Zalusithix
Member
Thanks. Vive is HDMI too?
Vive is DP or HDMI. Has ports for both on the breakout box.
Thanks. Vive is HDMI too?
Thanks. Vive is HDMI too?
That Reddit page also mentions that the rift is a USB audio device. If the vive is the same then your audio cabling might need redoing.. And wouldn't it make mirroring the audio to a spectator display difficult because you'd then need two audio feeds?
Hahaha amazingWell now we know who is pushing VR on us...
Tested Raw Data hands-on: https://www.youtube.com/watch?v=CPSShM78Oig
I wish the Touch for the Rift was available at launch. It looks better than the Vive controller and would make me feel at ease with my Rift order. But since it's not, I keep questioning whether to go with the Vive instead.
Wonder how long Oculus will take to get the Touch ready for sale.
I trust Valve to support Rift on Steam pretty much as well as the Vive will be, with exception to things like settup through SteamVR of course.
I'm sure Valve is already working on a Portal VR game. I wonder how games will support both Vive and Touch controls.
I wish the Touch for the Rift was available at launch. It looks better than the Vive controller and would make me feel at ease with my Rift order. But since it's not, I keep questioning whether to go with the Vive instead.
Wonder how long Oculus will take to get the Touch ready for sale.
I trust Valve to support Rift on Steam pretty much as well as the Vive will be, with exception to things like settup through SteamVR of course.
I'm sure Valve is already working on a Portal VR game. I wonder how games will support both Vive and Touch controls.
I wish the Touch for the Rift was available at launch. It looks better than the Vive controller and would make me feel at ease with my Rift order. But since it's not, I keep questioning whether to go with the Vive instead.
Wonder how long Oculus will take to get the Touch ready for sale.
I wish the Touch for the Rift was available at launch. It looks better than the Vive controller and would make me feel at ease with my Rift order. But since it's not, I keep questioning whether to go with the Vive instead.
Wonder how long Oculus will take to get the Touch ready for sale.
I trust Valve to support Rift on Steam pretty much as well as the Vive will be, with exception to things like settup through SteamVR of course.
I'm sure Valve is already working on a Portal VR game. I wonder how games will support both Vive and Touch controls.
From the other thread: https://www.youtube.com/watch?v=zPKUO1yKAqY
Simulation of various objects in VR, most notably an AR15 rifle. Really great stuff.
Also the lack of any type of room sensor for object collision is needed. We have already seen people hit stationary items with the rift just by standing.
Valve will most likely support Touch with all their games / experiences, they've talked about it and having chaperone for Rift / Touch too. And I don't see other developers missing the sales for Rift userbase either, which will be large.
Lucid Trips
Open world exploration without the use of teleportation or analog controls, using intuitive motion controls instead. Windlands was my favorite demo from the DK1/DK2 days, this looks like my next favorite.
http://www.polygon.com/2016/3/16/11242294/online-harassment-virtual-reality-gdc-2016
I'm sure this story has been picked up by people who are dead set against VR. The type of people who think VR is an inherently corporately manufactured (not really), anti-social (it isn't) murder simulator (it isn't) for white dudes (I hope it isn't). I mean 95% of content coming out for VR soon is by indie devs. A large portion of which isn't violent, and the stuff that is is against robots. This seems counter-intuitive but this medium is going to be as fucking mainstream as you can get in terms of appeal.
I'll ignore all that though since I think it's a valuable topic. Also I will ignore the weird possibly unethical "research" part of this for a moment. What does everyone think of this? It seems like a fairly simple problem to fix (toggle setting that allows "touching"), but will dev's bother? Especially at first. It would be nice to head this off. Perhaps Valve can just implement this into SteamVR. Ask the user if they are okay with users (friends versus strangers?) getting really close to them, touching etc. There will be similar concerns over accessibly options as well. Particularly with room scale. I would love people to get their hands dirty though. Seek to figure this out instead of ignoring it or just dismissing VR because of it. Dismissal probably won't even be possible in the long run. VR will be to prevalent. It will be like asking people who dislike some piece of content on a TV channel to just stop watching TV all together. This will have to be solved by developers or platform holders.
