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Other Projects => Other Games => Topic started by: PTTG?? on March 27, 2016, 04:39:21 pm

Title: Virtual Reality Thread: Day 1331: Valve announces HL:VR
Post by: PTTG?? on March 27, 2016, 04:39:21 pm
Well, the first consumer oculus rift has been delivered. (http://www.forbes.com/sites/davidthier/2016/03/27/oculus-rift-launches-tomorrow/#daa09991f444) Having neither the money nor the computer power to even remotely consider getting the oculus or the vive or really anything better than google cardboard, I want to live virtual vicariously. And hey, in four years when VR is 1/5 the price and 10x the quality, we can all look back at this thread and laugh. It'll be a nice reprieve from the "make america great again, again" Trump re-election campaign.

Anyway, does anyone have an Oculus on pre-order?
Title: Re: Virtual Reality Thread: Day 0
Post by: Beggars` Sect on March 28, 2016, 04:58:45 am
Been hearing about VR for nearly 3 decades now - and it was always a gimmick...but I must admit, all the recent hype - especially the PS VR - made me stop and pay attention.

Reading about people`s experiences recently it seems they`ve finally managed to pull it off. And it`s very tempting to try, even though logistics - wearing a headset, getting motion sickness and all that are of putting and I`m definitely too old to spend hours with one on.

But some games look really good...Adr1ft and that EVE Valkyrie, most of all. And if they manage to get something like Skyrim adjusted to VR we`ll have a VR zombie/widow epidemic coming for sure.
Title: Re: Virtual Reality Thread: Day 0
Post by: Rose on March 28, 2016, 05:02:32 am
I also don't have the money for one, but I've found a way I can use my google cardboard as a really shitty HMD for the PC, which is what I'll have to settle for until I get loads of cash dumped onto me.
Title: Re: Virtual Reality Thread: Day 0
Post by: Solifuge on March 28, 2016, 05:13:27 am
I've actually got Razer's Open-Source VR DevKit (v1.4) coming at the start of next month. I went with that over other options because it's less expensive, the unit is modular and has replaceable parts, is fully open-source to expand development of hardware and software for the device, and already has more visual fidelity than I will probably care about.

Personally, I'm really itching to get into VR GameDev, and to hack and play around with the tech. I'm a little worried about the motion sickness and all that, and I generally am not an early adopter, but it's definitely the time to get in as a prospective developer.
Title: Re: Virtual Reality Thread: Day 0
Post by: TheBiggerFish on March 28, 2016, 09:44:45 am
PTW.
Title: Re: Virtual Reality Thread: Day 0
Post by: PTTG?? on March 28, 2016, 11:17:57 am
Next up we need omnidirectional running machines that input the data to a game so you can actually run around. Then gamers will become one of the fittest groups ever.

I was thinking about this. I think it's possible to manipulate the user's spatial sense and trick them into doing things like walking in a wide circle while they think they're walking straight, or change the relationship of virtual to real rotation so that the game keeps sending you back across the center of the play space. I definitely can't wait until when someone says "I've been playing CS for eight hours," it'll be like they just got out of a triathlon.

However, I think that the VR people are a little over-optimistic. They plan to sell 170 million VR headsets by 2018 (http://www.forbes.com/sites/duncanrolph/2016/03/28/is-virtual-reality-a-viable-investment/#53a2bc3c68aa), which sounds a little out-there to me.
Title: Re: Virtual Reality Thread: Day 0
Post by: Drakale on March 28, 2016, 11:47:20 am
However, I think that the VR people are a little over-optimistic. They plan to sell 170 million VR headsets by 2018 (http://www.forbes.com/sites/duncanrolph/2016/03/28/is-virtual-reality-a-viable-investment/#53a2bc3c68aa), which sounds a little out-there to me.

Yeah it seems that way to me also, is there even 170 million person with a powerful enough PC to run the thing in the first place?
Title: Re: Virtual Reality Thread: Day 0
Post by: Bremen on March 28, 2016, 01:17:18 pm
However, I think that the VR people are a little over-optimistic. They plan to sell 170 million VR headsets by 2018 (http://www.forbes.com/sites/duncanrolph/2016/03/28/is-virtual-reality-a-viable-investment/#53a2bc3c68aa), which sounds a little out-there to me.

Yeah it seems that way to me also, is there even 170 million person with a powerful enough PC to run the thing in the first place?

Some of them run on smartphones, and there's a lot of those out there.
Title: Re: Virtual Reality Thread: Day 1
Post by: PTTG?? on March 28, 2016, 02:19:05 pm
Google Cardboard is pretty interesting, even when your phone doesn't actually fully support it.
Title: Re: Virtual Reality Thread: Day 0
Post by: A Thing on March 28, 2016, 02:31:05 pm
Next up we need omnidirectional running machines that input the data to a game so you can actually run around. Then gamers will become one of the fittest groups ever.

Well, very fit legs at least.
Title: Re: Virtual Reality Thread: Day 0
Post by: Cruxador on March 28, 2016, 02:50:37 pm
I'll throw  my name into the "not in my price range now, but looking forward to the second generation" category.

Reading about people`s experiences recently it seems they`ve finally managed to pull it off. And it`s very tempting to try, even though logistics - wearing a headset, getting motion sickness and all that are of putting and I`m definitely too old to spend hours with one on.
Motion sickness is a result of having an inadequate graphics card (less than 90fps) or using software where the VR is hacked in and doesn't work properly (Skyrim, most prominently). Both of these issues are already not a problem if you use the equipment exactly as intended, and will get further away even from fringe cases over the next half decade or so.

Next up we need omnidirectional running machines that input the data to a game so you can actually run around. Then gamers will become one of the fittest groups ever.
(https://images-na.ssl-images-amazon.com/images/G/01/aplus/detail-page/B0080D5982_img2.jpg)

I'm more interested in what the next iteration of virtual reality looks like. This one's nice, sure, but as far as I can tell they really haven't done anything new. All that's been done is make the concept of the stuff back in the 80's actually work in the modern day. I can't wait to see how this stuff ends up once we actually figure out how to do so.
Two cool things I've seen in development are video cameras that watch your hands (bought out by Oculus, with no further news) and a project for facial recognition and monitoring. There's been some good development there independently of VR (which people on 4chan have used to map their faces to anime girls and then masturbate and share the result (the future is amazing)) but that tech is generally impeded by having half the face occluded by a big VR headset. So some people have taken the muscle impulse sensing tech used in high-end prosthetics and stuck it to the headset, then worked on software to integrate the two. The problem now is that it has to be calibrated each time you put it on, which will make it unappealing to the general market, but once it's ready for prime-time, multiplayer spaces will be greatly enriched.
Title: Re: Virtual Reality Thread: Day 1
Post by: PTTG?? on March 28, 2016, 03:27:13 pm
I think what we might see is a suite like Garry's Mod or something designed to do all the "basic stuff" really well and provide a baseline for user-made VR environment games.

Since VR is going to pretend that the Player Character is the Player, games are going to lose the ability to position the PC. Subtle stuff- like turning the camera to face an interesting object- and more obvious things, like getting hit by a club and landing flat on your back, aren't going to be possible. Overcoming that is going to be difficult. In multiplayer games, I imagine that VR rigs are going to have deaths or even stuns result in out-of-body-experiences.

A mech-suit simulator could hide a lot of flaws, and something with portals of some kind sounds like fun. But for all of that, VR doesn't quite have a specific use case. What games can VR do that conventional displays can't?
Title: Re: Virtual Reality Thread: Day 1
Post by: Retropunch on March 28, 2016, 04:02:09 pm
Since VR is going to pretend that the Player Character is the Player, games are going to lose the ability to position the PC. Subtle stuff- like turning the camera to face an interesting object- and more obvious things, like getting hit by a club and landing flat on your back, aren't going to be possible.


I think this is actually going to be one of the main hurdles - you're heavily restricted to what you can force the player to do without it ruining the experience. I played a really early oculus game and they hadn't worked that out and it was absolutely horrible. You were wandering along and then it just pulled your gaze to something - instant nausea.

Anyway, I think this time VR might actually work out - they've got the technology for this to properly work, and graphics are getting to the point where people want to be 'immersed' rather than just play. Omnidirectional platforms are being worked on and I saw a vid a while back of one working, but I imagine it'll take a while for it to be consumer ready - although if VR kicks off I imagine these will come around quickly.

in terms of the sales, I think horror games are going to be the big one - someone will have a heart attack, the media will overreact and then everyone will buy it (thereby reaching that 170m figure).   
Title: Re: Virtual Reality Thread: Day 1
Post by: Cruxador on March 28, 2016, 06:54:19 pm
Since VR is going to pretend that the Player Character is the Player, games are going to lose the ability to position the PC. Subtle stuff- like turning the camera to face an interesting object- and more obvious things, like getting hit by a club and landing flat on your back, aren't going to be possible. Overcoming that is going to be difficult. In multiplayer games, I imagine that VR rigs are going to have deaths or even stuns result in out-of-body-experiences.
The "death camera" stuff that's become usual isn't possible, and game devs are going to have to actually take a note from the book of visual artists to make you look where they want, instead of just forcing your face in the right direction. Seems worth it to me, but it's definitely going to take devs a while to get used to.

After all, aren't cutscenes a means to get around functionality that the player lacks in the actual game?
That's far from their only use. They can have all sorts of narrative purposes.
Title: Re: Virtual Reality Thread: Day 1
Post by: Folly on March 28, 2016, 07:24:53 pm
I'm disappointed that Steam's list of games for Vive is so weak compared to what Rift has in it's lineup. Steam has a handful of artsie applications, and tech-demonstrations that last about 5 minutes. I was expecting more from the service that boasts more games than any other on PC.

PS VR is the only option I'm seriously considering this year though, simply due to price. No way I'm spending $900 on a headset that will need another $1500 in PC upgrades, especially with so few games available right now.
Title: Re: Virtual Reality Thread: Day 1
Post by: Solifuge on March 28, 2016, 07:54:49 pm
Honestly, the lack of ability to move the camera directly (at least not without nauseating people) is a boon to design. Same with the death of the cutscene as a trope of game design. It's a lazy copy-paste from film techniques, and totally undermines the immersion and agency that makes games different than film.

Perhaps if any devs are mired in the trope still, they can simply make the player an out of body camera with similar control and aim to how it's handled in normal first person play, with limited reign of the cutscene area.
Title: Re: Virtual Reality Thread: Day 1
Post by: sambojin on March 28, 2016, 08:59:03 pm
From a dev standpoint, it might be great for some things. Narrative style games will be very hard to produce, and players WILL miss things. Which in many ways, almost puts the onus on you as a developer to include all kinds of cool shit that they might miss.

Even if some things are mutually exclusive from others, so it's a different experience/storyline depending on what the player does and sees.

It'll be a weird form of replayability, where little easter eggs are all over the place, some rewarding exploration, some punishing "dicking around", and some mutually exclusive from others, being a core part of a slightly different experience in the medium. Some of these things can subtly or drastically alter your perception of a canned storyline. Is the bad-guy bad? Or did he have reasonable motivations? Can you find out both sides of the story? Where do your discoveries as a player put you in the larger scheme of things, as pro/an-tagonist, as a flunky, an investigator, or a willing part of the better of two evils? But even smaller stories than the main one can be changed by what you see and what you do. How chaotic neutral are you? Will you roleplay the character, yourself, or the game?

There's tools and techniques to make VR-style gaming interesting. Even to make it "an experience", sometimes very singular from a particular player's perspective. But the industry just hasn't used these techniques or tools in interesting ways yet.

It's very similar to the earlier days of cinematography. Techniques were developed that "worked" for different things. They're still being discovered. Except we've also got the internet now, which allows people to share "their" experience of a particular medium and entertainment product. I think that's going to be an awesome part of VR.

170mil units? Even if it's a bit slower than expected, easily that by 2020 (although I'd almost expect double that figure by then). There's massive studios, of very smart people, making games right now, just for VR. You'd better be sure they'll be damn entertaining, even in the earliest days of its wide-spread use. Simply because the games industry is very adaptable to new genres, has 100 years of both cinematography and VR-like experience to build on (not to mention 3+ decades of game design) and jumps on "what works and sells" very quickly.

There'll be standard tropes of VR game design by 2018, easily. No different from QT-events, walking-simulator cutscenes, loading doorways, invisible walls, achievements and everything else. They might not be a great part of game design, but they work. Just.

VR games will then get better. Hopefully. But even stuff like CoD will be pretty damn fun in VR.
Title: Re: Virtual Reality Thread: Day 1
Post by: Ozyton on March 28, 2016, 09:22:16 pm
It's funny how everybody pretends that moving the camera around freely is a new thing. Head tracking with six degrees of freedom has been around for quite a while, it's just nobody knows about it because it's not hyped up like VR is.
Title: Re: Virtual Reality Thread: Day 1
Post by: sambojin on March 28, 2016, 09:34:42 pm
Yep. It's the best damn thing ever in a flight sim.

The whole VR thing is just moving the basic techs (with "little monitor goggles") to different genres.

I reckon it can work. It'll probably be fun and make heaps of money too. Not everyone likes a good flight sim though. But lots of people like a good FPS. Or a good story (even without jump-scares, though horror is usually pointed to as "the genre" for early VR).

Hell. The Sega Master System had 3D stereoscopic/flicker goggles available (just no accelerometer head tracking, or in-goggle display). It's not new tech. There's been plenty of VR-like stuff around. But I'm pretty sure the games industry is intrigued by the bandwagon now, and wants to jump on.

Bigger than Hollywood? Yep, already there.

Better than Hollywood? VR might be the tool to make it so.......
Title: Re: Virtual Reality Thread: Day 1
Post by: Solifuge on March 28, 2016, 09:38:43 pm
I'm already having some trouble making a non-human first-person character with movement methods like wall-climbing or rolling not feel super nauseating in VR. It certainly complicates the game camera.

Pity we don't have affordable 3-degrees-of-rotation chairs that we can just stick people in or something while they play, or electrodes that stimulate their brains to simulate or repress their sense of balance. But I'll give it some time. :D
Title: Re: Virtual Reality Thread: Day 1
Post by: sambojin on March 28, 2016, 09:49:42 pm
I actually think 3rd person might be the "weapon of choice" for a while, until techniques are discovered to stop character "sway". It'll feel out-of-body, but you've just got to hope that they like the 3D'ness of it more than the lack of immersion. For action style games anyway. Narrative/Adventure games will be first-person straight away. Action's hard if you want cool movement options.


For first person action: Having a visual indicator (a little flashing/solid icon with a directional arrow for non-invoked camera movement/character movement) for at least a moment during these things can reduce orientation problems/nausea. It takes about twenty mins to get used to, but once your brain sees "I dodge rolled and 180'd and that's why I'm here and facing the opposite way" a few times, gets used to it, and learns that that screen icon "means" that, it's a lot easier on the player. Your brain can spacially plot the movement and disregard/understand the visual input, because you pressed that button, was expecting it, and got the glowing/pulsing icon onscreen to say "that's what happened".

It might slow down the movement system/input response, but it's kind of necessary to help with disorientation. "Swoosh", jumping sounds, etc work alongside it. Synaptic feedback response using several senses, to overburn neural pathways to overcome nausea, in a sense. Your eyes and brain can learn to ignore a really crappy camera angle, if it's got enough reasons to, and learns that a sound and an icon means "stuff happened, ignore it, you dodge-rolled". It also helps to show techniques like that (dodge rolls, wall runs, etc) in 3rd person in a tutorial segment. It lets the player "see" what that does, lets them do it in 3rd person a fair few times, then let them do it in first person. Let them switch between the two during the tutorial for that "move". Monkey-see, monkey-do. It's how we learn heaps of physical stuff, and gives us an outside reference that the "button push/icon thingy/crappy camera angle" does that thing.

There's been thoughts that "heavy motion blur/down resolutioning" might help for motion heavy segments, but I've found it quite the opposite. It not only leaves you disorientated, but changes your immersion quality, and gets you shitty at the game-engine for taking cheap shortcuts. A little bit of motion-blur is fine to simulate "you're moving fast", but don't go overboard with it. It looks tacky as shit, and annoys me for no good reason.

Like I said, there's lots of techniques to learn in VR. Not just storytelling, but with player feedback as well.

I actually think gamepads may also be the controller of choice for VR, due to "easier" inputs and rumble-pack by standard. The more "sense feedback" you can give the player, the easier you have it in adapting a set of stereo-goggles with angle/motion sensors into being awesome for your game. Finally KB/Mouse might not be the king of input (or you might end up with a rumble-pack mouse, or just buy a gamepad for VR stuff). We'll see.
Title: Re: Virtual Reality Thread: Day 1
Post by: Cruxador on March 28, 2016, 11:27:56 pm
I'm disappointed that Steam's list of games for Vive is so weak compared to what Rift has in it's lineup. Steam has a handful of artsie applications, and tech-demonstrations that last about 5 minutes. I was expecting more from the service that boasts more games than any other on PC.
The Rift has been releaseing dev kits for years, the Vive is much newer and Steam probably only started work on it when they found out about the Facebook acquisition. The Vive has far more content than the Rift did at the same age.

Honestly, the lack of ability to move the camera directly (at least not without nauseating people) is a boon to design. Same with the death of the cutscene as a trope of game design. It's a lazy copy-paste from film techniques, and totally undermines the immersion and agency that makes games different than film.
While I think you're right in the long term, I think that in the short term it means poorer story-telling as devs flounder around without the crutch they've grown used to. One more argument in favor of not adopting yet, I suppose.

