Well, that was certainly how many of us perceived it at the time, and it was absolutely also the perception supported by Oculus.
Sorry for being a dreamy idealist I guess.
You don't have to be sorry. Just saying, most of kickstarters are for making commercial products. Games, music, electronic devices, etc. It's about kickstarting private companies, not NGOs. Once they are kickstarted, they are going to be as any other private company.
Playing ADR1FT on Steam using your Oculus Rift
Hello all...we're happy to be able to inform you all that we've been able to secure a license to allow you to play ADR1FT on Steam using your consumer version Oculus Rift. The only requirements are the 1.3 runtime, an Oculus Rift, and Steam ownership.
We still recommend you have the VR experience through Oculus Home. Oculus has built a great VR platform and we will gladly send a key your way if you are a Steam owner.
The choice is yours to make!
Does the steam VR/open VR tools have support for binaural audio in a way that would make it simple to integrate positional audio in a game?
Are there any significant differences between the oculus and steam VR tools?
Crossposting from the Oculus OT, but can anyone explain that to me?
http://steamcommunity.com/app/300060/discussions/0/385429254939379489/
I am not exactly sure what they mean with the licence. Do you have to ask Oculus first before you want to put a VR version of your game on Steam?
Well, that was certainly how many of us perceived it at the time, and it was absolutely also the perception supported by Oculus.
Sorry for being a dreamy idealist I guess.
You don't have to be sorry. Just saying, most of kickstarters are for making commercial products. Games, music, electronic devices, etc. It's about kickstarting private companies, not NGOs. Once they are kickstarted, they are going to be as any other private company.
The Planetary Society is incorporated as a 501(c)(3) non-profit organization in the United States.
Yeah, that was the general impression given. Alas, they're part of a multibilllion dollar shareholder driven beast now. They can't take risks with their name anymore, lest it possibly devalue the brand worth.
Of course with the Vive/Oculus debacle, it's more politics than anything.
Crossposting from the Oculus OT, but can anyone explain that to me?
http://steamcommunity.com/app/300060/discussions/0/385429254939379489/
I am not exactly sure what they mean with the licence. Do you have to ask Oculus first before you want to put a VR version of your game on Steam?
This whole situation with Adr1ft is just weird. Their initial stance was that they would be bringing the game to both Rift and Vive from the outset, which is now contradicted by the recent statement that Oculus is all they were supporting, following a rather sudden flip where a SteamVR version is an ambiguous possibility now and all support is for the Oculus Store. Just prior to this they said there was no exclusivity deal.
Now this basically outright says that the issue is supporting SteamVR / Vive / OpenVR / other headsets over Oculus. So if there is no exclusivity deal, why even bother allowing Steam users to play as long as they have an Oculus Rift CV?
Similarly seeing VR capability removed from some Steam games to allow only Oculus support outside of Steam only is just infuriating from the perspective of the open PC platform and digital distribution.
These actions have made me set on simply not bothering with supporting VR at all on PC till I can be sure what products will actually give me interoperability and back / forward compatibility indefinitely. The last thing I want is to invest in games that will have their functionality and support actively removed in favour of an exclusivity deal / wanting to support only one thing. Sure there will be work arounds, and that might be where my interest comes back. Worse will be if such solutions are actively crippled later, which wouldn't surprise me at this point the way things are going.
This whole situation with Adr1ft is just weird. Their initial stance was that they would be bringing the game to both Rift and Vive from the outset, which is now contradicted by the recent statement that Oculus is all they were supporting, following a rather sudden flip where a SteamVR version is an ambiguous possibility now and all support is for the Oculus Store. Just prior to this they said there was no exclusivity deal.
Now this basically outright says that the issue is supporting SteamVR / Vive / OpenVR / other headsets over Oculus. So if there is no exclusivity deal, why even bother allowing Steam users to play as long as they have an Oculus Rift CV?
Similarly seeing VR capability removed from some Steam games to allow only Oculus support outside of Steam only is just infuriating from the perspective of the open PC platform and digital distribution.
These actions have made me set on simply not bothering with supporting VR at all on PC till I can be sure what products will actually give me interoperability and back / forward compatibility indefinitely. The last thing I want is to invest in games that will have their functionality and support actively removed in favour of an exclusivity deal / wanting to support only one thing. Sure there will be work arounds, and that might be where my interest comes back. Worse will be if such solutions are actively crippled later, which wouldn't surprise me at this point the way things are going.
I think you're reading between lines that don't exist. This is saying 'hey guys, we got permission to give you a license for the Oculus store version if you buy the Steam version. you can still play the game in VR on steam, but we think you should play it through Oculus home because we think it's a great platform.'
What's the problem?
Hello all...we're happy to be able to inform you all that we've been able to secure a license to allow you to play ADR1FT on Steam using your consumer version Oculus Rift.
I think you've misread the quote...
That doesn't appear to have anything to do with Oculus store licenses.
I think you've misread the quote...
That doesn't appear to have anything to do with Oculus store licenses.
The way I read that is they will send you a key for the Oculus store if you own the game on Steam and contact them. Playing on Steam itself shouldn't require any additional work.Oculus has built a great VR platform and we will gladly send a key your way if you are a Steam owner
AFAIK, they never promised day one support for both headsets.
