (zombie shooter).Game was OK but the guns didn't seem powerful enough and it's a dark environment so didn't show off the graphics much.
The controllers are great though.You forget you are holding them and your brain is fooled into thinking you are holding what's showing in VR.

Tilt brush is as good as everyone says but for me it's a novelty since I can't draw.

Last was space pirate trainer and this one was great-I can see myself playing this one a lot.twin guns were cool and being able to physically dodge incoming shots is really nice.

Overall it's as good as I was expecting since I'm not new to VR.Can't wait to try it on my own terms with my own gear though.Just gotta convince the wife to let me convert a room into a VR room now.
 
I'm struggling to get my head around this, if you've seen me post in here before. So some games that use the vive need space to walk in irl, so that your in game self moves too, correct?

So how does a game deal with someone using a 2x3 or 2x4 space in that case? People are saying that you can use the vive in smaller spaces and you don't need that much room, much like the video. But how common is this? Or rather, how common are games that need say a 5 meter by 5 meter space? If this is the norm, and people commonly only have the space near a desk say 2x3 or something, then these users surely can't make use of the vive's true potential.
Teleportation
Extending hands
A smaller/bigger playspace (hove junkers ship size) based on your 2x3/2x4/YxZ space.
 

Durante

Member
So how does a game deal with someone using a 2x3 or 2x4 space in that case? People are saying that you can use the vive in smaller spaces and you don't need that much room, much like the video. But how common is this? Or rather, how common are games that need say a 5 meter by 5 meter space? If this is the norm, and people commonly only have the space near a desk say 2x3 or something, then these users surely can't make use of the vive's true potential.
The largest space required by any game currently on Steam is 3mx3m, and that's a single outlier. Most of them seem to all the way down to the minimal recommendation of 2mx1.5m, while some fall into the range between those two.

Nothing will require 5x5, since that's actually significantly larger that the maximum officially recommended size (official recommendations only go up to 5m diagonal, even though most people have tested Lighthouses to have a higher usable range than that).
 

mrklaw

MrArseFace
For extending a vive output to another room, do I need anything special in terms of a HDMI splitter and cable (and for USB)? I want to be able to take just the headset and breakout box between two rooms.

And the lighthouses for now but hopefully soon they'll be available to buy separately so you can install them in two rooms and move between them.
 
Yes, I was playing Project Cars on my DK2 and crashed going almost 200mph and it was terrifying

One of the scariest experiences I've had was playing Assetto Corsa in VR with my Logitech G27, driving an old open wheel Lotus. Probably one of the tensest and most white knuckle things I've done. Those old racing cars could go almost as fast as our current ones, but without all the safety features. So you accelerate a bit too much... you lose control. You turn a bit too much... you lose control. You break a bit too much... yep... you lose control.

And when you lose control the car goes spinning into a barrier at well over 100 mph and your subconscious mind is going 'oh shit we're going to get injured or killed' no matter what your conscious mind knows.

It's amazing. Racing simulators have never done it for me in the past. I love your Forza Horizons, and your PGR4s and other similarly or more arcadey racing games, but the accurate realistic games, I just didn't see the draw.

VR made me buy an expensive racing wheel and I've not regretted it once. Dirt Rally and Assetto Corsa are incredible (hopefully it won't be long before both have CV1 support). The sense of speed, and the sense of danger in both is unmatched by anything else I've experienced in a racing game. That cliff on the edge of that hairpin bend on a lose gravel surface when you're playing Dirt Rally and trying to drift the car around it, when you experience it, you'll get it.

Does this really happen? Im scared of heights, but I really dont see how I can convince myself that im on top of a huge mountain in VR or that Im falling off a building, or that Im about to be in a head on collision with another vehicle. It all seems too good to be true.

Your subconscious brain will convince you. When people talk about presence that's kind of what they're talking about. It's that moment where consciously you know that what you're seeing isn't real, but your subconscious mind doesn't care what your conscious mind is telling it, and your subconscious mind is in charge of your physical reactions to certain things (think heart racing, adrenalin pumping, muscles tightening, sweating, etc).

Playing HL2 for the first time in VR, something happened which had never happened to me any time I had played the game before. There's a moment early on, where you have to jump down off the roof of a train to the floor. I've played this section of the game probably more than 50 times, and there I was playing it for the 51st time or whatever, and when I got to the part and was supposed to jump down off this train...

I hesitated.

Because part of me was saying... hey, look, we're up pretty high here and I don't know if it's safe to just leap off here. Consciously I knew 100% that Gordon can fall that distance without hurting himself... and yet still... still I hesitated.

It was only for a brief second, but it was a moment I'll never forget, because even a virtual world I knew like the back of my hand was speaking to me on a completely new level. I'd never thought twice about that moment before, all those times I played it.

I know a lot of people tell gamers who hope their favorite games get ported to VR that it's not really what they should be excited about, and heck I think I've done the same thing myself.

