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

viveks86

Member
CsGjHaG.jpg


XFDd5xL.jpg


1AqUuvy.jpg

Duuuuuuuude. NSFW!
 

Tyl3n0L85

Neo Member
Any words about porn industry making movies compatible with either Vive, Rift or PSVR?

I'm still waiting for PSVR to come out before buying anything however knowing VR porn is compatible and working well with one of the headset will certainly help making my final decision!
 
Let us all agree that VR is a medium that requires seeing to believe. So it's unfortunate that you haven't tried room scale so that you too can understand why so many journalists and gamers are placing the Vive on the top of the proverbial mountain specifically because of the room scale it will offer.

Apparently you don't need to run around freely and you shouldn't feel the need to do that mentally put it on that far off island to avoid the possibility that you may like it as it is. It's good *right now* and its in people's homes *right now*. Youtube is filling up with these Pre owners and journalists from GDC talking about all VR headsets, but Vive in particular.

There's no reason to feel worry or any sort of second thoughts about your chosen investment; there's no reason to believe it won't be a great experience, especially with so many of its games in development for years and showing associated polish at launch. That said, we all know software exclusivity doesn't mean shit on PC, the platform that defines "life finds a way" by mod, homebrew or otherwise...and room scale is making grown men giggle like children. The sooner Rift gets proper Touch, the sooner we can move on a bigger focus from developers on the experiences that people immediately refer to as the "game changer": room scale VR. And maybe then you can believe it and realize it's not "years" off into the future and requires the ability to run and jump.

I was touching on things I've said before. Room scale VR is the best we can do right now, until we *can* offer people the freedom to freely run. I've seen some people with room scale setups talk about feeling limited by the available space they have to interact with the virtual world. Clearly the end goal is unlimited movement, whatever technology ends up being the one to solve such a thing. IF we live to see that achieved, room scale will be a thing of the past. No one would be making room scale titles if we already robust and affordable Omni directional treadmills.

I don't think standing and seated experiences are going anywhere, and I doubt room scale is going anywhere any time soon.

I may or may not join the room scale converts. It seems to speak to different people in different amounts as does all types of VR. I love Half Life 2 VR... other people think such experiences are poisonous and shouldn't even be offered at this point for fear of alienating potential VR owners.

I've seen plenty of people gushing about the Vive and I'm certain the praise is all genuine. But I see plenty of people that as Zalusithix puts it that see room scale as part of what VR gaming offers and not the be all and end all... so I'm not going to presume that I'll go one way or another.

I'm not worried and I'm not *invested* financially in anything. I'm getting a free Rift and I'm broke right now, but being broke will pass.

But we're all focusing on the *right now* right now. We don't know when the touch will drop or how much it will cost. Right now, if you want room scale VR you need a Vive, whether you're prepared to give the other types of VR gaming experiences a chance or not. I've said this before, the appeal of the Vive from my perspective is that it works with *all* the types of VR games that are being made right now.

If you have the space and the money... I'd encourage you to get a Vive. I encouraged my friend to do just that. I know lots of people who are totally skeptical about third person games, including another friend with a Rift pre-order. I'm encouraging him to give Lucky's Tale a try, and I'm glad Oculus are bundling it because hopefully that'll open more people's eyes to what VR offers traditional gaming, as well as the new types of gaming it unlocks.

But when I speak about my specific circumstances... right now... I'm getting a Rift. That was my plan before I got the free one... because I'm not sure about my space. I was always thinking I'd get the touch controllers when they shipped and lug my PC about and test out a few different areas in my house to see if I want to and can think about a dedicated VR area.

I've been excited about Edge of Nowhere and Lucky's Tale since I first saw them. So the software was leading me towards the Rift...

But that decision was made for me. Twice over. It is what it is. I'll want to be able to play on every major VR platform just as I always end up buying every console. Hopefully I'll be able to afford to.

Whatever my preference or situation dictates, I think I'm still open minded enough to see what's the best fit for other people.

But yes, I still feel the need to defend the kinds of VR games I know and love, that some people are treating like yesterday's left overs now. Room scale will probably join the types of VR games I love...

But how much I'll love it. How desperate I'll be to afford it. How much it will detract from previous experiences. Those are huge unknowns.

I had zero problems going back to a headset without positional tracking after using the DK2... so I suspect I'll have no hang ups... but then I know enough about VR to know that you can't know what each type of experience is going to be like. So many things in VR have impressed me that I'd have never guessed would.

