You guys! I scored a key for an Alpha version of Raw Data by Survios.
If you've been on the fence about VR, or if you like the Matrix, or if you've ever wanted to see what it would be like to be a god damn Street Samurai, then this is the game for you. Still a little rough in some areas but way, WAY more polished than other titles out there right now. I can't wait for official early access.
I can't wait for Raw Data. It was easily the highlight among VR experiences at GDC, and the devs are awesome cool people. Didn't get to play it myself, but everyone who did was raving about it - especially about how you could troll interact with your co-op partner
On the topic of contacts: using a Vive with glasses is terribly annoying to me... Weird contortions you have to do to take it off without ripping the glasses from your face. Between that and headphones, I'm glad I just got contact lenses again.
And I didn't mind using the DK2 with glasses one bit... My Rift is supposed to be shipped next week, will report how it fares with glasses.
I just realised how fucking incredible it is that Oculus didn't launch with a social network integration.
It's made by fucking Facebook.
I think they ran the numbers on the damage that "HEADSET REQUIRES A FACEBOOK ACCOUNT" news stores would do, and decided to wait a little bit. Their social integration is coming, soon, and inevitably.
Oooh boy. I somehow doubt that a foot saucer that lets you move in VR independently of moving in RL is going to work without causing the same sort of nausea doing so with a left thumbstick would.
Speaking of which; this thing is basically a left thumbstick you put your feet on. How is that $180?
Neither the CV1 nor the Vive fits my glasses comfily and they ain't even big
Just got to ask if you were aware the vive has adjustable headset space. You can increase the depth the lens sit at to fit glasses. Wont work on overly wide glasses, but you're saying they aren't that big.
3D Rudder seems pretty cool. Someone get one and let us know how well it works with the Vive
This is for a seated only experience. Vive has roomscale. Also would suck for tall people. My legs wouldn't be too compatible with it as my chair doesn't go high enough to allow for a 45deg knee angle.
PrAyTeLLa on
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
I'm sure for the naysayers this isn't convincing enough "proof", but for anyone concerned about the ability of two front facing cameras to track
Given the silly angles that the single CV1 camera can track with, this isn't super surprising. Glad to see someone's showing off what's possible with two of them, though.
for me, the touch is an imaginary fake device until there's a price and release date. or, going by how I felt about the vive, until I can use it in a demo, like at PAX or something. everything about touch looks fun and exciting, will be cool whenever it does come out
that screen's display output looks better than mine; a nice reminder that I need to upgrade my computer
I'm guessing the issues with two front cameras is not tracking, but 360 tracking.
Doesn't seem so, so far. With the cameras far enough apart, there's only going to be a very small area directly behind you where you'll occlude the controllers.
The further apart you put the cameras, the smaller the blind spot gets until it's at the point where you'd basically have to be facing directly away and hugging the controllers to your chest for them to be occluded.
The real thing limiting large scale roomscale on the Rift is not tracking of the headset or controllers but cable length. The cable is just so freaking short. The extra meter on the Vive's cable PLUS the extra length on the breakout box (half a meter more? I can't remember) makes a massive difference. I don't know why they made the Rift's cable so short. When you're sitting down it's not like a long cable is much of an inconvenience, you can just tuck it away behind the PC. And it's hella useful standing up and moving around.
I've ordered cable extenders, so it's going to be fine for me, assuming they work, but for the average consumer the real reason you'll stick with two front cameras and not walk more than a couple meters from the PC is because you'll keep feeling tugs on your head.
I'm guessing the issues with two front cameras is not tracking, but 360 tracking.
Doesn't seem so, so far. With the cameras far enough apart, there's only going to be a very small area directly behind you where you'll occlude the controllers.
I think most intelligent people are expecting 270 deg which is I think what PS4 is aiming at from memory. As you mention, the cable length doesn't seem to indicate they're aiming for cameras at opposite sides of a room.
270 deg isn't the end of the world, but wont work in all games without you having to think about avoiding it.