Title: Re: Virtual Reality Thread: Day 1
Post by: sambojin on March 28, 2016, 11:54:42 pm
VR!

Pavlov yourself, you dog. Until we work out ways of making it less nauseating!

The new gaming sensation.......


Then again, Australia has a massive problem with pokie machines and gambling (one-armed bandits/slot machines elsewhere), so if there was a nice dinging sound or coins spurting out graphically, we'd probably play 'till we vomited. We're already waiting for the bell. Woof :p
Title: Re: Virtual Reality Thread: Day 1
Post by: sambojin on March 29, 2016, 12:56:33 am
Sorry for the multi-post, but there's heaps of "thoughts" on player disorientation (and assisting in removing it) in VR.

If your tutorial system in your game provides a 3rd-person "mentor", give him/her slightly glowing eyes with a basic, small spotlight/pointlight effect, forward from their face/eyes. Whatever colour typifies the skill they're teaching or their character "type". Even if you've got to include a bit of fog/smoke/dust/snow/rain in that bit of the game, just so you can see the "teaching" light. Or do it from the PC themselves, if they're watching themselves in 3rd person perform the "move". It does give a slight reference to how f'd up the camera view will look from a first-person view while doing that, which lets the player expect it. Watching a mentor from first-person-player-perspective is essentially watching themselves third-person, but doesn't break immersion as much. Easier to learn off someone else. Preferably with glowy eyes if they're doing spinny shit. In some fog, so you can actually get an idea of how f'd up it's going to look to you in VR first-person when you do it.

Glowy edges on hands/claws/limbs/weapons in first person perspective, with motion blur/trailing effects, is perfectly acceptable to assist on player orientation during swift moves. Even just a light glowy pulse and blur helps you see "where the fuck you're going". Don't blur the entire environment/screen. Just the hands/weapons, or maybe on-screen icons or fonts. With a brief glow-pulse if it wasn't obvious enough. It does the job, while keeping fidelity high.

Icons should have variable arrows or some form of graphical indication (or outline, fade direction, colour, pulse etc), to help with directional player knowledge. All on-screen icons and menus break immersion anyway, so make them useful. If Doom/Wolfenstein can do it, so can you.

Stereo sound is amazing. Utilize it just as heavily for player actions (ie: pre-sound their action directionally, or "motion blur" it "behind" them, and have their ranged attacks "really move" with some "impact punch" as they hit) as you do for the environment/enemies/ambient/enemy attacks/soundscape style. You can 5.1 Dolby SS stuff, or just get good with stereo. Letting the player know "where they are" is just as much about what they do, as it is about the environment they're in and the enemies they're facing.

Dual-Shock gamepads are a thing. They provide easy player feedback. They're like stereo sound, but shouldn't be used nearly as often. They should however be used when the player is getting stabbed in the side of the head, and can't see it.



I'll probably add quite a bit more to this post later.

ps. 95% of this is standard non-VR 3D game stuff. It's just that most stuff we've seen from VR isn't from actual big game studios that specializes in, and make money from, making AAA games. Yep, even glowy eye'd mentors are a non-VR 3D game trope already, if you look closely enough. VR will be awesome soon. Many of the lessons have already been learned, just not utilized in the format or with the standardized hardware.
Title: Re: Virtual Reality Thread: Day 1
Post by: Solifuge on March 29, 2016, 01:18:53 am
Sambojin, that's good stuff. No worries about them posts; I at least like the reading!



Cross-post from another thread, but... I think this is something I want to try.

Side note: I'm starting to wonder if it's possible to make a VR Game which displays 4 Spatial Dimensions projected down using Stereoscopic 3D, and wondering how much of a headache it would induce.

Title: Re: Virtual Reality Thread: Day 1
Post by: Rift on March 29, 2016, 01:24:18 am
The Rift has been releaseing dev kits for years, the Vive is much newer and Steam probably only started work on it when they found out about the Facebook acquisition. The Vive has far more content than the Rift did at the same age.
..well, actually while the current design of the Vive may be newer.. Valve has actually been working on room-scale VR since before E3 2012 when the initial showing of the oculus happened (before the kickstarter).
Although the actual initial prototype (some cobbled together stuff in a garage) of the rift was made years before that... it's not like the Vive 'came out of no where' or wasnt in development for a similar amount of time... It's more that valve was focusing on room-scale vr and then with the rising popularity of oculus they adapted their plans to it.
...but yeah, since the design changed so much, they didnt start sending out dev kits until MUCH later... so it's no suprise their arent much in the way of actual games yet.

I wouldn't be suprised if the sitting down experience of the oculus was 'better' then the vive though... well, if you don't include the motion controllers which oculus isn't releasing until fall. i suspect that the motion controllers are going to be a BIG deal, and the fact the vive is launching with them may be one of the real deciding factors for a lot of people once they start using them...

Mostly cause.. inputs in VR are going to be annoying without.. you know.. appropriate controls...
Even using joysticks n stuff might be a bit annoying at times if you can't see them.
As much as i'm excited about 'immersion' from giant screen in face + headtracking... cool motion controls is really freaken exciting to me.
Title: Re: Virtual Reality Thread: Day 1
Post by: Cruxador on March 29, 2016, 01:49:44 am
The Rift has been releaseing dev kits for years, the Vive is much newer and Steam probably only started work on it when they found out about the Facebook acquisition. The Vive has far more content than the Rift did at the same age.
..well, actually while the current design of the Vive may be newer.. Valve has actually been working on room-scale VR since before E3 2012 when the initial showing of the oculus happened (before the kickstarter).
Although the actual initial prototype (some cobbled together stuff in a garage) of the rift was made years before that... it's not like the Vive 'came out of no where' or wasnt in development for a similar amount of time... It's more that valve was focusing on room-scale vr and then with the rising popularity of oculus they adapted their plans to it.
The stuff they were working on was stuff that they would have been just as happy to share with Oculus, until Facebook bought them out and closed the source. It's not like Valve has ever really been a partner of HTC before, you know.

Quote
I wouldn't be suprised if the sitting down experience of the oculus was 'better' then the vive though...
Do you have facts to back that up? From what I've heard, the sense of place is better on the Vive and even in experiences that are comparable in scale to what the Rift provides, the reviewers and folks that I've heard from still pretty overwhelmingly prefer the Vive.
Title: Re: Virtual Reality Thread: Day 1
Post by: Beggars` Sect on March 29, 2016, 03:42:41 am
From Gamespot Oculus Review (http://www.gamespot.com/articles/oculus-rift-review/1100-6436048/)

Quote
Of course, not every VR game is a good game by default. EVE Valkyrie, for example, is littered with microtransactions that detract from its initial appeal
  :o :-\ :'(

For sure, how could we forget. My enthusiasm just went down a few notches...
Title: Re: Virtual Reality Thread: Day 1
Post by: Rift on March 29, 2016, 05:05:58 am
Quote
Quote
I wouldn't be suprised if the sitting down experience of the oculus was 'better' then the vive though...
Do you have facts to back that up? From what I've heard, the sense of place is better on the Vive and even in experiences that are comparable in scale to what the Rift provides, the reviewers and folks that I've heard from still pretty overwhelmingly prefer the Vive.
actually.. i just spent awhile looking and
http://vrperception.com/2016/03/08/seated-htc-vive-experiences-with-one-lighthouse-station-is-possible/ (http://vrperception.com/2016/03/08/seated-htc-vive-experiences-with-one-lighthouse-station-is-possible/)
It seems that it might actually be better even sitting down... so i agree with you.
M' happy i pre-ordered a vive and not a oculus.
and yes. I am aware of the slight irony based on my name.
Title: Re: Virtual Reality Thread: Day 1
Post by: Retropunch on March 29, 2016, 02:08:51 pm
From Gamespot Oculus Review (http://www.gamespot.com/articles/oculus-rift-review/1100-6436048/)

Quote
Of course, not every VR game is a good game by default. EVE Valkyrie, for example, is littered with microtransactions that detract from its initial appeal
  :o :-\ :'(

For sure, how could we forget. My enthusiasm just went down a few notches...

Oh god that's awful. If I'm already shelling out insane amounts for a PC upgrade and the VR hardware, I certainly won't be paying for anything in game that I don't have to. I had hoped it'd work the other way really, and VR games would basically be a new medium more in line with films (or even the 'blockbusters' of old like HL2) where it tried hard to be a contained 'experience' rather than lots of extra bolt ons and whatever. I'd also imagined it'd be a bit more high brow, and a move away from that kind of cheap money grabbing techniques. Such a shame.

Anyway, I wouldn't be surprised if facebook hack the price down quickly when they realise that they're not managing to sell to the mainstream. They'll obviously want to monetize by utilizing their massive customer base, and they can't do that if only 0.001% can actually use it. 

Title: Re: Virtual Reality Thread: Day 1
Post by: werty892 on March 29, 2016, 06:05:55 pm
From Gamespot Oculus Review (http://www.gamespot.com/articles/oculus-rift-review/1100-6436048/)

Quote
Of course, not every VR game is a good game by default. EVE Valkyrie, for example, is littered with microtransactions that detract from its initial appeal
  :o :-\ :'(

For sure, how could we forget. My enthusiasm just went down a few notches...

Oh god that's awful. If I'm already shelling out insane amounts for a PC upgrade and the VR hardware, I certainly won't be paying for anything in game that I don't have to. I had hoped it'd work the other way really, and VR games would basically be a new medium more in line with films (or even the 'blockbusters' of old like HL2) where it tried hard to be a contained 'experience' rather than lots of extra bolt ons and whatever. I'd also imagined it'd be a bit more high brow, and a move away from that kind of cheap money grabbing techniques. Such a shame.

Anyway, I wouldn't be surprised if facebook hack the price down quickly when they realise that they're not managing to sell to the mainstream. They'll obviously want to monetize by utilizing their massive customer base, and they can't do that if only 0.001% can actually use it.
Reading about the microtransactions, it's basically the same as EvE Online's Plex system... which apparently everyone is upset about now. Even though everyone was fine with it for the last 10 years... Ok.
Title: Re: Virtual Reality Thread: Day 2
Post by: Solifuge on March 29, 2016, 10:00:42 pm
New tech isn't going to change the market on it's own, let alone overnight. Besides, there's so much money being generated by "Free-To-Play" games that are carefully crafted to exploit human psychology that it would make you sick. And the current era's Free-To-Play bubble certainly doesn't incentivize App Farms to change tactics any time soon.

That said, I do think it will change the landscape of gaming away from conflict and murder for funsies, and over toward empathy and experience-building. Stanford ran and shared a pretty solid lecture on the subject by Vander Caballero (of "Papo y Yo" fame), which I caught while gardening today. If you're interested in VR and have 30 minutes to listen even in the background, it's worth it:

https://www.youtube.com/watch?v=llmJwKZTekA (https://www.youtube.com/watch?v=llmJwKZTekA)
Title: Re: Virtual Reality Thread: Day 3
Post by: PTTG?? on March 30, 2016, 01:58:03 am
One thing I like about VR is that, from the demos i've seen, it looks like we're finally getting more variety back in environment design. Not to say we've left the Distressed Modern Industrial era behind, but there's a lot of much more colorful design.

Motion control looks like it's still a big problem. I don't think we need a omnidirectional treadmill to solve it, though. People use vision to correct their walking direction in real life. I figure that if you distort people's virtual paths subtly enough, you can trick them into walking in a circle when they think they're walking forward without motion sickness... Possibly as small as 10 feet in diameter. Since the space would need to be larger since the player could change directions at any time, it might need to be expanded to something like 20 feet in diameter. At that point it starts getting difficult to find a large enough space in the average home.

I dunno. Omnitreads are just so expensive, and it's hard to picture a way to make them cheaper. Pure motion tracking with some clever illusions would be free, but it demands space that many people just don't have available.
Title: Re: Virtual Reality Thread: Day 3
Post by: Rose on March 30, 2016, 02:10:16 am
All I can say is that room-scale VR is a perfect fit for strategy games. Just have the map scaled to the available walking space, and the player walks through it like a god, directing his minions.
Title: Re: Virtual Reality Thread: Day 3
Post by: Retropunch on March 30, 2016, 02:12:15 am
I dunno. Omnitreads are just so expensive, and it's hard to picture a way to make them cheaper. Pure motion tracking with some clever illusions would be free, but it demands space that many people just don't have available.
They're expensive now, but I can guarantee that if VR takes off they'll become hilariously cheap - it's the most obvious next step for VR, and people will start demanding it pretty much as soon as they play the first blockbuster FPS on the VR.
Title: Re: Virtual Reality Thread: Day 1
Post by: Beggars` Sect on March 30, 2016, 05:24:12 am
Reading about the microtransactions, it's basically the same as EvE Online's Plex system... which apparently everyone is upset about now. Even though everyone was fine with it for the last 10 years... Ok.

I don`t play Eve, but doubt it`s as black and white as you paint here. Micro$ in games you purchase for a fee are never okay. I hate f2p model too - though after playing Planetside 2 I must admit that it might "work" sometime - with the caveat that the game would always be better without this crap. But at least it sort of makes sense there and is more honest.

The goal of VR is ultimate immersion. If it works, then I can only imagine that avoiding some pushy ads and "gimme yo $$$" nagging will become much more insufferable (never mind the standard side effect of broken gameplay balance).

Title: Re: Virtual Reality Thread: Day 1
Post by: werty892 on March 30, 2016, 08:39:14 am
Reading about the microtransactions, it's basically the same as EvE Online's Plex system... which apparently everyone is upset about now. Even though everyone was fine with it for the last 10 years... Ok.

I don`t play Eve, but doubt it`s as black and white as you paint here. Micro$ in games you purchase for a fee are never okay. I hate f2p model too - though after playing Planetside 2 I must admit that it might "work" sometime - with the caveat that the game would always be better without this crap. But at least it sort of makes sense there and is more honest.

The goal of VR is ultimate immersion. If it works, then I can only imagine that avoiding some pushy ads and "gimme yo $$$" nagging will become much more insufferable (never mind the standard side effect of broken gameplay balance).
Except Valkarie comes free with the rift.
Title: Re: Virtual Reality Thread: Day 3
Post by: Solifuge on March 30, 2016, 09:18:34 am
On the flip side, there's apparently some sort of VR Hangout With Bill Clinton that has me wondering about VR in political ads, or in hacking that sense of immersion and presence for marketing purposes.

Power Plants or Nukes. It's up to folks to decide what's appropriate use of any new tech, vs what's exploitative or harmful.
Title: Re: Virtual Reality Thread: Day 1
Post by: Beggars` Sect on March 30, 2016, 09:59:04 am
Except Valkarie comes free with the rift.

With a Rift pre-order, you mean. Maybe they will make it f2p later, even on PS4, but we don`t know it yet. However it`s not that relevant since I just meant it as a general example of a trend.

http://www.pcgamer.com/the-quest-to-solve-vrs-biggest-problem-walking-around/ (http://www.pcgamer.com/the-quest-to-solve-vrs-biggest-problem-walking-around/) hard to believe, but yeah, you can look - but you can`t walk. I guess it`s still a mindblowing experience, but if they don`t sort it out soon ,the gameplay will be severely limited.
Title: Re: Virtual Reality Thread: Day 3
Post by: Cruxador on March 30, 2016, 11:59:24 am
One thing I like about VR is that, from the demos i've seen, it looks like we're finally getting more variety back in environment design. Not to say we haven't left the Distressed Modern Industrial era behind, but there's a lot of much more colorful design from what I've seen.
That's not because it's VR. We've been having professional "indie" games and publishers pushing that aesthetic for quite a while. It's just that these indie groups are the ones willing to go into VR since it's compatible with a strategy of attracting a small dedicated market, rather than an extensive one, whereas the AAA devs can't afford to take risks.

Quote
I dunno. Omnitreads are just so expensive, and it's hard to picture a way to make them cheaper. Pure motion tracking with some clever illusions would be free, but it demands space that many people just don't have available.
I suspect that full-mobility VR won't see consumer success in this round. But headsets and hand controls don't really require that kind of thing anyway; walking with a joystick or using one of several other mobility solutions that creative people come up with should end up being adequate; people learned to deal with motion sickness for the sake of cars, after all. However, I do suspect we're going to continue seeing games made where you're in a space ship or other vehicle, and can only walk in an area the size of what your peripherals allow and otherwise move the vehicle (see for example Hover Junkers).

All I can say is that room-scale VR is a perfect fit for strategy games. Just have the map scaled to the available walking space, and the player walks through it like a god, directing his minions.
While I agree, no dev seems to be following this train of thought. Perhaps because graphical gimmicks don't tend to track particularly well in the strategy market, and strategy gamers are quite discerning in game mechanics, making the barrier to entry higher than a lot of the simple games and glorified demos we're seeing so far. It would be awesome to play, for example, Stellaris, as a giant galaxy-striding space god, but I don't think we're going to see strategy game engines supporting that for around half a decade.

Title: Re: Virtual Reality Thread: Day 3
Post by: PTTG?? on March 30, 2016, 12:38:57 pm
Actually a space stratagy game is the first use case I can think of that really demands VR.

A universe of 3D stars is nearly impossible to manipulate without depth perception unless you customize the galactic map to be viewed from above. Plus, a science fiction setting has a thematic union with VR gadgetry.

Since you can't walk in space, especially when you are a cosmic star god the size of solar systems, an alternative movement scheme works fine. Since ships have 3D motion, having a volumetric controller is the only efficient way to select them.