Like a headcrab zombie in VR is a little cooler. It's the tiniest bit more threatening. But manhacks? Oh my god manhacks are so much better in VR... and I had no clue.
 
^ you need to stop writing books. brevity is the soul of wit, etc.

Speaking of controls. Is anyone planning or already have a HOTAS flightstick for their VR? I'm thinking of getting an X52 or something similar for Eve Valkyrie.

CH Products stick, throttle, and pedals.

Accept no substitutes. There's a reason they cost a little more and when they still work in 2026, you'll be glad you went with a CH setup.
 

Krejlooc

Banned
Oh, that looks like the same stand I have my T300 mounted to... maybe I need a second one...

It probably is, it's a wheel stand pro. I had to build a mount out of wood to attach the stick too, but it's pretty easy. I have a second as well, for my G27:

HRROnf3.jpg
 
^ you need to stop writing books. brevity is the soul of wit, etc.



CH Products stick, throttle, and pedals.

Accept no substitutes. There's a reason they cost a little more and when they still work in 2026, you'll be glad you went with a CH setup.

I'm not trying to be witty I'm trying to be *clear*.
 
you connect it via bluetooth

you need an AR code to disable off-screen culling

then you just run the game in VR using a VR headset

it's not that great because you can only face forward. If the wiimote tracked in 360 degrees it'd be phenomenal. IMO F-Zero GX is a better VR game. F-Zero in VR is sooooooo fast.

F-Zero GX in VR

Metroid Prime VR

Both of these are really old, they work better now. I'm not using the culling-disabling AR code in that video (this was before that code was developed). It's pretty cool how the enemies are like the size of dogs IRL, however. They feel huge.

Do you think there's any chance that Dolphin could ever be able to make use of Vive/Oculus controllers?
 

Zalusithix

Member
I must know, how do you Galaxy Map! That's my biggest concern right now about VR. That damn map.

I haven't been playing ED for some time, but damn, they still haven't fixed that oversight? With the headsets soon to be hitting the market en masse, I figured they would have worked on that aspect by now. I can't imagine playing ED without sensible map controls.
 

Cartman86

Banned
Any VR games have custom soundtrack support?

I want to listen to this when I boot up Eve Valkyrie and float around space in my ship.

Audioshield (VR entry in the Audiosurf series) lets you play any song.

If you just mean the console style replacement of music then probably only in the sense that Steam has a music player built in that can play over your games so you would have to turn down the music of the game you are playing. Wouldn't surprise me if a lot of these early games don't have in depth sound settings though. Especially since a lot are going to be early access. Don't know about Oculus. Can't think of any games with this feature built in though. I guess the Truck Sim games which have some level of Support for DK2 right now.
 

jadedm17

Member
One thing I'm excited about with VR (and Vive specifically) is the possibility of showing my dad a video game that will impress him. Standard-display games were probably never going to interest him, but I know he won't be able to help but be fascinated with a VR experience.

Agreed : Making my mom experience VR in any way is almost half the reason I'm even getting into VR.
 
Room scale VR is the best we can do right now, until we *can* offer people the freedom to freely run.
I wouldn't say it's unequivocally "best". The extra level of immersion comes at the cost of restricted play methodologies. Variable room-scale coupled with 1:1 traversal is a highly constrained design space.
 

Kevin

Member
Is Steam going to support Oculus Rift fully? I mean if I buy the Rift, can I or should I buy my VR games mostly through Steam?

Not sure I want to go through yet another store... (Oculus Store).
 

Doom.

Banned
Is Steam going to support Oculus Rift fully? I mean if I buy the Rift, can I or should I buy my VR games mostly through Steam?

Not sure I want to go through yet another store... (Oculus Store).
I think the Oculus made game will be exclusive to their store
 

cakefoo

Member
I wouldn't say it's unequivocally "best". The extra level of immersion comes at the cost of restricted play methodologies. Variable room-scale coupled with 1:1 traversal is a highly constrained design space.
If people can play seated VR games with 100% artificial locomotion, then I don't see why games can't be a mixture of both artificial locomotion via thumbstick plus roomscale 1:1 at the user's discretion. For instance, if I'm playing an FPS in VR and I'm seated, relying solely on the left stick to move, then surely in a roomscale-supported version, it would be possible to travel artificially, but also play standing instead of seated, so whenever I approach a piece of cover, I can physically crouch, lean, etc for a more immersive shootout.
 
