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

Krejlooc

Banned
Krejilooc I know you have a lot of knowledge on VR. I tried Gear VR recently and the VR videos looked super pixelated and overall terrible. I streamed them from the Oculus store so maybe that was the reason. I am told playing a VR video locally stored on the mobile will look much better. Is it possible to see high quality VR videos at 1080p in PSVR, Vive, Rift that looks great and not pixelated or is that something that will happen only in the next generation of VR headsets and not current generation?

Appreciate your help. Based on your answer I will decide on investing in VR this gen.

I think those streaming videos look bad mainly because they are low bitrate. Have you tried sideloading a movie into your gear VR? It looks much better.
 

generic_username

I switched to an alt account to ditch my embarrassing tag so I could be an embarrassing Naughty Dog fanboy in peace. Ask me anything!
I think those streaming videos look bad mainly because they are low bitrate. Have you tried sideloading a movie into your gear VR? It looks much better.

Thank you for the reply!

No. The gear VR is not mine. It is my colleague's who got it to work this week. I have an Xperia Z right now so cannot buy it yet. I will try to get him to sideload a movie and test it out. Will we be able to see HD quality VR videos in the high end VR devices or is it limited by the panel quality ? does that mean we will see that level of quality only in next gen headsets?
 

Zalusithix

Member
Why would you ever do that? What a pedantic concern.

And besides that, the cables come from the front of your headset and route to the back by slipping under a piece of velcro. Just make your cable exit your head directly at the top of your headset (as I do with my DK2) and you're free to swing your arms behind your head for whatever edge case scenario you can come up with that would never actually happen IRL.
Overhead hit with a virtual racket? Flailing at something that's coming at you overhead in a horror game? Both come from behind and over your head. It's not pendantic at all. People have tried to put their heads through real life floors in VR. If you forget something is there, you're liable to run into unexpected situations. At least with the cable running down you, you can feel it's existence before your motion. That's not to say there aren't solutions for overhead, but there is nothing for cable management without at least some caveats.

Edit: A couple more movements that could clip an overhead cable:
Virtual lasso.
Overhead cleave action with a claymore.
These are just random things that I've thought of in a relatively short period of time. I'm sure there's plenty more. Also, devs will normally assume that the cable is going down, not up so these these cases would potentially never be accounted for.
 

Croatoan

They/Them A-10 Warthog
Shoulders are upper torso. Belt is lower torso. For IK, they're entirely different things. You can extrapolate where the upper torso is aimed with monitoring both shoulders. Yes, the shoulders change when aiming up and down. They also change when your arm move. We know how they move in relation to the other bones though, so we can infer upper torso position from them. They wont tell you much about what the lower torso is doing though.


Swing your arms fast from behind your head and you'll do the same thing.

You are correct but I am not going for full ik or anything. I just need to know the direction a person's body is facing independent of the head so i can rotate the in game charcter 1 to 1 with the real world body. Belt would be perfect for that.
 

newsguy

Member
There's a house across the street from me empty and has been for several weeks now.
It's a shame I can't borrow it for a while for some room-scale VR.

Bruh, when that chaperone system lights up and it's the tron outline of a hobo on bath salts taking a bite outta your arm.
 

Krejlooc

Banned
Overhead hit with a virtual racket? Flailing at something that's coming at you overhead in a horror game? Both come from behind and over your head. It's not pendantic at all. People have tried to put their heads through real life floors in VR. If you forget something is there, you're liable to run into unexpected situations. At least with the cable running down you, you can feel it's existence before your motion. That's not to say there aren't solutions for overhead, but there is nothing for cable management without at least some caveats.

An overhead hit from a tennis racket comes across your shoulders, not your head. And yes, fear that you'll flail above your head at some unspecified horror game is pedantic.

And it misses the parameters of your concern in the first place. The situation you described creates a point on the ground (your shoe) that makes additional slack on the cable behind you useless when you yank your head forward. Flailing your arms doesn't do that at all. Unless you're going to flail your arms and pin the cable to the ceiling in the process.

Edit: A couple more movements that could clip an overhead cable:
Virtual lasso.
Overhead cleave action with a claymore.
These are just random things that I've thought of in a relatively short period of time. I'm sure there's plenty more. Also, devs will normally assume that the cable is going down, not up so these these cases would potentially never be accounted for.

Devs don't need to account for the cable. The cable is not a problem, even when going up.
 

Enordash

Member
Don't know if anyone mentioned it, but the PSVR bundle is back up for preorder on Amazon in the US. At least last I checked.
 
