Rift has potentially a better headset (optics, comfort, audio etc.) and day one software, but Vive has far better controls and room scale tracking out of the box.
It certainly effectively counters the claim that they're an after thought or that the controller is hacked together.
When I say that I mean they absorbed a very well known design team a while ago. And I will just disagree with the touchpad, as mentioned I have 100+ hours with the Steam controller and will probably go back to the XB1 controller when my Rift arrives for most of the games I play on a 2D screen.
I am personally not sold on Touchpad > Analog. It feels like a trackball mouse.
I hope neither are used for movement or camera controls. If so, they're doing it wrong.
Firstly I never said it is hacked together. Secondly the afterthought I was referring to was the presence of an additional "resting place" for the thumb. Not the analog sticks. That wasn't even there in the original design, hence my contention that they had to throw that in based on feedback. A well thought out controller design shouldn't require guides for the user on where they should rest their thumbs. That's the focus of my "afterthought" criticism.
It reminded me of bad door designs. If you need to put up a sign to tell users whether they should pull or push to open a door, it is a bad door design. The sign there is an afterthought.
But those are not really the games you need a tracked VR controller for (evidently!).What about a game like Lucky's Tale? Appears to be the best solution for that type of game. Or Chronos?
What about a game like Lucky's Tale? Appears to be the best solution for that type of game. Or Chronos?
What about a game like Lucky's Tale? Appears to be the best solution for that type of game. Or Chronos?
But those are not really the games you need a tracked VR controller for (evidently!).
I'd prefer such a controller to focus exclusively on what makes a good device for VR interaction, in in that respect an analog stick just doesn't seem to make much sense. It's a workable abstraction for movement in traditional games, but has little utility compared to the alternatives for everything else.
I wouldn't want to use them to move myself, but using them to tank control a table top unit could be neat. Being able to gesture for some things while moving a third object around has plenty of possibility.using analog sticks to move in VR feels terrible
IB4"Well not to me"
But this would be more like a designer updating the door position after initial door testing. They didn't just add the resting place. They moved the sticks and made space for it. Maybe the original design they showed off before they iterated on it was poor, but that's no judge of whether the current design is. The Vive controllers also went through iterations.
So?
But those are not really the games you need a tracked VR controller for (evidently!).
I'd prefer such a controller to focus exclusively on what makes a good device for VR interaction, in in that respect an analog stick just doesn't seem to make much sense. It's a workable abstraction for movement in traditional games, but has little utility compared to the alternatives for everything else.
They use an Xbox controller last I checked
I'd say those games are best played with a traditional controller since they don't use motion controls. And that's already being bundled in.
Holy shit! Just got an email from HTC (US)
You preordered a vive today but you're part of the first batch of shipments?
But what about things that don't work as well with VR interaction, like game menus? Why hack a crappy Kinect-like solution for game settings and stuff when an analogue stick is WAY better? I can't imagine going through some of the long lists of settings some games have using motion controls.I'd prefer such a controller to focus exclusively on what makes a good device for VR interaction, in in that respect an analog stick just doesn't seem to make much sense. It's a workable abstraction for movement in traditional games, but has little utility compared to the alternatives for everything else.
What date did you pre-order?
Except I don't agree with the concept of an "inactive" resting place for controllers. Every controller in history has been iterating on how one can get stuff done with the least amount of movement of each finger. And here we have an iteration that's going backwards to a "don't touch anything, place finger here" spot. That doesn't sound like an improvement to me. I shouldn't have to move my thumb back and forth from the resting spot for core functionality. It's not intuitive IMO
But what about things that don't work as well with VR interaction, like game menus? Why hack a crappy Kinect-like solution for game settings and stuff when an analogue stick is WAY better? I can't imagine going through some of the long lists of settings some games have using motion controls.
Also, I think it adds more potential gameplay elements to have an analogue stick. Like I said before, weapon selection is good (using the analogue stick to turn a wheel of options). They can be used for far more than player or camera movement, in games that still want to use the motion controllers.
Except I don't agree with the concept of an "inactive" resting place for controllers. Every controller in history has been iterating on how one can get stuff done with the least amount of movement of each finger. And here we have an iteration that's going backwards to a "don't touch anything, place finger here" spot. That doesn't sound like an improvement to me. I shouldn't have to move my thumb back and forth from the resting spot for core functionality. It's not intuitive IMO
I was planning on getting a Vive..but I'm curious to see what is so special about Oculus' Touch.....
