Valve's VR headset is called the Vive
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AmpegV4




Posts: 6248

PostPosted: Wed, 6th Jul 2016 13:33    Post subject:
Even if you rule price out of the equation, it doesn't change:

1. Needing a decent PC to V-Sync VR titles at 90fps.
2. Having physical space to fully utilize roomscale, I just don't find seated experience all that exciting and it surprisingly needs a bit of space for room-scale.
3. Available software feels like tech demo's, a lot of good VR examples require lengthy install processes, i.e had to compile minecrift VR and stuff around to get that going.
4. Similarly to #3, there is no platform selling titles yet for VR. For the platform to get popular it needs must have VR only titles.
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DXWarlock
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PostPosted: Wed, 6th Jul 2016 13:35    Post subject:
Casus wrote:
Phone is perceived as a necessity in modern society, though. VR is pure luxury in the eyes of the vast majority.

True but a $600 one isnt a necessity. Granted not everyone pays that for them. But a LOT do. The new iPhone comes out people flock to throw bags of money at apple. So they can tweet, and take food pics and get "from iPhone 6" tagged on the image.

Not implying that its common place, just pointing out the hypocrisy of the people that I know personally that asked what I paid for that 'toy' then huff like Im a fool for doing it, while holding a $500+ phone they use as a toy 95% of the time also to take goofy pics, tweet crap, and whatsapp friends to talk about mundane stuff Razz


-We don't control what happens to us in life, but we control how we respond to what happens in life.
-Hard times create strong men, strong men create good times, good times create weak men, and weak men create hard times. -G. Michael Hopf

Disclaimer: Post made by me are of my own creation. A delusional mind relayed in text form.
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freiwald




Posts: 6968

PostPosted: Wed, 6th Jul 2016 13:44    Post subject:
don't forget most phones get bought via contract. of course you pay the same amount of money or even more, but over 2 years. this makes it much easier for some poeple to buy expensive shit.
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DXWarlock
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Location: Florida, USA
PostPosted: Wed, 6th Jul 2016 13:53    Post subject:
How I got my Vive and rift, saved up over a year or two. Only difference is I was paying to my own bank account and not someone else's Smile
Basically I have a saving account that I put spare money in that's my "Oh I want that" fund that I use when something comes that I really want or I need to upgrade something.


-We don't control what happens to us in life, but we control how we respond to what happens in life.
-Hard times create strong men, strong men create good times, good times create weak men, and weak men create hard times. -G. Michael Hopf

Disclaimer: Post made by me are of my own creation. A delusional mind relayed in text form.
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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Wed, 6th Jul 2016 14:03    Post subject:
AmpegV4 wrote:
Even if you rule price out of the equation, it doesn't change:

1. Needing a decent PC to V-Sync VR titles at 90fps.
2. Having physical space to fully utilize roomscale, I just don't find seated experience all that exciting and it surprisingly needs a bit of space for room-scale.
3. Available software feels like tech demo's, a lot of good VR examples require lengthy install processes, i.e had to compile minecrift VR and stuff around to get that going.
4. Similarly to #3, there is no platform selling titles yet for VR. For the platform to get popular it needs must have VR only titles.


I respectfully disagree with the honourable gentleman Razz

1. This exists for newer, up to date hardware. AFAIK, a single 970 is sufficient to run good VR, and that is hardly cutting edge tech now. I hate to say it, but it's not fair to expect newer tech like VR to run on older hardware - even if it's not a bad card in your opinion.

2. Cockpit VR is in my opinion the best thing to concentrate on right now. Even those who can comfortably buy such kit do not necessarily have a big room spare for VR. Concentrating on such a vast experience is right now, beyond the scope of what should be concentrated on. VR does not mean freedom to move around.

3. The blame for this falls squarely on Oculus, and their attempt at squeezing the market to serve them. Also, it takes a good few years to produce a game of the quality you're probably looking for. Games like Elite Dangerous and various driving games show the value of a good VR experience.