But truthfully, replaying Quake and HL2 and Doom 3 in VR was the closest I've ever come to that feeling they gave me when I played them for the first time. Yes, I knew what was around each and every corner. I knew when I was first about to encounter manhacks during Route Kanal... but I wasn't prepared for how I reacted to them. They were special again.

I'm sure such ports will be limited. I hope everything that's open source gets a VR version (and I expect it will). I hope Doom 3 gets brought up to speed for the consumer headsets. I hope Valve don't abandon their work on HL2 VR.

And sure, maybe only a minority of people can handle such experiences without getting horribly motion sick. I don't know.

But there was genuinely something to finding yourself inside a virtual environment you know like the back of your hand.

Like the DLC for Alien Isolation was the highlight of that game for me. Because while the regular campaign was great, nothing topped the moment where I was playing as Dallas on board the Nostromo, and for the first time I reached the airvents, and Lambert starts yelling over my headset about how the Alien is in there with me.

And I'm experiencing the claustrophobia of that moment for the first time... and something in my brain pops and I find myself thinking 'This is it. This is when I am supposed to die.'

Room scale is something I am yet to try, but I think that one of my hesistations with people calling it the future is that it can't give me moments like that. It's an important step forwards, but we need to get to the point where something can scare me so badly that I sprint away from it, heart racing, without slamming into a wall before I really get going.

That's the end goal. Room scale is a really important step along the way to get there. But teleporting between hotspots or what have you, isn't the same as freely exploring an environment.

I think that's why I'm currently more interested in seated experiences. Most of my favorite games have a sense of adventure and discovery and seeing what's around the next corner or over the next hill. I've talked a lot about games with a real sense of place... and VR is going to enhance such things so much.

Using VR to make new exciting games and experiences is something I'm excited about. But so is using VR to make traditional games even better.

Fortunately it looks like developers are set on doing both. You just don't hear a lot of excitement from the latter, I think because it's harder to imagine what that's going to be like than it is to imagine something like Job Simulator.
 

LordCanti

Member
Strange. Why would anyone want a DK2 right now?

I sold mine to a company that needed more DK2's for development. I guess it's difficult to get as many CV1's or Vive's as you need for development right now.

Not necessarily the reason in all cases, but there are legitimate reasons why someone would pay a lot for a DK2 still.
 

Dodecagon

works for a research lab making 6 figures
A part of me hopes htc lied about how many they have in stock to cause a rift like preorder backlog and I get my preorder shipped on the fith.
 

Onemic

Member
*Glorious Hype*

Thanks for getting me hyped. This 2.5 month wait for the Vive is gonna be brutal.

I can only hope that playing traditional games in VR doesnt make me motion sick. I wanna be able to play HL2, Skyrim, and Doom 3 in a completely different way.
 

SomTervo

Member
Yup. Don't forget heights. People are going to get terrified of plummeting to their death while standing in the middle of their living room...

I played Dream, the Escher-like walking puzzle game, back in 2014, and it totally fucked me up. I got vertigo so badly, it was terrifying. Walking on a wall 70 feet in the air.

Funnily enough, it actually helped me get over the fear to an extent. I'm much better at handling heights now.

Does this really happen? Im scared of heights, but I really dont see how I can convince myself that im on top of a huge mountain in VR or that Im falling off a building, or that Im about to be in a head on collision with another vehicle. It all seems too good to be true.

See above.

You can't understand until you try it. It's not "I convince myself I'm on top of a mountain", it's, "My brain is convinced I'm on top of a mountain". And it reacts accordingly. It's weird. But amazing.
 
In Elite Dangerous with VR does the video output to your display at the same time? I'm not sure how I'm going to navigate the galaxy map reasonable without taking my hands off of my HOTAS and switching to a keyboard and mouse.
 

Dodecagon

works for a research lab making 6 figures
So I was just looking at PSVR on amazon, and they say the PS4 camera is required in order function. Is this true?


Yes, they should have just been more straightforward and say there will be a lot of move controller experiences and PSVR is $500 with cheaper options for those that own the camera and/or move controllers already.
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
The initial PR really didn't make that clear. Price doesn't seem so hot to me anymore. Getting Vita price announcement then the knowledge you also had to buy a memory card flashbacks.

Spoiler: Vita was worth all the monies on day 1 shitty memory card price and all.

But yeah it's good that I now know this. Gonna have to go for a bundle if and when I get it.
 

Drakken

Member
One of the scariest experiences I've had was playing Assetto Corsa in VR with my Logitech G27, driving an old open wheel Lotus. Probably one of the tensest and most white knuckle things I've done. Those old racing cars could go almost as fast as our current ones, but without all the safety features. So you accelerate a bit too much... you lose control. You turn a bit too much... you lose control. You break a bit too much... yep... you lose control.