Throw in nice orbital-scale planet textures to show off the visuals, and it sounds perfect. I personally want a fairly hard-science space empire sim (hard science in the sense that we're allowed one fairly concrete miracle like exotic matter for our albercuie drive or something), maybe even based on real star maps and known and hypothetical exoplanets. At the same time, a soft science fiction with cartoonishly scaled systems could look good and certainly might play better.
Title: Re: Virtual Reality Thread: Day 3
Post by: Rose on March 30, 2016, 12:54:12 pm
For what it's worth, there is defense grid for the rift, which is a tower defense game, which is the closest thing going to a strategy game right now.

I'm also working on a vr version of Armok Vision, but I can't do proper room scale without a vive. The only vr I  have is really shitty.
Title: Re: Virtual Reality Thread: Day 3
Post by: Cruxador on March 30, 2016, 02:17:31 pm
Well, most space games make things function more or less in a plane to varying degrees and just display in 3D and it works okay.

This talk of gods though, brings up another genre that would work well in vr: the God Game. Just remaster Black and White for VR, modernize the graphics a bit, and you're sure to have a best-seller. Hell, the game even works by dragging yourself around the map using your hand, which seems like it would probably do well in mitigating motion sickness.

I'm also working on a vr version of Armok Vision
What scale? Will the player be a dwarf, or a giant with the map scaled to match your room size? I see advantages to both.
Title: Re: Virtual Reality Thread: Day 3
Post by: PTTG?? on March 30, 2016, 02:23:40 pm
Finally, some unbiased reporting on the advantages of VR. (http://www.theonion.com/graphic/how-virtual-reality-will-change-our-lives-52663)
Title: Re: Virtual Reality Thread: Day 3
Post by: Cruxador on March 30, 2016, 02:32:33 pm
Wait a second, people are doing room-scale porn? How the hell do you film in room-scale?
Title: Re: Virtual Reality Thread: Day 3
Post by: Retropunch on March 30, 2016, 04:34:01 pm
Strategy games could work well if you had a proper control interface, but I have a feeling that reading text in a constantly slightly moving backdrop might get a bit...hard on the eyes. It'll be interesting to see what comes up.

I imagine one of the main draws for a lot of people will be the cinema experience thing - has anyone had a good go with those? I can imagine it being pretty good for movies!
Title: Re: Virtual Reality Thread: Day 3
Post by: Cruxador on March 30, 2016, 06:19:14 pm
Strategy games could work well if you had a proper control interface, but I have a feeling that reading text in a constantly slightly moving backdrop might get a bit...hard on the eyes.
That's why I never read signs while driving.
Title: Re: Virtual Reality Thread: Day 3
Post by: Rose on March 30, 2016, 10:46:29 pm
I'm also working on a vr version of Armok Vision
What scale? Will the player be a dwarf, or a giant with the map scaled to match your room size? I see advantages to both.

I'll be allowing you to shrink yourself down to dwarf size.
Title: Re: Virtual Reality Thread: Day 3
Post by: nenjin on March 30, 2016, 11:11:16 pm
Have we reached peak VR yet? The thread title counter is killing me.
Title: Re: Virtual Reality Thread: Day 3
Post by: PTTG?? on March 30, 2016, 11:56:19 pm
Have we reached peak VR yet? The thread title counter is killing me.

It continues until the latest VR fad ends.
Title: Re: Virtual Reality Thread: Day 3
Post by: Cruxador on March 31, 2016, 02:43:25 am
Have we reached peak VR yet?
Not for many days yet.
Title: Re: Virtual Reality Thread: Day 3
Post by: Retropunch on April 03, 2016, 04:21:58 pm
Strategy games could work well if you had a proper control interface, but I have a feeling that reading text in a constantly slightly moving backdrop might get a bit...hard on the eyes.
That's why I never read signs while driving.

Yeah that's never a good idea, luckily I find texting ok though.

Title: Re: Virtual Reality Thread: Day n+1
Post by: Ibid Straydrink on April 09, 2016, 02:32:07 pm
Vive's releasing soon, and Steam is going on a VR promotion rampage. What are your opinions on the prospect of early VR as a standalone platform/service, with its own content and user base? Is it time (again) to throw away the Wii?

Normally, I'm... apathetic about technological innovation, conservative even. That said, I might just shill out the bills, for that nifty looking Audioshield game if nothing else.
Title: Re: Virtual Reality Thread: Day n+1
Post by: PTTG?? on April 09, 2016, 03:09:20 pm
If I had like $2000 lying around, I would consider it. Still, I think I'd wait for the second generation. If I had to get one from the current generation, I think I'd go with Vive just because I like the potential of room-scale VR.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Ibid Straydrink on April 09, 2016, 03:47:45 pm
If I had like $2000 lying around, I would consider it. Still, I think I'd wait for the second generation. If I had to get one from the current generation, I think I'd go with Vive just because I like the potential of room-scale VR.

Curiously, where are you getting the 2K from? Last I checked, pre-order Vive was ~$799.00 Still pricey, of course.
Title: Re: Virtual Reality Thread: Day n+1
Post by: ragnar119 on April 09, 2016, 04:02:09 pm
If I had like $2000 lying around, I would consider it. Still, I think I'd wait for the second generation. If I had to get one from the current generation, I think I'd go with Vive just because I like the potential of room-scale VR.

Curiously, where are you getting the 2K from? Last I checked, pre-order Vive was ~$799.00 Still pricey, of course.
I guess 2k is also for new PC so you can run it.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Cruxador on April 09, 2016, 06:21:59 pm
If I had like $2000 lying around, I would consider it. Still, I think I'd wait for the second generation. If I had to get one from the current generation, I think I'd go with Vive just because I like the potential of room-scale VR.

Curiously, where are you getting the 2K from? Last I checked, pre-order Vive was ~$799.00 Still pricey, of course.
I guess 2k is also for new PC so you can run it.
I found that despite my computer not being super new, the only think I would need to upgrade would be my graphics card, so it would be more like ~$1300. I think that most people who are in the situation that they're considering this at all would probably be in a similar position regarding already available hardware.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Folly on April 09, 2016, 09:40:22 pm
If I had like $2000 lying around, I would consider it. Still, I think I'd wait for the second generation. If I had to get one from the current generation, I think I'd go with Vive just because I like the potential of room-scale VR.

Curiously, where are you getting the 2K from? Last I checked, pre-order Vive was ~$799.00 Still pricey, of course.

Shipping and handling plus taxes add another ~$100 to that number. The minimum recommended video card, processor, and memory(which most people don't have because they are entirely excessive for any non-VR applications) add another ~$1000 to the price of getting started with VR.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Ibid Straydrink on April 10, 2016, 01:15:06 am
Yowza. I'll have to download that benchmark when I get the chance, to see whether or not I should even spend the time of day considering it.

So much for the notion of a VR Giveaway... xD
Title: Re: Virtual Reality Thread: Day n+1
Post by: Retropunch on April 10, 2016, 09:00:08 am

Shipping and handling plus taxes add another ~$100 to that number. The minimum recommended video card, processor, and memory(which most people don't have because they are entirely excessive for any non-VR applications) add another ~$1000 to the price of getting started with VR.
I don't think it's entirely excessive - you can pretty much manage it with the same rig as you'd need for The Witcher 3 on high settings. More than that, we're only really just hitting the main stride of games taking advantage of the hardware in this generation of consoles, which means that most people that want to play current AAA games on a PC will need to update to about the VR level of hardware to enjoy them.




Title: Re: Virtual Reality Thread: Day n+1
Post by: Cruxador on April 10, 2016, 01:19:09 pm

Shipping and handling plus taxes add another ~$100 to that number. The minimum recommended video card, processor, and memory(which most people don't have because they are entirely excessive for any non-VR applications) add another ~$1000 to the price of getting started with VR.
I don't think it's entirely excessive - you can pretty much manage it with the same rig as you'd need for The Witcher 3 on high settings. More than that, we're only really just hitting the main stride of games taking advantage of the hardware in this generation of consoles, which means that most people that want to play current AAA games on a PC will need to update to about the VR level of hardware to enjoy them.
That's not really accurate. I have a better graphics card than the Xbox One (which was a mid-line card when it was announced) and can handle any AAA game no problem, but benchmarking indicates that I'd only be able to do VR at a fraction of the necessary FPS. Both Steam and Oculus suggest a card which is fairly high-tier right now, and will cost you a good bit more than the entire xbone.
Title: Re: Virtual Reality Thread: Day n+1
Post by: ragnar119 on April 10, 2016, 01:37:06 pm
How much is warranty for different VR? I wonder how long is their life time, and how easy is for thing to malfunction
Title: Re: Virtual Reality Thread: Day n+1
Post by: PTTG?? on April 10, 2016, 01:52:28 pm
Heck, CLEANING them sounds like a chore. Imagine a keyboard, except you strap it to your face.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Djohaal on April 10, 2016, 02:19:52 pm
Is there any way of hiding all the VR stuff on steam? The vive isn't sold in Brazil and with our current economic crisis importing one would probably cost me two years of rent, so adding on top of most VR games appearing to be complete shit, i'm not financially interested at all.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Retropunch on April 10, 2016, 03:44:03 pm
That's not really accurate. I have a better graphics card than the Xbox One (which was a mid-line card when it was announced) and can handle any AAA game no problem, but benchmarking indicates that I'd only be able to do VR at a fraction of the necessary FPS. Both Steam and Oculus suggest a card which is fairly high-tier right now, and will cost you a good bit more than the entire xbone.

Yes it is. The Oculus Rift has pretty much the exact same requirements as the recommended specs for StarWars Battlefront (i5 and gtx970 - http://www.systemrequirementslab.com/cyri/requirements/star-wars-battlefront-2015-alpha/12732), and less than Doom 4 (which wants a 4gb 970 and an i7).

I'm not saying the specs aren't high but they're not excessive by any means. In 6 months to a year (which is pretty much when most people who haven't preordered will get an OR) then these will seem even more moderate.
Title: Re: Virtual Reality Thread: Day n+1
Post by: sambojin on April 10, 2016, 09:02:31 pm
I'm wondering if the whole DX/Mantle/Vulcan releases will kick the specs down a tad? Fair enough, it's necessary to double render everything, but I wouldn't be surprised if some things get worked out in the render pipeline to make that a bit easier. They are two different "cameras/viewports", but they're pretty damn close together for standard binocular vision.

There's lots of things that only have to be loaded once and used used twice (to use a fairly incorrect analogy). But GPUs are multicore parallel by default, so there are ways.....

Ps3 got pretty sexy by the end of the console's run, x86 hardware is going to end up the same. In some respects, standardized console hardware should make it easier to push the techniques, with easy flow-over to PC (and all it's horribly dissimilar configurations). GTA5 was worlds ahead on render distances compared to early PS3 releases, just due to a few well known coding tricks that weren't used as well up until that time. So I'm assuming similar twinned-pipeline, direct-to-hardware coding tricks will come into being pretty soon for VR. It's usually better/faster than dealing with another layer of middle-ware between your good coding and fast screen output. Screen 1 and Screen 2 is a thing in VR.

It's still a graphics card bottleneck, but CPU specs may not need to be as vigorous once Vulcan, etc come through properly, as well as CPU->GPU pipelines getting properly sorted for twin displays, freeing up some processing resources for most users.

Is split-screen local multiplayer that hard to do? Not really, but it does use more GPU power. VR is like that, but you've got a really good chance that all models, brushes, textures, shaders and lights all get used twice in every frame. Those two "viewports" tend to be pretty close together asset-wise on rendering the final scene, even if you're a giant mecha. But all at full render resolution, through different "monitor ports", one for each eye. In a way, it's no different from split-screen, or anything that renders multiple viewports/cameras. There's already very good ways of doing so, but utilizing multi-core parallelism has never been one of indy dev's strong points. And that's what half of VR seems to be right now. Tech demos and indy 1-shots. When the big boys go "Oh, we've already got rendering pipelines that do that, we call it "split-screen and multi-monitor support"", a lot of problems go away.

They'll still want you to buy a 970+. It makes framerate problems go away too.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Ibid Straydrink on April 11, 2016, 01:18:45 am
Heck, CLEANING them sounds like a chore. Imagine a keyboard, except you strap it to your face.

Pink eye pandemic. Calling it. :P
Title: Re: Virtual Reality Thread: Day n+1
Post by: Djohaal on April 12, 2016, 01:17:32 pm
So far my feelings are summed pretty well by this gif: Gify Gif (https://i.imgur.com/yuRewBr.gifv)
Title: Re: Virtual Reality Thread: Day n+1
Post by: Retropunch on April 12, 2016, 02:16:06 pm
I'm wondering if the whole DX/Mantle/Vulcan releases will kick the specs down a tad? Fair enough, it's necessary to double render everything, but I wouldn't be surprised if some things get worked out in the render pipeline to make that a bit easier. They are two different "cameras/viewports", but they're pretty damn close together for standard binocular vision.
It's still a graphics card bottleneck, but CPU specs may not need to be as vigorous once Vulcan, etc come through properly, as well as CPU->GPU pipelines getting properly sorted for twin displays, freeing up some processing resources for most users.

Definitely. Once/If this hits the mainstream, there will be an effort across the board to get everyone to that level. They'll be a race to supply Graphics cards that can deal with it at prices the broader public are willing to pay, and software optimisation will come along in leaps in bounds.

 Not only that, but as standard PC owners are starting to get more and more left behind in terms of what they can play at all, this will be good timing for companies to get PC users in a state where they can buy this gen's releases.

Title: Re: Virtual Reality Thread: Day n+1
Post by: nenjin on April 12, 2016, 03:05:20 pm
Heck, CLEANING them sounds like a chore. Imagine a keyboard, except you strap it to your face.

Pink eye pandemic. Calling it. :P

It's a Herpes face mask.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Ibid Straydrink on April 12, 2016, 03:21:00 pm
Heck, CLEANING them sounds like a chore. Imagine a keyboard, except you strap it to your face.

Pink eye pandemic. Calling it. :P

It's a Herpes face mask.

Just you wait until the third generation consoles roll out with crotch adapters.
Title: Re: Virtual Reality Thread: Day n+1
Post by: TheBiggerFish on April 12, 2016, 05:49:03 pm
Thhh.... AAAAAAAAAAAAAAAA[SCREAMING INTENSIFIES]
Title: Re: Virtual Reality Thread: Day n+1
Post by: Cruxador on April 12, 2016, 07:27:07 pm
Just you wait until the third generation consoles roll out with crotch adapters.
The future is now. (http://www.otakutale.com/2014/electric-onahole-now-compatible-with-hentai-games/)
Title: Re: Virtual Reality Thread: Day n+1
Post by: PTTG?? on April 30, 2016, 09:52:29 pm
Apparently Occulus is STILL behind schedule for deliveries. Vive is doing fine, though.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Cruxador on May 01, 2016, 04:15:45 am
Well, Oculus is a new company that hasn't put out any hardware before, and HTC is used to putting out phones. So that makes sense.
Title: Re: Virtual Reality Thread: Day n+1
Post by: PTTG?? on August 28, 2016, 05:16:52 pm
So I guess the fad's over? See you all in 10-15 years then.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Cthulhu on August 28, 2016, 08:07:52 pm
I think the games on offer weren't good enough for the cost of entry.  There were a couple standouts, like whatever that Matrix one with body-awareness was (Some obvious computer pun like all cyberpunk games, hard reset etc.) but overall it turned out pretty similar to the Wii.  A few interesting uses of the new peripheral, lots of gimmicky bullshit.

I still might get one, I want to play Il-2 in VR and coat the inside of my bedroom with vomit.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Ibid Straydrink on August 28, 2016, 09:03:03 pm
Just you wait until the third generation consoles roll out with crotch adapters.
The future is now. (http://www.otakutale.com/2014/electric-onahole-now-compatible-with-hentai-games/)

(https://m.popkey.co/7fa054/kdjO8.gif)
Title: Re: Virtual Reality Thread: Day n+1
Post by: Cruxador on August 29, 2016, 12:21:17 am
So I guess the fad's over? See you all in 10-15 years then.
What were you expecting that we didn't get? I'm seeing a pretty solid showing here, and I expect the market will continue to have its niche, with a new round of offerings growing iteratively more mainstream over the course of the next ~5 years.

I think the games on offer weren't good enough for the cost of entry.  There were a couple standouts, like whatever that Matrix one with body-awareness was (Some obvious computer pun like all cyberpunk games, hard reset etc.) but overall it turned out pretty similar to the Wii.  A few interesting uses of the new peripheral, lots of gimmicky bullshit.
Some of the best games for it are mostly the ones that are also playable without VR. Subnautica (http://store.steampowered.com/app/264710/), for example. But I agree with your assessment. Remember that the Wii was quite successful, despite launch woes.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Cruxador on August 29, 2016, 12:49:54 am
Yes, but the Wii was successful because of its gimmick and its low cost-of-entry that let it advertise to people who didn't normally play video games. VR is the opposite: the only people interested are dedicated and with deep pockets.
That's really only true of the high end VR, the Rift and Vive. Lots of people are strapping smartphones to their faces. Hell, the President of the USA just showcased exactly that technology, he made a VR thingy of Yosemite for the National Park Service for their 100th birthday.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Retropunch on August 29, 2016, 04:20:44 am
Yeah it looks to be doing well by any standard. The rift is constantly sold out/has a big backlog of orders to fulfill and phone VR is everywhere. It works as well as was promised, and pretty much every new first person game has VR support.

The only issue is the price point and the hardware required. In a year or two that'll drop enough that most people with an interest in gaming will be able to afford it, especially as more and more titles come out that utilise the tech.

