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

It's a great headset, it's just lacking must have software and the motion controllers at the moment. They have finally updated SteamVR to kinda work with the Rift. Seems like it is something that needs a little more love from Valve.


Thanks for the response! I'm super confused if I'm making the right decision or not. Room scale isn't truly important, but touch controls are something I want to experience. But of course Touch isn't available for Rift yet.

I guess I have plenty of time to change my mind, seeing that it won't ship until July.
 
What time was your order?

My order confirmation email came in my inbox at 9:22 AM that day.

I remember the main page wasn't working but someone figured out the link through Steam worked. So I went that route. I'd guess fairly early as it was before the main page fixed itself.

Also nice on another Virginia order. :)
 
I have the Rift pre-ordered. I'm I making a huge mistake? There's just so much negativity floating around, but the reviews seemed to be solid.

The Rift plays well with SteamVR?

It plays fine with Steam VR so far, however the 'Welcome to VR' thing Valve made culls objected that the left eye can still see when the right eye can't, so you'll see stuff blinking out of existence on that demo in your left eye.

Albino Lullaby however worked perfectly in Steam VR mode. Actually it ran better than it had been running on my DK2 for whatever reason (drivers, software and sdks have all been update since I last tried it, so I don't know what made the difference).

Trying to launch something without motion controllers just gives you a 'unsupported controller' error. Once touch is out, stuff will work. It's a pretty good sign that it only took Valve two days to get Rift support into Steam VR.

There'll be a chaperone system and everything when using Steam VR. All these Vive games will work with your Rift once you have Touch, until then, ones that don't need motion controllers should work just fine.
 

Jams775

Member
Thanks for the response! I'm super confused if I'm making the right decision or not. Room scale isn't truly important, but touch controls are something I want to experience. But of course Touch isn't available for Rift yet.

I guess I have plenty of time to change my mind, seeing that it won't ship until July.

I changed my mind early on before the Rift went on preorder. Room scale didn't seem important at the time nor did motion controls. But having now watched the difference between the two, the Vive has features like the chaperone system that mixed with stand up, room scale, and motion controls, really makes it seem like the right pieces to the puzzle. At least for a gen 1 headset. It's seems so essential to me now that not having those is off putting.
 
I changed my mind early on before the Rift went on preorder. Room scale didn't seem important at the time nor did motion controls. But having now watched the difference between the two, the Vive has features like the chaperone system that mixed with stand up, room scale, and motion controls, really makes it seem like the right pieces to the puzzle. At least for a gen 1 headset. It's seems so essential to me now that not having those is off putting.

As I've said many times, if you want room scale now, the Vive is the best choice, and it plays all the types of VR games aside from those, so it's one device that does everything. Without a price on Touch or a firm release date (and thank god I'll be one of the first in line for a Touch too thanks to my Kickstarter backer status) waiting for Touch is absolutely a gamble.

When for just $200 more you can have it now. Even if Touch comes in at less than $200 all that extra time you'll have had with the motion controllers is worth something, and I can't see Touch coming in at less than $150 myself.

So yeah, it's been fun seeing everyone jealous of me this week, since I've actually had the hardware and almost no one else has, but soon it's my turn to be jealous of all the room scale and motion controller focused games you guys are going to be playing that I won't be for the next three to nine months.

Hopefully by the time the Touch controllers launch, some kind of terms will have been reached between Oculus and Valve and Vive owners won't be missing out on software.

But I think I'll be just fine. Getting a headset free and first... it's hard for me to be annoyed at Oculus personally even as I see and sympathise with the reasons why people are getting upset at them. I do think the touch controllers look better in many ways... but we'll have to see how they do in comparison to the Vive controllers in the most important ways: tracking accuracy and occlusion.

It's going to be a long 3 to 9 months. But I'll enjoy reading all your impressions and deciding what games to get with my presumably still limited budget.
 

Wallach

Member
I have the Rift pre-ordered. I'm I making a huge mistake? There's just so much negativity floating around, but the reviews seemed to be solid.

The Rift plays well with SteamVR?

Nah, I don't think you are making a mistake (unless you have a particularly large VR play space at least). Pretty much everything you can't play immediately will wind up releasing for the Rift when Touch comes out. I also kind of feel like the fully prop nature of the Vive controller will wind up being a slight compromise at that point in terms of interaction potential.
 

Cyriades

Member
Divinity: Original Sin 2 - Update 22: VR Mode Released

https://www.youtube.com/watch?v=BpfLMGg06bE

Following the recent release of the virtual reality headset Oculus Rift, we are very excited to announce a preliminary version of our first foray into virtual reality (VR) gaming.
Virtual reality is a brave new world for us at Larian. Check out Swen testing it out (on location in a very special place) in this video.

divinity_original_sin_2-2-747x309.jpg
 

iceatcs

Junior Member
I wonder if that smashed TV is partially due to lack of a chaperone system for Touch.