Publishing houses won't allow big games for new hardware unless it is supported BY that hardware - which is why Sony will have a tremendous edge. I don't get why people are saying that the consoles won't be capable of VR - the PS4.5 definitely will be, and I understand that all VR games must be written to work well on both existing consoles.

The sad thing is, as usual, that we'll see console exclusives again - mainly due to the mess PC VR is currently in. I 100% believe OpenVR is the only logical way forward, but while you have companies such as Oculus trying to keep the market to themselves, AAA VR games are going to remain the domain of the console.


Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern

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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Fri, 8th Jul 2016 09:04    Post subject:
http://store.steampowered.com/app/486780/

Shocked


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Casus




Posts: 4429

PostPosted: Fri, 8th Jul 2016 09:08    Post subject:
DXWarlock wrote:
Casus wrote:
Phone is perceived as a necessity in modern society, though. VR is pure luxury in the eyes of the vast majority.

True but a $600 one isnt a necessity. Granted not everyone pays that for them. But a LOT do. The new iPhone comes out people flock to throw bags of money at apple. So they can tweet, and take food pics and get "from iPhone 6" tagged on the image.

Not implying that its common place, just pointing out the hypocrisy of the people that I know personally that asked what I paid for that 'toy' then huff like Im a fool for doing it, while holding a $500+ phone they use as a toy 95% of the time also to take goofy pics, tweet crap, and whatsapp friends to talk about mundane stuff Razz


You're not a fool if it's worth it to you Smile

But I'd say it's easier for people to convince themselves to pay more for a "necessity" then for something that's strictly a luxury item.

In that same way, I will never be able to understand people who buy expensive cars - especially if they're not rich.

It all comes down to personal preference.

Unfortunately, VR is not at a price level where it will catch on - and they're not at a technical level, either. Beyond that, few games seem truly worth it.

It's almost like they set themselves up to fail.
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RevR




Posts: 11

PostPosted: Fri, 8th Jul 2016 09:19    Post subject:
VR Funhouse Release Date 14th of July. No announcement, but listed on their website:
http://www.geforce.com/games-applications/pc-games/nvidia-vr-funhouse
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red_avatar




Posts: 4567

PostPosted: Fri, 8th Jul 2016 09:38    Post subject:
Casus wrote:

It all comes down to personal preference.

Unfortunately, VR is not at a price level where it will catch on - and they're not at a technical level, either. Beyond that, few games seem truly worth it.

It's almost like they set themselves up to fail.


Well the thing is - right now they're falling between two target audiences. The Wii market loves it but doesn't have the hardware to run these games + the Wii was always relatively cheap. The gaming market loves it too AND has the budget AND the hardware but there's a lack of "proper" games at the moment.

To me, it's clear that they shouldn't focus on the casual market HOWEVER: the casual market may be what pulls gamers over the edge. I mean, being able to show off their Vive to family members, kids, etc. is something not to be underestimated. It's not often that gamers get to brag about something Very Happy So if VR has a nice combo of casual apps combined with proper games, it may still succeed - but they DO need to get the price down to half the current cost to reach a larger market.
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Casus




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PostPosted: Fri, 8th Jul 2016 09:39    Post subject:
If, by gaming market, you mean a TINY subset of core gamers - then sure, the market loves it Smile
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red_avatar




Posts: 4567

PostPosted: Fri, 8th Jul 2016 09:51    Post subject:
Casus wrote:
If, by gaming market, you mean a TINY subset of core gamers - then sure, the market loves it Smile

Based on what? I've seen very very few negative comments compared to the vast amount of positive comments from anyone who has tried it. I think easily 80% of the market if not more loves the idea of VR gaming so how on earth you call it "TINY" is beyond me.