Anyone playing House of the Dying sun? Friend bought it for me. More arcadey than E:D but really fun. Just gotta find a sweet mapping of my controls
Looked pretty good. Definitely got that Homeworld feel and being able to command your wing is cool. Its not MP though is it? And doesn't support HOTAS properly yet?
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
I'm right on the edge of ordering a Vive. I need to contact a friend to ask if I can ship to their home, but I'm playing a game over Gear VR that is making me really want the "full" experience of VR.
Does anyone have first hand experience of Galaxy S6 vs Vive? I'd really like to know if the screendoor effect is lessened between this and the Vive. I've probably settled into my decision regardless, but I'd like some icing on that cake.
I'm right on the edge of ordering a Vive. I need to contact a friend to ask if I can ship to their home, but I'm playing a game over Gear VR that is making me really want the "full" experience of VR.
Does anyone have first hand experience of Galaxy S6 vs Vive? I'd really like to know if the screendoor effect is lessened between this and the Vive. I've probably settled into my decision regardless, but I'd like some icing on that cake.
Both of the PC headsets are a lot better than the GearVR. The resolution isn't much improved, but the pixel-fill (how much of the screen is pixels vs blank space) is much better, which reduces the screen door effect to the point where it's more like a linen effect.
It's usually not much of an issue and in movement it disappears a bit more. I would assume if I am dicking around in a larger space than just rotating in a spinning chair it would probably be less noticable?
my Vive came yesterday so last night was my first try at VR and I love it! I've only really played The Lab so far but somehow managed to play it for 4 hours taking turns with my wife, mainly playing the slingshot and archery games. We both ran through the VR tutorial and were blown away by the sense of scale!
The screen door effect was really noticeable when I first put the headset on but as soon as things started happening I completely forgot about it. I'm really looking forward to trying more games tonight
Anyone playing House of the Dying sun? Friend bought it for me. More arcadey than E:D but really fun. Just gotta find a sweet mapping of my controls
Looked pretty good. Definitely got that Homeworld feel and being able to command your wing is cool. Its not MP though is it? And doesn't support HOTAS properly yet?
Naw, HOTAS is a pain to set up so I will probably reset to default and just use Xbox controller. It's really neat though. My friend bought it for me.
HOTAS is pretty painful to configure even if Thrustmaster themselves made a configuration file for the game.
Worthwhile in the end, but Christ what a pain in the arse.
Not sure if I mentioned to the thread that my Thrustmaster Warthog HOTAS arrived a few days ago.
I'm not sure if I want to use x-axis for Roll and the rudders for Yaw. I think I'd rather switch them and control Yaw via left/right on the stick (at least for Elite Dangerous). I found target practice impossible with X-Axis = Roll.
Any thoughts?
Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
I'm not sure if I want to use x-axis for Roll and the rudders for Yaw. I think I'd rather switch them and control Yaw via left/right on the stick (at least for Elite Dangerous). I found target practice impossible with X-Axis = Roll.
Any thoughts?
if it feels better for you, go for it, but that would be a weird wya to control it
+1
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
Just beat the second boss of Chronos after being stuck on a bit for a week. I probably played about four hours running all over the entire game explored up to that point, convinced I'd missed an item.
Nope. Turns out that the most recent room I was in (ie, the furthest progressed room) literally had a fucking door in the wall that I was supposed to go through. I didn't see the door.
I was stuck for four fucking hours on a puzzle that wasn't even a fucking puzzle.
I'm not sure if I want to use x-axis for Roll and the rudders for Yaw. I think I'd rather switch them and control Yaw via left/right on the stick (at least for Elite Dangerous). I found target practice impossible with X-Axis = Roll.
Any thoughts?
if it feels better for you, go for it, but that would be a weird wya to control it
I dunno, I did google this topic and there are some people that seem to think that X-Axis for Roll is appropriate for flight sims (gravity/Earth-based) while X-Axis for Yaw is perhaps more appropriate for Space Sims.
I haven't used a flightstick or HOTAS in well over a decade so I'm just trying to figure out the best way to go about this.
