Yes it does, though you'd need to keep the headset pointed roughly forward at roughly your head-height to keep the galaxy map centered. The galaxy map is the thing Frontier needs to work with the most in VR, as it currently is it is basically unusable in VR.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.
I sold my dk2 with a razer hydra last week for $850.
I gave a friend my DK2 just yesterday. I hope he doesn't realize what it's worth and sell it, because I decided to give it to a good home instead of just cashing it in.
Question: For both the HTC Vive and Rift, they won't charge me until they ship, right?
I gave a friend my DK2 just yesterday. I hope he doesn't realize what it's worth and sell it, because I decided to give it to a good home instead of just cashing it in.
And if you really really care about him you'd steer him towards a vive after he sells itWell, if you really care about your friend, you'd tell him to sell it while it's still viable and buy a CV1. You'd be without it either way, and your friend is in a better state. Seriously, think for a moment about what's more important. Your friend's happiness or your attachment to the old set?
And if you really really care about him you'd steer him towards a vive after he sells it
right. That means the first Rifts should be charged in a few days, and the first Vives should be charged on April 5th.
VNN posted a cleaned up version of that: https://www.youtube.com/watch?v=8pZGTDTFPIQ
That last one.VNN posted a cleaned up version of that: https://www.youtube.com/watch?v=8pZGTDTFPIQ
I said CV1 to keep things close to the same price. The Vive would require more outlay from the friend which he might not be willing (or able) to spend. That and depending on the use case, the CV1 could be just as good (or even potentially better).
Tested Raw Data hands-on: https://www.youtube.com/watch?v=CPSShM78Oig
So how much better are these high End VRs compared to the Samsung VR?
So I pre-ordered the Oculus Rift + ASUS Oculus Ready G11CD-WS51 Desktop PC + ASUS 19.5" HD+ Monitor Bundle on Amazon for $1,550. Is this a good deal?
I don't have a gaming computer and I really want to experience VR soon. Amazon doesn't charge until it ships in April so I have time to change my mind if it's not a good deal.
So how much better are these high End VRs compared to the Samsung VR?
I jsut tried it today and feel its quite serviceable. But if you tell me the experience is not only a little better but much much better, I wouldnt mind spending 600-800 for one.
So I pre-ordered the Oculus Rift + ASUS Oculus Ready G11CD-WS51 Desktop PC + ASUS 19.5" HD+ Monitor Bundle on Amazon for $1,550. Is this a good deal?
I don't have a gaming computer and I really want to experience VR soon. Amazon doesn't charge until it ships in April so I have time to change my mind if it's not a good deal.
On the face of it, it seems like pretty good value, especially considering you're getting a monitor with it too.
If you get it in April that's a good deal. I imagine there are people that have to wait until July that would buy that, and throw the computer away just to get the rift in April
I actually told him he could sell it if he wanted shortly after posting that post. A couple of minutes before you posted this reply. Seeing it written down made me kind of realise that I wasn't really thinking straight.Well, if you really care about your friend, you'd tell him to sell it while it's still viable and buy a CV1. You'd be without it either way, and your friend is in a better state. Seriously, think for a moment about what's more important. Your friend's happiness or your attachment to the old set?
I just thought of a method of locomotion in VR that I haven't heard of before.
You could have a game that is both third and first person. For example, you could stay put in one area while being in first person to shoot some enemies. Then, to move to a new location, you could zoom out to third person and move the character around (like Chronos or something) to a new location and then zoom back in to first person to shoot enemies again.
Let me know what you think or if that has already been demoed.
No animation needed. Just fade out fade in. Even hard cuts work well enough.Interesting idea, I do wonder how the transitions between the two would he handled though as not to be disorienting - if it was a fast paced shooter where you moved around a lot between things, the animation to transition between the two would have to be carefully considered, I think.
I just thought of a method of locomotion in VR that I haven't heard of before.
You could have a game that is both third and first person. For example, you could stay put in one area while being in first person to shoot some enemies. Then, to move to a new location, you could zoom out to third person and move the character around (like Chronos or something) to a new location and then zoom back in to first person to shoot enemies again.
Let me know what you think or if that has already been demoed.
