Now that my game room is mostly done, I took out my Vive again after almost a year of non-use. Friends came over last night and we had fun for several hours with the Neon Arcade, Sportsbar and other games.
The thing about the Vive is: it's amazing tech but it has quite a lot of room for improvement and I could see yesterday that my friends, although very impressed, had no interest at all in getting it for themselves even though they're gamers too - because:
- the price: it needs to be at least half the price I paid for the Vive (€920)
- it's heavy and hot - the lenses radiate a lot of heat due to the screens inside.
- the thick cables make it feel even chunkier
- a lot of the software is not intuitive to use. I'm glad to see that a year onward, devs have tried to standardize stuff like movement but some games still insist on using their own way
They didn't mind the resolution being low (I do, however) but they just wanted something more comfortable to wear and I get their point. After an hour of use, it really feels even heavier and sticky on your face.
Also: when with several people, it isn't very social - people can kind of follow what's going on by watching the screen from afar but I think we need to move towards a system where several people can affordably use a headset at the same time.
I'm not sure it's physically possible to share a headset simultaneously
I meant several at a time, wise ass Well, several, or the ability to easily swap them mid-game without having to spend 20 seconds to remove the straps and passing on the headset.
At the risk of sounding all argumentitive (), I don't understand this need to make everything social. Why can't VR just be something you can do yourself without everyone needing to be part of it?
VR Social gaming, when it steps out of the boring shit its currently in, will be a game changer. But as everyone and his dog has a smartphone, and as VR pone headsets are as cheap as chips, everyone can get involved to some degree.
I watched Click, a BBC tech show the other night, and all they kept saying is that it's clumsy, not much to do etc. Oh, and the media (ie, THEM) had hyped VR up to be the best thing in the entire universe...and now it isn't 8k multidimensional, the same media are trying to make out it's dying.
After a year.
I don't understand humans. Click was going on about how VR has been around since the 1950's. No. It hasn't. VR has been around in CONCEPT for a long time, but nothing we had up till now could be considered useful VR because, while what we have right now isn't perfect, it's not bad. VR in the 90's was utterly terrible, with no realism whatsoever.
I'm getting more and more tired of well, ANY form of 'journalism' these days. It's all opinion pieces, and articles designed to be biased to whatever viewpoint is deemed to be popular - or more likely, NOT popular. VR is a new tech, it will be a new tech for a decade at least. But because it isn't perfect realism, it's dead?
People need to grow up a little and stop jumping on naysayer bandwagons, before we're all relegated back to CRT, because it 'worked'.
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At the risk of sounding all argumentitive (), I don't understand this need to make everything social. Why can't VR just be something you can do yourself without everyone needing to be part of it?
Because most good games for VR right now are a lot better with several people.
Audioshield is most fun when you each have a go at the best score, SportsBar VR is most fun when you can actually play a game of pool with friends, Tilt Brush works best when your friends can see what you made, VR Minigolf ... well minigolf solo is pointless, etc. etc. Right now, VR is a very social thing - you can't say "MAKE it social" when it already IS!
I had made a couple of posts in the Oculus thread but anyway.. Onward, hands down the best VR game. I spent a day playing bots yesterday (Added to the game in July) to figure out how to play the game properly without hassling people online. I switched over the multiplayer today its just fucking awesome, had no troubles finding a full game and rotated through 4-5 maps pretty much til controllers ran out of battery. It's weird, I get no nausea whatsoever with this game despite it having touch-pad to move/run controls (other games will wreck me in 15-20mins)
So much gold with this game, the way player models are handled, leaning around corners, cars, barrels etc. throwing or fucking up a grenade throw or fumbling reloads..
Anyway for anyone with vive that wants VR arma like shooter, this + mount for vive controller like 'protubevr' is probably the best out there so far.
For any vive owners suffering from angled / wonky floor in VR, finally figured out the fix. The angle of floor is calculated when the headset first turns on and you see a grey screen, you have to place the vive on the floor facing the ceiling when you first turn it on otherwise the floor is always angled, anyway have fun.
I already posted about this some months ago, but HTC is about to sell back some (or even all) of their activities.
VR branch seems to be on top of the list.
Now I sincerely hope Valve will jump on it, otherwise it may show they don't have so much interest/trust in VR after all.
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I already posted about this some months ago, but HTC is about to sell back some (or even all) of their activities.
VR branch seems to be on top of the list.
Now I sincerely hope Valve will jump on it, otherwise it may show they don't have so much interest/trust in VR after all.
Dumb move. If you type in "HTC" in Google, the first suggestion you get is "HTC Vive" - the Vive really helped HTC's image even if it cost them a lot of money to produce. Once they let go of the Vive, I fear they will completely get lost in obscurity since their phones are barely selling anymore.
