. 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.
Hey VR-GAF.
While I'm interested in gaming for VR, I'm actually way more interested in the other applications; virtual travel, education, etc. with this. Are there any consumer 3D cameras that you guys would recommend that takes full capability of VR? The google searches I've done haven't been the most helpful. Ideally, I'd love to capture VR videos of my family now that could be preserved for years down the road.
Dan Harmon, creator of Community, talks about the HTC Vive
https://soundcloud.com/tab23/harmontownvr
-And Jesus wept, for there were no more worlds to conquer!
Oh cool, so a display port cable would work fine then. Thanks for the heads up mate.
I did respond to your first diagram. =P Placement of the PC side lighthouse below the beam and the other above your door on the other side should allow LOS between the units. The PC side will cast higher than the beam on the other side of the room. Occlusion might happen from the shelf in the middle of the room.so I have this low beam splitting my PC room in half:
how much is that likely to screw up lighthouses for occlusion? would I be able to place lighthouses below the level of the beam so they can see the whole room, or should I place them higher? The ceiling is about 2.4m high either side, but only 2.05m under the beam.
have some follow up questions around arranging space shortly, looking for advice there too
so I have this low beam splitting my PC room in half:
how much is that likely to screw up lighthouses for occlusion? would I be able to place lighthouses below the level of the beam so they can see the whole room, or should I place them higher? The ceiling is about 2.4m high either side, but only 2.05m under the beam.
have some follow up questions around arranging space shortly, looking for advice there too
Yay! That's the most exciting negative sentence I've ever read lolThey all make it look like shit, but the Vive makes it look an indescribable piece of trash.
From my experience it actually work better than a controller. I'm guessing it's the same as teleportation being easier on you than moving in VR, quick move from a mouse is easier for me than a 'slow' controller movement.Seeing Keyboard & Mouse support only listed seems crazy for some games.
I can't imagine that working at all in VR.
Technically it's a mini Displayport connection on the box, and they don't provide a cable for it, so you'll need to pick up a DP->mDP cable (assuming your GPU has full sized DP) if you don't have one already.
Edit:
I did respond to your first diagram. =P Placement of the PC side lighthouse below the beam and the other above your door on the other side should allow LOS between the units. The PC side will cast higher than the beam on the other side of the room. Occlusion might happen from the shelf in the middle of the room.
"full capability" ?
For that you want light fields, and there's nothing outside the lab right now. Anything else you might find just takes spherical panoramas (sometimes two with stereo separation). This is nothing like "proper" VR with a sense of presence.
For true VR video, with full support for head movement, the technology is only just now good enough and will be prohibitively expensive for years to come.
https://www.lytro.com/immerge
This is actually the thing I'm looking forward to the most in VR.
what the fuck is with the laugh lines. surely those aren't real people cackling at bad jokes, right?
Did you see this laser test?
https://www.youtube.com/watch?v=9ubW6Pxlm7g
The lasers are pretty flexible.
Why is that quite a lot of Vive videos filming at home? I thought you got to be devs and have the studio.
Valve/HTC have been sending out kits to Youtubers, streamers and the press. Some devs do also work at home.
This was helpful, thanks. I'm hoping that consumer products of this will emerge pretty quickly.
Corners were chosen to be optimal for the seated play, but they could be reversed with the higher one at the wall opposite the door and the lower one behind the desk. Higher chance of occlusion while seated while facing the computer, but just as good for seated in the other direction and standing/room scale.well the other problem is that I only have power sockets in three corners of the room. The door corner doesn't have power. Have power in the corners with red boxes in this amazing diagram:
so the easiest place to put lighthouses would be bottom-left and top-right. But then the closest lighthouse is behind me which might affect seated play. I'm toying with moving furniture around anyway so I would be open to turning the desk 90 degrees to face the left wall (which is a window)
Do you think below the beam would be ok as part of the tracked volume? Could be very easy to hit the beam with my hands. If I avoid the beam like in the image above, I have a 1.5m x 2m space. If I move furniture around like the image below, I can squeeze in a 3x2m space
Cool! Thanks!