However, I feel we've still not quite got the 'killer app' for VR. To truly get mass buy in, they'll need to launch a really, really good game - or possibly software - on it exclusively. Sort of Half-Life 3 calibre. That'll cause a massive migration over, but it's probably 3-5 years away.


Title: Re: Virtual Reality Thread: Day n+1
Post by: Scripten on August 29, 2016, 08:49:56 am
I bought a Vive last week. While it definitely still has an "early adopter" feel to the software, the hardware is pretty damned solid. I find the tracking works perfectly about 85-95% of the time, and when it doesn't, it's pretty easy to troubleshoot. I imagine that, as the software matures, it'll become its own niche of gaming. Additionally, as devs start moving away from either gimmicky (but still very fun) minigames and attempts to translate 2d experiences to 3d, I'm sure we'll start seeing entirely new genres pop up.

Also, pretty much any "sim" game benefits greatly from HMDs. Elite Dangerous becomes something entirely different with a headset. Once their code stabilizes, I'll likely never play the game outside VR again.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Retropunch on August 29, 2016, 12:16:36 pm
I bought a Vive last week. While it definitely still has an "early adopter" feel to the software, the hardware is pretty damned solid. I find the tracking works perfectly about 85-95% of the time, and when it doesn't, it's pretty easy to troubleshoot. I imagine that, as the software matures, it'll become its own niche of gaming. Additionally, as devs start moving away from either gimmicky (but still very fun) minigames and attempts to translate 2d experiences to 3d, I'm sure we'll start seeing entirely new genres pop up.

Also, pretty much any "sim" game benefits greatly from HMDs. Elite Dangerous becomes something entirely different with a headset. Once their code stabilizes, I'll likely never play the game outside VR again.

I've heard pretty much exactly the same from everyone I know who has one, and they've all said that sim games with VR are just on a completely different level. One of my friends plays flight sims just constantly now, and never really had much interest before.

I'm very glad devs are moving to more sophisticated attempts too - I was also talking to a game dev for a big company who said that a lot of work is going in to improving the dev kit and third party game engines ability to use VR directly and with less hassle in the hopes that they'll be able to bolt on or create VR versions of old/previous games much more easily. Whilst I hate the incessant money grabbing of game companies these days, I can honestly say that I wouldn't mind paying again for a game with full VR support. Alien Isolation would be absolutely incredible with it.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Scripten on August 29, 2016, 12:36:50 pm
I've heard pretty much exactly the same from everyone I know who has one, and they've all said that sim games with VR are just on a completely different level. One of my friends plays flight sims just constantly now, and never really had much interest before.

About the only problem is that you can get a decent amount of desync stuttering, which can make you nauseous quickly, while playing games with tacked-on VR. But the immersion is incredible. I can't say I much enjoy third person games, but anything with a first person camera would benefit from true VR support. I bought VorpX to try and get that experience in more games, but it hasn't quite gotten to the point of prolonged play yet. I expect it won't take long, and in the meantime, there's so much to do.

I'm very glad devs are moving to more sophisticated attempts too - I was also talking to a game dev for a big company who said that a lot of work is going in to improving the dev kit and third party game engines ability to use VR directly and with less hassle in the hopes that they'll be able to bolt on or create VR versions of old/previous games much more easily. Whilst I hate the incessant money grabbing of game companies these days, I can honestly say that I wouldn't mind paying again for a game with full VR support. Alien Isolation would be absolutely incredible with it.

It shows. VR support, in principle, isn't super hard to implement. There are some very nicely made APIs (one of the benefits of having nVidia, Valve, and other experienced teams providing tools) that even indie game devs can manage. Once the bigger studios start seeing the cash cow that is VR DLC or whatnot, I'm sure we'll see more support in general. I spent most of last night playing SOMA, wishing for real VR, even if I had to fork over a couple more dollars.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Retropunch on August 29, 2016, 12:39:59 pm
I've always thought VorpX was really weird - paying for a driver just seems wrong somehow. I know work has gone into it and it should be recompensed, but it still just feels odd.

Have you tried any of the cinema/theater things with it yet? I've heard mixed things.

Title: Re: Virtual Reality Thread: Day n+1
Post by: Scripten on August 29, 2016, 12:42:31 pm
I find that the cinema mode works pretty well, but I've only used it in Fallout 4. (Which SHOULD work well in VR, but I'm finding it too fiddly atm. Needs some work before it'll feel right.) I also don't like the idea of paying for the driver, but they're not a hardware company and they're providing something unique. I don't think the company would be able to survive if they didn't charge for their product, honestly. They don't get profit from selling video cards or HMDs.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Retropunch on August 29, 2016, 02:07:13 pm
I find that the cinema mode works pretty well, but I've only used it in Fallout 4. (Which SHOULD work well in VR, but I'm finding it too fiddly atm. Needs some work before it'll feel right.) I also don't like the idea of paying for the driver, but they're not a hardware company and they're providing something unique. I don't think the company would be able to survive if they didn't charge for their product, honestly. They don't get profit from selling video cards or HMDs.

Ah sorry, I meant cinema things for movies or tv shows. Have you tried any of those? One person I know said it was amazing, but others said it was pretty rubbish, although could potentially improve with time.

Completely agree with your thoughts on the driver. My worry really is that they corner the market on the driver and it becomes a cost that everyone ends up having to pay.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Scripten on August 29, 2016, 04:54:08 pm
Ah sorry, I meant cinema things for movies or tv shows. Have you tried any of those? One person I know said it was amazing, but others said it was pretty rubbish, although could potentially improve with time.

Completely agree with your thoughts on the driver. My worry really is that they corner the market on the driver and it becomes a cost that everyone ends up having to pay.

Oh, gotcha. Yeah, in that case, I haven't yet tried a movie, mostly due to the necessity of watching it alone. (I usually don't watch media I can't participate in unless there's a group.)

As for VorpX, I imagine that they won't be able to corner the market. Worst comes to worst, they'll likely be absorbed by the bigger fish and their work integrated into video card drivers. I would imagine AMD would end up doing that, since nVidia is doing a lot of their own work.
Title: Re: Virtual Reality Thread: Day n+1
Post by: BurnedToast on August 30, 2016, 09:43:51 pm
Edit: nevermind
Title: Re: Virtual Reality Thread: Day n+1
Post by: askovdk on October 17, 2016, 06:34:30 am
Bump because the Playstation VR is out, so let’s share impressions and recommendations. :)
I bought the set, spent the weekend playing around with it, and I am happy.

The illusion works! I haven’t tried competing systems, so I can’t say if it’s much better or worse, but the reaction to head movements is so good, that I always felt being in the scene. The motion controllers seems highly sensitive, - shooting a gun allowed me to both hit and miss a little, so I don’t think it’s cheating with auto-aim. I need to wear my real world glasses, but as promised, then there is room inside the visor for them, so no problem there.

There is no must have game yet. I can recommend the Batman VR game. The story is short (2 hours), but it is a breathtaking experience and a great piece to show off the technology to friends. I.e. as it has been said a lot, then most of the games are just (good) proofs of concept, so please share if you actually find a good game. :)

I only experienced motion sickness in one game. Most of the games handles the motion either by fixing the location of the player’s body in the scene (i.e. you can move your head around to look behind and into objects, but your center of mass is not moved).
My observation is that the nausea comes when the screen shows an acceleration and is not due to motion as such. I played a kind of hover tank game, where you are in (constant velocity) motion all the time without problem (yes, I know that a change in velocity direction requires acceleration), whereas playing another game where you jumped around was very bad due to the nicely calculated soft jumps.
I.e. my hypothesis is that as long as the eyes sees impossible momentarily velocity changes, then the brain will consider it unrealistic and not try to compensate, but if the game is so ‘good’ that it looks like realistic motions, then you get sick.

Title: Re: Virtual Reality Thread: Day n+1
Post by: PTTG?? on October 17, 2016, 01:42:57 pm
Yeah, VR hit a second wall in making large spaces comfortable to navigate.

I really want to start a VR Gallery where you just have a full-sized gym-matted area large enough for the illusion of infinite space to be preserved. Like, if you start walking twoards a wall, the VR turns you slightly (i.e., turns the world around you clockwise so you turn counterclockwise to "correct") away from the wall.

Sadly that's like a 30m diameter so it gets expensive. And you have to switch from being tied to a computer to wearing a giant gaming laptop.

Still, I think it's workable.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Retropunch on October 17, 2016, 01:47:08 pm
Yeah, VR hit a second wall in making large spaces comfortable to navigate.

I really want to start a VR Gallery where you just have a full-sized gym-matted area large enough for the illusion of infinite space to be preserved. Like, if you start walking twoards a wall, the VR turns you slightly (i.e., turns the world around you clockwise so you turn counterclockwise to "correct") away from the wall.

Sadly that's like a 30m diameter so it gets expensive. And you have to switch from being tied to a computer to wearing a giant gaming laptop.

Still, I think it's workable.

There's a few places already doing that I think (just type in VR arcade in Google and there are loads) - however I hear the main problem is that you can't really do 'running and jumping' with it, you're pretty much just walking around as otherwise it gets a bit thrown off. Still, the tech is there, it's mainly just a software problem.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Folly on October 17, 2016, 04:25:03 pm
Sadly that's like a 30m diameter so it gets expensive. And you have to switch from being tied to a computer to wearing a giant gaming laptop.

http://www.makeuseof.com/tag/virtual-reality-price-crash/ (http://www.makeuseof.com/tag/virtual-reality-price-crash/)
This article(not that I put all that much stock in it) suggests that as early as 2017 we may see more affordable VR units that do not have to be tethered to a PC.

Bump because the Playstation VR is out, so let’s share impressions and recommendations. :)
I bought the set, spent the weekend playing around with it, and I am happy.

I read a thread on GameFAQs (http://www.gamefaqs.com/boards/178200-dragon-quest-builders/74416907) about someone using PSVR on Dragon Quest Builders, a game not designed for VR, and claiming almost impossibly good results. Have you tried any games not designed for VR using the VR, and if so, what were your results?
Title: Re: Virtual Reality Thread: Day n+1
Post by: Retropunch on October 17, 2016, 04:50:57 pm
http://www.makeuseof.com/tag/virtual-reality-price-crash/ (http://www.makeuseof.com/tag/virtual-reality-price-crash/)
This article(not that I put all that much stock in it) suggests that as early as 2017 we may see more affordable VR units that do not have to be tethered to a PC.

That is very interesting, and I think it will definitely drive the price down. Part of the attraction with reference designs is that it allows small companies to have a go at implementing their ideas of how to solve some of the 'problems' from a stable, openly engineerable platform, rather than having to either engineer it from the ground up or try it out on a closed off product like the Oculus. They obviously get swallowed up or sell their ideas, but it allows for more hands on the wheel so to speak.

On top of that, having a proliferation of lower cost models will definitely drive the market for 'proper' VR games, and hopefully force down the price of Oculus/Vive to being more consumer friendly.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Cruxador on October 17, 2016, 07:40:29 pm
Sadly that's like a 30m diameter so it gets expensive. And you have to switch from being tied to a computer to wearing a giant gaming laptop.
I don't think it would necessarily be analogous to a laptop on your head. You could build it as a backpack and essentially make a typical desktop computer (ie, larger and cheaper components) on a backpacking frame, just with a Li-ion battery powering the hardware instead of a wall socket. I could do this in my living room right now for under $2000 dollars, so if a major company wanted to build a machine on the paradigm of a game console, they could definitely get a good machine with a cost under $1000. I wouldn't put it past SONY to do this, although they'd have to market it hard because most consumers would have to go out into parks to play, rather than in their own home, which won't track well with helicopter parents that use video games as a way to keep their kids isolated from the dangers of the real world without the need to parent.

Sadly that's like a 30m diameter so it gets expensive. And you have to switch from being tied to a computer to wearing a giant gaming laptop.

http://www.makeuseof.com/tag/virtual-reality-price-crash/ (http://www.makeuseof.com/tag/virtual-reality-price-crash/)
This article(not that I put all that much stock in it) suggests that as early as 2017 we may see more affordable VR units that do not have to be tethered to a PC.
If by "it" you mean Qualcomm, I don't think this is a promising enough deal that you can ignore their poor showing last year, but if this goes well their stock price is definitely headed back up. A crashing price and improved functionality is the natural antecedent of innovation. Companies that refine rather than revolutionize are going to be the ones coming to the fore now. Oculus is definitely in the "revolutionize" camp and may fall out of the picture soon. They're already not seeing much interest since the high-budget early adopters go for Vive and the common man in want of a cool but affordable toy prefers Gear or Cardboard according to the nature of his wallet. Valve has already achieved their goal of preventing Facebook from having a monopoly, so they'll likely fade from the forefront or move on to other things, and HTC is probably going to focus on refinements and price drops now but they're skilled enough in the area so are unlikely to be chased out.

http://www.makeuseof.com/tag/virtual-reality-price-crash/ (http://www.makeuseof.com/tag/virtual-reality-price-crash/)
This article(not that I put all that much stock in it) suggests that as early as 2017 we may see more affordable VR units that do not have to be tethered to a PC.

That is very interesting, and I think it will definitely drive the price down. Part of the attraction with reference designs is that it allows small companies to have a go at implementing their ideas of how to solve some of the 'problems' from a stable, openly engineerable platform, rather than having to either engineer it from the ground up or try it out on a closed off product like the Oculus. They obviously get swallowed up or sell their ideas, but it allows for more hands on the wheel so to speak.

On top of that, having a proliferation of lower cost models will definitely drive the market for 'proper' VR games, and hopefully force down the price of Oculus/Vive to being more consumer friendly.

When it comes to encouraging game development, I think this will help spur progress, but it will add an impediment perhaps larger than the benefit it provides, at least initially. Right now, when you develop for VR, you need to develop for a specific type of VR. That means you might do what (for example) SubNautica has done. You develop a game, and realize it would be great with VR. So you implement it, because you're an excitable game dev. That's a lot of work, but you do it. Then another kind of VR comes out. Is it really worth all the work implementing that?
Now suppose you're a new dev learning code. There's a dozen competing standards, so which one do you use?

We're going to see an anemic content-production market until some things start happening in software and potentially corporate diplomacy. We need major engines like Unreal and Unity to support all major VR headsets and get their stuff working such that when you dev for one, you dev for all, we need popular libraries and APIs like OpenGL and DirectX to make things easier for both the engine devs and game devs who forego an established engine. Until those things happen, no matter how big the market gets, the barrier to entry will be too high for a lot of innovation in the actual media products that consumers would be interested in.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Folly on October 17, 2016, 08:40:11 pm
My skepticism is not with Qualcomm specifically, but rather the prediction that they are going to massively affect the cost and capabilities of VR before the end of 2017. There are a lot of companies with their fingers in the VR industry, making many bold claims, and thus far 100% of them have fallen far short of their promises.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Cruxador on October 17, 2016, 09:04:29 pm
My skepticism is not with Qualcomm specifically, but rather the prediction that they are going to massively affect the cost and capabilities of VR before the end of 2017. There are a lot of companies with their fingers in the VR industry, making many bold claims, and thus far 100% of them have fallen far short of their promises.
They're implying that they'll shave a couple hundred bucks off the price of high-end VR, presumably for some undisclosed trade-offs that they're working to minimize the impact of. That is a totally reasonable claim to make in this situation. It's not like they're saying they're saying they can sell the Vive for the price of Cardboard.
Title: Re: Virtual Reality Thread: Day n+1
Post by: askovdk on October 19, 2016, 02:14:00 am
...
I read a thread on GameFAQs (http://www.gamefaqs.com/boards/178200-dragon-quest-builders/74416907) about someone using PSVR on Dragon Quest Builders, a game not designed for VR, and claiming almost impossibly good results. Have you tried any games not designed for VR using the VR, and if so, what were your results?

Hello again
Based on your question I tried some of my normal games yesterday.
* Dragon quest builder (I had actually already bought it): Good, but I wouldn't say impossibly so. I.e. there is (of cause) no real 3d, but looks good on the virtual cinema wall used in VR for normal games.
* Fallout 4 : Ok illusion, but the very quick turns with the 'direction of looking' quickly gave me head aches.
* Witcher 3: Felt surprisingly flat, - perhaps due to the amount of game information on the screen.
* Infinifactory (A highly recommended port to PS4 in general!) : Good.

Conclusion: The expectation for normal games should be that it's like playing on a wall sized TV, - no more, but also no less  8).

Title: Re: Virtual Reality Thread: Day n+1
Post by: namad on December 28, 2016, 11:19:41 pm
So, I just ordered an s7edge for xmas, on sale, about 40% off.
GearVR included free. Assuming mk2.
Eventually I'm supposed to get a free 50$ gift card to occulus store credit.



Anyone recommend anything? All the good recommendations seem to be for computer games. I am aware for the most part phone games suck, but are any gear games on the occulus store any good? and if none of the games are good which home theatre video watching app should I get? or other utility apps?
Title: Re: Virtual Reality Thread: Day n+1
Post by: Mookzen on December 29, 2016, 12:07:36 am
I almost bought a HTC Vive just the other day with this current holiday 100 EUR discount and free delivery thing, but then decided 800 EUR is still a bit much. I'm probably going to buy into second gen in a few years, by then maybe there will be proper worthwhile exclusives for it beyond the mere novelty of the whole thing. It is pretty cool though, can't deny that.
Title: Re: Virtual Reality Thread: Day n+1
Post by: askovdk on December 29, 2016, 02:35:01 am
(The demo of) the comming Resident Evil did what I can only hope will be the standard for 3D games. - switching between VR and normal screen is just an option setting.  :)
I.e. all game assets are reused in the two modes, it's just a matter of how controls and screens.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Retropunch on December 29, 2016, 05:52:44 am
I got the GearVR (in the s7 bundle deal thing) and have to say it's remarkably good. Unfortunately I've not found anything specifically worth recommending, but that's because pretty much everything I've played/done with it has been good.