It may be problems with Elite itself. For one thing, "Flight Assist" keeps inexplicably activating seemingly at random. Second, I'm not sure how to target things, and my bullets seem to go straight through. I also find it very difficult to hone in on training targets with X-Axis = Roll.
I went from Elite with roll on X to Star Citizen, switching out X to yaw. I was bloody terrible for a good while. Recently tried going back to Elite and I'm just as terrible going in the other direction.
The last game I played start to finish with a flightstick was actually the original Privateer. I believe that was a HOTAS setup.
And, in fact, I would love to play through Privateer again (and Righteous Fire, which I never finished) with this stick. I'm assuming I can get it working somehow.
Sorry, I guess this is getting off-topic somewhat.
The limited yaw in Elite Dangerous throws a lot of people off at first since most of the older space sims give you a ton of yaw movement, but having yaw move as fast as pitch is a big part of what leads to the "turret in space" feeling. Elite Dangerous is more like flying an airplane in space. Yaw is for fine adjustments, but mainly you're rolling to orient yourself and then pulling up.
The limited yaw in Elite Dangerous throws a lot of people off at first since most of the older space sims give you a ton of yaw movement, but having yaw move as fast as pitch is a big part of what leads to the "turret in space" feeling. Elite Dangerous is more like flying an airplane in space. Yaw is for fine adjustments, but mainly you're rolling to orient yourself and then pulling up.
I noticed that too - I thought that was a sensitivity/configuration issue, but you're saying that that is by design?
Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
The limited yaw in Elite Dangerous throws a lot of people off at first since most of the older space sims give you a ton of yaw movement, but having yaw move as fast as pitch is a big part of what leads to the "turret in space" feeling. Elite Dangerous is more like flying an airplane in space. Yaw is for fine adjustments, but mainly you're rolling to orient yourself and then pulling up.
I noticed that too - I thought that was a sensitivity/configuration issue, but you're saying that that is by design?
Yes, you're not meant to use yaw as a meaningful part of your maneuvers.
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Can you touch your eye without wigging out? If not, contacts may not be for you. :P
I can't wait for Raw Data. It was easily the highlight among VR experiences at GDC, and the devs are awesome cool people. Didn't get to play it myself, but everyone who did was raving about it - especially about how you could troll interact with your co-op partner
On the topic of contacts: using a Vive with glasses is terribly annoying to me... Weird contortions you have to do to take it off without ripping the glasses from your face. Between that and headphones, I'm glad I just got contact lenses again.
And I didn't mind using the DK2 with glasses one bit... My Rift is supposed to be shipped next week, will report how it fares with glasses.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Seems like motion controls for your hands and letting your feet control the movement or camera would be pretty intuitive.
Nintendo ID: Incindium
PSN: IncindiumX
Speaking of which; this thing is basically a left thumbstick you put your feet on. How is that $180?
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Just got to ask if you were aware the vive has adjustable headset space. You can increase the depth the lens sit at to fit glasses. Wont work on overly wide glasses, but you're saying they aren't that big.
This is for a seated only experience. Vive has roomscale. Also would suck for tall people. My legs wouldn't be too compatible with it as my chair doesn't go high enough to allow for a 45deg knee angle.
Given the silly angles that the single CV1 camera can track with, this isn't super surprising. Glad to see someone's showing off what's possible with two of them, though.
I'm guessing the issues with two front cameras is not tracking, but 360 tracking.
Good article on the tracking capabilities of all VR systems.
http://www.tomshardware.com/reviews/vive-rift-playstation-vr-comparison,4513-6.html
that screen's display output looks better than mine; a nice reminder that I need to upgrade my computer
Steam: Archpriest
Streaming games and playing music
Doesn't seem so, so far. With the cameras far enough apart, there's only going to be a very small area directly behind you where you'll occlude the controllers.
Not quite 360, but certainly a lot more than 180.
Illustrative diagram.