Overhead hit with a virtual racket? Flailing at something that's coming at you overhead in a horror game? Both come from behind and over your head. It's not pendantic at all. People have tried to put their heads through real life floors in VR. If you forget something is there, you're liable to run into unexpected situations. At least with the cable running down you, you can feel it's existence before your motion. That's not to say there aren't solutions for overhead, but there is nothing for cable management without at least some caveats.

Edit: A couple more movements that could clip an overhead cable:
Virtual lasso.
Overhead cleave action with a claymore.
These are just random things that I've thought of in a relatively short period of time. I'm sure there's plenty more. Also, devs will normally assume that the cable is going down, not up so these these cases would potentially never be accounted for.
Some of these posed problems even for wireless motion controllers like the Wii motes. I left a big old dent in someone's ceiling. Unless you have really high ceilings such motions probably need to be discouraged.
 

Croatoan

They/Them A-10 Warthog
Wow. Consumer ready Fove is coming out this fall... Makes me hopeful that gen 2 headsets will quickly follow suit with foveated rendering

http://www.roadtovr.com/fove-raises-11-million-series-a-investment-to-accelerate-mass-production-in-fall-2016/

Yay for spending $800 more?

Early adoption and all that but why didn't Oculus/HTC think of this before hand? If the rendering performance is really 5x better than current solutions then the 120fps @4k goal would be easily reachable.

Some of these posed problems even for wireless motion controllers like the Wii motes. I left a big old dent in someone's ceiling. Unless you have really high ceilings such motions probably need to be discouraged.

In 5 -8 years this argument will be moot. Wires are not here to stay.
 

KingSnake

The Birthday Skeleton
Certainly an interesting development. The fact they're using the Lighthouse tracking makes it better. I would like to know the quality of the displays they're using.

They dropped it:

While Fove had promised to integrate Valve’s ‘Lighthouse’ positional tracking technology into their development kit headset, an update on the company’s Kickstarter page last month announced the decision to drop Lighthouse in favor of their own optical positional tracking solution:
 

BrettWeir

Member
Yay for spending $800 more?

Early adoption and all that but why didn't Oculus/HTC think of this before hand? If the rendering performance is really 5x better than current solutions then the 120fps @4k goal would be easily reachable.

They probably did, but then we'd still be sitting on "soon". Until another new tech is created for it...then it would be "soon" still.

They are holding the cards for CV2. Gotta have those improvements.
 

bigmac996

Member
The best hope is that oculus and htc/valve work together and add official vive support for the oculus store.

Barring that, it should be possible to trick the oculus store into working with a vive, but the added layer of software between the two would have to compromise performance to some degree.

Good to know! Thanks for your answer.
 
Just post from reddit:


https://www.reddit.com/r/oculus/comments/4bt7zj/fantastic_contraption_developers_confirm_room/

Fantastic Contraption developers confirm room scale works well with Touch.

"We already did that. It works pretty good. It works almost just as well as this [Vive] does. You can run room-scale Contraption with Oculus once the Touch is out."
"I was having some trouble with USB extenders, but that's probably my computer or my cord's problem. But you have to get a longer USB cord to have the two separated enough."
 
I'm about to finish my basement into a media room. I saw some discussion about hanging cables from the ceiling and was already thinking about running some extra USB cables etc to accommodate VR to the middle of the room near the projector. Good idea - yes or no?
 

Zalusithix

Member
An overhead hit from a tennis racket comes across your shoulders, not your head. And yes, fear that you'll flail above your head at some unspecified horror game is pedantic.

And it misses the parameters of your concern in the first place. The situation you described creates a point on the ground (your shoe) that makes additional slack on the cable behind you useless when you yank your head forward. Flailing your arms doesn't do that at all. Unless you're going to flail your arms and pin the cable to the ceiling in the process.
Hah, expecting good form from people playing virtual sports for fun. Many people will do whatever makes sense in the heat of the moment. If that means a right handed person swinging a racket overhead slightly to the left, then they'll think nothing more of it. (Not everything with a racket is tennis if you're wondering why something would be coming overhead. Badminton, for instance, has a much higher net.)

As for pinning of the cable to the ceiling, assumption would be that the cable is being tensioned to pick up the slack while overhead. It'd be kind of pointless otherwise. While spring tension is less than solid, the upward force it would impart to the headset could still be enough to knock the headset all the way or most of the way off. Meanwhile the foot aspect can be at least partially mitigated by not wearing shoes. Step on the cable while squatting? You'll feel it. We're not talking some thin cable you'll never feel. HDMI+USB+Power in a ribbon. I can feel a simple HDMI cable alone quite clearly under my foot, let alone a cable like the one they're using.