My previous one was a HTC One which I was very happy with (except for the non-removable battery which forced me to replace it) but every time I mentioned HTC, people reacted in a negative way so they really need to improve their image and the Vive definitely worked. It's solid hardware, quality, and everyone using it was astonished by it. And now they'd get rid of it? Tssk tssk.
I am not sure about vr future even though it sells well.
I own rift and it's fucking amazing. but there are so many drawbacks to this technology that I do not see it getting totally mainstream in current form.
Still - being able to use Your hands and be in the game is amazing... even though it's a pain in the ass and hassle to have all the cables and sweaty googles with optics that create disco effect with any color lighter than black inside... but holy shit everyone needs to play hot dogs, horseshoes and hand grenades or at least robo recall.
edit: Bigscreen cinema online with otehr people in vr watching game of thrones was magical for me yesterday. Just as rec room's paintball... It's such a different experience than normal games.
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VR is absolutely becoming mainstream, it's just the hugely over-expensive PC/PS4 required headsets that are causing the takeup to be slower than hoped.
The so called smartphone VR HMD's are currently pointless (IMO) as they don't offer positional tracking, and thus is more like a 3d viewer with rotational head tracking.
When these new units for Microsoft's version of VR hit, and if they're at least as good as the Rift/Vive, and are less money... then I think we'll really see things kicking off.
AAA quality games take a good 3+years to develop, and as both the Vive/Rift have not been out that long yet, we're still to see properly developed games. Lone Echo is a superb example of how VR games will be, not the game itself per se, but the quality - that's what is currently missing.
I'm hoping by the time something outstanding is released, the next gen of VR sets will be upon us, and I'm confident we'll truly see VR pick up more mainstream users.
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
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Maybe You are right.
I really like vr but again - It is a hassle to use it. If they can engineer it to be as convinient as using a pc monitor, then this tech should continue.
But currently - as amazing as it it, it offers bad screen quality and optics in exchange for incredible real lifelike 3d immersion and just amazing controls NOT possible with mouse and keyboard.
It also limits movement while giving more freedom of movement at the same time... I cannot play games without teleport options. Adr1ft makes me constantly sick, doom3 with movement kills me in minutes. But with teleport like robo recall I can play for hours.
It ruins hair, it requires good eyesight or contacts, it's expensive, it's hot and sweaty but it is just fucking magic. Oculus first contact after setup made me laugh with amazement. My father was just blown away this week.
I am yet to play lone echo but I am afraid it will get me sick if even adr1ft does
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
If VR headsets were small, easy to use, worked really great and were given away for free then i think i would still much prefer using a normal screen. Thats the thought that goes through my head and makes me think its just a gimmick. I would like to play some games occasionally with VR but mostly and personally i would be happier sat on my bum not having to move much more than my wrists and stare at a big flat screen.
If VR headsets were small, easy to use, worked really great and were given away for free then i think i would still much prefer using a normal screen. Thats the thought that goes through my head and makes me think its just a gimmick. I would like to play some games occasionally with VR but mostly and personally i would be happier sat on my bum not having to move much more than my wrists and stare at a big flat screen.
Well, the VR is not exclusively touch controller based.
If it would get good enough, it could replace screens.
ie. it's so light and unnoticeable that you don't mind wearing it. (right now you'll sweat your brains out if you wear it for hours (even if you play with a mouse and keyboard)).
I would happily get rid of screens if there was a good vr alternative.
Eeh I think it's wrong to compare flat screens with VR. It's like comparing drawing on paper to sculpting. They're very different in what you can do with each and VR so far is mainly complementing existing games rather than trying to enhance them which is the smart move since the 90's tried to enhance existing games with their primitive 3D glasses and that failed badly since in the end, you're still playing the same game and the experience is just a little different.
After a long hard day, I prefer sitting on my ass as well, but during weekends, it's fun getting a little action and with friends it can be a blast AND a work out at the same time.
I already posted about this some months ago, but HTC is about to sell back some (or even all) of their activities.
VR branch seems to be on top of the list.
Now I sincerely hope Valve will jump on it, otherwise it may show they don't have so much interest/trust in VR after all.
Dumb move. If you type in "HTC" in Google, the first suggestion you get is "HTC Vive" - the Vive really helped HTC's image even if it cost them a lot of money to produce. Once they let go of the Vive, I fear they will completely get lost in obscurity since their phones are barely selling anymore.
My previous one was a HTC One which I was very happy with (except for the non-removable battery which forced me to replace it) but every time I mentioned HTC, people reacted in a negative way so they really need to improve their image and the Vive definitely worked. It's solid hardware, quality, and everyone using it was astonished by it. And now they'd get rid of it? Tssk tssk.
Brace for impact ...
Google seems to be the one who will buy HTC ... mobile activities.