I dont really understand this as I've never used VR, but what does he mean by players can touch your chest and groin? If he means in a third person game, I thought that playing VR in third person makes it seem as if you're right next to the character you're controlling instead of it feeling like you are that character.
In first person games where players can put their hands and arms "on" you. Granted you don't actually feel the touching right now (which I imagine is why people may not be thinking about it) but for some people who find VR incredibly immersive (those people who feel like they may fall when they stand on a cliff) someone coming up behind you and whispering in your ear or chasing you around and putting their avatars fingers on you in sexual ways will be particularly alarming. An example is a game like HoverJunkers. A lot of VR stuff is single player and body presence is not a big thing right so this may involve a lot of edge cases. All of this will advance rapidly though.
But if it's in first person, how would you even know if someone is touching you in any particular place at all? Especially because most of the VR FPS games I see you are just a head with floating arms with no body attached.
HoverJunkers has full body characters using inverse kinematics.
Keep in mind that isn't any solution for VR sickness, that style of motion can make people just as sick as using a joypad if it involves turning the player without the player turning their body.Lucid Trips
Open world exploration without the use of teleportation or analog controls, using intuitive motion controls instead. Windlands was my favorite demo from the DK1/DK2 days, this looks like my next favorite.
That one guy who made the French apartment VR demo apparently did some more work and made another VR home for some other studio. You can download it here if you want to check it out yourself:
http://www.benoitdereau.com/Builds/Lucid_Arch_Dreams/LucidArchDreams1.1.exe
It's basically just something to slowly walk around and look at, but man it is gorgeous.
Would a 980ti get 90 frames on this in VR?
I was getting some weird judder with all the settings at max on my 980ti. I knocked everything except resolution scale down one notch from max and it was perfect, though obviously on DK2 I'm only needing to hit 75hz.
That one guy who made the French apartment VR demo apparently did some more work and made another VR home for some other studio. You can download it here if you want to check it out yourself:
http://www.benoitdereau.com/Builds/Lucid_Arch_Dreams/LucidArchDreams1.1.exe
It's basically just something to slowly walk around and look at, but man it is gorgeous.
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
Since /u/GrabASock wanted to know what changed in recent SDK updates: When I said they stopped giving out changelogs for SDK updates I was just looking at updates to the Unity integration. I just found an archive of changelogs containing all changes from 0.2.5 to 1.0.0 and will update this post with the most important changes and when they happened.
EDIT: Someone asked when Asynchronous timewarp was added. It's 0.9
1.0.0 added the Lighthouse-style floor level coordinate system, DX12 support and introduced backwards and forwards compatibility for SDK 0.6 - 1.0 games on all future runtime versions.
Everything after 1.0.0 is purely minor additions and bugfixes.
enlaceguardarreportarregalar goldresponder
So we have two VR rooms in this building. One for our office and one for a second team working on something else.
My team doesn't work with motion controllers. Take everything I say about the Vive controllers and Touch with a grain of salt since I don't use them daily.
When we set up the VR room downstairs specifically for roomscale we did some measurements of the tracker's range and field of view and came to the conclusion that both have pretty much the same fov but the lighthouse stations have a slightly higher usable range which is by the way bigger than what they recommend as the largest play area.
From what I've heard they prefer Touch for the implications of finger tracking, the analogue grips and because they're shaped like a neutral hand pose.
No chat / messaging abilities at all on the Oculus software. Makes a friendlist a bit pointless IMO but maybe that's about to change soon.
There's a bit of pressure to use OpenVR for multiple headsets instead of seperate builds but we try to be as platform agnostic as possible.