Don't think much of help if TV that high mount on the wall anyway. Reduce the empty space and away from TV will help

I bet you might get your hand misjudge bang on the wall just like real life.
 

iceatcs

Junior Member
Wow, the video contains more news than you'd think. It's, as far as I know, the first time seeing the Rift/Touch used in room scale out in the public.

Move and Touch can make room scale quite well, I think people complaint /suspect when going to behind of your back (360 degrees tracking) or how's good or big etc.
 

Zalusithix

Member
Move and Touch can make room scale quite well, I think people complaint /suspect when going to behind of your back (360 degrees tracking) or how's good or big etc.

Room scale implies being able to move around a room. That requires being able to turn at any arbitrary angle and still have your controls work. Moving around a room facing forward would be awkward as hell. Move will not do room scale, at least not by the definition used by PCVR users.
 

Nzyme32

Member
There is it
https://twitter.com/Charalanahzard/status/715324142606659584

Huge TV smashed. Wow that is my fetish. I will collecting in my HDD. Wiimote was great time.

As that TV actually smashed, or is that just a graphic overlay in post? Because it appears to be working fine... and the cracks appear rather cartoony.

Certainly the TV was punched.


It's fake. One of the first comments is from the developer of the game - Colin Northway:

"tell Oculus to add a Chaperone system like the Vive! (This is my game btw)"

"also adding the crack seems a little disingenuous"

Someone else also commented:

"Oculus said it's simple and up to the developers.. So what's holding you guys back?"

which got the response

"Well I don't know about "simple" since we'd have to make a whole chaperone system."
 

Zalusithix

Member
As that TV actually smashed, or is that just a graphic overlay in post? Because it appears to be working fine... and the cracks appear rather cartoony.

Certainly the TV was punched.

A LCD TV typically wont stop working when the glass is broken. Unless the actual display is bonded to the front glass (something I'm only used to seeing on phones), it'll continue to display fine. Well, as fine as having a cracked view is at least.

Edit: Well, guess it was fake. My initial point still stands though.

Edit 2: Or is it? The person saying that isn't the original person. Not that it really matters.
 
Yeah so...my Kickstarter Rift arrived.

I got it all hooked up, and it's working well (despite my processor not meeting recommended spec).

Dreadhalls was fantastic, and my wife almost slapped a glass of red wine out of my hand because of a dinosaur. I haven't played EVE yet, but plan to later. I'm also very glad I have a standing desk at home.

This really is a new way to play. It's wonderful.
Bring on the porn
 

jstevenson

Sailor Stevenson
Yeah so...my Kickstarter Rift arrived.

I got it all hooked up, and it's working well (despite my processor not meeting recommended spec).

Dreadhalls was fantastic, and my wife almost slapped a glass of red wine out of my hand because of a dinosaur. I haven't played EVE yet, but plan to later. I'm also very glad I have a standing desk at home.

This really is a new way to play. It's wonderful.
Bring on the porn

which processor do you run?
 

iceatcs

Junior Member
Room scale implies being able to move around a room. That requires being able to turn at any arbitrary angle and still have your controls work. Moving around a room facing forward would be awkward as hell. Move will not do room scale, at least not by the definition used by PCVR users.
Yeah but I won't recommend moving by walk a lot when you are on VR. Hopefully, there will be more of design accessible for a standing 360 degrees rather than walk around large area only.
 

Zalusithix

Member
Yeah but I won't recommend moving by walk a lot when you are on VR. Hopefully, there will be more of design accessible for a standing 360 degrees rather than walk around large area only.

The whole point of room scale is being able to walk around to varying extents. That's why Valve implemented the chaperone system.
 

pj

Banned
Yeah but I won't recommend moving by walk a lot when you are on VR. Hopefully, there will be more of design accessible for a standing 360 degrees rather than walk around large area only.

Why would you not recommend walking in VR? That is the whole point of room scale
 

viveks86

Member
I just got hit with the charge!

Never have I looked at a $900 transaction and shed a tear... of joy!

:D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D:D :D :D :D :D :D :D :D :D:D :D :D :D :D :D :D :D :D

US - West Coast - April Wave 1 - Confirmation email after 18 minutes (ordered in 8 minutes or so)
 
Why would you not recommend walking in VR? That is the whole point of room scale

I don't want every game I play to have to involve manual labor. I want it for some experiences, but not all experiences, maybe not even most experiences. After I've worked an eight hour shift, done chores, gone to the gym, etc I am going to want a passive experience because I'll be exhausted.

There's also those pesky handicapped people who might want to play VR games.
 

iceatcs

Junior Member
Why would you not recommend walking in VR? That is the whole point of room scale

I would love too, but don't have the room like 2x3m or more that's why I want every title have stand only feature then I don't have to worry to buy which.

At least Steam game refundable.
 

Monger

Member
I don't want every game I play to have to involve manual labor. I want it for some experiences, but not all experiences, maybe not even most experiences. After I've worked an eight hour shift, done chores, gone to the gym, etc I am going to want a passive experience because I'll be exhausted.

There's also those pesky handicapped people who might want to play VR games.

I wouldn't consider any headset a great passive experience for that situation.
 