Do we know when the second wave for the Vive starts? The 15th?
I can't believe I'm second shipment for Vive. If I flip the Rift I'm not going to feel like I'm really apart of the day one VR hype train when it arrives.
You want to leave your thumb on the stick... you just leave your thumb on the stick.
This is actually a cool thing about the placement of the analog, you could use it as a hammer on a pistol in Red Dead Redemption 2 that will have VR support ... in my dreams.
What date did you pre-order?
No. I pre-ordered like an hour ago.
It was someone on reddit who said they ordered on 19th of march or something and they're confirmed for 5th of April dispatch.
Just got my email from HTC, says my vive is shipping in may. Kinda bummed I'm not first wave, but the bright side I'll see a lot more reactions and thoughts before I get it.
It allows for more game functionality, I'm fine with them being there. It's similar to how Vive's countrollers have the Steam Controller pads - apps for Vive use those pads for things like weapon selection. Also, it'd be faster to move through game menus using those analogue sticks than using some hand-motion-controlled system (after using Kinect for menus, I definitely would prefer using analogue sticks for menus).
They ordered it just a few days ago and are confirmed for 4/5 dispatch? That makes no sense. Got a link to the reddit post? Can't find anything mentioning that on r/vive.
apps for Vive use those pads for things like weapon selection.
Virtual Reality has been lingering in the gaming communities collective mind for decades, but due to limitations in technology, has never been able to reach a mainstream audience. Now, VR is making another run for the limelight, led by the likes of the Oculus Rift, Google Glass, and the proposed Playstation VR. The technology has advanced enough to create stunning virtual worlds, but will it finally be enough to catch on?
I had a quick look but I really can't remember what thread it was. I thought it was on r/vive but it could be anywhere. I've been reading so much around the net about Vive and Rift over the past couple of days.
It's likely I'm just mistaken and have misread things. Perhaps they said or meant February and not March.
I'm sure trackpads will offer more finesse and fine articulation. The sticks will probably do fine for the majority of things like selection through menus by scrolling up, down, left or right or by using a rotation.
I think overall though a trackpad might just be better for VR.
Genuine question but how is a 2D touch pad a device that makes sense for VR interaction either? You can use it as a cursor on a virtual 2D display... but I can't imagine there being enough detail on such a thing as to make it inherently better than a look cursor or using an analogue stick to navigate the menu.
But what about things that don't work as well with VR interaction, like game menus? Why hack a crappy Kinect-like solution for game settings and stuff when an analogue stick is WAY better? I can't imagine going through some of the long lists of settings some games have using motion controls.
How hard do you think it would be to write an app (maybe using unreal editor) that would just allow you to move around in a room using VR? Any good places to start looking?
But those are not really the games you need a tracked VR controller for (evidently!).
I'd prefer such a controller to focus exclusively on what makes a good device for VR interaction, in in that respect an analog stick just doesn't seem to make much sense. It's a workable abstraction for movement in traditional games, but has little utility compared to the alternatives for everything else.
May. I'm in the may shipment too. Gonna be a tough month and a half. Hopefully it ships early may.Well I'm caught up in the hype and have that HP machine coming my way. However I just ordered a Rift and it'll be hard to wait until July. If anyone is switching to a Vive let me know. I know the allure of flipping it will be strong though.
Or maybe I'll just get a Vive. Any idea when I'd get one if I pre-order now?
That's kind of limited thinking. I can think of a scenario right off the top of my head: A game where you control a character with the analog stick from a god's eye perspective and you use motion controls to manipulate the environment around them to help them progress.
is there anyone here that has tried both the Vive and the PSVR? if so I'd love to hear a comparison. I tried the Vive today for the first time and was absolutely blown away. Just wondering how the displays compare and everything else.
The fact that there is vive vs rift for software/setup kind of hacks me off. Both should have access to the same software, and both should have lighthouse like trackers.
The only difference between the two should be headset and controller design.
This exclusive to oculus bullshit is some MS level Tom Fuckery...ohh wait facebook.
I cant believe Carmack is ok with it. He should have joined valve vr.
VR should be an open platform.
Welp, I just bought a Vive.
is there anyone here that has tried both the Vive and the PSVR? if so I'd love to hear a comparison. I tried the Vive today for the first time and was absolutely blown away. Just wondering how the displays compare and everything else.