Finally, if you really wanted to stop that from happening in the simplest way, it's not an overhead solution. It's a low tension spring/bungee that takes up a few feet of slack in the cable and stores it on your back. Step on the cable and not notice it? As you stand up, the tension pulls on the spring/bungee - not the cable. The cable itself simply starts becoming not as slack on your back. You could stand all the way up and no headset removal. Remove your foot and the slack is taken back up.

Stupid simple diagram for those not getting it: black is the cable. Red is the spring/bungee. That loop area would hang on your back.
uYMZHuY.png
 

Cartman86

Banned

So what do you target as a Touch game designer? Do you design a game that uses front cameras (don't put anything behind the player?) or room scale cameras? There are always workarounds and you can create scenarios for both options in your game, but it just seems like a problem that Oculus could solve and might have, but for marketing purposes aren't talking about it.

Some of these posed problems even for wireless motion controllers like the Wii motes. I left a big old dent in someone's ceiling. Unless you have really high ceilings such motions probably need to be discouraged.

This is going to be a thing for sure. Have already seen it a few times. Surprised Valve doesn't implement ceiling bounds for people with low ceilings. Just have an optional step during setup that says if you can almost touch the ceiling with your controllers then create a chaperon ceiling.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
That video from Nvidia's channel has a great sound bite about what VR is for non room scale, non first person experiences.

Headphones for your eyes.

I think that's a really great little sentence that gets across a huge chunk of the appeal to me of playing games like Herobound. I think people can hear that and get a pretty solid idea of what games like that are like.

And I broke my wife.

She's seen VR stuff before. Bits and pieces. Usually she'll start trying to move around at some point and it'll get confused and she'll start to feel a little motion sick and need to take the headset off, but she's seen Ocean Rift (DK2 and GearVR version), she's watched various 360 degree videos.

She loves Danny Trejo and has been following his taco restaurant business, and I saw that there was a 360 video of him eating tacos, so I queued it up for her to check it out.

Well the title screen felt closer to her than she was comfortable with, so she turned around to get away from it, and wasn't prepared to find herself in a grey abyss. I guess she panicked, or experienced agoraphobia or something because within a minutes she's reduced to a ball on the floor of our kitchen.

She was in the middle of baking, and I had to help finish the baking. This was over an hour ago. She just crawled upstairs and into bed.

I doubt she's going to put on a VR headset again any time soon. This is the second time I've seen extreme negative reactions to VR. One was to the original Riftcoaster. Now this one to a stationary environment.

I've never experienced anything like it myself, so I really can't wrap my head around how visual stimuli can throw someone's brain and body into such an extreme loop that it doesn't pass for over an hour.

I hope no one here experiences anything like it when they get their headsets.

Hah, I'm usually hyping everyone up too... but this just happened so I had to relay it.


Dude OMG!!!!!!!! I'm scared to let my wife try this now.
 

mrklaw

MrArseFace
So what do you target as a Touch game designer? Do you design a game that uses front cameras (don't put anything behind the player?) or room scale cameras? There are always workarounds and you can create scenarios for both options in your game, but it just seems like a problem that Oculus could solve and might have, but for marketing purposes aren't talking about it.



This is going to be a thing for sure. Have already seen it a few times. Surprised Valve doesn't implement ceiling bounds for people with low ceilings. Just have an optional step during setup that says if you can almost touch the ceiling with your controllers then create a chaperon ceiling.

This. Something 'working' and something being officially supported and well integrated with the rest of the system can be two very different things.

If oculus focus on two front facing cameras for high fidelity and minimal occlusion for the types of games they are looking at, then how many people will keep moving the cameras between that and opposing corners just for the few games that have an option for it?

The only way room tracking (by which I mean anything from standing 360 upwards) will be widely supported by revs and consumers, is if Oculus not only support opposing corners, but encourage it. I'm actually ok with oculus' different approach. I'd like to see what they come up with around hand presence
 
"pretty good" and "almost just as well" are less than comforting

If they choose to say "almost as good" and not "the same" it means there are a few more cases of occlusion and lost tracking. How big of an impact that has on gameplay and immersion can range from annoying to game breaking

Just like if a dev promised a "pretty good" or "almost always 90fps" framerate, we'd consider it a failure. Standards are just so much higher with VR. The actual quality of OR room-scale is not going to be decided until we hear a lot more hands-on from consumers, and that's a long ways off
 

viveks86

Member
Yay for spending $800 more?

Early adoption and all that but why didn't Oculus/HTC think of this before hand? If the rendering performance is really 5x better than current solutions then the 120fps @4k goal would be easily reachable.