However, it's just all about eye-strain for me. I tried to watch some futurama and play some random game I downloaded - looked awesome (animated apparently looks a lot better as the lower res isn't as noticeable) and I enjoyed it, but after about 20 minutes I really noticed the eyestrain kick in. Granted, I took it off for 5 minutes, wandered around and then came back and could continue, but in it's current state I couldn't do it for more than a quick 20 minute gaming/watching session

I guess my question is, how much better at dealing with this are Oculus/Vive? I couldn't justify paying the amount without being able to sit down and play a good hour or so at a time.
Title: Re: Virtual Reality Thread: Day n+1
Post by: namad on January 01, 2017, 04:29:07 am
I haven't compared them, but the vive/rift do run at a higher framerate than phones can specifically to avoid strain/illness/suffering/etc
Title: Re: Virtual Reality Thread: Day n+1
Post by: PTTG?? on March 20, 2017, 12:42:23 am
Is the fad over yet? There's supposed to be a bunch of cheaper VR rigs on the market now.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Rose on March 20, 2017, 12:52:04 am
There's the Razer HDK2, and that's about it.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Retropunch on March 20, 2017, 05:55:42 am
Is the fad over yet? There's supposed to be a bunch of cheaper VR rigs on the market now.

They've dropped in price a bit, but unfortunately we're still waiting for the hardware to catch up.

Whilst they're primarily GPU driven, things like Ryzen will probably allow for more affordable rigs which will in turn open the market up. The main barrier for people doesn't seem to be the cost of the unit, but the cost of upgrading your rig + the unit. It's also one of those things that everyone knows they don't want to just meet the minimum specs for.

All that being said, I don't think it's really going the way of a fad - there's good content with them, and proper non-gimmick games are starting to come out. It'll probably stay niche for a bit longer, but with both facebook and steam heavily invested in it, I think it'll get a huge, huge push when it starts to be more available to a wider market.

Title: Re: Virtual Reality Thread: Day n+1
Post by: Cruxador on May 05, 2017, 01:37:14 am
Oculus Studio has shut down. Not a big deal by itself, but could be a sign of the beginning of the end for the Oculus or even for the current round of VR tech in general. After all, the novelty has worn off and there hasn't been a big blockbuster success story yet.
Title: Re: Virtual Reality Thread: Day n+1
Post by: PTTG?? on May 05, 2017, 02:28:56 am
We'll see if this is the end, but if it is, then it'll be because they were still too damn expensive.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Chiefwaffles on May 05, 2017, 02:51:07 am
There's still the whole VR thing Microsoft's doing - both with Scorpio and windows.
I'm also holding out for Fallout 4 VR now.

I mean, VR definitely isn't doing well but I don't necessarily Oculus studios shutting down is a sign of the beginning of the end. Oculus, maybe. If VR's a fad and is in fact ending soon, then the beginning of the end has already happened a while ago.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Folly on May 05, 2017, 03:19:34 am
To clarify, Oculus Story Studio, a division of Facebook, is what shut down. Facebook has since stated that they intend to continue investing in VR technology on other fronts.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Retropunch on May 05, 2017, 05:29:47 am
I don't think this is a sign of much really, the story studio seemed to be set up to sort of take the helm in directing the course of VR story telling (I remember reading articles on it when it launched which all were writing stuff like that) when they thought Oculus would be the main player in VR by a long margin.

It's now probably just an expensive film making studio which hasn't made anything particularly note worth (in a wider sense) and they're just trying to cut back on excess stuff.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Folly on May 05, 2017, 08:39:46 am
It's now probably just an expensive film making studio which hasn't made anything particularly note worth (in a wider sense) and they're just trying to cut back on excess stuff.

I'm not sure what 'wider sense' you are referring to, but the studio's productions gained considerable critical acclaim and won numerous awards.
Title: Re: Virtual Reality Thread: Day n+1
Post by: Retropunch on May 05, 2017, 11:06:14 am
It's now probably just an expensive film making studio which hasn't made anything particularly note worth (in a wider sense) and they're just trying to cut back on excess stuff.

I'm not sure what 'wider sense' you are referring to, but the studio's productions gained considerable critical acclaim and won numerous awards.

In terms of, they didn't break into the mainstream in the way they probably hoped for.

Not to say they weren't great films and widely acclaimed, just that I imagine Oculus had an idea that they'd be breaking into the mainstream in a Pixar style way, but that hasn't really happened. More than that, I think Oculus thought they'd be the only big player in the garden when they launched and could use this as a way to get a foothold in the whole 'VR movie business' which hasn't quite materialised.

That's not to say that this is a sign of anything - a lot of companies establish these sorts of ventures in their early days when cash is readily available and no one is paying too close attention to ROI, but as soon as it starts getting to 'corporate time' they have to cut back on these things.

Title: Re: Virtual Reality Thread: Day n+1
Post by: Folly on July 12, 2017, 06:26:59 pm
Rift is on sale for a few weeks, $400 for the visor and controllers.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: PTTG?? on July 23, 2017, 12:57:26 am
Yeah, apparently they're on sale now.

It's in the mail as we speak.

This is going to be either fun or a gradual disappointment. Can't wait!
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: SalmonGod on July 23, 2017, 04:30:56 pm
How have I missed this thread for so long?  I've been thinking of making my own VR thread for a while, because I never noticed this one.

I've had a Vive for a few months now.  Bought it when it was on sale for the 1 year anniversary.

VR will definitely benefit in the future from higher resolution, and I don't like the lenses in the Vive HMD.  Even now, the content on the market is severely lacking.  I haven't been able to afford to pick up any of the biggest titles like Arizona Sunshine, but there aren't many of those and most everything else is pretty bad or very short.  Only titles over $10 I've picked up were Audioshield and Space Pirate Trainer.

But overall, I'm still happy.  I've had some great experiences.  The motion tracking is incredible.  Walking freely around inside a virtual space and manipulating objects with seamless motion, even when you try to break it by flailing your wrists around as fast as you can, is a level of exhilaration I haven't found in a gaming experience since 2004 (when physics and dynamic lighting took off).  I cannot exaggerate how major it is to experience the sense of scale of the space you're in.  When you're looking at stuff on a screen, you only have an abstract understanding of, for example, how large the character in front of you is in relation to you.  In VR, that level of abstraction in interpreting your surroundings is gone.  That NPC is standing right in front of you. 

I still shine with wonder at what will be possible in VR in just a couple years.  I guess it probably helps that I don't really get motion sickness.  I have such a stable sense of balance, that I can literally spin in place as fast as I can forever and never fall down.  I can see how people who aren't like that would be more skeptical.

Also, the hardware requirements to run VR are vastly overstated.  I have an above average gaming rig, but nothing crazy.  My computer parts are all anywhere from 2 to 10 years old.  I think my CPU, RAM, and motherboard are all about 4 years old, and my GPU 2 years.  If you already have a desktop PC, it doesn't cost that much to get new core components in the sweet spot price-to-performance range.  Certainly not $1000 or $1500 like so many people say.  I've encountered a couple VR games that weren't playable, out of dozens, and they were very clearly just badly optimized. 

Spoiler: My Rig (click to show/hide)

My content recommendations for anyone else who gets into VR:
--Audioshield is my favorite VR anything.  It feels so goddamn good with some wrist weights.
--Space Pirate Trainer is my #2.  I've tried a few other wave shooters, and this one is still by far the best.
--The Lab is of course great.
--Vive Video is the best free video player I've found so far.  I watched a 3d copy of Gravity on it, and it was pretty good.  Suffers under the resolution a little bit, but not horrible.  It otherwise felt like a great way to watch a 3d movie.  I've always hated watching 3d films otherwise in the theater with those glasses.  But this was great.
--Keep Talking and Nobody Explodes!
--Accounting is a pretty fun 1-time thing.  Free.
--Portal Stories VR is a decent 1-time thing.  Also free.
--Acan's Call was an alright attempt at a proof of concept for a hack n' slash
--Compound looks promising.  Really enjoyed the demo.  But there's not a lot to it right now.
--Pavlov is a lot of fun, and frankly hilarious.  There's nothing like someone standing over you and laughing before shooting you, as you're knelt on the ground frantically trying to figure out how to reload your shotgun (you have to go through the same motions you would with a real gun).  Or following behind your teammate and dying suddenly when they turn around... because they had their knife in their hand and accidentally stabbed you.  The gameplay elements function very well individually, but the overall formula is pretty broken.  But damn it's fun anyway, and the brokenness is half of it.
--theBlu is another 1-time thing, but a fantastic example of an immersive film experience.  Fucking gorgeous.
--Trials on Tatooine is another example of a decent nugget of immersive storytelling.  It's a little immersive film clip similar to theBlu, but it offers far more interactivity.  You don't have the ability to effect anything in the very short story, but I could see this being a really interesting approach to take further.
--There's lots of little artsy projects out there you can watch for free.  Most are forgettable.  The one I've encountered so far that I really liked was Firebird - La Peri.

One that gets hyped up a bit and has some AAA polish on the surface is Raw Data.  I actually wasn't impressed.  Tried it on a free weekend, and didn't like it.  The player has a decent amount of freedom of action, but it was difficult to execute them smoothly and the enemies are ridiculously boring to fight.

I really want Gorn!  From the trailer and the reviews, it looks like it might be the first to do something really good with VR melee combat.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: PTTG?? on July 23, 2017, 04:50:17 pm
Gorn looks like the perfect game to strap some weights on for.

By the time you're tired of the game, you're as buff as the characters in it.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: PTTG?? on July 28, 2017, 03:02:08 pm
SO someone took my rift headset from the UPS facility and left the empty box. Props to Best Buy, they shipped me a new headset free from Oculus.... admitedly, they shipped it much slower than my original order.

Anyone know what I can do with the touch controllers in the meantime?
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Cruxador on July 29, 2017, 12:11:47 am
Anyone know what I can do with the touch controllers in the meantime?
Touch them?
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: PTTG?? on July 29, 2017, 12:49:24 am
Anyone know what I can do with the touch controllers in the meantime?
Touch them?

I can touch them....
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: PTTG?? on August 09, 2017, 01:22:31 pm
Well, it's awesome.

I've basically been either playing in VR or thinking about VR since I got it, but curiously enough the most fun I've had is watching my friends use it. Superhot is superb but physically demanding, and I highly recommend it for borderline systems such as the one I have. Robo Recall is not your ordinary shovelware; it's actually a very fair demo of what VR can do, and a fun game in its own right. Tilt brush seems really overpriced for what it is.

Steam support is spotty right now, but when the next update comes around I hope that native support works.

One thing that Steam has which Oculus does not is workshop support. There are two nice, detailed home settings for rift, but it's nothing compared to the infinite number of user-made settings.

I want to start and end each game session on a TNG-era holodeck. Is that too much to ask?
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Folly on August 09, 2017, 01:43:17 pm
I'm still waiting for 3 things to show up on VR

1: A proper MMORPG, designed specifically for VR.
2: A Competitive team-based PvP, something in the FPS/RTS/MOBA vein, with a highly active user base
3: An adventure game, with 50+ hours of exploration and collecting.

No matter how impressive the tech-demos, they're never going to sell me on a VR system.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Scripten on August 10, 2017, 11:31:42 am
2: A Competitive team-based PvP, something in the FPS/RTS/MOBA vein, with a highly active user base

Onward is an FPS and seems to be fairly active. There's also the (free!) Rec Room, which has a bunch of multiplayer games.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: PTTG?? on August 10, 2017, 02:07:29 pm
I don't know if I want to play a competitive multiplayer FPS. I get stressed out when it's on a screen.

I'd like a nice Co-op PvE shooter, though.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Cyroth on August 11, 2017, 01:48:09 am
I'd like a nice Co-op PvE shooter, though.

Have you tried Raw Data?
It is a wave defense shooter with 4 classes (pistols, shotgun, sword, bow), tower defense style turret placement and 2 player co-op.
 
You have to protect a cyber-cube-thingy from various robots and drones, while dodging shots from their laser rifles (or blocking them Jedi style if you're playing the ninja girl), surviving the environment and sometimes the other players shenanigans.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: PTTG?? on August 12, 2017, 04:23:54 pm
The perfect VR Games doesn't exis- (https://steamcommunity.com/sharedfiles/filedetails/?id=670605785)
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: SalmonGod on August 12, 2017, 04:33:22 pm
Hmm... This game would allow me to climb across very buildings.  Sounds promising.  I have always wanted to much more across the buildings like, and now I can such experience.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Cruxador on August 13, 2017, 12:34:23 am
Honestly, the featured list sounds great even if you don't want to strip and kiss girls. But then, the only dev update is "we decided to throw out what we had and start fresh" so is day that it really doesn't exist.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Chiefwaffles on August 21, 2017, 03:31:50 am
The HTC Vive just got a $200 price cut. (https://www.polygon.com/2017/8/21/16177270/htc-vive-price-cut-599)

It's now $600, down from $800.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Cruxador on August 21, 2017, 07:57:14 am
The HTC Vive just got a $200 price cut. (https://www.polygon.com/2017/8/21/16177270/htc-vive-price-cut-599)

It's now $600, down from $800.
Ironically, the free viveport trial, despite essentially meaning "you get any five games or programs you like, free" is probably going to show as a weaker selling point than the Rift's free bundle, simply because it's less straightforward.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: SalmonGod on August 21, 2017, 08:47:37 am
The HTC Vive just got a $200 price cut. (https://www.polygon.com/2017/8/21/16177270/htc-vive-price-cut-599)

It's now $600, down from $800.
Ironically, the free viveport trial, despite essentially meaning "you get any five games or programs you like, free" is probably going to show as a weaker selling point than the Rift's free bundle, simply because it's less straightforward.

It is difficult to use.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: PTTG?? on August 21, 2017, 11:49:33 am
"Hey, so our main competitor just cut their price down to half of ours."

"Excellent. Wait for everyone who was considering VR to buy one of our competitor's products, then sell our product for 50% more than their sale price."
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: SalmonGod on August 21, 2017, 12:55:30 pm
Yet what I hear is that most people who have tried both still recommend the Vive.  *shrug*
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Retropunch on August 21, 2017, 02:12:16 pm
"Hey, so our main competitor just cut their price down to half of ours."

"Excellent. Wait for everyone who was considering VR to buy one of our competitor's products, then sell our product for 50% more than their sale price."

I think they're not really straight competitors. Oculus and PSVR are both seated experiences, whereas Vive is room scale. I can't currently use room scale VR - so I'd have to get Oculus or PSVR if I wanted to buy VR now.

Having tried both I think Vive is better, but many people just aren't going to have room. If you're a 18 year old living with your parents, room-scale VR probably isn't going to work - if you're a 30 year old mum with two kids having run of the house, it's probably not going to work out either. It's way easier to just find somewhere to sit and put on the VR.

 

Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Folly on August 21, 2017, 03:01:19 pm
I wonder if we will see a PSVR price drop next? Having lower resolution and fps and a much more limited library, price was really the only thing PSVR had going for it.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Cruxador on August 21, 2017, 05:42:57 pm
"Hey, so our main competitor just cut their price down to half of ours."

"Excellent. Wait for everyone who was considering VR to buy one of our competitor's products, then sell our product for 50% more than their sale price."

I think they're not really straight competitors. Oculus and PSVR are both seated experiences, whereas Vive is room scale. I can't currently use room scale VR - so I'd have to get Oculus or PSVR if I wanted to buy VR now.

Having tried both I think Vive is better, but many people just aren't going to have room. If you're a 18 year old living with your parents, room-scale VR probably isn't going to work - if you're a 30 year old mum with two kids having run of the house, it's probably not going to work out either. It's way easier to just find somewhere to sit and put on the VR.
Can't the Vive also do seated? I had the opportunity to use it in a demo, and although I was standing, it would have worked the same if I sat.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Scripten on August 21, 2017, 08:24:22 pm
Yeah, the Vive does seated just fine. Although I wouldn't get one if I couldn't do room-scale, honestly.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: GentlemanRaptor on August 22, 2017, 01:07:27 am
In my experience, Oculus room scale works just fine - you need to purchase an extra sensor, however. Three will cover a sizable play space.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Folly on August 28, 2017, 01:55:17 pm
I wonder if we will see a PSVR price drop next? Having lower resolution and fps and a much more limited library, price was really the only thing PSVR had going for it.

PSVR Price Drop (https://www.polygon.com/2017/8/28/16214678/playstation-vr-price-drop-camera-bundle)

$400 for headset+camera, $450 for headset+camera+controllers.
Still feels like the worst VR product for it's cost.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Cruxador on August 28, 2017, 07:14:30 pm
These price cuts are nice and all, but they're kind of meaningless without some big system-seller software. Well, maybe falling prices will increase the install-base this Christmas and that will lead to something bigger, but it's looking more and more like the ship has sailed for now.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Retropunch on August 29, 2017, 03:10:53 am
These price cuts are nice and all, but they're kind of meaningless without some big system-seller software. Well, maybe falling prices will increase the install-base this Christmas and that will lead to something bigger, but it's looking more and more like the ship has sailed for now.

