For me it's the exclusives, unfortunately. And I feel like the Rift may be better for longer duration seated experiences (better optics/comfort etc).
But I need Vive for room scale.
So... whynotboth.gif
Same reasoning as me, pretty much.
For me it's the exclusives, unfortunately. And I feel like the Rift may be better for longer duration seated experiences (better optics/comfort etc).
But I need Vive for room scale.
So... whynotboth.gif
All things equal, people would prefer to buy their software of Steam not on Oculus Store, so they can't try to compete only with the store, they have to compete with the hardware.
Here's a little demo of Vive's Lighthouse tracking when placed on the floor instead of the recommended above head height.
Seems they can track at very tight angles.
Why haven't I thought of this.Damn....and I ordered two 2m tripods....but nice test!
Why haven't I thought of this.
What tripod product did you end up buying if I may ask?
Damn, those physics are way better than what I was expecting. Drunken pool Vive nights here we come. Need to get a lighthouse tracked beer cozy goin and I'll be set XD
Here's a little demo of Vive's Lighthouse tracking when placed on the floor instead of the recommended above head height.
Seems they can track at very tight angles.
Here's a little demo of Vive's Lighthouse tracking when placed on the floor instead of the recommended above head height.
Seems they can track at very tight angles.
Here's a little demo of Vive's Lighthouse tracking when placed on the floor instead of the recommended above head height.
Seems they can track at very tight angles.
I wonder if it would work with a 3rd controller. The hole in the middle makes it perfect to put on a beer bottle.
I think that's a general question, can more than 2 controllers be tracked? Are the games allowing that?
I just ordered these generic tripods: http://www.amazon.co.uk/dp/B00899801A/
I'm hoping the screw-size is pretty universal on these things?
Most profit would come in the end from software, not HMD sales.
But they need also good hardware to drive the store / VR platform.
Let's assume that Oculus can sell 1 million HMD's, and considering they're selling almost at cost the profit (per HMD) might be $30 or something?
So yeah, they would make $30 million from their multi-year HMD venture, which is what Facebook makes in one morning with ads.
But via Oculus Store they can sell many games to each HMD user (already millions counting Gear VR), and take a 30% cut from all of them. That will generate worthwhile $$$.
I wonder how a chimp would act with a VR headset on.
Would probably be excited about vr and preorder a headset.
Which earphones are you going to use with your VR Headsets?
I hope my Beyerdynamic DT 990 pro offer a really good sound for VR.
How is everyone going about mirroring the audio to the headset and spectator screen? HDMI and DisplayPort, I can't figure it out, as you can only select one audio output at any one time on a PC, would I need another soundcard?
steam VR updated to include something about this but I don't know the details.
Looks like Rifts are starting to ship for KS backers. Not concerning me (unfortunately) but I'm still hyped
(source: reddit, confirmed by Oculus rep)
Would something simple like this work?Those are lightstands, not tripods (of the camera variety). You may need an adaptor for certain mounts
The best lighthouse stand solution (zero wall damage and leaves more room than tripod):
Support Rod (x2):
https://www.amazon.com/gp/product/B000CRDD6Y/?tag=neogaf0e-20
Threaded pipe grip(x2):
https://www.amazon.com/gp/product/B00E5M39AW/?tag=neogaf0e-20
Do you think they've solved it then? Really keen on sorting this out, as its rubbish for the spectator to be watching a screen in silence.
SteamVR said:Added audio mirroring in audio settings. This lets you set up audio so your friends can hear what you are hearing in the headset.
Noob question - can someone explain how the rift (or Vive) will work with the maon screen/monitor connected as well?
Do I connect the Rift/Vive to the main HDMI of the graphics card, and then the monitor/TV to the motherboard inbuilt GFX chip?
Will I then have to do anything in windows to tell it which output to use for which?
I'm thinking/assuming I need a normal screen to see the windows desktop and launch SteamVR/Oculus Home...and then I put the headset on and it will automatically send all the VR content into the headset?
What happens to the monitor/TV display in the mean time? Does it turn off, or display the windows desktop, or something else?
*golf claps*
aren't those pretty high impedance? you got like a portable amp to stick in the chain if need be?
two separate outputs on your GPU. One goes to the HMD, the other goes to your monitor/TV for spectators/setting up
http://www.amazon.co.uk/gp/product/B000ND518A/ (the other rods mentioned earlier would cost £102.50 on Amazon.co.uk...)
http://www.amazon.co.uk/gp/product/B00E5M39AW/
I want the Vive to win with its more open stance towards Vr, but I feel like Oculus has the inside track, at least for the short term. Price notwithstanding (I believe Oculus Touch will close the price gap between the two anyway), I don't see room scale as a differentiator and I am more interested in the Rifts launch lineup. Of course, Valve holds the ultimate trump card - the potential for a VR HL3.
I want the Vive to win with its more open stance towards Vr, but I feel like Oculus has the inside track, at least for the short term. Price notwithstanding (I believe Oculus Touch will close the price gap between the two anyway), I don't see room scale as a differentiator and I am more interested in the Rifts launch lineup. Of course, Valve holds the ultimate trump card - the potential for a VR HL3.
Great thanks! I think I only have one HDMI port so I'm going to have to use a DVI adapter for the TV...a bit of a pain as I'm then going to have to send sound separately...
Oh man.
Pool on Vive.
Oh that's a neat solution
To save people the effort of clicking, you take a builder's support rod, which is a ratcheting telescopic rod with a flat pad on each end, and wedge it between your floor and ceiling. Then you have a quick-release camera mount that clips on at whatever height you want. Unobtrusive, minimal floor take, and quick to demount if need be.
You'll really want the VR headsets as a separate output on the GPU. A splitter will cause constant EDID flipping as the computer detects the monitor disappearing and HMD appearing and vice versa. It'll probably screw with the software stack.
Well that and the vive/rift doesnt exactly take a 1080p signal making it moot anyhow.
Well that and the vive/rift doesnt exactly take a 1080p signal making it moot anyhow.
The Vive can receive a DP connection on the breakout box.Yeah looks like ill be buying a display port to HDMI cable.
Switches shouldn't really care about what resolution or framerate is being sent. Theoretically they should just perform a HDCP handshake, pass the EDID along and send data up to their maximum bandwidth.
The Vive can receive a DP connection on the breakout box.
Oh cool, so a display port cable would work fine then. Thanks for the heads up mate.
https://www.reddit.com/r/subnautica/comments/3k2ojv/vive_support/When you take a look @ the steam store so many games are for Oculus...and not Vive.
http://store.steampowered.com/app/264710/
The game has partial VR support right now. Some things to note:
Was tested only with Oculus DK2, but the consumer Oculus and Vive are supported (but again never actually tried)...
VR is an experimental feature in general and our focus will be on finishing the game itself. VR support might not mature entirely and might remain experimental