If people can play seated VR games with 100% artificial locomotion, then I don't see why games can't be a mixture of both artificial locomotion via thumbstick plus roomscale 1:1 at the user's discretion.
Mixed modes are an obvious approach, but I'm not sure they amount to a solution. I could see rapid alternation of tracked head movement and untracked thumbstick movement being a worst-case scenario for nausea. Further, it'd be non-trivial to switch modes freely, and finding the right balance to enforce is another design hurdle.

But the primary point is that you're no longer actually talking about room scale. Standing VR is being done by all three major systems. There are plenty of cool opportunities for this and for seated VR. It's when you try to introduce true room scale--meaning 1:1 traversal--that you start running into design obstacles for home use.
 
Any words about porn industry making movies compatible with either Vive, Rift or PSVR?

I'm still waiting for PSVR to come out before buying anything however knowing VR porn is compatible and working well with one of the headset will certainly help making my final decision!

There's porn already out there that's definitely Rift compatible (at least with DK2, though CV1 shouldn't be an issue) since they've actually been able to buy the headsets to test. As far as Vive and PSVR, we won't know for sure that they're compatible until the companies can get their hands on the headsets for testing, though all everyone is doing right now is basic 180 or 360 degree videos, so if the headset can play those, then it's compatible.
 

wazoo

Member
How are the Vive pad with respect to Oculus touch ?


The gif I saw about gesture recognition of the touch is quite impressive.
 

Cartman86

Banned
Mixed modes are an obvious approach, but I'm not sure they amount to a solution. I could see rapid alternation of tracked head movement and untracked thumbstick movement being a worst-case scenario for nausea. Further, it'd be non-trivial to switch modes freely, and finding the right balance to enforce is another design hurdle.

But the primary point is that you're no longer actually talking about room scale. Standing VR is being done by all three major systems. There are plenty of cool opportunities for this and for seated VR. It's when you try to introduce true room scale--meaning 1:1 traversal--that you start running into design obstacles for home use.

I would say by definition in some instances the design obstacles of standing and seated experiences are solved by room scale. By the same token room scale introduces its own as well.
 
In regards to Steam VR and showing a spectator feed to a monitor, do you mirror monitor 1 (Vive) or do you extend the desktop? Or does Steam VR do it slightly differently?
 

dark10x

Digital Foundry pixel pusher
The Rift will be in the PC room with the desk. The whole Vive setup will be in the VR room.

I don't really see why I couldn't keep both of them connected, I have the ports and turning on and off their respective services in software should be enough so that no game gets confused. At worst, plugging them in and out wouldn't be too bad :p
Heh, that's fascinating, I'm looking at a similar setup except my room is 3.5m X 6m. My desk and shelves are along the walls so I have open space available for the Vive. The ceiling is fairly low in this room as well so I'm hoping the ceiling wire management won't be too difficult to work with.
 

wazoo

Member
Is Steam going to support Oculus Rift fully? I mean if I buy the Rift, can I or should I buy my VR games mostly through Steam?

Not sure I want to go through yet another store... (Oculus Store).

this is the other way around. oculu does not support steam fully.
 

mrklaw

MrArseFace
Gaf - I have a question that I'm hoping someone here can answer. I have my PC setup in my theater room, where I sit ~10-12ft back from the screen. My pc is housed in a built-in cabinet below my projector screen. You can see photos here.

My question: can I use the Rift with this setup? I'm worried that the cord length would be too short, and that the censor would be too far away from the headset.

I preordered a Vive because I figured it would be more appropriate for my setup. However, I'm concerned that it could be the 'less successful' of the headsets because of price (see PS3 and X1) and become obsolete sooner. Also, the Rift games lineup appeals to me more... but I'm most interested in the room-scale concept (I know that sounds contradictory). Help!

Get a vive IMO

Neither headset will become obsolete quicker than the other - both will be replaced with new stuff in a couple of years. Vive suits your setup way more than the rift. And this isn't like PlayStation 3 stilling getting games - even if hardly anyone buys it, it'll still work with most steamVR games (basically anything except oculus funded games). No worries on that front
 

Durante

Member
To me, claiming room scale will overshadow everything else is like claiming RPGs will overshadow RTSs or something. Roomscale and seated will just be different experiences. It's entirely possible you'll be in the mood for room scale one day and seated the next. I mean, it is possible an individual will prefer one to the exclusion of the other, but I imagine most people will be able to find fun in both. Having the ability to choose is going to be the key for VR going forward.
Since I'm one of the people who explicitly said that room-scale overshadows everything else in terms of desirability, I feel like I should clarify that I obviously meant for me when I said that.

