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.
holy shit @ that second gif. these controllers and lighthouses are doing god's work.
I'm not saying they should have to, and I really hope Oculus will offer a solution for it.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."
I'm not saying they should have to, and I really hope Oculus will offer a solution for it.
But it does should be pretty simple.
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.
Sorry for the hyperbole but it would be beyond absurd for Oculus to not implement this system across everything if they are going to sell games that support standing or walking in their store. This should be a standard minimum safety feature for literally everything. Criminal even. I can't imagine they would not implement it.
Sorry for the hyperbole but it would be beyond absurd for Oculus to not implement this system across everything if they are going to sell games that support standing or walking in their store. This should be a standard minimum safety feature for literally everything. Criminal even. I can't imagine they would not implement it.
AFAICT the vive lighthouses are fixed, so the tracking volume is fixed. Whereas the oculus camera is not fixed, nor is the tracking volume.
Since there's no obvious way to detect whether the camera was turned/moved, there's no particularly good solution for chaperone:
- the system could assume the camera is in exactly the same spot, which may allow the player to walk into the wall without warning.
- the system could assume the camera may have moved/turned, and ask you to reset the chaperone every time.
The Rift isn't particularly suited to room-scale when you think about it.
Maybe the camera has an LED so they can detect each other? (although that wouldn't work for 2 forward cameras, and you wouldn't know which camera moved).
AFAICT the vive lighthouses are fixed, so the tracking volume is fixed. Whereas the oculus camera is not fixed, nor is the tracking volume.
Since there's no obvious way to detect whether the camera was turned/moved, there's no particularly good solution for chaperone:
- the system could assume the camera is in exactly the same spot, which may allow the player to walk into the wall without warning.
- the system could assume the camera may have moved/turned, and ask you to reset the chaperone every time.
The Rift isn't particularly suited to room-scale when you think about it.
Maybe the camera has an LED so they can detect each other? (although that wouldn't work for 2 forward cameras, and you wouldn't know which camera moved).
Oh I definitely agree that it's something Oculus should be doing, and maybe developer shouldn't try to put their own system so that it force Oculus hand to do it themself.Sorry for the hyperbole but it would be beyond absurd for Oculus to not implement this system across everything if they are going to sell games that support standing or walking in their store. This should be a standard minimum safety feature for literally everything. Criminal even. I can't imagine they would not implement it.
How is something like Adr1ft going to handle when the player moves around? A lot of that game kind of relies on the player only being able to look around.
What's your processor?Yeah so...my Kickstarter Rift arrived.
I got it all hooked up, and it's working well (despite my processor not meeting recommended spec).
How is something like Adr1ft going to handle when the player moves around? A lot of that game kind of relies on the player only being able to look around.
Adr1ft Vive support confirmed for May release
http://steamcommunity.com/games/300060/announcements/detail/820027100183310584
One more checklist game I want to experience on the Vive ...maybe not getting mine till May is gonna work out just fine
Glad they're back to being on the Vive. May might be the best time too, as people will be looking for new experiences. By not launching with all the other games, they have an opportunity at some spotlight.
Yeah I noticed it does that with the Rift's positional tracking.IIRC the view resets itself to the center if you move too much.
It's a weird problem, though, where the game may be "intended" to be a seated experience but they can't prevent you from getting up and moving around.i think its still a seated experience they're not updating for room scale and motion controls.
but thats ok at this point, I'll take that from games that were designed for a seated experience and let them develop their sequels with full room scale support
Yeah I noticed it does that with the Rift's positional tracking.
It's a weird problem, though, where the game may be "intended" to be a seated experience but they can't prevent you from getting up and moving around.
How is something like Adr1ft going to handle when the player moves around? A lot of that game kind of relies on the player only being able to look around.
Yeah I noticed it does that with the Rift's positional tracking.
It's a weird problem, though, where the game may be "intended" to be a seated experience but they can't prevent you from getting up and moving around.
ADR1FT on the Vive will be controlled via Gamepad and Mouse/Keyboard.
The game was very far into the development process before we received devkits and unfortunately, you can't just add motion controls, hands and arms to a game. That requires tons of new work, system rebuilding and animation support. It's essentially a new game.
VR motion control needs to be considered from the very beginning of development and be the central core of the interactive experience. It's not something that can simply happen with an update.
This isn't a negative, though. The ADR1FT VR experience is awesome and you won't be disappointed.
You can move around also with the Rift, no? Given the nature of the game I think it will ignore the movement in space of the HMD and just work with its position around its own ax. So you can look around. Also it does make more sense to use the motion controls to grab things within the game instead of press a button to grab. That should help the immersion a lot.
If they really want, they could use the motion controls also for moving around in the game somehow. Not by walking, maybe using the controllers as jetpacks or something.
orthy posted this in the comments on steam about the Adr1ft announcement in reguards to room scale
just an fyi Greenman games has Vanishing of Ethan Carter on sale for steam for 4bucks
just an fyi Greenman games has Vanishing of Ethan Carter on sale for steam for 4bucks
Ooh this a good deal. I think the "DLC Upgrade" for VR is like 10 bucks. The VR version itself is $30 on the Oculus store.
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.
@FIAformulaE: LIVE on #Periscope: .@fiaformulae VR experience with Media Team https://t.co/FtSmc1brAS
Giant Bomb demonstrated this issue on their stream, it was pretty hilarious.
I don't think a good solution is to "limit" the distance the player can move positionally, though. You just have to make it so the player doesn't want to break the game in this way.
Just pause the game and/or blur it out anytime the player leaves the defined vr space for that particular game. Pop up the chaperone system as well so people can reorient/reposition themselves if the game is a seated/non-roomscale experience. Pausing/Blurring the world should be enough to dissuade people from consistently trying to break the game through movement.
You just never want to take away control of the players vision....even if that means they can break the bounds of the game through their movement.
Adr1ft Vive support confirmed for May release
http://steamcommunity.com/games/300060/announcements/detail/820027100183310584
One more checklist game I want to experience on the Vive ...maybe not getting mine till May is gonna work out just fine
WA, USA person here. Card got charged for Vive. Shows as Processing. I ordered 4 minutes after it went up. I assume my bank would have flagged it already if they were going to right? Funny that I might end up getting my Vive before my Rift.
Was actually quite clear, that its coming. Adam Orth, after the whole "it might be Oculus exclusive" said, that its coming to other VR HMDs.
I just wonder, why they didnt say it sooner. Do the devs who release an Oculus version have some kind of NDA?
How is something like Adr1ft going to handle when the player moves around? A lot of that game kind of relies on the player only being able to look around.
I love this Vive ability to mix VR with reality while recording videos with the proper set up.
Look at this Audioshield video: https://youtu.be/FhSsdsu4yIk
It manages to give us an idea of how immersive the experience is. Simply amazing.
I love this Vive ability to mix VR with reality while recording videos with the proper set up.
Look at this Audioshield video: https://youtu.be/FhSsdsu4yIk
It manages to give us an idea of how immersive the experience is. Simply amazing.
No idea, but it's infuriating to see that kind of crap with PC stuff