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

My god, I am going to have to order a vive :(. Jesus.


Legit question: Should I cancel my PSVR and get a vive or oculus?
Lol as VR desktop works for oculus too and is the logo shown first

(Get a vive.
Unless you PC sucks
Then stick with PSVR
Unless you're willing to get another source of money to allow you to afford both a vive and a PSVR
Then do that
And get both)
 

Zalusithix

Member

I never really looked into Virtual Desktop because I have no real desire for an actual virtual desktop with current headset resolution, but the support for 360 degree videos on the Vive makes it worth it since there's no other app that supports it yet (that I'm aware of).

OK, cross platform VR porn out of the box: check. Now just to work on those Rift exclusive games. ;P
 

Compsiox

Banned
Both my Rift and Vive pre-orders are scheduled for April...but I can only keep one.

I keep flip-flopping between them but now I'm thinking I'll just keep whichever one gets posted to me first! lol

I genuinely can't see a better way to decide.

Ummm...I guess you're getting a Rift if you're in first shipment. They go out on the 28th presumably with two day shipping. The Vive ships before the 5th for many apparently but still won't beat the Oculus to you. Really think about this so avoid regrets.
 

Zalusithix

Member
Ummm...I guess you're getting a Rift if you're in first shipment. They go out on the 28th presumably with two day shipping. The Vive ships before the 5th for many apparently but still won't beat the Oculus to you. Really think about this so avoid regrets.

Yeah... "Whichever gets to me first!" seems like the worst way of deciding imaginable. I get that deciding objectively can be hard, but that method is a coin toss at best.
 
I think virtual desktop has the right idea but, I think it should do more than just replace your monitor. True productivity needs to be it's goal and it should look more into the abstract like actually being a layer to the OS it's running on then just mirroring it.

I don't want to use 2 or 3 monitors linearly. I want 10 monitors I can easily access or maybe an abstraction of that in some form.
 

Enordash

Member
Ummm...I guess you're getting a Rift if you're in first shipment. They go out on the 28th presumably with two day shipping. The Vive ships before the 5th for many apparently but still won't beat the Oculus to you. Really think about this so avoid regrets.

Are you sure that Rifts aren't arriving on the 28th? Radial G is hosting a Rift tournament that day.
 

mrklaw

MrArseFace
Both my Rift and Vive pre-orders are scheduled for April...but I can only keep one.

I keep flip-flopping between them but now I'm thinking I'll just keep whichever one gets posted to me first! lol

I genuinely can't see a better way to decide.

genuinely?

Why not let both arrive, try and decide which to keep, then return the other? In the UK at least we have a 14 day return period for the Vive, and I don't know about the OR but it'll be a minimum of 7 days due to distance selling regulations
 
Are you sure that Rifts aren't arriving on the 28th? Radial G is hosting a Rift tournament that day.
They said they were shipping starting on the 28th, not released or arriving on the 28th. Heck, in many places of the world it wouldn't be possible to arrive on the 28th, because that's a holiday (not in the US, though).
 
Makes sense because neither does the Oculus Rift

EDIT: also I found Virtual Desktop cool for about 10 minutes on the DK2 but the resolution of current headsets is way too low for it to be anything really useful

This isn't true.

https://www.oculus.com/en-us/blog/powering-the-rift/

Apart from the recommended spec, the Rift will require:

Windows 7 SP1 or newer
2x USB 3.0 ports
HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture
 

Enordash

Member
They said they were shipping starting on the 28th, not released or arriving on the 28th. Heck, in many places of the world it wouldn't be possible to arrive on the 28th, because that's a holiday (not in the US, though).

Thanks for the info!

Also, that virtual desktop looks amazing. I hope it's tolerable for long periods of time.
 

Man

Member
Arstechnica has posted their buying guide:

vrfin-2-980x2322.png

If you don’t want to go through the flowchart and just want me to tell you what to buy, here’s the short-short version: if you have a PlayStation 4, buy the PS VR. If you have an Xbox One and want to stick with consoles, buy a PlayStation 4 and then buy PS VR. If you have an Xbox One and don’t want to buy a PlayStation 4, buy a gaming PC first and then join the PC crowd. If you have a gaming PC and you want to play standing-up, run-around-the-room VR games right now and refuse to wait, buy a Vive. If you want to play sitting-down games, or if you don’t really want to spend $799 on a Vive, buy a Rift. Unless, of course, your PC doesn't meet the minimum spec. Then you'll need to buy some new parts or a new PC—or perhaps just a PlayStation 4.

Also, understand that everything will be different by the end of the year.

http://arstechnica.com/gaming/2016/...ween-oculus-rift-htc-vive-and-playstation-vr/
 

viveks86

Member
I hadn't really thought about using them for a game like star citizen or any game that was originally made with mouse/keyboard/gamepad in mind. It'll be interesting to see how folks try to adapt them for that if they don't just say "use a normal controller."

Something as simple as choosing weapons/spells could be gestures, menus or button mappings. And the trackpad would work great for personalizing the control scheme.