There are already quite a few fun games out now - a lot more than just gimmicks and demos. I think you're right about a bigger install base, I just wish that one of the big companies would really give it a good shot at making a serious AAA VR game and doing all the marketing and stuff for it needed - I think that'll be the turn around point.
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Rose on August 29, 2017, 03:47:27 am
MS seems to have teamed up with HP and Acer to make two 'mixed reality' headsets that are both sub-$400, and both have stereo cameras on them. (controller sold separately)

https://www.microsoft.com/en-us/store/collections/vrandmixedrealityheadsets
Title: Re: Virtual Reality Thread: Day 514: PTTG Buys One
Post by: Cruxador on August 29, 2017, 09:31:00 am
These price cuts are nice and all, but they're kind of meaningless without some big system-seller software. Well, maybe falling prices will increase the install-base this Christmas and that will lead to something bigger, but it's looking more and more like the ship has sailed for now.

There are already quite a few fun games out now - a lot more than just gimmicks and demos. I think you're right about a bigger install base, I just wish that one of the big companies would really give it a good shot at making a serious AAA VR game and doing all the marketing and stuff for it needed - I think that'll be the turn around point.
The difference between a fun game and a system seller is the difference between Paris and Helsinki. In order to break into the mainstream, VR needs a Paris. At one point I had a suspicion that Valve would bundle Half-Life 3 with the second version of the Vive, but rumors are now that their 2013 layoffs killed all internal game development, so something like this may be impossible.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: PTTG?? on August 29, 2017, 10:27:03 am
Let us not speak of The Betrayal in this thread.

But yeah, a system seller really is needed. I have a couple ideas, actually....

1: Mech Mechanic. You build, operate, and repair a combat mech. Projectiles damage components realistically, and you can pop suit mid-combat to replace damaged parts or even to scavange weapons from defeated enemies. If you're truly courageous and stupid, you could even try to cut your way into an active enemy mech....

2: A Good Story-Based VR Shooter. All the big names in VR combat are arena games. I want something like half-- no, like left 4-- no, not that either. Um, Red Faction? Something where there's progression from scene to scene with somewhat consistent resources and a highly interactive world.

3: An open-world RPG. Maybe synch it up to real-world props like chairs and such so that you can interact tangibly with them. But it has to be an RPG, in the sense of a role-playing game. More like Morrowind than Skyrim, for example.

4: Any city builder. I mean come on, this is perfect for city building. There's like three ways to display the city, and they're all awesome: The Model-City mode, where the interocular distance makes the city look a few meters wide; The Helicopter mode, where it's full size but seen from a distant hovering perspective; and Pedestrian mode, where you actually stand on the ground and the buildings actually feel like buildings. I personally would make it a themed city builder (industrial era, for instance, or a space colony builder), so that game abstractions can be more easily hidden and so that the resultant city is more fantastic to observe. But a modern city has its own charms.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Cruxador on August 29, 2017, 09:07:32 pm
4: Any city builder. I mean come on, this is perfect for city building. There's like three ways to display the city, and they're all awesome: The Model-City mode, where the interocular distance makes the city look a few meters wide; The Helicopter mode, where it's full size but seen from a distant hovering perspective; and Pedestrian mode, where you actually stand on the ground and the buildings actually feel like buildings. I personally would make it a themed city builder (industrial era, for instance, or a space colony builder), so that game abstractions can be more easily hidden and so that the resultant city is more fantastic to observe. But a modern city has its own charms.
Similarly, VR would be great with something that could be called a successor to Black and White, but with the voxel sculpting of From Dust and maybe some of the town and building mechanics of the wave of imitators that followed Minecraft.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: nenjin on August 30, 2017, 12:52:52 am
I just haven't seen any VR games (and I admit I don't watch a ton of video on them) that actually look...fun to play for an extended period of time. Part of that is the controllers, they still look unwieldy and terrible to me. I couldn't picture myself holding them for more than 40 minutes before going eh.

Still, an actual game with meat on its bones is what VR needs, a full game. I have seen every variety of object fumbling, brawling, shooting, swinging and teleporting in the last year or so keeping up with VR and in the end they all feel like gimmicks. Even the deeper mind fuck-y adventure ones. They've figured out how to make them interesting and visually appealing (some anyways.) They just haven't figured out how to make them genuinely fun.

VR needs two things in my mind:

A breakout title that really demonstrates the power of the VR experience. A Mirror's Edge in high fidelity VR (although with some actual game attached.) Something that makes people go "Yeah, I have to experience that." When systems were not a every three year kind of thing, it took a game and something you had to get in to that motivated you to buy it. Once you've bought it.....you've taken the most expensive step and are in.

Secondly, it needs multiplayer that isn't derpy. I've seen a couple MP games that were downright primitive, like bad physics jokes rather than actual competitive MP. Right now MP games feel too crude to be more than a novelty, there's no real space for the average person (i.e someone that isn't going "I wanna get really good at a VR game") to feel good and skillful and have an extensible good time.

Until VR is like a single laser and a pair of sunglasses, games people have to play is what brings people into an entirely new entertainment system. It's just too janky right now to be otherwise, it's enthusiast hardware. Parents probably aren't buying their kids Vives for Xmas, they're probably buying them Xbone 3 or whatever it's called. And as far as the games go....everything I've seen is that game makers are starting very small and humbly, trying to figure the space out, and no one has the funding to, you know, create a standard RPG that is actually playable in VR. So they make cute one off mini-games, or mind fucks, for $15 to $30.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Folly on August 30, 2017, 10:46:38 am
I have a couple ideas, actually....

1: Mech Mechanic.
2: A Good Story-Based VR Shooter.
Historically, these fall into the niche catergory; surely enjoyed by a few, but not creating statistically significant sales numbers.

3: An open-world RPG. Maybe synch it up to real-world props like chairs and such so that you can interact tangibly with them. But it has to be an RPG, in the sense of a role-playing game. More like Morrowind than Skyrim, for example.
4: Any city builder.
A new Skyrim would likely attract more customers than a new Morrowind. I'm not judging your preference, just saying that a slow talkative experience isn't going to sell as well as a fast-paced action adventure.
For a city builder, we've got Minecraft. Though Minecraft is an ancient game they are trying to revive with VR, and I would agree that it needs something new to really sell systems.

VR needs two things in my mind:

A breakout title that really demonstrates the power of the VR experience. A Mirror's Edge in high fidelity VR (although with some actual game attached.) Something that makes people go "Yeah, I have to experience that." When systems were not a every three year kind of thing, it took a game and something you had to get in to that motivated you to buy it. Once you've bought it.....you've taken the most expensive step and are in.
You're describing pretty much every single gimmicky tech demo that already exists for VR.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: PTTG?? on August 30, 2017, 11:32:39 am
I'd say that the story-based shooter genre has had some pretty decent success. Half-Life is one, as is Bioshock (the series) and Borderlands (to an extent). I think I've heard of this series called salmon or tuna or some other kind of large fish? Gadidae Gadus? Then you've got Deus Ex, Metro 2033, Red Faction, and arguably Serious Sam. Also the Dark Forces/Jedi Knight series.

I figure a story told through the medium of shooting people in a linear gallery still has some life left in it.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: nenjin on August 30, 2017, 12:30:35 pm
Quote
You're describing pretty much every single gimmicky tech demo that already exists for VR.

Yeah but:

1. These tech demos look like shit.
2. They don't have actual gameplay.
3. People know going in it's a short ride and so are dismissive of it.

Like, Superhot VR is a good start toward moving beyond the gimmick and actually expanding on the basic premise. Superhot VR isn't amazing and it's just adapted from regular ol Super Hot, but at least it's the kind of thing that's compelling enough to spend more than 30 minutes with it and never look back.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: PTTG?? on August 30, 2017, 12:34:44 pm
The key is, it does need to make use of VR in a way that makes VR an essential part of it. So the story-based shooter, for instance, needs to involve kinetic motion and intensive immersion. A puzzle game needs to rely on tactile manipulation of objects (maybe a myst-like puzzle involving assembling a puzzle cube?). An strategy probably needs to play with perspective and the quality of units.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Scripten on August 30, 2017, 11:13:35 pm
Hotdogs, Horseshoes, and Hand Grenades is doing a lot in VR right now. The dev is very very active and the game keeps getting bigger. There's already a (admittedly fiddly) procedural roguelike mode, several shooting ranges/games, and a more non-linear wild west style adventure mode. It's well worth keeping an eye on.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: SalmonGod on August 30, 2017, 11:28:18 pm
Hotdogs, Horseshoes, and Hand Grenades is doing a lot in VR right now. The dev is very very active and the game keeps getting bigger. There's already a (admittedly fiddly) procedural roguelike mode, several shooting ranges/games, and a more non-linear wild west style adventure mode. It's well worth keeping an eye on.

I remember watching that guy's early dev videos.  I think it was before the consumer releases of the Rift & Vive.  Wanted to cry, because his exploration of unique game mechanics was so amazing and I knew I would be missing out for a long time.

Will probably be the next VR game I buy, as soon as I'm able.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: PTTG?? on September 25, 2017, 05:25:06 pm
VR ruined games for me. Now it's the only way I can aim comfortably and accurately, and most old style games make you stand in a hall of bullets if you want a clear shot at the enemy.

Now I just want an open world VR game that solves long distance travel.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Folly on October 03, 2017, 06:30:17 pm
Microsoft's Windows 10 'Fall Creators' update is scheduled for October 17th. (https://blogs.windows.com/windowsexperience/2017/10/03/the-era-of-windows-mixed-reality-begins-october-17/#kEu3uffSlUJ8evFy.97) First of all, terrible name for an OS update. Please take a hint from Android and start naming your updates after types of candy.

Anyway, Microsoft is pushing the VR thing with this update. They seem to have put aside their transparent VR visor in favor of the more commonly accepted full-immersion setup, and they've convinced Acer, Dell, HP, and Lenovo to each make their own clones of the Oculus and Vive, with absolutely no iteration of technology or difference in price. They're also promoting all of the exact same VR games currently available from the Steam library, advertising that they will now be available through Windows 10...by using Steam...so...yeah.

In other news, Playstation VR is getting a hardware update. (https://kotaku.com/sony-announces-an-updated-playstation-vr-headset-1819048440) It's only small changes, including the headphones becoming integrated with the headset rather than the old system of separate earbuds, and something about HDR passthrough that sounds like it might be slightly more convenient for whoever uses that type of thing. Price point for the newer hardware will remain the same.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Folly on October 11, 2017, 05:07:38 pm
Oculus announces new all-in-one VR device, Oculus Go (https://www.oculus.com/blog/pioneering-the-frontier-of-vr-introducing-oculus-go-plus-santa-cruz-updates/)

Coming early next year, starting at $200. No wires, no phones, 'dramatically improved' LCD screen and 'next generation' lenses, integrated speakers, software is binary-compatible with Gear VR. I was quite interested up until that last part. It's a new platform for phone-quality games and apps...meh.

Also, they're making a new controller I guess.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: SalmonGod on October 11, 2017, 05:26:18 pm
Without following the link, that really sounds like Facebook's ownership influence in action.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Retropunch on October 12, 2017, 10:26:32 am
It seems almost 100% destined to fail - I really can't see the market for it at all and I'm amazed they think there is. If you can put down that much on a stand alone device, why not just buy a phone that can run gear vr and have more functionality? You're not talking about much more really.

Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: motorbitch on October 12, 2017, 12:59:33 pm
not realy payed attention to this thread as im not to exited about this whole vr thing.

but in case you have not mentioned this yet, space pirates and zombies 2 (http://store.steampowered.com/app/252470/Space_Pirates_And_Zombies_2/) apparently is one of the few realy good vr games right now.
tho it was not designed for vr in the first place, it does have a vr mode and what dudes say on the forums its funs. so you might want to check it out.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Folly on October 12, 2017, 01:28:27 pm
It seems almost 100% destined to fail - I really can't see the market for it at all and I'm amazed they think there is. If you can put down that much on a stand alone device, why not just buy a phone that can run gear vr and have more functionality? You're not talking about much more really.

Most of the Samsung phone's I've looked at cost 3-4x more than the proposed price for this device...though I probably have not seen them all.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: SalmonGod on October 13, 2017, 01:25:35 am
Space Pirate Trainer came out with its 1.0 release today.  It's a big one.  There's a lot more variety to the game now.  It has a mothership boss battle that is ridiculous.  Plays out in several stages.  Played an hour tonight, and haven't beat it yet.  They also wiped the scoreboard.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Retropunch on October 13, 2017, 02:24:05 am
It seems almost 100% destined to fail - I really can't see the market for it at all and I'm amazed they think there is. If you can put down that much on a stand alone device, why not just buy a phone that can run gear vr and have more functionality? You're not talking about much more really.

Most of the Samsung phone's I've looked at cost 3-4x more than the proposed price for this device...though I probably have not seen them all.

You can buy a Samsung s6 for about £150-£200; it's still a jump in price, but not by much (especially considering you get a fully functional (good) phone with that).

I guess my point is,  If you've got enough to splash on a standalone VR device, I imagine you have enough to have a good phone that can do it built in
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Rose on October 13, 2017, 04:03:20 am
Oculus Go To The Polls
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: SalmonGod on November 16, 2017, 09:21:15 pm
Payday 2's VR mode is released in beta today.  Pretty excited.  Downloading it now.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: SalmonGod on November 19, 2017, 01:04:26 am
Just tried Payday 2 VR for the first time.  The performance is really good.  The interface is decent.  Some minor things take some getting used to, but I had mostly gotten over them after about an hour.

The gunplay needs a lot of work.  Aiming is really hard.  They take the approach where you need to grip the gun with both hands to be very accurate.  In practice, aiming down sights just doesn't feel natural in VR, and trying to aim without sights while holding an intangible gun with two hands is much more awkward than just pointing one hand in a direction and firing.

Everybody who tries to do FPS in VR needs to take some lessons from Space Pirate Trainer.  Somehow, aiming feels really, really natural in that game.  I can shoot down drones at a ridiculous distance while hardly missing, and it feels effortless.  And it doesn't even give you any sort of aim assistance.  I know it has the laser sights, but that can't fully account for how much better the gunplay feels than any other VR game I've played.

And it's merciless.  They throw just as many hordes of police at you as the vanilla game does.  More, even.  It's fun to punch them by actually making a punching motion.

It's only like day 3 of the beta release, so I'm sure it will get better.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: DeKaFu on November 23, 2017, 06:13:10 am
So... After being hype for VR for literally years, a combination of black friday week, generous friends pitching in for christmas, and temporary insanity have led to me having both a PSVR and Lenovo Explorer WMR headset (plus controllers etc.) creeping slowly towards my address. Holy shit.

Apparently the only VR compatible game I own on PC so far is Subnautica (has anyone tried this?), and RE7 for PS4. I'm also looking at Rec Room which is free and should work on both.

Besides that, does anyone have any must-try recommendations for either platform, for someone new to VR?
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Cruxador on November 23, 2017, 10:11:58 am
So... After being hype for VR for literally years, a combination of black friday week, generous friends pitching in for christmas, and temporary insanity have led to me having both a PSVR and Lenovo Explorer WMR headset (plus controllers etc.) creeping slowly towards my address. Holy shit.

Apparently the only VR compatible game I own on PC so far is Subnautica (has anyone tried this?), and RE7 for PS4. I'm also looking at Rec Room which is free and should work on both.

Besides that, does anyone have any must-try recommendations for either platform, for someone new to VR?
Not sure if you mean tried it in VR specifically, but Subnautica is amazing and the content of it is very well suited. I have a feeling you may encounter bugs on Microsoft vr though, just since it's new.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: askovdk on November 23, 2017, 10:48:44 am
So... After being hype for VR for literally years, a combination of black friday week, generous friends pitching in for christmas, and temporary insanity have led to me having both a PSVR and Lenovo Explorer WMR headset (plus controllers etc.) creeping slowly towards my address. Holy shit.

Apparently the only VR compatible game I own on PC so far is Subnautica (has anyone tried this?), and RE7 for PS4. I'm also looking at Rec Room which is free and should work on both.

Besides that, does anyone have any must-try recommendations for either platform, for someone new to VR?

The 'demo disk (2)' can be downloaded free from the PS store and gives a good impression of many of the games.
So I recommend trying out games with it before buying, and it's a nice way to give friends (and yourself) an impression of what VR can do.  :)

As for 'must have', ... no  :( There are many good VR games already, but despite having the full VR set, then I found myself playing 'the Surge' and 'Dragons Dogma' again this weekend.
(The game changer could be 'Dreams' from Media Molekyle. The technologi for Skyrim VR is getting good reviews, but it's just a game I've already played to death.)
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Folly on November 24, 2017, 11:56:21 am
The holiday price for PSVR is $300, for the bundle with headset+camera+wands.
Oculus Rift is down to $350, also including headset+sensors+controllers.
I've not seen any discounts for HTC Vive this season.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Chiefwaffles on November 24, 2017, 06:15:30 pm
I just got "I Expect You to Die", which is actually really fun. I have it for my PC but I believe it's on PSVR as well. Also fun is SUPERHOT VR.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: frightlever on November 26, 2017, 06:42:43 am
The holiday price for PSVR is $300, for the bundle with headset+camera+wands.
Oculus Rift is down to $350, also including headset+sensors+controllers.
I've not seen any discounts for HTC Vive this season.

There's a bundle available from the Viveport website with the Vive, the audio strap, Doom VR and Fallout 4 VR, a Viveport sub for a month, all for £599 in the UK and $599 in the US... which is a really depressing conversion rate.