They actually did. They announced it for Oculus and Vive.
In the Tested interview he stated for the Rift and other headsets that he'll announce later. Unless there was something said after that, I take that as not simultaneous.
Developer Three One Zero is bringing ‘Astronaut in peril’ adventure title ADR1FT to Oculus Rift, HTC Vive and Sony PlayStation VR next year.
And time will tell which approach is best. If controlling the API gives them some control over the quality of headsets associated with Oculus store experiences, then that may be better in the long run for the quality of HMDs being made and the experience people have at a crucial formative time for VR.
Or maybe it'll be too limiting and anti-competitive. It feels a bit too early to say!
I'm sure of that. Both want to work with the other, but both want at least one thing that the other isn't willing to give up. Based on what the leaker said (which I know was hearsay) I could understand where both companies were coming from.
Oculus have put a ton of work into the software side of things to make sure the VR experience is seamless and perfect. They have a fairly new brand that will be hurt by people buying cheap headsets and getting a bad experience from Oculus software in ways that Steam and Valve won't by any Vive knockoffs. Plus while they've helped HTC on the hardware side of things, if that hardware fails, it isn't going to massively cost them like it'll cost Oculus should the same thing happen there.
Valve want Steam to be THE VR platform, and if they are asking for steam overlay integration in Oculus home, I can see why Oculus wouldn't want that and it doesn't seem unreasonable to stand in the way of that.
I hope one side backs down on whatever their particular hang up is. Games like Lucky's Tale and Herobound should be enjoyable by as many people as possible.
I think we'll get there, but right now Oculus haven't even launched a commercial product or a PC version of their store. I can understand them wanting to get that right and out, before putting too much focus elsewhere.
My fingers are crossed that when Touch launches, they'll have a chaperone equivalent and be more welcoming to Vive uses if not before then.
Probly answered already, but do you necessarily have to use the waggle sticks w/ the Vive or can you simply sit at a desk w/ just the headset + gamepad?
Probly answered already, but do you necessarily have to use the waggle sticks w/ the Vive or can you simply sit at a desk w/ just the headset + gamepad?
Yes you can do that.
Also, waggle sticks is pretty reductive. This ain't the Wii.
You can use any controller with the Vive -- Xbox, PS4, Steam Controller (lols). The motion controllers are not required.
You also don't need to stand to use the Vive; seated gaming works 100% fine.
Oh shit, actual VR game reviews are dropping!
IGN Rift launch impressions: https://www.youtube.com/watch?v=6qzLdYmmuto
IGN Adr1ft Review: https://www.youtube.com/watch?v=RtdbBTzGX2s (6.0)
It's still unacceptable to me that we have exclusive games on PC. That's what consoles are for. I can't support a company that pushes that type of policy into the PC space. It's anti-consumer.
Too bad the Adr1ft review doesn't actually consider VR at all.
True... he judged it purely for its game qualities, not the VR experience. But I think that's what we are going to get from different publications... they will tell you if it is a good game, or if it is a good VR experience. And perhaps not really touch on both subjects at once.
I love hating on IGN but...I'm not trying to defend the game, but it clearly is a VR game first and foremost.
Judging it without VR seems kinda silly.
But hey, it's IGN.
Are we supporting VIVE?
Stay tuned! We will update this week.
Games don't get reviewed differently based on the monitor used to play them
Room-scale size test (with single camera)
https://www.youtube.com/watch?v=l_HlXzELHgo
Pretty big for being only with one camera, when the message show ups sometimes (when he is in the limit of the vision cone) is usually when he was crouched, and I think it was because he had the camera tilted up, prepared for standing up. I think putting the camera at a slightly higher height but leaving it leveled up with the floor would produce better results. But even when he go prone in the ground the camera still would pick him up, if he was at the optimal distance.
I'm not trying to defend the game, but it clearly is a VR game first and foremost.
Judging it without VR seems kinda silly.
But hey, it's IGN.
I did some measurements and I can move things around in my living room to have an 8ftx8ft space. I was really late to ordering and I'm still mixed on which to get(have both ordered atm) but if I keep thinking about advantages/disadvantages of both I'll just keep both orders. >_>
Tim Sweeney
‏@TimSweeneyEpic
Tim Sweeney Retweeted Brandon Jones
Very disappointing. @Oculus is treating games from sources like Steam and Epic Games as second-class citizens.
Tim Sweeney added,
Brandon Jones @Tojiro
Oculus blocks apps not sold through their store from working unless you "allow unknown sources": https://support.oculus.com/878170922281071
The main complains are about the bad controls, linearity, restricting exploration and repetitive gameplay and none of them will be different in VR.
The experience will be different. Radically different.
They talk about difficulty in orientation and distance judging. VR could solve all that.
Then it could as well be a bad VR game as it could be a bad game altogether; but VR isn't simply a visual option su can dismiss while reviewing.
It's not a perfect analogy, but it's darn close as long as the HMD adds nothing to gameplay. Otherwise does every game get a +1 review boost just because the game can be played in VR?Come on, you're clever enough to understand that this is an incredibly stupid analogy.
As for the rest, I agree. It's mostly the developer's fault (or publisher's).
It's like you completely ignored what I wrote, lol.