Even for basic menu navigation, I could use motion controls for pointing, or track pad scroll wheel simulation, or trackpad directional input, or a combination. There's just a ton of scope for configurable control schemes even in games that are built specifically for VR. The demos aren't complex enough so far, but these are very early stages.

Imagine a strategy game with a God's eye view of the whole map. Or designing environments like Dreams or UE4. We are gonna need a lot of buttons for various commands in addition to motion tracking.
 

viveks86

Member
I would want to sit down with my vive controllers and reach out to grab controls and pull levels and push buttons and turn knobs to pilot the ship. Then maybe rest them on my legs and tilt them like they were joysticks to control the flight.

Haha. Yeah. Especially after seeing that AR15 demo, I want every single control/action to be physically present in-game. Gatdayummmmm
 

viveks86

Member
Seriously. It would take weapon mastery to a whole new level, since every weapon would need a ton of practice to operate efficiently.

Might make the genre more niche though, but I hope VR gives rise to such bold innovations.

I can definitely see some folks from Bohemia wanting to develop something for Vive. Prob couldn't do far lod like Arma what with perceived res limitations, but something smaller scale could work wonderfully.
 

Zalusithix

Member
Had a random thought of an actual use for the virtual cinemas where the lowish resolution of the VR headsets doesn't matter. Tie the virtual cinema with VR controllers and emulation of old lightgun games. They were already low resolution, so they wont be worse than they were back then.

Then again... after experiencing 1:1 VR shooting experiences, would I even want to emulate the past?

(I'm sure somebody has undoubtedly had this idea before, but I felt like thinking out loud.)
 

artsi

Member
I can definitely see some folks from Bohemia wanting to develop something for Vive. Prob couldn't do far lod like Arma what with perceived res limitations, but something smaller scale could work wonderfully.

Bohemia games are all about large scale though :p

I just want Vorpx (or even better official VR support) to take my helicopter piloting to another level.
 

dhonk

Member
Had a random thought of an actual use for the virtual cinemas where the lowish resolution of the VR headsets doesn't matter. Tie the virtual cinema with VR controllers and emulation of old lightgun games. They were already low resolution, so they wont be worse than they were back then.

Then again... after experiencing 1:1 VR shooting experiences, would I even want to emulate the past?

(I'm sure somebody has undoubtedly had this idea before, but I felt like thinking out loud.)

Not exactly the same idea but I'm going to be playing SNES / Genesis games in RGB through my capture card (no lag PCI card) in Virtual Desktop. Should be interesting because you don't exactly run into the problem with resolution considering you're playing 240p games.
 
Bohemia games are all about large scale though :p

I just want Vorpx (or even better official VR support) to take my helicopter piloting to another level.

As I said, "some people" from them I can see branching off for a side project, certainly not their full resources being dedicated to a VR title. All that sim experience would be perfect for a more contained shooter with the sim emphasis being on weapon use. Vehicle stuff with Vive wands would probably be more hassle than its worth. Ideally you'd swap between hotas, wheel, and wands, but that shit would be a mess to juggle for the average player. I've seen some pretty good setups that incorporate both wheel and hotas but that's a big minority of gamers that have a setup like that.
 

Croatoan

They/Them A-10 Warthog
So once I get a Vive in I am going to start prototyping some controllers in UE4 so I can learn the limitations and best practices. I plan on starting with two examples of more traditional methods (which I already know how to do) before thinking about first person room space stuff.

RE1/2 method

like Chronos is using where each room has a "Camera" that you can rotate with your head. Pretty straight forward. Character will just shoot in a straight line like old school games.

Lara Croft and the Guardian of light Method

Basically an isometric style shooter were you are the camera (god Cam?) looking down on the Pawn (character).

I plan to cast a ray (line trace) from the center of the "camera" in the direction you are looking. Wherever that hits the third person character will aim which will allow you to aim not just forward but above and below the character. This will also turn the character and allow you to aim at farther away targets than traditional top down shooters.

I will attempt this two ways

1) Follow camera: in this version the camera(your head) will follow the character on the x/y plane. Since there will be no turning and only flat movement I hope to not cause any more sickness than something like hover junkers.

2) Room scale (micro machine style): In this version you would be standing outside of a table (like a pool table) and able to move around it. On top of this table little micromachine like robots (or people) will be battling it out in a fixed space arena. It will be a top down shooter where you are controlling a single combatant inside this arena (sorta like a table top robot wars or something.

2B) I might do a quick top down micro machine racing demo

Future

I really want to do a hover junkers like example, only single player or coop (horde) based, but that type of VR scares me due to perceived complexity overreaching the time I actually have to play with it(I still have my real job and a mobile game under development). I likely wont get into this until good tutorials surface for UE4 or we decide to develop a room scale game of that type.

I would love to hear any ideas or comments about the above based on current game experiences or dev talks you may have come across. Over the next few months I am going to devote some of my free nights to absorbing VR programming stuff.
 
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