I have a Vive but it doesn't get much use. I'll break it out more as the weather gets colder but I'm really waiting for an affordable wireless headset to come out, assuming VR gets a second wind. I actually use my phone + Daydream headset much more than the Vive, just because it's so much more convenient.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: SalmonGod on November 27, 2017, 01:21:50 am
Probably getting a deluxe audio strap for mine for Christmas... minor convenience upgrade.  TPCast is still too much.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: SalmonGod on November 30, 2017, 06:26:38 pm
Just noticed that Doom VFR releases today.  I have a sudden urgent need for $30.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Scripten on December 01, 2017, 09:39:03 am
Just noticed that Doom VFR releases today.  I have a sudden urgent need for $30.

Played about fifteen-twenty minutes last night. It's very good. Smooth, exciting, and very pretty. The scale feels pretty perfect and the atmosphere is, of course, spot on. Interestingly, you play as a voiced character, which is a strange choice when Doom Slayer was unvoiced but hey.

Only thing was that the guns seems to be angled strangely such that it felt like you had to hold them at a weird angle. There might be an option for that, though.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Imofexios on December 02, 2017, 02:12:10 am
Anyone have any info how good/bad VR 2.0 2 II Box are?
I ordered ones just for testing purposes and curious how cheap VR goggles really work on phone.
Maybe in future get ones for PC and dive in serious stuff on VR technology heh.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Rose on December 02, 2017, 02:16:31 am
I've tried out the VR box 2, and have a slightly different cheap plastic headset.

They're decent, and comfortable, but you need to get a bluetooth controller for them, and set it to mouse mode, because there's no inbuild clicker.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Imofexios on December 02, 2017, 03:19:06 am
I think the order has controller included.
Well, cheap tryout for 14€ hehe
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Rose on December 02, 2017, 07:52:50 am
One notable issue with the one I have is it has a very narrow field of view, which also makes the pixels smaller.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: frightlever on December 02, 2017, 12:45:16 pm
Just noticed that Doom VFR releases today.  I have a sudden urgent need for $30.

Just bought it off Amazon UK. £12 and when I went to checkout I got another £2 knocked off - for reasons I am not clear on but I'm not about to argue about it. Possibly because I have Prime. So basically half price compared to the price on Steam. Just a Steam code, obviously, it'll not actually install from the disc. As if. Pfft. Remember THOSE days?

I watched Ian Higton played it for Eurogamer on Youtube and it looked like a lot of fun. He WAS playing it on PSVR though. I'm hoping the bugginess on PC that's being complained about on Steam isn't going to affect me.

EDIT: Yeah, got the extra two quid off as a Prime special. 
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: SalmonGod on December 26, 2017, 03:04:17 am
Got a Deluxe Audio Strap for Christmas.  Not sure if I like it....  It's nice not to have worry about the earbud cords tangling up and pulling on my ears, the fitting is easier, and the whole unit does sit more solidly on my head.  But the built-in on-ear headphones hurt my ears after a while.  That's probably just me, though.  I've always found headphones that sit on my ears to get painful after half an hour or so, no matter how light and soft they are.  Others don't seem to have that problem.  I also wish I could get them a little louder.

I also got some steam gift cards and got Gorn.  It's a fucking blast.

Oh umm... I also punched my wall.  Thankfully no damage to anything, but it was quite a shock.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: PTTG?? on December 26, 2017, 01:06:41 pm
Got Vanishing Realms and I Expect You To Die.

I highly recommend both, although IEYTD is looking a little old with its stationary perspective. Vanishing Realms is spectacular*.

Also got a third sensor for my occulus. I was skeptical that it would be a big improvement but it's actually a massive change. Dramatically improved sensor performance, and the fact that I no longer need to keep part of my mind focused on my real-world direction means that it's easier to get lost in VR.

*OK I have to update this, Vanishing Realms is incredibly short. If it was as large and developed as it appeared at first, it'd be great. Currently you can finish it in two days.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: SalmonGod on January 09, 2018, 01:45:34 am
Just got #53 global rank with Quarkcannons only on Space Pirate Trainer.  Somewhere around 87k score.

And pushed my Mixed score up to 91k - putting me global rank #340-something

What's the point if I can't brag a little, right?  It's one of two games I picked up on my first day with the Vive, and still my favorite.  You feel so awesome playing it, ducking and weaving between lasers in bullet time and blasting drones out of the sky with a sci-fi pistol in each hand.

So what do you guys think of the Vive Pro announcement?  Are there other headsets pushing the boundaries worth paying attention to, besides Pimax?
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Folly on January 09, 2018, 03:02:24 am
Sounds to me like they are pushing the price point back up just as VR was barely becoming affordable.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Cruxador on January 09, 2018, 01:21:54 pm
Sounds to me like they are pushing the price point back up just as VR was barely becoming affordable.
That's how product cycles work, man. Drop the price on something, release a newer model for more money. I reckon that the Vive Pro is still likely to cost less than the Vive's highest price point, though. But if you were expecting the top of the line in the market to meet the pocketbook of anyone below a middle class enthusiast, I think you need to adjust your expectations. The higher market versions aren't aiming for a "in every home" price point. The ones using your phone addressed that as a gimmick, and in a while there'll be something akin to the current Vive/Oculus hitting that point, especially as the new model puts used versions of the old model onto the market, but if you want the newest and the best? Don't be poor.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Retropunch on January 10, 2018, 06:09:29 pm
I agree with Cruxador - it's how product cycles work and I think it's also good news for a number of reasons.

Firstly, it shows that there is enough of a market/they're commercially viable enough for them to continue making more versions.

Secondly, and most importantly, it'll push the 'whats expected from VR' bar higher up. It was the same with early smart phones - when someone goes and makes a proper leap up in quality, everyone has to follow suit or get left behind.

Thirdly, it also means that the previous models become cheaper as they can't keep them at a price point similar to the 'pro' versions. There will also be a lot more second hand sets available when the new one launches, which will drag in a lot more people who previously couldn't afford it.

Lastly,  5-6 years back when this stuff was being developed we were sort of *just* at the point where good VR was feasible hardware/engineering wise. There was still a bit of a screen door effect and latency etc. etc. Now we're at the stage where displays and hardware developers knowledge has come a long way and those things aren't an issue any more. As many people have said, the first iteration is always a bit rough round the edges, and I know a lot of people who have purposefully waited for v2 because they wanted something a bit more refined, without the teething problems.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: SalmonGod on January 11, 2018, 12:53:14 am
I am really looking forward to the day when I can use VR as a workspace, once displays get good enough for comfortably reading text.  When I'm working at my job, I always have at minimum 7 screens open that I'm actively monitoring and making use of (3 e-mail accounts + 2 spreadsheets + data entry system + document system), and there's dozens more I add on top of that on a daily basis.  It would be a fucking dream to be able to put up a headset, and throw those screens up around me in virtual space.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Retropunch on January 11, 2018, 03:28:25 am
I am really looking forward to the day when I can use VR as a workspace, once displays get good enough for comfortably reading text.  When I'm working at my job, I always have at minimum 7 screens open that I'm actively monitoring and making use of (3 e-mail accounts + 2 spreadsheets + data entry system + document system), and there's dozens more I add on top of that on a daily basis.  It would be a fucking dream to be able to put up a headset, and throw those screens up around me in virtual space.

From what I understand, one of the primary goals of the Vive Pro will be text which is much easier to read. However, I can't really imagine that they'll ever manage to do it in a way that avoids eye strain using current tech - whatever they do, you're still concentrating on screens really close to your eyes.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: SalmonGod on January 11, 2018, 04:40:07 am
I am really looking forward to the day when I can use VR as a workspace, once displays get good enough for comfortably reading text.  When I'm working at my job, I always have at minimum 7 screens open that I'm actively monitoring and making use of (3 e-mail accounts + 2 spreadsheets + data entry system + document system), and there's dozens more I add on top of that on a daily basis.  It would be a fucking dream to be able to put up a headset, and throw those screens up around me in virtual space.

From what I understand, one of the primary goals of the Vive Pro will be text which is much easier to read. However, I can't really imagine that they'll ever manage to do it in a way that avoids eye strain using current tech - whatever they do, you're still concentrating on screens really close to your eyes.

I don't expect it to be anytime soon, but I'm sure it will get there.  Or skip to mixed reality.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Folly on March 17, 2018, 08:40:36 pm
Microsoft MR(Mixed Reality, or Augmented Reality+Virtual Reality) launched last fall. This launch involved Windows 10 updating with a virtual workspace for VR, a selection of VR apps in the Microsoft store, and several hardware manufacturers releasing competing VR hats that Microsoft apparently persuaded them to craft. This launch was largely ignored due to the new MR hats having the same $400 price tag as existing VR hats, slightly lesser hardware specs by comparison, and Microsoft's store having a lackluster selection of apps. Also the AR part of MR was largely non-functional.

However, early 2018 turned things around somewhat, with a price drop down to $250 for most models, and SteamVR adding compatibility for MR hats. A third-party workaround is also available making most software from the Rift store compatible as well. It's also worth noting that setup on these hats is much easier than the more mainstream options, with no external sensors needed, and only 2 cables for USB and HDMI. All of this would seem to make Microsoft MR a viable low-budget option for people interested in getting into VR.


In other news, has anyone tried Sansar (https://www.sansar.com/)? It's been unofficially described as SecondLife for VR, and looks like an interesting thing to try for people who like creating or exploring other people's creations.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Pancakes on March 18, 2018, 09:08:48 pm
Anyone try Rec Room (http://store.steampowered.com/app/471710/Rec_Room/)? It's quite a fun minigame/social game, and it's free!
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: SalmonGod on March 18, 2018, 09:30:56 pm
Have not tried Rec Room or Sansar.  Intend to for both

I also intend to pick up Beat Saber and Sprint Vector when I can afford it.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: Pancakes on March 18, 2018, 10:17:36 pm
Beat saber looks really good, I have it on my wishlist on steam
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: ThtblovesDF on March 19, 2018, 09:38:31 am
Beat saber just has a really good trailer imo.

Rec Room is fun, but jesus fuuuu are the quests in that game hard as hell. I thought this was for kids or something? Paintball is good, Charades and soccer is a mess, Disk-golf is good until you figure out that you can easily exploit by pushing the disk with any other object, which a lot of players do. Laser Tag seems like a less fun variation of paintball. Turn on the walk mode they recently added at your own risk, its a highway to puke town if you are not set to deal with that.

Had a lot of fun with that, me and my buddy, both spending most of our youth on games, get sea-sick instantly with walk mode, while a friend that never gamed in her life just walks around without any ill effects.

Since ya'll had this for longer, are there any good programms that allow better window management? I want to, for example, take a video running on screen two and pin it in a unreleated virtual world (game, theater mode, rec room, whatever) or have a more functional desktop/theater mode.

Payday 2 VR is a fucking blast btw, even if normal players tend to kick VR players for some reason. While people seem to think VR players do worse, there are some advantages to it, like being able to shot while performing other tasks or to go double firepower with akimbo weapons, as well as the teleport spam and effective cover use. Just reaching over a shield carriers shield and nailing him in the face is fun, too - but melee weapons are near non-functional (but you can stun lock a enemy by sticking something in them). Feels very good to play.

I need some friends with VR to coop this stuff.
Title: Re: Virtual Reality Thread: Day 552: Microsoft VR Dev Kits on sale
Post by: SalmonGod on March 19, 2018, 12:38:19 pm
I'd do some Payday 2 VR with you.

I wasn't planning to pick up Beat Saber until I heard that they plan the ability to plug in your own music files.  That's a must for me to consider any rhythm game of that sort.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: PTTG?? on March 25, 2018, 03:21:36 pm
My VR rig was always on the bare minimum of support from Oculus, and as far as I can tell a recent patch finally killed it off for good. My sensors are giving me repeated poor tracking errors when I use the motherboard's 2.0 ports (no 3.0 on it), and my 3.0 expansion card is even worse, with "repeated catastrophic errors."

Going to have to upgrade the old beast, but until I do, no more VR for me.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: SalmonGod on March 25, 2018, 03:52:20 pm
Hmm... Vive doesn't even benefit from USB 3.0... Mine's running off a single USB 2 port.  That's one solid mark against Oculus in my book.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Cruxador on March 25, 2018, 11:38:41 pm
My VR rig was always on the bare minimum of support from Oculus, and as far as I can tell a recent patch finally killed it off for good. My sensors are giving me repeated poor tracking errors when I use the motherboard's 2.0 ports (no 3.0 on it), and my 3.0 expansion card is even worse, with "repeated catastrophic errors."

Going to have to upgrade the old beast, but until I do, no more VR for me.
Man, here I am watching this thread thinking this is a new technology that I'll buy into when it gets a bit less new, and there's people already with old and busted equipment gone obsolete to lack of support...
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: SalmonGod on March 25, 2018, 11:59:57 pm
My VR rig was always on the bare minimum of support from Oculus, and as far as I can tell a recent patch finally killed it off for good. My sensors are giving me repeated poor tracking errors when I use the motherboard's 2.0 ports (no 3.0 on it), and my 3.0 expansion card is even worse, with "repeated catastrophic errors."

Going to have to upgrade the old beast, but until I do, no more VR for me.
Man, here I am watching this thread thinking this is a new technology that I'll buy into when it gets a bit less new, and there's people already with old and busted equipment gone obsolete to lack of support...

It's not his headset that's the problem, though... it's compatibility with his (older) computer.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: ThtblovesDF on March 26, 2018, 03:44:44 am
I added one of the many SalmonGods on Steam (I assume you are the one also in the hoxhud group).

Also thinking about getting onwards, anyone gave it a shot?

Also figured out how to do head tracking with the vive in regular ArmA, which is nice, but that thing is heavy as all hell.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: SalmonGod on March 26, 2018, 03:51:42 am
You managed to pick me out of the crowd :)

I was kinda confused when I got the request.  Took me a minute of digging to realize - "Oh... It's that guy I'd offered to play Payday VR with, without even looking at who the poster was" :P

How many SalmonGods are there?  However many - I'm the original.  Been using this screen name since 1996.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: ThtblovesDF on March 26, 2018, 03:55:31 am
There are about 5 more then expected ; ) - we'll see if we can get it going, I am slap in the middle of the EU.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: SalmonGod on March 26, 2018, 04:18:09 am
There are about 5 more then expected ; ) - we'll see if we can get it going, I am slap in the middle of the EU.

No rush... I am busy as hell lately.  Lots of crisis at work.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Folly on April 27, 2018, 02:53:23 pm
I read an article today saying that Toshii eye tracking technology is being implemented in some of the next-gen VR hats.

For those unfamiliar, Toshii has developed a system that uses infrared sensors to track eye movement. This has been implemented in a sensor bar that can be mounted on a monitor, or installed adjacent to a laptop screen. The sensor essentially acts as a supplement to the mouse, allowing faster and more accurate clicks. In some instances, like certain video games, the sensor can completely replace the mouse, allowing you to interact with world items just by looking at them.
Toshii has also developed a set of glasses utilizing this technology, feeding precise information about what the user is looking at to a computer, and has touted it's potential use in marketing research and field studies.

Mounting these sensors inside a VR hat would allow for all manner of amusing magic tricks, where you interact with things just by looking at them without the need to aim your controllers.
But more importantly, these sensors seem to have significant implications when it comes to foveated rendering. As many gamers already know, most graphic-intensive video games do not actively render geometry behind the user, thus effectively cutting the GPU usage in half. Toshii's technology takes this to the next level, only fully rendering the small area that a person is actually looking at, and gradually reducing the resolution of graphics further into the users peripheral vision.
Early testers have claimed that they never even notice the diminished graphics, because it gets upscaled to full resolution the instant they move their gaze. NVidia has made the bold claim that this degree of foveated rendering can effectively improve graphic card performance by a full generation; which is to say, last gen cards will perform like current gen cards, and current gen cards will perform like next gen cards. Considering that VR hats need to render each scene twice, once for each eye, and it absolutely has to be the highest definition possible for a satisfying VR experience, this kind of technology could significantly advance what is possible in VR.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Cruxador on April 27, 2018, 06:16:39 pm
It also gets rid of the main technical hurdle preventing a wider field of vision, which means that future VR could potentially even wrap the full ~165ºx100º around your head, filling your entire real life field of view. Then there's just that grey haze that they've got people working on, and then it'll be fully immersive.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: PTTG?? on June 28, 2018, 05:32:23 pm
It will also need to take on depth of field, and do it properly. Not sure how they're going to do that, but it might involve electrolenses.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: askovdk on June 29, 2018, 03:39:41 am
Now that this thread is revived, then let me mention an article at Eurogamer about how to limit motion sickness:
https://www.eurogamer.net/articles/2018-06-25-vr-makes-me-feel-sick-but-the-persistence-does-all-it-can-to-help (https://www.eurogamer.net/articles/2018-06-25-vr-makes-me-feel-sick-but-the-persistence-does-all-it-can-to-help)

(Also, it sounds like 'The Persistence' could actually be a real game and not just a VR tech demo.  ;) )
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Folly on November 19, 2018, 05:37:49 pm
Magic Leap (https://www.magicleap.com/magic-leap-one) is an upcoming option in Augmented Reality.
The Developers Kit is available for around $2300. The website has several nice videos of software that looks pretty gimmicky, but they are offering generous sums of cash(up to $500,000!) to software developers, so there may be some decent offerings by the time they are ready to sell a consumer version.