If you mean the amount who BOUGHT it, then you need to learn to read because I didn't even talk about that. And even then, 150.000 early adopters is NOT a bad number considering neither the Rift or the Vive is available in stores yet and some people are holding out buying it to avoid paying the huge €70 postage fees.
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Casus




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PostPosted: Fri, 8th Jul 2016 09:57    Post subject:
red_avatar wrote:
Casus wrote:
If, by gaming market, you mean a TINY subset of core gamers - then sure, the market loves it Smile

Based on what? I've seen very very few negative comments compared to the vast amount of positive comments from anyone who has tried it. I think easily 80% of the market if not more loves the idea of VR gaming so how on earth you call it "TINY" is beyond me.

If you mean the amount who BOUGHT it, then you need to learn to read because I didn't even talk about that. And even then, 150.000 early adopters is NOT a bad number considering neither the Rift or the Vive is available in stores yet and some people are holding out buying it to avoid paying the huge €70 postage fees.


I think it's more a matter of you not being able to write.

Here

The gaming market loves it too


I don't know if you're aware of it or not - but 150K people aren't the entire market.

In fact, they're a drop in the ocean.

I'm not saying it's a "bad number" - but that it's not going to be enough for the VR platform to take off.
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red_avatar




Posts: 4567

PostPosted: Fri, 8th Jul 2016 10:32    Post subject:
Casus wrote:
I don't know if you're aware of it or not - but 150K people aren't the entire market.

In fact, they're a drop in the ocean.

I'm not saying it's a "bad number" - but that it's not going to be enough for the VR platform to take off.


Rolling Eyes

I think I was pretty clear on what I wrote - for some reason you wrongfully equate "loving it" to "having bought it". Many are just waiting for the price to drop or for more games to appear, or for it to be sold in retail, etc etc etc. so you can't draw a conclusions out of the sales just yet. The point is that nearly everyone who tried it sees its potential and thinks it's great and that's what's most important.
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Casus




Posts: 4429

PostPosted: Fri, 8th Jul 2016 10:59    Post subject:
red_avatar wrote:
Casus wrote:
I don't know if you're aware of it or not - but 150K people aren't the entire market.

In fact, they're a drop in the ocean.

I'm not saying it's a "bad number" - but that it's not going to be enough for the VR platform to take off.


Rolling Eyes

I think I was pretty clear on what I wrote - for some reason you wrongfully equate "loving it" to "having bought it". Many are just waiting for the price to drop or for more games to appear, or for it to be sold in retail, etc etc etc. so you can't draw a conclusions out of the sales just yet. The point is that nearly everyone who tried it sees its potential and thinks it's great and that's what's most important.


No, I simply don't equate a tiny subset of the market with the market.

I also don't equate a drop of coffee with a cup full of coffee. But that's me.

But I think we can all see the potential. There's a huge difference between potential and reality - though.
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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Fri, 8th Jul 2016 12:55    Post subject:
No Feed Troll


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AmpegV4




Posts: 6248

PostPosted: Fri, 8th Jul 2016 17:52    Post subject:
VR Ping Ping is pretty cool, makes me believe in future they can create VR games that are identical to the real life counterpart. This is not their yet i.e it lacks spin physics but the velocity on hit is pretty good not to mention the haptics making it seem like your connecting with the ball, it feels like 70% real ping ping but no chasing and picking up the ball.

http://cdn.akamai.steamstatic.com/steam/apps/256665863/movie480.webm?t=1466756575
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monk3ybusin3ss




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PostPosted: Fri, 8th Jul 2016 18:12    Post subject:
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flipp




Posts: 1972

PostPosted: Fri, 8th Jul 2016 19:54    Post subject:
"prematurely evacuated" lol
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Fri, 8th Jul 2016 21:32    Post subject:


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
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AmpegV4




Posts: 6248

PostPosted: Sat, 9th Jul 2016 05:33    Post subject:
Anyone have VorpX?

