Woah dude. You Kickstarted the Vive in 86? I didn't even know KS has been around that long let alone Vive development.
After this GB stream I really feel a bit down on the prospect of VR in general, in terms of success. Touch can't come soon enough to repair this.
After this GB stream I really feel a bit down on the prospect of VR in general, in terms of success. Touch can't come soon enough to repair this.
That's the reason I went with a Vive.
After this GB stream I really feel a bit down on the prospect of VR in general, in terms of success. Touch can't come soon enough to repair this.
It's Day One, so people can finally start discussing what Oculus does instead of what they say
This is absolutely the time to start fussing over anti-consumer measures. Because we're no longer arguing about hypotheticals and unfinished products. We're arguing about what's actually happening and not "wait and see"
This hypothetical change you speak of only comes from fussing. The status quo has been established. And it's anti-consumer
Yup. Considering cancelling my PSVR preorder, but waiting (read: hoping) to see if the PS offerings are more "full" games, as opposed to minigames.
I'm just unsure how much "more" the VR experience will add to my personal enjoyment.
Yup. Considering cancelling my PSVR preorder, but waiting (read: hoping) to see if the PS offerings are more "full" games, as opposed to minigames.
I'm just unsure how much "more" the VR experience will add to my personal enjoyment.
Not to be condescending of the opinions of the GB crew, but they were never really into VR.
VR adds immersion. Thats the thing. There wont be new genres available on a VR headset, but it will enhance current genres to a certain extent. The problem I have with the GB stream is, that VR is really an isolated "gaming" experience, but they actually play it without a headset (like in Dreadhalls, where the sound is quite important (imagine playing Alien Isolation without sound)).
They are reviewing the games more than the tech, which honestly they should be. Most of the games they are showing are pretty objectively bad. Kind of like most console release games are bad.Not to be condescending of the opinions of the GB crew, but they were never really into VR.
Not to be condescending of the opinions of the GB crew, but they were never really into VR.
Lmao. Jeff kickstarted the Rift, and Dan at times has talked about it like it was the second coming. They speak about it all the time on the Bombcast.
They are reviewing the games more than the tech, which honestly they should be. Most of the games they are showing are pretty objectively bad. Kind of like most console release games are bad.
They are reviewing the games more than the tech, which honestly they should be. Most of the games they are showing are pretty objectively bad. Kind of like most console release games are bad.
I just mean from what I have seen the last weeks. I know Jeff kickstarted the Rift.
In the stream right now it just seems like they already experienced it now (since they have the review one for already one week) and while saying "this is cool. this is great", it seems they are not that into it.
That might be it, but its kinda strange they play Subnautica for like 5 minutes, which I guess might actually be a great VR game, then play Dreadhalls for 20.
Yup. Considering cancelling my PSVR preorder, but waiting (read: hoping) to see if the PS offerings are more "full" games, as opposed to minigames.
I'm just unsure how much "more" the VR experience will add to my personal enjoyment.
I just mean from what I have seen the last weeks. I know Jeff kickstarted the Rift.
In the stream right now it just seems like they already experienced it now (since they have the review one for already one week) and while saying "this is cool. this is great", it seems they are not that into it.
They are not into it because most of the things they showed/tried are not really great.
They stopped Subnautica because it glitched on them.
Yeah, it's pretty standard new-platform release stuff. It's partly why my enthusiasm for the Rift isn't particularly high compared to the Vive, because at least with the Vive the cool tracked controllers should carry games a lot further than they otherwise would without the controllers.
Not to be condescending of the opinions of the GB crew, but they were never really into VR.
VR adds immersion. Thats the thing. There wont be new genres available on a VR headset, but it will enhance current genres to a certain extent. The problem I have with the GB stream is, that VR is really an isolated "gaming" experience, but they actually play it without a headset (like in Dreadhalls, where the sound is quite important (imagine playing Alien Isolation without sound)).
Seems like every review is knocking the headset for lack of motion controls. Should be interesting to see vive reviews next week.
It really will be. It's somewhat unfair though because games developed for the Vive have had much less time in the oven.
How is it unfair? HTC is getting the Vive out next week so you would expect there to be content to support it. They could have always released later for "more time in the oven".
Which brings us into the negative portion of this hardware assessment. Let’s start with the camera. Oculus’s external position-tracking camera works by measuring infrared LEDs on the headset, some of which are now built into the rear of the Rift. However, I found the positional tracking to be slightly less accurate when your head’s turned away from the Rift than when you’re facing the camera straight-on, and there’s still occasionally a jarring leap when you spin 180 degrees.
Furthermore, the Rift’s camera doesn’t actually track that large a space. It’s generally big enough for Oculus’s original goals—seated VR. But it’s clear that standing VR and room-scale VR in HTC Vive-esque fashion was (or maybe still is) an afterthought for Oculus. The amount of space tracked by the Rift camera is small, and makes standing-centric games like Farlands a bit of a chore as you try to stay inside the Rift’s bounds.
It doesn’t help that Oculus never really explains where the Rift’s camera should be placed. The DK2 Rift camera mounted on top of a monitor; it was clear where Oculus expected it to go. The consumer Rift ships with the camera mounted on a pole, like a miniature desk lamp. I have no idea where to put it. On the edge of my desk so it tracks more of the floor? On the rear of my desk so I don’t casually knock it over? And what angle should it be mounted at?