So I assume you have the Vive Pre? Question on the controllers. Do you configure mapping just like a regular steam controller? Or are they preconfigured/not configurable right now?
Juan/Arias answered mine too. Haha. Copy/paste job, but first wave so idgaf!Holy shit! Just got an email from HTC (US)
Thanks Juan... Or Arias. Whoever you are, you made my day!
Juan/Arias answered mine too. Haha. Copy/paste job, but first wave so idgaf!
Cloudlands Mini Golf is coming for the Vive (and maybe rift later, I'm not sure) and it looks absolutely amazing. Since they aren't constrained by the limits of reality, they can create unrealistically fantastical courses. And because you only need a small area to walk on, it translates to room scale fine. You just teleport to your ball when you hit it, then can walk (and observe the course) around your room.
There is also a tennis and general sports game coming, the latter I believe being the big game they're pushing for Oculus Touch.
Has this been posted
Oculus: "We don't believe the consumer has space" for room-scale VR" - Jason Rubin
http://www.gamesindustry.biz/articl...ieve-the-consumer-has-space-for-room-scale-vr
"Some people will really want room scale," Rubin told Polygon. "It's definitely cool. We have the tech ability to provide room scale. Our tech doesn't preclude that. At some point we'll demo that."
What if the copy/paste job included the first wave part?
Yeah, I'm using the Pre - I haven't seen any standardized controller configuration stuff, but I also haven't looked for it so it's possible I just missed it? I don't know if it makes a ton of sense though. The controller basically has the touchpad, trigger, menu button, system button(which brings up the steam interface), and grip button. Given that, there simply aren't many sensible ways to reconfigure stuff.
Do these headsets work using Vsync? any chance they'd use a tech like Freesync in the future so that there is not choppiness if it drops a frame or two?
The trackpad alone could be configured as 5 buttons.
Do these headsets work using Vsync? any chance they'd use a tech like Freesync in the future so that there is not choppiness if it drops a frame or two?
If you really wanted to push the theoretical limit, the pad could be 8. Ten if you want to treat the center as separate from the outer quadrants. 4 quadrants as touch buttons like a phone screen. Then 4 quadrants where you push down on the pad forcing a click. Full push vs touch as different buttons. Would need a small lag before the touch registers as "down" so as to not activate touch when push is desired.
Of course, whatever use the touch pad will have will depend on the devs. Unlike the steam controller where it has lots of user customization and emulation of other existing input methods to offset the lack of direct support, I expect devs to tap directly into the Vive's controller for input styles tailored around it.
What could work is higher refresh screens that run in a 90hz-144hz freesync range. Games would still need to hit the minimum of 90 and any extra performance would be used to increase the framerate beyond that.
Should ship in May, though when in May isn't set. At least my order said May when placed, and a subsequent call to HTC verified it as shipping in May.Hi GAF,
I'm hoping for some clarification on my Vive: "Your Pre-order will start shipping May 2016"
"Start" shipping...? What does HTC mean by that?
...That my Vive will be shipped to me in May? (good!)
...Or that I'm in a large backlog of pre-orders that collectively will begin shipping then - but hey - who knows when I'll actually get my Vive? (bad!)
Hi GAF,
I'm hoping for some clarification on my Vive: "Your Pre-order will start shipping May 2016"
"Start" shipping...? What does HTC mean by that?
...That my Vive will be shipped to me in May? (good!)
...Or that I'm in a large backlog of pre-orders that collectively will begin shipping then - but hey - who knows when I'll actually get my Vive? (bad!)
Thanks, Zalusithix and Bsigg12.
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.
Dun dun dunnnn
Well, that can translate to a ton of buttons. For instance, if I'm playing star citizen with it (in my dreams), I'd want to use all kinds of mapping and mode shifting for the dual stage triggers, grip and track pads. The trackpad alone could be configured as 5 buttons.
I really hope they are fully configurable for everything other than the 1:1 tracking itself