Duuuuuuuude. NSFW!
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.
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.
http://i.imgur.com/CsGjHaG.jpg
^ you need to stop writing books. brevity is the soul of wit, etc.
Oh, that looks like the same stand I have my T300 mounted to... maybe I need a second one...
^ you need to stop writing books. brevity is the soul of wit, etc.
^ 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.
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.
I must know, how do you Galaxy Map! That's my biggest concern right now about VR. That damn map.
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.
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.
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.Room scale VR is the best we can do right now, until we *can* offer people the freedom to freely run.
I think the Oculus made game will be exclusive to their storeIs 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).
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.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.
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.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.
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!
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.
Like I said - just have the option to spin it round as if it's on a turntable.Put it as a sculpture. Are you only going to sculpt the front of the rock or you going to make statue
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.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
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).
What? Rift will work fine with Steam. There are already games on Stream with list Rift compatibility but not Vive compatibility, even.this is the other way around. oculu does not support steam fully.
No as in, rift exclusives won't be found on SteamWhat? Rift will work fine with Steam. There are already games on Stream with list Rift compatibility but not Vive compatibility, even.
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!
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.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.
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).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).
^ you need to stop writing books. brevity is the soul of wit, etc.
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'm at a loss. Does anybody know how I can covert my 3D blurays to SBS 3D for Oculus cinema?
There are usually common weekly playlists which have a lot of people participating.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 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.
"I didnt care about video games until I tried this amazing VR headset"
Not the worst read. Hopefully VR will continue to win the hearts and minds one audition at a time.
Do we know if the Oculus Touch will ad a back camera?
Or is it just the front camera?
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... 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.
Do we know if the Oculus Touch will add a back camera?
Or is it just the front camera?
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.
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.
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.
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.