1. Your headset of choice?
2. Better optics?
3. Preffered FOV?
4. SDE difference between all 3?
5. Have you tried touch? Did you like it or found any things that annoyed you? (such as tracking problems).
6. How are the added headphones on the rift?
7. Ergonomics on which one are better?
8. What software seems better for the consumer?
1) I like and dislike different things about all of them. No favourite.
2) Rift > Vive > PSVR
3) Vive > Rift > PSVR
4) Rift > PSVR > Vive
5) I'm not too experienced with Touch. We don't have a Touch in OUR office since our project doesn't utilize motion control but I had a couple of opportunities to try it out and was very happy with how well the tracking works. There were a couple of issues with finger recognition and rumor has it that's the reason why they delayed it.
6) IMO the most important difference between the three. The headphones provide an even target across all users for devs and add so much comfort.
7) The Rift and PSVR are equally comfortable IMO. Vive is a bit lacking in terms of ergonomics.
8) For consumers the Oculus software is way ahead at the moment. It's completely plug and play in our experience and feels like a polished console UI, even in its current beta state. My personal preference is the Steam VR interface though simply because it supports voice chat and that's what we use to communicate between our VR room and office.
Everything is tuned specifically for these headphones. The position of the in-game listener lines up with the position of the driver in front of your ear to ensure that you get the most acurate 3D audio possible.
The best thing of an integrated audio solution is that what I create will sound to you exactly like it sounded to me while I made it. If you play our game you hear everything like we wanted it to sound just like you see the world we created exactly like we wanted it to look because we use the same screen you use.
SDK changes are minor things but the interface went through a lot of changes since they first showed it off to developers. It's now a zen garden with floating, windows modern ui looking icons. there are multiple aspect ratios for these icons available depending on where they are displayed and you can use different artwork for all of them if you want.
/u/evil-doer Since it's show; don't tell: These are pictures of the rift's interface and the current health and safety screen. I took them a while ago but they didn't change anything visually since then.
Less SDE on the Rift. To the point where I don't notice it at all if I'm not trying hard to stare at it. The Vive still has noticeable but improved SDE (from VDK1) with an oval FOV which I prefer over the Rift's rectangular one.
Both feel very similiar. The rift feels a litte bit wider but they are both supposed to be +-110 deg. It's a very subjective thing and can't be measured perfectly acurate.
I brought the lenses as close to my eyes as possible without touching my eyelashes. It's about the same on Vive and Rift but Rift feels a little wider horizontally to me while the Vive has my preferred FOV shape.
Lighthouse is a bit picky with reflective surfaces and strong direct light. Other than that no issues.
Well there is one thing they didn't announce yet afaik. There's an early access program in addition to Concepts. Other than that nothing earthshattering on the software side.
I don't really play favourites. They all have their strengths and weaknesses. From a comfort standpoint I like PlayStation VR the most, for the quality of the headset alone I like Rift the most and for the most compelling out of the box experience the Vive.
The nice thing about PSVR is that it doesn't press against your face. The mounting mechanism is a cushioned ring you wear around your head. You can wear it for hours without getting that feeling of weight on your cheekbones.
Keep in mind that I don't use a PSVR regularly and the unit at our office is not the current model shown at GDC but from what I can tell close or identical.
The Rift doesn't press against your face but it still touches it and applies a bit of weight on your cheekbones. It's great comfort wise but I can wear PSVR for longer without even noticing it.
Since PSVR doesn't touch your face for the most part there is more light leaking in than with the Rift and Vive. Not just at the nose but all around the eyebox It's not too bad IMO but you might want to play in a dark room if that's something you don't like.
I don't like having to wait for tracked controllers. If I would buy a headset for myself right now it would probably be the Vive because it's a complete VR package for what I want to do in VR while the Rift is a slightly superior, much more ergonomic headset but is also making me wait for touch for half a year.
Absolutely. If I look purely at the comfort and quality of the headsets alone I would give it to the Rift but the ability to reach out and "touch" the virtual world is what makes the Vive so magical for me.
