Thanks for the advice. I'm pre ordering tonight. YOLO!
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.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?
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
Welp I'm putting it up then, that settles that lol.
How close of a number to zero can you imagine?
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
It shouldn't be an issue. They even work in rooms with mirrors.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
To make it happen you need to do a number of things things. Off the top of my head:You really don't think modders can make it happen?
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 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.
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.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?
The only other somewhat relevant contender is OSVR.Are there different approches on that territory also, anything worth mentioning?
How close of a number to zero can you imagine?
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.
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.
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.
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.
It shouldn't be an issue. They even work in rooms with mirrors.
Thank you both, great to hear.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
TeleportationI'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.
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.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.
Yes, I was playing Project Cars on my DK2 and crashed going almost 200mph and it was terrifying
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.
Strange. Why would anyone want a DK2 right now?
*Glorious Hype*
Is Vive still May for new pre orders? I went on their page but it never actually says when they will ship
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...
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.
So I was just looking at PSVR on amazon, and they say the PS4 camera is required in order function. Is this true?
So I was just looking at PSVR on amazon, and they say the PS4 camera is required in order function. Is this true?
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.
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.
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.