I would love too, but don't have the room like 2x3m or more that's why I want every title have stand only feature then I don't have to worry to buy which.

At least Steam game refundable.

So because you don't have room, you don't recommend other people walk around? I have no idea what point you are trying to make.
 

pj

Banned
I don't want every game I play to have to involve manual labor. I want it for some experiences, but not all experiences, maybe not even most experiences. After I've worked an eight hour shift, done chores, gone to the gym, etc I am going to want a passive experience because I'll be exhausted.

There's also those pesky handicapped people who might want to play VR games.

The bolded part is ridiculous. Should normal games not require a controller because there are amputees who can't play?

There will always be room for passive experiences but I think with this first generation of headsets specifically, due to their relatively low fidelity, room scale and motion controls are really the most compelling features. The giant bomb stream confirmed my suspicion that the novelty of playing "normal" games in VR wears off pretty quick.

In one or two generations when playing in VR gives the same image quality as playing on my 1440p monitor I would agree that passive games will be just as important as standing/walking games. At that point I probably won't want to play anything outside of vr, even if it's just a normal game projected on a huge virtual screen.
 

UnrealEck

Member
Anyone got their headset and played racing games yet (mainly project cars)? I'd like to get more impressions on how it plays and looks and if it causes you any discomfort.
 

pj

Banned
I would love too, but don't have the room like 2x3m or more that's why I want every title have stand only feature then I don't have to worry to buy which.

At least Steam game refundable.

Steam tells you how much room is required for each game
 

Sky Chief

Member
Anyone got their headset and played racing games yet (mainly project cars)? I'd like to get more impressions on how it plays and looks and if it causes you any discomfort.

I played it a lot on my DK2 and it was amazing even with limited functionality. I never had any discomfort.
 

iceatcs

Junior Member
So because you don't have room, you don't recommend other people walk around? I have no idea what point you are trying to make.

Oh that, I meant the walking distance. I think there won't be something like 3-mile or an hour of walking level for the current VR do well.

Room scale walking is fine.
 

Durante

Member
holy shit @ that second gif. these controllers and lighthouses are doing god's work.
That second one really is amazing. I mean, those are speeds it really wouldn't need to work at for any remotely realistic scenario.

I love it when engineering solutions deliver overkill performance.
 

viveks86

Member
That second one really is amazing. I mean, those are speeds it really wouldn't need to work at for any remotely realistic scenario.

Well... may be not right now. Imagine controlling a high precision surgical robot remotely in VR. There is huge potential for non-gaming use cases for that kind of high frequency, high precision tracking.
 

Zalusithix

Member
Well... may be not right now. Imagine controlling a high precision surgical robot remotely in VR. There is huge potential for non-gaming use cases.

It was the speed that was the amazing part. I sure hope a surgeon isn't whipping his blades around like that. =P
 

viveks86

Member
It was the speed that was the amazing part. I sure hope a surgeon isn't whipping his blades around like that. =P

Lol. True. But you don't really get high precision in motion without high speed tracking. They go hand in hand.

BTW, is everyone getting charged yet for Vive shipment? Or is it just a few of us?
 
The bolded part is ridiculous. Should normal games not require a controller because there are amputees who can't play?

I have news for you, but the percentage of the population with ambulatory disability is not as small as you might think. It's 5% of the US population between ages 21-64. Now, this is only the percentage of people in which it's high enough to be considered disabled. You look at the percentage of people in which it's not a disability, but involves pain, and you're going to get a MUCH larger percentage of people. I wouldn't be surprised if it was >15%. These are not things you can simply ignore when putting out a product.

For instance, I'm a healthy 32 year old male, but I suffer from a disorder called patellofemoral tracking syndrome, the pain of which on some days makes it difficult for me to squat to even tie my shoes. You'd have ZERO idea I was even experiencing pain if I didn't say anything. I can play sports, I can run, I can do literally anything but go into a deep squat without pain. If your entire platform is built around room scale, and those are the only experiences you provide, you can find yourself quickly alienating a segment of your target audience. I look forward to VR, even roomscale things, but when I see a demo of some guy bending down, or on hands and knees, that immediately writes that game off as something I can feasibly purchase and play. In order to be successful with as wide an audience as possible we're going to need compelling games that don't rely heavily on ambulation, you can't just focus in one area.
 

viveks86

Member
In order to be successful with as wide an audience as possible we're going to need compelling games that don't rely heavily on ambulation, you can't just focus in one area.

And I see no reason why there won't be those types of games as well. Room scale tracking is brand new tech and devs are going to explore their ideas as much as they can, which is why you are seeing the initial emphasis of room scale in many launch titles. But there will always be other kinds of games. Steam has already started categorizing VR games as seated, standing or room scale. Heck, even within games that require room scale, devs will explore control options that don't require you to move, or move as much. Budget Cuts, for example can be played without having to walk at all. All this will evolve organically through a 2-way process of production, consumption and feedback.

But for people with ambulatory disabilities, there will always be games that may not cater to them. It's unfortunate, but it doesn't make sense to stifle creativity because every game should work for everyone.
 
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