Apartment sizes need to improve
The pressure to make a roomscale game also work just standing and turning on both the Rift and Vive to maximize the potential audience feels like a slight bottleneck to creativity. my team is not working on a game with tracked controllers but our coworkers are and it's a bit depressing to see how many steps back they took from the original idea once they realized that most people are not ready or capable to dedicate a 3.5x3.5m or even 2x2m space in their home to VR.
Most of the devs we're in good contact with are building games for PSVR and the Rift as these are the projected market leaders of console and PC VR with Vive versions in mind. Other platforms like OSVR, StarVR or the Totem (which is technically OSVR compliant) will only see straight ports if at all.
There aren't many PSVR-to-Rift ports though. That's partly because Sony invests a lot of money in games specifically developed for PSVR. Exclusives if you will. They don't outright buy exclusivity rights to existing projects but fund projects that wouldn't exist otherwise and then demand in return that they will stay on PSVR for a while.
On PC the two major headsets are more or less identical once touch launches, there is no need to treat development and the potential usecase on those headsets differently. Pretty much all games that use roomscale can also be played standing and turning simply because it makes the most sense business wise but if you do have a setup where you can walk around you get the perk of more freedom in your movement.
Rift's screen looks like a continuous surface with a subtle pattern while the Vive's SDE looks like on Gear VR (with S6) but with thinner lines.
The rifts on-ear headphones sound great and offer us as devs the luxury of being able to target a single device that will sound exactly like envisioned across all Rift users.
That's technically still true for the Vive but the fact that they're IEMs will stop many people from using them. At least that's what happened in our office. Out of 10+ people here only one can actually stand IEMs and that's me. They sound pretty good. They're just off the shelf HTC IEMs. Slightly tuned for the beats generation with a lot of low end but not bad at all.
I wish the Touch for the Rift was available at launch. It looks better than the Vive controller and would make me feel at ease with my Rift order. But since it's not, I keep questioning whether to go with the Vive instead.
Wonder how long Oculus will take to get the Touch ready for sale.
I trust Valve to support Rift on Steam pretty much as well as the Vive will be, with exception to things like settup through SteamVR of course.
I'm sure Valve is already working on a Portal VR game. I wonder how games will support both Vive and Touch controls.
I honestly think we won't until cv2. I don't think touch was intended for cv1 tracking, even with an additional sensor. Also the lack of any type of room sensor for object collision is needed. We have already seen people hit stationary items with the rift just by standing.
In first person games where players can put their hands and arms "on" you. Granted you don't actually feel the touching right now (which I imagine is why people may not be thinking about it) but for some people who find VR incredibly immersive (those people who feel like they may fall when they stand on a cliff) someone coming up behind you and whispering in your ear or chasing you around and putting their avatars fingers on you in sexual ways will be particularly alarming. An example is a game like HoverJunkers. A lot of VR stuff is single player and body presence is not a big thing right so this may involve a lot of edge cases. All of this will advance rapidly though.
Having only tried DK1 and Vive, SDE on Vive Is significantly less noticeable than DK1.damn - the SDE sounds on the VIVE is disappointing despite the higher price. how does it compare to the OR DK1 (only vr device i have tried)?
That's why i'm using the 3.5mm cables with a Y splitter for all of my audio in the remote room. Makes it so I just choose one audio device on my PC. I could put the audio through the USB for the headset (assuming it's USB audio and not through the HDMI cable) and use a program like Virtual Audio Cable to allow for two simultaneous audio devices so I can get audio out to the TV and speakers through that second HDMI cable as well, but I really don't like doing that. Does that make sense or am I misunderstanding what you are saying?
25 ft/7.6m is a fairly standard length for HDMI so 20 or 23 doesn't really matter and active USB tends to be 16/32 ft or 5m/10m lengths. Test it out for a while and see what you think about dragging it around and if you get tired of it, install them permanently. With the Rift DKs I would have to set it up each time and it was kind of annoying after a while.