It's disruptive tech and will easily take a year for game engines to adapt and make it standard.

Secondly, the eye tracking tech is in itself a complex problem to solve. SMI has some prototypes and Fove is going to be the first to mass produce it by the end of the year. If the others waited till that tech was ready, it would push consumer grade vr by a year at least.

Thirdly, I don't think consumer grade optics/display exist yet for 4k per eye.

Fourth, no consumer grade cabling standard for 4k120 afaik.


I doubt even gen 2 will support 4k120, even with foveated rendering
 

Mathieran

Banned
Dude OMG!!!!!!!! I'm scared to let my wife try this now.

I'm worried my wife is going to have a similar reaction when she tries it out. She gets motion sickness pretty easily and says she doesn't like 3D movies. I have the PSVR on pre order, so I am thinking the into the deep game from VR worlds might be something she could deal with. Especially since she likes scuba. So here's hoping that it goes well.

I think VR could potentially get people interested in gaming that might not be otherwise, but if they can't stomach it that could be a problem.
 

Croatoan

They/Them A-10 Warthog
It's disruptive tech and will easily take a year for game engines to adapt and make it standard.

Secondly, the eye tracking tech is in itself a complex problem to solve. SMI has some prototypes and Fove is going to be the first to mass produce it by the end of the year. If the others waited till that tech was ready, it would push consumer grade vr by a year at least.

Thirdly, I don't think consumer grade optics/display exist yet for 4k per eye.

Fourth, no consumer grade cabling standard for 4k120 afaik.


I doubt even gen 2 will support 4k120, even with foveated rendering

Didn't mean that is what we would be getting gen 1 :p . But isn't that "the goal" ?

Foveated Rendering would make Vive and CV1 much more attractive to consumers as it would allow even a Gear VR ( or low end pc) to get 90fps with near identical to their regular monitor graphics settings.

Again, if the 5x stated by Microsoft is correct, you are talking about 0 performance trade off between traditional monitors/tvs and the dual VR screens aren't you?

Hell, 5x would make a game perform better in VR no?
 

YuShtink

Member
"pretty good" and "almost just as well" are less than comforting

If they choose to say "almost as good" and not "the same" it means there are a few more cases of occlusion and lost tracking. How big of an impact that has on gameplay and immersion can range from annoying to game breaking

Just like if a dev promised a "pretty good" or "almost always 90fps" framerate, we'd consider it a failure. Standards are just so much higher with VR. The actual quality of OR room-scale is not going to be decided until we hear a lot more hands-on from consumers, and that's a long ways off

Or they could just mean it doesn't have quite as large of a range or maybe they are referring to the fact that it doesn't have chaperone system in place. We have no idea. But they must feel it's good enough if they are going to support it in their game.
 

viveks86

Member
Seriously guys. People should stop grasping at straws to convince themselves that oculus touch will compete with vive for room scale. Oculus themselves aren't doing it. Why would you?

It's technically kinda sorta feasible and there will be some room scale content eventually, but when the creators aren't actively pushing it (and often downplay it), devs (other than the curious ones with some spare time) won't bother.

There are other compelling reasons to keep your Rift over the Vive (exclusives, comfort, sde, price without motion controls etc). But the potential for room scale isn't one of them. Let it goooo....

Saying this as a soon-to-be owner of both.
 

mrklaw

MrArseFace
It's disruptive tech and will easily take a year for game engines to adapt and make it standard.

Secondly, the eye tracking tech is in itself a complex problem to solve. SMI has some prototypes and Fove is going to be the first to mass produce it by the end of the year. If the others waited till that tech was ready, it would push consumer grade vr by a year at least.

Thirdly, I don't think consumer grade optics/display exist yet for 4k per eye.

Fourth, no consumer grade cabling standard for 4k120 afaik.


I doubt even gen 2 will support 4k120, even with foveated rendering

I think you may see some of the rendering move to the headset to overcome bandwidth limits and hopefully move to wireless. Something that could composite multiple layers - so the host would send a low res image, and a high res fovea area and the headset would composite it in the right location.

Also you could possibly handle timewarp on the headset which could help mitigate for wireless latency
 

Croatoan

They/Them A-10 Warthog
Seriously guys. People should stop grasping at straws to convince themselves that oculus touch will compete with vive for room scale. Oculus themselves aren't doing it. Why would you?

It's technically kinda sorta feasible and there will be some room scale content eventually, but when the creators aren't actively pushing it (and often downplay it), devs (other than the curious ones with some spare time) won't bother.

There are other compelling reasons to keep your Oculus over the Vive (exclusives, comfort, sde, price without motion controls etc). But the potential for room scale isn't one of them. Let it goooo....