After a bit of fiddling I think I finally have it in an optimal position for my space, but it’s not as set-up-and-go friendly as the design first indicates when you pull it out of the box.
Other issues persist too. As with all VR headsets, residual heat builds up in the display, and though the Rift never became uncomfortably hot I definitely appreciated the cool, cool breeze against my face when I’d take it off. The tether on the Rift is another sore spot. It’s lightweight, but it’s also short—much shorter than the Vive’s—and tends to get hooked under stuff with obnoxious regularity.
How is it unfair? HTC is getting the Vive out next week so you would expect there to be content to support it. They could have always released later for "more time in the oven".
Not to be condescending of the opinions of the GB crew, but they were never really into VR.
VR adds immersion. Thats the thing. There wont be new genres available on a VR headset, but it will enhance current genres to a certain extent. The problem I have with the GB stream is, that VR is really an isolated "gaming" experience, but they actually play it without a headset (like in Dreadhalls, where the sound is quite important (imagine playing Alien Isolation without sound)).
If the hardware is done. They might as well get it out now. the more hands it is in the more stuff will come out. Also it seems that relatively fun small games can come out in room scale with out much work. Should help hold people over as some of the bugger stuff is created. The life of an early adopter. I would hope that anyone that is shelling out for a VIVE would realize this already.
How is it unfair? HTC is getting the Vive out next week so you would expect there to be content to support it. They could have always released later for "more time in the oven".
Second room-scale test with the Rift
Even better. Obviously the lack of chaperone/camera is a problem.
But that said, he is still not putting the camera in the optimized angle. At that height he should incline the camera down 15-20º more, that way he would gain even more space close to the camera position. The camera fov is a 3d cone, in the video he is "wasting" 40% of the cone, the superior part above his head.
Second room-scale test with the Rift
Even better. Obviously the lack of chaperone/camera is a problem.
But that said, he is still not putting the camera in the optimized angle. At that height he should incline the camera down 15-20º more, that way he would gain even more space close to the camera position. The camera fov is a 3d cone, in the video he is "wasting" 40% of the cone, the superior part above his head.
Placing the camera about 7 feet off the ground and pointed downward,I tested the camera in a room that was measured 13 ft x 14 feet total. Booting up Air Mech I set to walking about the room, stress testing the tracking by crawling on the ground moving quickly and exploring he whole space.
To my surprise the single camera was able to track my movement rather flawlessly throughout the entire space from this position. Outside of a pocked below the camera and the areas limited by the Rift’s cord, the entire room was accessible.
Thought this was interesting. The CEO of the developers of Lucky's Tales thinks we'll be seeing 12 month cycles for VR. Interview here (@ ~8:00 mark): https://youtu.be/D_LOIjASKoo?t=7m57s
Pretty reassuring results, as you say maybe the camera angle could be better thought I'd say that having tracking over your head could be usefull when Touch get released, since you will most likely raise your controller over your head in some games... at least I know some of the things I want to try to make with UE4 will need that.Second room-scale test with the Rift
Even better. Obviously the lack of chaperone/camera is a problem.
But that said, he is still not putting the camera in the optimized angle. At that height he should incline the camera down 15-20º more, that way he would gain even more space close to the camera position. The camera fov is a 3d cone, in the video he is "wasting" 40% of the cone, the superior part above his head.
You have ( or had ) a DK2 right ? how much better is the SDE when wearing it ? I know most people tend to play down the SDE, I mean some people already said the SDE close to non-existent in the DK2, which IMHO isn't true at all.Best through the lens shot I could manage. You can roughly see the SDE.
But a review shouldn't make such assumptions. They should call it for what it is so nobody is misled.
Pretty reassuring results, as you say maybe the camera angle could be better thought I'd say that having tracking over your head could be usefull when Touch get released, since you will most likely raise your controller over your head in some games... at least I know some of the things I want to try to make with UE4 will need that.
Software chaperone shouldn't be a problem even if having a camera too would have been better.
Biggest problem I see from that video is mostly the cable length.
You have ( or had ) a DK2 right ? how much better is the SDE when wearing it ? I know most people tend to play down the SDE, I mean some people already said the SDE close to non-existent in the DK2, which IMHO isn't true at all.
How long is the Rift cable?
How is this possible?! That means they are designing and actually making the next one right now! They'd have to demoing it to people as we speak. And they'll have to probably show it off by the end of the year if they want to sell it next spring.
How long is the Rift cable?
Really though, it's mostly him talking how quickly it is advancing. Absolutely does not mean a new one is coming any time soon.How is this possible?! That means they are designing and actually making the next one right now! They'd have to demoing it to people as we speak. And they'll have to probably show it off by the end of the year if they want to sell it next spring.
The crux of the issue this causes is that the majority of casual folks do not flip the switch, or will assume content being blocked is not reliable without further investigation. However, I imagine that is a comparison from platforms that were never truly open to begin with, and PC stalwarts will see such issues and know to switch such a limit off when they need to.
From the guy that posted it though:
Thanks. I didn't get to try Gear VR, but 'much better than the DK2' is still good news ( and seems to prove again that some early report were a little optimistic ).It's much better than the DK2, and a little better than the Gear VR. Certainly not a night and day improvement over the Gear VR.