I'm sure people will make plenty of traditional seated (and standing) games. If nothing else, market forces will make sure of that. But what I personally want to play, and what I am personally highly interested in creating, are room-scale experiences.

Audioshield (VR entry in the Audiosurf series) lets you play any song.
That's actually one of the non-packed-in launch games I'm greatly looking forward to. (I mean, I've played Audiosurf for 400+ hours).
 
That's actually one of the non-packed-in launch games I'm greatly looking forward to. (I mean, I've played Audiosurf for 400+ hours).

Admittedly I know nothing about the Audiosurf games, but isn't it a bit pointless in regards to global leaderboards etc, as it just uses your own playlist? I'd love it if there was more competition other than yourself.
 
Admittedly I know nothing about the Audiosurf games, but isn't it a bit pointless in regards to global leaderboards etc, as it just uses your own playlist? I'd love it if there was more competition other than yourself.

I haven't played audiosurf since the first one, but if your song was correctly named, it would compare results against others who played the same song. But I am sure cheating by altering file names/id3tags was easy.

That being said, spotify integration would be pretty cool since that is where I have 99% of my music these days.
 

mrklaw

MrArseFace
I'm at a loss. Does anybody know how I can covert my 3D blurays to SBS 3D for Oculus cinema?

I rip using makeMkV and then encode as SBS using BDRebuilder. I've tried other tools but had issues with playback on xbox one. BDRebuilder seems to work best for me.

Try and avoid movies with subtitles until you're comfortable with the process though ;)
 

Durante

Member
Admittedly I know nothing about the Audiosurf games, but isn't it a bit pointless in regards to global leaderboards etc, as it just uses your own playlist? I'd love it if there was more competition other than yourself.
There are usually common weekly playlists which have a lot of people participating.

Additionally, Audiosurf 1 has been around so long and has so many dedicated players that it's absolutely amazing to see the variety of songs which have been played. It's pretty wild to play some relatively obscure Touhou metal remix and see that there are 5 others on the leaderboard. Oh, and it's always fon to recognize one of your "rivals" whom you first encountered on classic punk or whatever playing something completely different like a modern game OST.
 

UnrealEck

Member
I really don't think some of Oculus are being honest with room-scale and even 360 degree tracking's importance for VR.
Every time I saw Palmer talking about it he seemed to dismiss it as something that's not that important. I don't know if it's because the tracking on Rift isn't as good as on Vive or if it's just him downplaying it because he knew/knows Touch isn't going to be ready for a while.

By sticking with the Rift it's in a way putting trust that when Touch comes out, it'll be pretty much on par with Vive's system. (if of course you value standing games at all)
I don't think larger distance is going to be as important for VR for a while, but I think being able to move a couple of feet and turn 360 degrees and stay head and hand tracked will be a big plus point in this early VR.
 

mrklaw

MrArseFace
how many buttons do the vive controllers have for use in game? I think there are some that bring up the camera view, or the steam overlay, so what are usable for games? I know that 'less is more' but hoping it at least has more than just the trigger and side grips?
 

mrklaw

MrArseFace
I really don't think some of Oculus are being honest with room-scale and even 360 degree tracking's importance for VR.
Every time I saw Palmer talking about it he seemed to dismiss it as something that's not that important. I don't know if it's because the tracking on Rift isn't as good as on Vive or if it's just him downplaying it because he knew/knows Touch isn't going to be ready for a while.

By sticking with the Rift it's in a way putting trust that when Touch comes out, it'll be pretty much on par with Vive's system.
I don't think larger distance is going to be as important for VR for a while, but I think being able to move a couple of feet and turn 360 degrees and stay head and hand tracked will be a big plus point in this early VR.

It has to be PR. They know the amazing press Vive is getting, and has been since the first room scale demos. They will continue to downplay it until they get touch to support it - or if they can't reliably get touch to support it they'll just focus on forward facing experiences, emphasising the better ergonomics or gesture support, until OR2 can do it.
 

mrklaw

MrArseFace
Do we know if the Oculus Touch will ad a back camera?

Or is it just the front camera?

no we don't. Current demos focus on two cameras at the front. Some people have tried with a camera at the back and it seems ok. But if Oculus don't support that officially, will any devs bother either?

Its one of the big unknowns that is causing fence-sitters a lot of confusion and frustration.
 

UnrealEck

Member
.. or if they can't reliably get touch to support it they'll just focus on forward facing experiences, emphasising the better ergonomics or gesture support, until OR2 can do it.
It seems they might need to change their strategy for developers too since they seem to have been asking them to focus more on seated/180 degree games. That's one of the most disheartening things I read. If they push devs in that direction it's like they forsee Rift being a 180 degree setup. Part of it's probably because they won't want people running that other camera across to the other side of the playing area.