Its Nintendo Vs Sega all over again.

Watch Nvidia is going to come in and be the Sony :D with near light field :p. Sega will die, that is for sure.
 

Monger

Member

They were demoing this in room scale at GDC. It's not just a hardware issue, it's a support issue as well. Oculus has said it's capable but they aren't supporting it with safety features or recommending it for a long time now. Only time will tell what support is going to look like or if Oculus changes it's mind on this.

And I have no idea what almost just as good means without context.
 
Everyone who has tried it says it works great. We've had numerous confirmations but that hasn't stopped people presuming it doesn't. Whatever. I've been convinced it would work for ages... I'm still going to tell anyone who wants room scale to get the Vive.

That might change once touch is out, but without a firm date and only guesses on the price... Vive is a great headset. It doesn't need to maintain a full feature over the rift.
 

viveks86

Member
Didn't mean that is what we would be getting gen 1 :p . But isn't that "the goal" ?

Foveated Rendering would make Vive and CV1 much more attractive to consumers as it would allow even a Gear VR ( or low end pc) to get 90fps with near identical to their regular monitor graphics settings.

Again, if the 5x stated by Microsoft is correct, you are talking about 0 performance trade off between traditional monitors/tvs and the dual VR screens aren't you?

Hell, 5x would make a game perform better in VR no?

No doubt. Foveated rendering is definitely the future. Just not in 2016. May be all this is playing out way faster than everyone originally anticipated, hence the rush to get gen 1 out without it.
 
Seriously guys. People should stop grasping at straws to convince themselves that oculus touch will compete with vive for room scale. Oculus themselves aren't doing it. Why would you?

It's technically kinda sorta feasible and there will be some room scale content eventually, but when the creators aren't actively pushing it (and often downplay it), devs (other than the curious ones with some spare time) won't bother.

There are other compelling reasons to keep your Rift over the Vive (exclusives, comfort, sde, price without motion controls etc). But the potential for room scale isn't one of them. Let it goooo....

Saying this as a soon-to-be owner of both.

I wouldnt doubt it, but some devs said that Oculus still has some secrets concerning that and the Touch controllers, so gotta see what that might be.
 
Seriously guys. People should stop grasping at straws to convince themselves that oculus touch will compete with vive for room scale. Oculus themselves aren't doing it. Why would you?

It's technically kinda sorta feasible and there will be some room scale content eventually, but when the creators aren't actively pushing it (and often downplay it), devs (other than the curious ones with some spare time) won't bother.

There are other compelling reasons to keep your Rift over the Vive (exclusives, comfort, sde, price without motion controls etc). But the potential for room scale isn't one of them. Let it goooo....

Saying this as a soon-to-be owner of both.
The Vive will ensure that there is room scale content. The Rift and Touch will work with almost all of those games whether Oculus have much room scale stuff in their store or not.

Multiple devs working with Touch have said it works with the room scale games they are making.

What more do you need to hear?
 
Awesome... I sent HTC a email asking about what shipment wave I was in, and I got a reply saying We are sorry you canceled your order....Ugh...
 

Monger

Member
The Vive will ensure that there is room scale content. The Rift and Touch will work with almost all of those games whether Oculus have much room scale stuff in their store or not.

Multiple devs working with Touch have said it works with the room scale games they are making.

What more do you need to hear?

I think the fact that at least one developer has said they don't plan on supporting it if Oculus doesn't and others have said similar things is concerning. It would also be nice to have some videos like the Vive has.
 

artsi

Member
Seriously guys. People should stop grasping at straws to convince themselves that oculus touch will compete with vive for room scale. Oculus themselves aren't doing it. Why would you?

It's technically kinda sorta feasible and there will be some room scale content eventually, but when the creators aren't actively pushing it (and often downplay it), devs (other than the curious ones with some spare time) won't bother.

There are other compelling reasons to keep your Rift over the Vive (exclusives, comfort, sde, price without motion controls etc). But the potential for room scale isn't one of them. Let it goooo....

Saying this as a soon-to-be owner of both.

So what stops Rift owners playing SteamVR room scale games, considering Valve has said they're going to support Touch and even have chaperone on the Rift via SteamVR?
 

viveks86

Member
What more do you need to hear?

Real room scale game announcements for the oculus touch. Detailed impression from game reviewers who have played and compared said games. Until then it's silly to be making purchase decisions based on it.

Until then, I think the level of skepticism I'm showing right now is warranted. Let's not cherry pick the arguments in favor and ignore the ones that are not. There is reasonable doubt here.
 
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