The further apart you put the cameras, the smaller the blind spot gets until it's at the point where you'd basically have to be facing directly away and hugging the controllers to your chest for them to be occluded.
The real thing limiting large scale roomscale on the Rift is not tracking of the headset or controllers but cable length. The cable is just so freaking short. The extra meter on the Vive's cable PLUS the extra length on the breakout box (half a meter more? I can't remember) makes a massive difference. I don't know why they made the Rift's cable so short. When you're sitting down it's not like a long cable is much of an inconvenience, you can just tuck it away behind the PC. And it's hella useful standing up and moving around.
I've ordered cable extenders, so it's going to be fine for me, assuming they work, but for the average consumer the real reason you'll stick with two front cameras and not walk more than a couple meters from the PC is because you'll keep feeling tugs on your head.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
I think most intelligent people are expecting 270 deg which is I think what PS4 is aiming at from memory. As you mention, the cable length doesn't seem to indicate they're aiming for cameras at opposite sides of a room.
270 deg isn't the end of the world, but wont work in all games without you having to think about avoiding it.
Looked pretty good. Definitely got that Homeworld feel and being able to command your wing is cool. Its not MP though is it? And doesn't support HOTAS properly yet?
https://www.reddit.com/r/oculus/comments/4ncdwv/iomoon_new_lower_price_i_heard_you_1499_oculus/
It's a pretty great looking game, I snapped it up and will play it tonight, probably.
I can't even think about touching my eye without wigging out, so no.
It was the same for me, but I got over it really quickly. Eyes are much more grab-resistant than you think at first!
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Unless you've been trained by Pai Mei.
Does anyone have first hand experience of Galaxy S6 vs Vive? I'd really like to know if the screendoor effect is lessened between this and the Vive. I've probably settled into my decision regardless, but I'd like some icing on that cake.
Both of the PC headsets are a lot better than the GearVR. The resolution isn't much improved, but the pixel-fill (how much of the screen is pixels vs blank space) is much better, which reduces the screen door effect to the point where it's more like a linen effect.
The screen door effect was really noticeable when I first put the headset on but as soon as things started happening I completely forgot about it. I'm really looking forward to trying more games tonight
Naw, HOTAS is a pain to set up so I will probably reset to default and just use Xbox controller. It's really neat though. My friend bought it for me.
Steam: Archpriest
Streaming games and playing music
Worthwhile in the end, but Christ what a pain in the arse.
Not sure if I mentioned to the thread that my Thrustmaster Warthog HOTAS arrived a few days ago.
I'm not sure if I want to use x-axis for Roll and the rudders for Yaw. I think I'd rather switch them and control Yaw via left/right on the stick (at least for Elite Dangerous). I found target practice impossible with X-Axis = Roll.
Any thoughts?
if it feels better for you, go for it, but that would be a weird wya to control it
Nope. Turns out that the most recent room I was in (ie, the furthest progressed room) literally had a fucking door in the wall that I was supposed to go through. I didn't see the door.
I was stuck for four fucking hours on a puzzle that wasn't even a fucking puzzle.
I dunno, I did google this topic and there are some people that seem to think that X-Axis for Roll is appropriate for flight sims (gravity/Earth-based) while X-Axis for Yaw is perhaps more appropriate for Space Sims.
I haven't used a flightstick or HOTAS in well over a decade so I'm just trying to figure out the best way to go about this.
It may be problems with Elite itself. For one thing, "Flight Assist" keeps inexplicably activating seemingly at random. Second, I'm not sure how to target things, and my bullets seem to go straight through. I also find it very difficult to hone in on training targets with X-Axis = Roll.
Curse you muscle memory!
http://steamcommunity.com/id/pablocampy
And, in fact, I would love to play through Privateer again (and Righteous Fire, which I never finished) with this stick. I'm assuming I can get it working somehow.
Sorry, I guess this is getting off-topic somewhat.
I noticed that too - I thought that was a sensitivity/configuration issue, but you're saying that that is by design?
Yes, you're not meant to use yaw as a meaningful part of your maneuvers.