I really want to get Alien Isolation going with the Vive for a proper trouser shitting experience which reportedly works from a few sources. https://www.vorpx.com/forums/topic/vive-vorpx-beta-alien-isolation-first-impressions/

I have the below concerns?

- Price: $48.99 AUD Shocked
- Reports of a lack of updates.
- Shoehorned VR in non-supported games being crap.
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DXWarlock
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Posts: 11422
Location: Florida, USA
PostPosted: Sat, 9th Jul 2016 10:12    Post subject:
AmpegV4 wrote:
Anyone have VorpX?

I really want to get Alien Isolation going with the Vive for a proper trouser shitting experience which reportedly works from a few sources. https://www.vorpx.com/forums/topic/vive-vorpx-beta-alien-isolation-first-impressions/

I have the below concerns?

- Price: $48.99 AUD Shocked
- Reports of a lack of updates.
- Shoehorned VR in non-supported games being crap.

Haven't tired it in vorpx itself, but so far any games I do get to work in it are shit other than to look around and go 'ohhhh, ahhh' for 5 minutes. The biggest deal breaker for me is either look around doesn't work with headset (which is really disorienting) or look around is tied to the headset only, and aiming/doing things is a pain in the ass.


-We don't control what happens to us in life, but we control how we respond to what happens in life.
-Hard times create strong men, strong men create good times, good times create weak men, and weak men create hard times. -G. Michael Hopf

Disclaimer: Post made by me are of my own creation. A delusional mind relayed in text form.
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AmpegV4




Posts: 6248

PostPosted: Sat, 9th Jul 2016 10:39    Post subject:
Was suspecting as much, thanks for the feedback Razz
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red_avatar




Posts: 4567

PostPosted: Sun, 10th Jul 2016 20:34    Post subject:
Yeah I won't even consider getting that - if it was free, I'd give it a go but who would pay so much for something that could completely break with a single update? If they suddenly decide to drop support, none of your games will work anymore.
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RevR




Posts: 11

PostPosted: Thu, 14th Jul 2016 17:58    Post subject:
VR Funhouse has just been released on steam if anyone is interested in trying it out. Raw Data should be released in an hour or 2 as well so definitely going to give that a whirl.
Also seen today that Everest VR looks to be released in July as well, which is cool as I've been looking forward to that for a while as well.
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jackasshole




Posts: 1433

PostPosted: Fri, 15th Jul 2016 06:56    Post subject:
How is funhouse? Does it melt your system more than your typical vr game...?
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AmpegV4




Posts: 6248

PostPosted: Fri, 15th Jul 2016 10:48    Post subject:
jackasshole wrote:
How is funhouse? Does it melt your system more than your typical vr game...?


Had to run in on medium with 5820k, 4.5ghz and gtx1080 it doesn't look much better than any other demo either. This demo wasn't anything special, the lab is much better.
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jackasshole




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PostPosted: Sat, 16th Jul 2016 04:16    Post subject:
Probably due to the phsyx, eh?
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AmpegV4




Posts: 6248

PostPosted: Sat, 16th Jul 2016 04:56    Post subject:
I presume (could be wrong) there is a physx chip on nvidia gpu that takes that load off the cpu. Initially i had thought phsyx would give nvidia a big advantage for VR as responsive fast and accurate physics are must have for VR to succeed. That said i didnt find the physics in the funhouse any different to others, in fact the projectile physics was worse than thr lab.
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MateoTTR




Posts: 191

PostPosted: Sat, 16th Jul 2016 08:57    Post subject:
Hey did any of you guys try Raw Data?
http://store.steampowered.com/app/436320
Like many other VR games, it seems to receive pretty good feedback, but could end up being a cash grab getting boring after 2h of play time.
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AmpegV4




Posts: 6248

PostPosted: Sat, 16th Jul 2016 15:13    Post subject:
VR: Vacate the Room is pretty good, straight forward room escape game that takes advantage of room scale. Took me an hour to complete.
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