Still no word about VR stuff for now
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
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
Eeh I think it's wrong to compare flat screens with VR. It's like comparing drawing on paper to sculpting. They're very different in what you can do with each and VR so far is mainly complementing existing games rather than trying to enhance them which is the smart move since the 90's tried to enhance existing games with their primitive 3D glasses and that failed badly since in the end, you're still playing the same game and the experience is just a little different.
After a long hard day, I prefer sitting on my ass as well, but during weekends, it's fun getting a little action and with friends it can be a blast AND a work out at the same time.
Exactly, far too many people think VR is supposed to replace monitors. That simply cannot happen. It is just another means of visual interaction with the computer. It's suited for many games and applications, but you wouldn't really want to try coding, web browsing, or anything that a standard monitor does better.
It's designed to immerse you into another space, not for permanent The Matrix-type operation
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
Exactly, far too many people think VR is supposed to replace monitors.
I'd say, not yet.
If the visual issues are removed (e.g. light leakage, visible subpixel matrix, resolution), wear issues (e.g. weight, ventilation/sweat), you could.
You could sit in a small space, but have the impression of working from a tibetan mountain
Impression aside, you could use as many virtual monitors as you'd like, position visualizations of whatever you're doing wherever and depending on your task other input types like finger tracking could allow for some practical actions.
Exactly, far too many people think VR is supposed to replace monitors.
I'd say, not yet.
If the visual issues are removed (e.g. light leakage, visible subpixel matrix, resolution), wear issues (e.g. weight, ventilation/sweat), you could.
You could sit in a small space, but have the impression of working from a tibetan mountain
Impression aside, you could use as many virtual monitors as you'd like, position visualizations of whatever you're doing wherever and depending on your task other input types like finger tracking could allow for some practical actions.
im hoping we see that some time in the not too distant future.
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Exactly, far too many people think VR is supposed to replace monitors.
I'd say, not yet.
If the visual issues are removed (e.g. light leakage, visible subpixel matrix, resolution), wear issues (e.g. weight, ventilation/sweat), you could.
You could sit in a small space, but have the impression of working from a tibetan mountain
Impression aside, you could use as many virtual monitors as you'd like, position visualizations of whatever you're doing wherever and depending on your task other input types like finger tracking could allow for some practical actions.
A Lot would have to improve, not least the ability to somehow type effectively... touchtyping is not an inherently learned skill.. it's not always as easy for some as it is others.
Resolution would have to be absolutely top notch, and the headset itself would need to be light-as-a-feather comfortable too.
However... I guess it would be quite cool to work from the top of Olympus Mons or something
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October 9, 2017 -- Valve, creator of Steam and SteamVR, a leading platform for games and virtual reality (VR) applications, today announced the availability of new core components needed by VR hardware manufacturers to deliver best in class VR systems.
Complementing the existing free license for sub-millimeter room-scale tracking and input technology, today's news marks the addition of other critical pieces for developing state-of-the-art VR hardware: an advanced optical system, manufacturing and calibration tools, and the supporting software stack to unify the hardware into an optimal user experience.
"World class VR requires highly precise tracking, matched optics and display technologies, and a software stack that weaves together the interactions between these components," said Jeremy Selan of Valve. "For the first time, we're making all of these technologies available to anyone who wants to build a best in class VR system for the millions of Steam customers accessing over 2,000 SteamVR compatible titles."
About the Display and Optics Technology
Valve has spent years working closely with display manufacturers to adapt their technologies to the unique challenges of VR. Recent advancements in Liquid Crystal Display (LCD) technology combined with VR specific calibration now make it a viable technology choice for high end VR systems. LCD manufacturers have demonstrated fast-switching liquid crystals, low persistence backlights, and high PPI displays that, when calibrated and paired with the right software, are well matched to the highest quality VR experiences. Of course, organic light-emitting diode (OLED) display technology was critical to the first generation of VR (being first to demonstrate fast transition times and low-persistence illumination), and it remains an excellent option for new head mounted displays (HMDs). While both display technologies have inherent artifacts unique to head-mounted usage, Valve provides custom hardware and software manufacturing solutions as part of the SteamVR technology suite to enable high quality visual VR experiences.
In addition, Valve has developed custom lenses that work with both LCD and OLED display technologies and is making these lenses available to purchase for use in SteamVR compatible HMDs. These lenses and Valve's unique calibration and correction software are designed specifically to be paired with several off-the-shelf VR displays to enable the highest quality VR visual experiences. These optical solutions currently support a field of view between 85 and 120 degrees (depending on the display). The lenses, which are designed to support the next generation of room-scale virtual reality, optimize the user's perceived tracking experience and image sharpness while reducing stray light. Valve is including the custom lens calibration and correction software within the SteamVR technology suite.
Finally, Valve continues to offer full room-scale, sub-millimeter tracking technology by providing a reference design for the "Watchman" tracking module and by offering Valve manufactured base stations with SteamVR Tracking 2.0 technology for sale to licensees.
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