Do we know if the Oculus Touch will add a back camera?

Or is it just the front camera?

I think Touch will come with another camera that can be placed beside the original that came with the headset or at opposing side of the room.
But if I understand Oculus right, this is up to the game developers on what they want to do.
They keep saying that two in front is optimal though whenever I see them discussing it.
 

mrklaw

MrArseFace
It seems they might need to change their strategy for developers too since they seem to have been asking them to focus more on seated/180 degree games. That's one of the most disheartening things I read. If they push devs in that direction it's like they forsee Rift being a 180 degree setup. Part of it's probably because they won't want people running that other camera across to the other side of the playing area.



I think Touch will come with another camera that can be placed beside the original that came with the headset or at opposing side of the room.
But if I understand Oculus right, this is up to the game developers on what they want to do.
They keep saying that two in front is optimal though whenever I see them discussing it.

Yep. If oculus recommend it, devs will follow. I can't see many that will do opposing camera setups when most consumers won't have them set up like that. You just won't get the sales. Also most devs will be producing similar 180 degree front facing setups for PSVR so OR will get that version.
 

Man

Member
Seems like the comfort of the PSVR is making media take notice:

http://www.forbes.com/sites/davidth...s-a-huge-win-for-playstation-vr/#1325a0f11393
A Very Small Feature Is A Huge Win For Playstation VR
...

I spent a whole lot of time fiddling with straps last week at GDC. You see, both the HTC Vive and The Oculus Rift allow users to adjust their headsets with little velcro straps on the sides and top, which we could call a perfectly fine system for getting the headset to stay. I was able to nearly always get the headset in pretty good focus, and keep it there almost all of the time. I don’t know how this is going to operate with the vicissitudes of having my own headset in the real world, but I certainly imagine re-adjustment is going to be a constant fact of life even when you’re not using the same unit that dozens of other journalists have been strapping on their faces all day.

Playstation VR’s strap tightening system, however, is nothing short of wonderful. There are no qualifications, no almosts and usuallys. We have three controls: one button tightens the size of the strap, and another little dial that provides fine-tuned tightening once the first one is done. A third button moves the headset itself towards your face, allowing you to press it all the way up to you eyes, fiddle with it, and press it a little bit more. It’s simple, it’s powerful, and it works. The end result is a headset that fits very well without too much effort, doesn’t move and rarely goes out of focus. And most importantly, it does so naturally and easily, every time.

It is not a small point. The best rig in the world won’t show you a clear picture if you can’t get the headset tight on your face, and even Sony's less technically impressive headset can end up looking better because of how well the whole thing tightens up.

...

I hope Vive and Oculus rework their straps. Like I said, what they’ve got now works quite well, but a moment with Playstation VR reminds you that it can be better. It does not necessarily make Playstation VR a better headset than those other ones, but it makes it easy to imagine that the perfect headset would borrow heavily from that simple design.

Similarly UploadVR put the PSVR comfort (and RIGS) on their short list of best GDC VR moments: http://uploadvr.com/the-6-most-important-vr-experiences-at-gdc/
Playing Multiplayer Rigs In The Most Comfortable VR Headset

This PlayStation VR-exclusive game features 3v3 multiplayer battles. While the game itself is a lot of fun, I found myself wanting to take deep breaths while playing because I found the PlayStation VR headset so relaxing to wear. I noticed no light leakage and the headset fit snugly against my head. Different types of faces might find different headsets comfortable, but I found PlayStation VR to be the most physically comfortable compared with Rift and the Vive Pre, at least during short-term demos.

Rigs itself is a fun multiplayer game. Playing it inside the PSVR headset, though, was an utter delight.
 

dumbo

Member
Yep. If oculus recommend it, devs will follow. I can't see many that will do opposing camera setups when most consumers won't have them set up like that. You just won't get the sales. Also most devs will be producing similar 180 degree front facing setups for PSVR so OR will get that version.

I don't think Oculus are going to suggest the 'opposing camera' setup as it's just not very practical in a lot of rooms. (if you have a room with 2 "doors", then it's quite likely that you'd have to run the cable under the floor, or around a doorframe).

It makes more sense to focus on seated/standing and move to something like lighthouse for gen-2/3.
 

Vanmunt

Banned
VR is so close.... My excitement levels are fit to burst. Not long now, come on Oculus give me my shipping details!!!!!!!!!!!!
 
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