I have an attic so I'm going to run the cables through there (about 30 feet with active cables) and just put a wallplate in the wall with HDMI and usb that I can plug the headset into when I want to use it and have the lighthouse boxes permanently mounted on the ceiling. Seems like the least amount of hassle when I want to use the headset, but won't leave any wires showing. My pc is in a media closet with HDMI through my receiver to a tv and projector, so I picked up a DisplayPort adapter for the Vive. I have all the stuff now I just need to actually do it before the headset gets here.
damn - the SDE sounds on the VIVE is disappointing despite the higher price. how does it compare to the OR DK1 (only vr device i have tried)?
Pretty interesting, and shows exactly why anyone who is going all out console warrior with these headsets at this stage of the game is going to look pretty stupid.Dev spilling the beans on Reddit
https://www.reddit.com/r/oculus/comments/4b3j70/ready_for_some_bean_spillage_i_work_closely_with/
Pretty interesting, and shows exactly why anyone who is going all out console warrior with these headsets at this stage of the game is going to look pretty stupid.
Each has their major advantages and disadvantages and it'll be down to personal preference (and budget) to decide which people should go for.
After gdc i would hate to be a future oculus buyer. Showcase looked very disappointing. They clearly had no plans to support roomscale from the start and most reviews have been more favorable to the vive. They were apparently even handing out ginger candies to the demoers to try and prevent motion sickness. They are also trying to market it as a seating and standing device. How can you even market that as an advantage when vive can do roomscale?
After gdc i would hate to be a future oculus buyer. Showcase looked very disappointing. They clearly had no plans to support roomscale from the start and most reviews have been more favorable to the vive. They were apparently even handing out ginger candies to the demoers to try and prevent motion sickness. They are also trying to market it as a seating and standing device. How can you even market that as an advantage when vive can do roomscale?
Reddit guy said:don't really play favourites. They all have their strengths and weaknesses. From a comfort standpoint I like PlayStation VR the most, for the quality of the headset alone I like Rift the most and for the most compelling out of the box experience the Vive.
The Rift ones look like they just rest on the ear and can be angled out a little so they're barely touching. Seem pretty comfortable, although not ideal if there's a lot of outside noise.That info dump seems to mostly confirm everything we've already known with regard to how the headsets stack up in various parameters (including FoV, which is nice to get confirmation on, and SDE).
One thing I personally have to say about it is that on-ear headphones are in the same category as IEMs for me, as in I can't wear them comfortably for any length of time. So I'll use my own headphones with both HMDs.
I still wonder how many people who agree with this have actually played games in VR for any length of time.some people don't have an entire room to dedicate to gaming and are still diffident about motion controls after the wii and kinect debacle,so they are totlly ok with a mostly sitting VR experience wih a pad in their hands
Hmm, that's right, unlike normal on-ear headphones they don't necessarily need to put any pressure on the ear. I guess I'll see soon enough when my Rift arrives!The Rift ones look like they just rest on the ear and can be angled out a little so they're barely touching. Seem pretty comfortable, although not ideal if there's a lot of outside noise.
damn - the SDE sounds on the VIVE is disappointing despite the higher price. how does it compare to the OR DK1 (only vr device i have tried)?
I still wonder how many people who agree with this have actually played games in VR for any length of time.
Sitting is great for cockpit experiences obviously, but in pretty much every other traditional game I've ever played in VR I ran into the limitations of DK2 tracking when I wanted to turn around or look at something on the ground more closely.
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it's more about not having a choice than anything really,if you don't have that space avaiable in your room,you don't have it..and i wonder how many customers have that luxury of having an entire room avaiable just for gaming
it's more about not having a choice than anything really,if you don't have that space avaiable in your room,you don't have it..and i wonder how many customers have that luxury of having an entire room avaiable just for gaming
That info dump seems to mostly confirm everything we've already known with regard to how the headsets stack up in various parameters (including FoV, which is nice to get confirmation on, and SDE).