Teleportation is a popular method of locomotion in VR, mainly because it avoids the discomfort problems of first-person controls. This sample scene shows a simple implementation of a teleportation mechanic.
One subtle consideration explored in this sample is the post-teleportation orientation of the traveler. In one mode, the post-teleportation view direction is controlled by the player before making the teleportation jump. The above screenshot shows this in action a glowing avatar appears at the teleportation destination, indicating a final orientation that can be controlled by the player. After the teleport, the player faces the direction in which the avatar was facing.
This sounds straightforward, but the player may need to rotate their head to look at the teleport destination. So should the player find themselves looking in the direction the avatar was facing after teleport while their head is still rotated? Or should the new view direction correspond to the direction in which they are looking once they rotate their head back to their neutral forward position?
There is a case to be made for either approach, and what feels most intuitive depends on other factors. This sample can help you understand the difference between these two modes directly, and explore your options. The sample provides the possibility to experiment with an interpolation between these two modes.
I just thought of a method of locomotion in VR that I haven't heard of before.
You could have a game that is both third and first person. For example, you could stay put in one area while being in first person to shoot some enemies. Then, to move to a new location, you could zoom out to third person and move the character around (like Chronos or something) to a new location and then zoom back in to first person to shoot enemies again.
Let me know what you think or if that has already been demoed.
No animation needed. Just fade out fade in. Even hard cuts work well enough.
I've always like the idea of an animal crossing sized world, that at room scale is shrunk down to fit in your floor space, but when you go inside it becomes full sized and you are inside their little homes.
this is how teleporting works.
https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/
I just thought of a method of locomotion in VR that I haven't heard of before.
You could have a game that is both third and first person. For example, you could stay put in one area while being in first person to shoot some enemies. Then, to move to a new location, you could zoom out to third person and move the character around (like Chronos or something) to a new location and then zoom back in to first person to shoot enemies again.
Let me know what you think or if that has already been demoed.
Don't most teleportation schemes have the camera fixed while a target marker or player avatar moves to another spot?
Random thought that might have been brought up by somebody else before: The back end of the Vive strap looks like the oval Oculus logo, and the back of the Rift strap looks like the triangular Vive logo. These companies got their marketing backwards.
Maybe 6m/20ft.
Well now we know who is pushing VR on us...
Seriously, I can't believe people would be paying anywhere near as much for a used DK2 as a new CV1. Collectors maybe? Either that or insanely impatient people. Can't see why else you'd we willing to shell out so much for virtually obsolete hardware.
Cartman86 - thanks. Actually you just saying 'run the cables down the hall' had me thinking. I was considering drilling a big hole in two walls and threading the cancel through, so I permanently had a HDMI and USB in my living room to hook the breakout box too. But I could just as easily run the extension along the floor and then roll it back up afterwards - would literally be a 30 second job.
Taking that further - if I keep the extension connected permanently (even when using in the PC room), I wouldn't even need a splitter. Leave the breakout box connected and just walk it into the living room when needed. That might push me to 7m/23ft but that should still be ok
Medium term challenge will be hoping valve adds multi room support so I can have two sets of lighthouses permanently set up
Cartman86 - thanks. Actually you just saying 'run the cables down the hall' had me thinking. I was considering drilling a big hole in two walls and threading the cancel through, so I permanently had a HDMI and USB in my living room to hook the breakout box too. But I could just as easily run the extension along the floor and then roll it back up afterwards - would literally be a 30 second job.
My graphics card has one HDMI (not currently used), 1 DisplayPort (going to monitor - 3440x1440 so I need to use DP not HDMI which I think is limited to 30hz?), 1x DVI-D and 1x DVI-I. That might mess things up as OR beds DisplayPort I think?
Hadn't considered spectator mode so it seems like I'll need a splitter for that.
Taking that further - if I keep the extension connected permanently (even when using in the PC room), I wouldn't even need a splitter. Leave the breakout box connected and just walk it into the living room when needed. That might push me to 7m/23ft but that should still be ok
Medium term challenge will be hoping valve adds multi room support so I can have two sets of lighthouses permanently set up
A member of the Oculus team confirmed that DVI and displayport adapters work for the Rift so you should be able to use any of the ports on your PC.