And when you lose control the car goes spinning into a barrier at well over 100 mph and your subconscious mind is going 'oh shit we're going to get injured or killed' no matter what your conscious mind knows.

It's amazing. Racing simulators have never done it for me in the past. I love your Forza Horizons, and your PGR4s and other similarly or more arcadey racing games, but the accurate realistic games, I just didn't see the draw.

VR made me buy an expensive racing wheel and I've not regretted it once. Dirt Rally and Assetto Corsa are incredible (hopefully it won't be long before both have CV1 support). The sense of speed, and the sense of danger in both is unmatched by anything else I've experienced in a racing game. That cliff on the edge of that hairpin bend on a lose gravel surface when you're playing Dirt Rally and trying to drift the car around it, when you experience it, you'll get it.



Your subconscious brain will convince you. When people talk about presence that's kind of what they're talking about. It's that moment where consciously you know that what you're seeing isn't real, but your subconscious mind doesn't care what your conscious mind is telling it, and your subconscious mind is in charge of your physical reactions to certain things (think heart racing, adrenalin pumping, muscles tightening, sweating, etc).

Playing HL2 for the first time in VR, something happened which had never happened to me any time I had played the game before. There's a moment early on, where you have to jump down off the roof of a train to the floor. I've played this section of the game probably more than 50 times, and there I was playing it for the 51st time or whatever, and when I got to the part and was supposed to jump down off this train...

I hesitated.

Because part of me was saying... hey, look, we're up pretty high here and I don't know if it's safe to just leap off here. Consciously I knew 100% that Gordon can fall that distance without hurting himself... and yet still... still I hesitated.

It was only for a brief second, but it was a moment I'll never forget, because even a virtual world I knew like the back of my hand was speaking to me on a completely new level. I'd never thought twice about that moment before, all those times I played it.

I know a lot of people tell gamers who hope their favorite games get ported to VR that it's not really what they should be excited about, and heck I think I've done the same thing myself.

But truthfully, replaying Quake and HL2 and Doom 3 in VR was the closest I've ever come to that feeling they gave me when I played them for the first time. Yes, I knew what was around each and every corner. I knew when I was first about to encounter manhacks during Route Kanal... but I wasn't prepared for how I reacted to them. They were special again.

I'm sure such ports will be limited. I hope everything that's open source gets a VR version (and I expect it will). I hope Doom 3 gets brought up to speed for the consumer headsets. I hope Valve don't abandon their work on HL2 VR.

And sure, maybe only a minority of people can handle such experiences without getting horribly motion sick. I don't know.

But there was genuinely something to finding yourself inside a virtual environment you know like the back of your hand.

Like the DLC for Alien Isolation was the highlight of that game for me. Because while the regular campaign was great, nothing topped the moment where I was playing as Dallas on board the Nostromo, and for the first time I reached the airvents, and Lambert starts yelling over my headset about how the Alien is in there with me.

And I'm experiencing the claustrophobia of that moment for the first time... and something in my brain pops and I find myself thinking 'This is it. This is when I am supposed to die.'

Room scale is something I am yet to try, but I think that one of my hesistations with people calling it the future is that it can't give me moments like that. It's an important step forwards, but we need to get to the point where something can scare me so badly that I sprint away from it, heart racing, without slamming into a wall before I really get going.

That's the end goal. Room scale is a really important step along the way to get there. But teleporting between hotspots or what have you, isn't the same as freely exploring an environment.

I think that's why I'm currently more interested in seated experiences. Most of my favorite games have a sense of adventure and discovery and seeing what's around the next corner or over the next hill. I've talked a lot about games with a real sense of place... and VR is going to enhance such things so much.

Using VR to make new exciting games and experiences is something I'm excited about. But so is using VR to make traditional games even better.

Fortunately it looks like developers are set on doing both. You just don't hear a lot of excitement from the latter, I think because it's harder to imagine what that's going to be like than it is to imagine something like Job Simulator.

Thanks for posting; this is a great write-up of what makes VR such a unique, special experience. Really excited for what's to come. :D
 

Monger

Member
For extending a vive output to another room, do I need anything special in terms of a HDMI splitter and cable (and for USB)? I want to be able to take just the headset and breakout box between two rooms.

And the lighthouses for now but hopefully soon they'll be available to buy separately so you can install them in two rooms and move between them.

Nothing special. How long do you need? Monoprice is a good place to buy active hdmi cables and Usb cables or any other cable you may need. Good prices and work well. The active select series hdmi is a good choice if for only it keeps the cable size down for longer lengths. A 25 ft passive hdmi is thick and unwieldy.
 

mrklaw

MrArseFace
Nothing special. How long do you need? Monoprice is a good place to buy active hdmi cables and Usb cables or any other cable you may need. Good prices and work well. The active select series hdmi is a good choice if for only it keeps the cable size down for longer lengths. A 25 ft passive hdmi is thick and unwieldy.

Maybe 6m/20ft.
 
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