On the Windows MR front, Samsung released their Odyssey+ headset (https://www.samsung.com/us/computing/hmd/windows-mixed-reality/hmd-odyssey-windows-mixed-reality-headset-xe800zba-hc1us/) this year for $500, but it's discounted this season down to $300! Compared to older models and competitors, this model touts wider field of view, reduced screen-door effect, built-in audio, lighter weight and improved overall comfort. All of this makes it a compelling option if you're looking to get into VR this sales season.

In other VR sales news, the Oculus starter bundle is down to $350, and PSVR starter bundle is $200.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Retropunch on November 20, 2018, 12:53:31 pm
Some news in today about 'VR shoes' as a way to deal with the omnidirectional treadmill/boundary issue (link here: https://yro.slashdot.org/story/18/11/19/2029255/google-patents-motorized-omnidirectional-vr-sneakers). I really don't know how they'd work in practice (they'd need to be very, very clever) but it's an interesting proposal.

If they could solve the problem via either reasonably priced omni-directional treadmills or shoes (or whatever else) VR would really be something a lot more people would get interested in and could easily become more mainstream. Even if someone wasn't super, super sold on the VR aspect, they'd be able to use it like a treadmill (which people already spend hundreds on) with great graphics or at least be able to justify the purchase as 'it gets me more active'. 

Another interesting thing is that we're turning the corner from VR requiring 'high end' hardware to sort of middle of the road gaming hardware. What started off as 'we can only just squeeze VR out on top end hardware' (which then had the terrible timing of coinciding with mining) is now pretty much standard issue (good) hardware. As an example, my work (not a gaming company or anything remotely similar) bought a number of laptops for presentations and stuff that would be VR capable, whereas 3 years ago they'd have been major high spec.

 
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Folly on November 20, 2018, 03:59:12 pm
As an example, my work (not a gaming company or anything remotely similar) bought a number of laptops for presentations and stuff that would be VR capable, whereas 3 years ago they'd have been major high spec.

On that note, Google Glass (https://techacute.com/google-glass-enterprise-edition/) is making a comeback with it's Enterprise Edition. Apparently companies prefer it over smartphones, primarily because you can't play games on Glass.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: SalmonGod on November 20, 2018, 04:41:37 pm
Another interesting thing is that we're turning the corner from VR requiring 'high end' hardware to sort of middle of the road gaming hardware. What started off as 'we can only just squeeze VR out on top end hardware' (which then had the terrible timing of coinciding with mining) is now pretty much standard issue (good) hardware. As an example, my work (not a gaming company or anything remotely similar) bought a number of laptops for presentations and stuff that would be VR capable, whereas 3 years ago they'd have been major high spec.

All the talk about VR requiring mega-rigs never made sense to me.  My computer is made up of fairly old components at this point.  My GPU is about 4 years old, and everything else is 7-8 years old.  They were all upper mid-range when I bought them.  Now it's mid-range at best.  But I had no problems hooking up a Vive and enjoying things.  This isn't just a VR thing either.  The language people use when they talk about PC performance just doesn't make sense to me in general.

Like yeah... I have encountered a handful of VR games that ran too poorly to bother with.  There have been others that I had to put a little extra effort into optimizing settings to run pleasantly.  But the majority have worked just fine.

I get the impression that over the last 10 years, the mentality towards hardware capability has turned into 'if it can't run at 60 fps on max settings, then it isn't capable'.  And when extended to VR, it's "if it can't run EVERY VR APPLICATION at 90 FPS on max settings, then it isn't capable."  Which just encourages people to miss out on opportunities to enjoy things.

It's especially frustrating when people talk about individual hardware components like "How many FPS does this GPU support at 1080p???"  And I want to commit suicide by facepalm.  Because that's dependent on so many other factors.  Not even touching how many ways pc components can bottleneck each other...  There are so many graphical bells and whistles packed into games these days that take up a ton of resources.  You miss out on very little by shutting them off, and it doesn't take much effort or advanced knowledge to experiment with that stuff for a few minutes and figure out what works for you.  If I try to play most recent AAA titles with a default max setting, they will run like crap on my computer.  But then if I go in and turn off bloom, advanced fog effects, super amazing water reflections, turn down anti-aliasing a couple notches, and various other edge bits like that, I can get just about any game still running great on my rig at 2560x1600 resolution, and hardly miss the small sacrifices made in the process.

TLDR; The current linguistic approach to describing hardware requirements for gaming is way too simplistic, and is damaging to the industry, in my opinion.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Persus13 on November 20, 2018, 04:53:30 pm
As an example, my work (not a gaming company or anything remotely similar) bought a number of laptops for presentations and stuff that would be VR capable, whereas 3 years ago they'd have been major high spec.

On that note, Google Glass (https://techacute.com/google-glass-enterprise-edition/) is making a comeback with it's Enterprise Edition. Apparently companies prefer it over smartphones, primarily because you can't play games on Glass.
Google's been quietly doing that for awhile now. Glass is super useful in environments where workers need their hands free to do other things, like operating industrial equipment in factories, so Google's been focusing on developing Glass for that market for awhile now. Its not just about not playing mobile games, its also about not needing to look down at a screen or a readout.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: nenjin on November 20, 2018, 05:23:23 pm
Kinda like 4k gaming. No one actually needs 4k gaming. They may want it, but want and need are not the same thing. Yet some people talk about hardware like 4k is a requirement, which is stupid for the majority of PC users who would be happy just to get 60FPS at standard.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Retropunch on November 22, 2018, 04:23:06 pm
From what I understand, one of the main reasons you need the high frame rate with VR is that it helps stop motion sickness/detrimental effects - it's of course possible to enjoy and play games without it hitting that, but variable frame rate is a big one for those sensitive to VR.

Still, I think we've turned the corner now - I do feel Oculus/VR was just a few years too early tech wise - couldn't do wireless, res was just a bit too low, screen door issues, text unreadable etc. Whilst I've not had a go with it, the Vive Pro has apparently gotten rid of absolutely all the issues that were left with VR (resolution is upped so everything is super sharp/no screen door, OLED makes text easily readable and less eyestrain, wireless etc. etc.).

I wouldn't be surprised if it turned out like smart phones, there were tons of rubbish smart-phones before the iphone that no one really bothered with, but as soon as the iphone 'just worked' then the flood gates opened.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: SalmonGod on November 22, 2018, 04:40:29 pm
From what I understand, one of the main reasons you need the high frame rate with VR is that it helps stop motion sickness/detrimental effects - it's of course possible to enjoy and play games without it hitting that, but variable frame rate is a big one for those sensitive to VR.

Yeah... my point was that I think the talk about hardware requirements for VR assume the most demanding applications at the highest settings, though.  And they're not upfront about that being the standard of measurement.  And people aren't realizing that the majority of VR content can be enjoyed without a beastly rig.

I wouldn't be surprised if it turned out like smart phones, there were tons of rubbish smart-phones before the iphone that no one really bothered with, but as soon as the iphone 'just worked' then the flood gates opened.

Agreed.  Although I think nailing down immersive modes of movement and interactivity are a greater obstacle than display or wireless issues.  I think the floodgates will really open when those get sorted out.  And they're a much more difficult problem.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Retropunch on November 22, 2018, 05:56:20 pm
Agreed.  Although I think nailing down immersive modes of movement and interactivity are a greater obstacle than display or wireless issues.  I think the floodgates will really open when those get sorted out.  And they're a much more difficult problem.

Very much agree - I really believe it's the treadmill thing that'll make it happen; I'd buy the latest and greatest whatever if I could do an FPS with full walk/run motion and I'm sure many others would. Even if you weren't that into gaming, I doubt there would be many people around who wouldn't be interested in something like that.

It'd need to be relatively reasonably priced of course - I'd pay a lot, but the attempts so far have been very expensive and from what I understand, not particularly great. It needs someone like Google (or Valve) to come along and make it in my opinion, and I'm not sure how likely that is.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: SalmonGod on November 22, 2018, 06:08:59 pm
Locomotion isn't as bad as the problem with kinetic feedback.  Like everybody wants to swordfight in vr.  But it just doesn't work when your sword stops against your opponent's, but your real arm continues through its swing.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Cruxador on November 22, 2018, 10:29:41 pm
I wouldn't be surprised if it turned out like smart phones, there were tons of rubbish smart-phones before the iphone that no one really bothered with, but as soon as the iphone 'just worked' then the flood gates opened.
I would be very surprised. Smart phones satisfied an important infrastructure need. Internet was becoming universal in developed countries as an important part of both business and social life, but because of its inconvenience, people necessarily had to either be out or be online. They are necessary for a societal change that was already well on the way to happening. There is no "internet" for VR, and it reduces, rather than increases, convenience. For the foreseeable future (which is only like a decade in the world of tech, but still) VR can only be a hardcore market product, not something with universal appeal.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Retropunch on November 23, 2018, 03:20:44 pm
I would be very surprised. Smart phones satisfied an important infrastructure need. Internet was becoming universal in developed countries as an important part of both business and social life, but because of its inconvenience, people necessarily had to either be out or be online.

I agree to a point, and it's slightly chicken-or-the-egg, but I think that there was at least an equal amount of push from the smartphone as there was from society.

Looking back on it now, we can't imagine why you wouldn't want internet in your pocket, but at the time (when the iphone first released) there wasn't a whole lot you could do on it. Maps wasn't really a thing (it was there, but rubbish), email was mostly for business (or at least certainly not for fast time comms) and there was no social media really. I remember when they first came out I just didn't really see the need - the need came after, driven by the addition of services due to the iphone becoming so pervasive. It was similarly expensive to VR, and before it came out smartphones were seen very much  as niche.
Just the same way as currently VR seems a bit needless currently for the average consumer, a 'just works' product may well change it to 'well of course you need VR, how are you going to do VR meetings/SkypeVR/TripAdvisorVR etc without it?'.

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They are necessary for a societal change that was already well on the way to happening.
I think there's a similar societal change as a use case for VR - so many people are connecting connecting virtually and internationally, and we've about reached the bounds of how 'connected' we can get via just video and voice. So many people work/live away from their families, and so many people have friends internationally in a way that wasn't a thing before. People will want to connect with these people better, and the only way to really do that is VR.

It's not a perfect analogy, and I doubt we'll ever get the same perfect storm as the iphone (with the hordes of adoring apple fans ready to buy it) but I think we may get a smaller version of that revolution if a really good product comes out that 'just works'.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Cruxador on November 23, 2018, 07:54:05 pm
I would be very surprised. Smart phones satisfied an important infrastructure need. Internet was becoming universal in developed countries as an important part of both business and social life, but because of its inconvenience, people necessarily had to either be out or be online.

I agree to a point, and it's slightly chicken-or-the-egg, but I think that there was at least an equal amount of push from the smartphone as there was from society.

Looking back on it now, we can't imagine why you wouldn't want internet in your pocket, but at the time (when the iphone first released) there wasn't a whole lot you could do on it. Maps wasn't really a thing (it was there, but rubbish), email was mostly for business (or at least certainly not for fast time comms) and there was no social media really. I remember when they first came out I just didn't really see the need - the need came after, driven by the addition of services due to the iphone becoming so pervasive. It was similarly expensive to VR, and before it came out smartphones were seen very much  as niche.
Just the same way as currently VR seems a bit needless currently for the average consumer, a 'just works' product may well change it to 'well of course you need VR, how are you going to do VR meetings/SkypeVR/TripAdvisorVR etc without it?'.
That may be your experience with it, but lots of people were already using the internet heavily. As I said, social media use wasn't universal, but loads of people were already using things like forums and message boards, and AOL Instant Messenger was incredibly popular among young people for aa decade before the iPhone existed, as were online games (remeber NeoPets?) or even fusions of the two (like Gaia Online). Indeed, the convenience of smartphones allowed it to grow, as I already said, but it was already big with young people, even though many specific companies didn't survive the transition. Although the big names in information, like Google and Wikipedia, did fine. Of course, these things exist for VR too, but VR makes them less convenient, not more.

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They are necessary for a societal change that was already well on the way to happening.
I think there's a similar societal change as a use case for VR - so many people are connecting connecting virtually and internationally, and we've about reached the bounds of how 'connected' we can get via just video and voice. So many people work/live away from their families, and so many people have friends internationally in a way that wasn't a thing before. People will want to connect with these people better, and the only way to really do that is VR.
So you think a whole industry will thrive on the back of super-skype functionality, despite the fact that the most prolific users now text far more than they call and don't use current Skype (and competitor) software?

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It's not a perfect analogy, and I doubt we'll ever get the same perfect storm as the iphone (with the hordes of adoring apple fans ready to buy it) but I think we may get a smaller version of that revolution if a really good product comes out that 'just works'.
The revolution you're describing could at its very most be the hot gift item one Christmas, like hover boards. The fact is, VR trades in convenience for luxury, and that's inherent. Even the perfect "just works" VR occupies your whole face and restricts your vision artificially. That means even if there were some reason most people would want it (VRchat and video games aren't going to cut it as anything beyond a niche market) it's going to be a hard sell. And there is no reason most people would want it.

As cool as cyberpunk images of everyone being VR junkies may be, it's not reality, not now and not tomorrow. Why not enjoy that for the hardcore market, there are good products that keep getting better?
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Persus13 on November 23, 2018, 08:21:17 pm
Also, there were a whole bunch of single use devices that were being sold that the smartphone was able to replace. There's not a ton of folks using digital cameras or iPods or GPS devices or eReaders these days because smart phones can be all of those and more. There isn't really anything comparable to that for VR.

And Apple/iPhone didn't really start the whole smartphone thing, Blackberry did.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: E. Albright on November 23, 2018, 10:36:46 pm
Aye, Blackberry was not as general-purpose or sexy-sleek as iPhones, but it was definitely the vanguard smartphone. My memory of it was "omg, phone + PDA!!!", which at the time was sooooo cool... It did seem more of a businessperson/luxury/avant-geek gadget, but it was still reasonably widespread.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Cruxador on November 24, 2018, 11:47:35 am
Also, there were a whole bunch of single use devices that were being sold that the smartphone was able to replace. There's not a ton of folks using digital cameras or iPods or GPS devices or eReaders these days because smart phones can be all of those and more. There isn't really anything comparable to that for VR.

And Apple/iPhone didn't really start the whole smartphone thing, Blackberry did.
I don't think eReaders are being used less. Kindles are very popular, they weren't exactly something everyone had in the first place.

Blackberry is maybe equivalent to the Vive in this case, a top of the line product used by people who really want that sort of thing. But it was never a mass market thing. It wasn't a device you could pair with uggs and a pumpkin spice latte.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Persus13 on November 24, 2018, 01:05:53 pm
Actually, eReader sales have been in decline for awhile now. And sure, they weren't crazy popular to begin with, but my larger point was that there were  bunch of single-use devices being sold, and then smartphones came along and said "Hey, we can be all of these things."

The Blackberry got overtaken by the iPhone, but it still started the whole smartphone craze, which was my initial point. Claiming that the iPhone is for the everyman while Blackberrys were for elites seems like the wrong way around here.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Folly on November 24, 2018, 02:41:55 pm
I just hope that in a few years cyborg-eyes come along and render all of the visors obsolete.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Cruxador on November 24, 2018, 03:28:09 pm
I just hope that in a few years cyborg-eyes come along and render all of the visors obsolete.
They sort of are coming along. They're just nowhere near as good as the stock option, so there's still not a big market. Turns out normal human body parts are already pretty good for being human body parts.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Retropunch on November 24, 2018, 04:54:26 pm
That may be your experience with it, but lots of people were already using the internet heavily. As I said, social media use wasn't universal, but loads of people were already using things like forums and message boards, and AOL Instant Messenger was incredibly popular among young people for aa decade before the iPhone existed, as were online games (remeber NeoPets?) or even fusions of the two (like Gaia Online). Indeed, the convenience of smartphones allowed it to grow, as I already said, but it was already big with young people, even though many specific companies didn't survive the transition. Although the big names in information, like Google and Wikipedia, did fine. Of course, these things exist for VR too, but VR makes them less convenient, not more.
Certainly agree the internet was very popular at the time, but I don't remember at the time that people were wishing for it to be portable - there wasn't a drive for it inherently, as the internet was set up to be 'stationary' (as in, used by desktops) by it's very design at the time. As soon as smartphones came along everyone saw there were all these awesome things you could do with it, and then it just exploded. Don't get me wrong, I don't think that it that the iphone created the demand all by itself, it's just that the iphone being so good made it much, much more available - without it I think there would have been a much slower take up until something similar came along. Blackberry was a big driver too, but that really drove the messaging/business side more than general apps/commercial internet.

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So you think a whole industry will thrive on the back of super-skype functionality, despite the fact that the most prolific users now text far more than they call and don't use current Skype (and competitor) software?
I personally believe it could be a huge part of it. I have friends and family all over the world, the best we can do at major events is skype or play a few games with each other for the most part, and it sucks we can't do more. I know a lot of people in a similar situation, and being able to interact much more personally with them would really sell. Combine that with things like virtual shops, events etc. and there's enough of a market.

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The revolution you're describing could at its very most be the hot gift item one Christmas, like hover boards. The fact is, VR trades in convenience for luxury, and that's inherent. Even the perfect "just works" VR occupies your whole face and restricts your vision artificially. That means even if there were some reason most people would want it (VRchat and video games aren't going to cut it as anything beyond a niche market) it's going to be a hard sell. And there is no reason most people would want it.
As cool as cyberpunk images of everyone being VR junkies may be, it's not reality, not now and not tomorrow. Why not enjoy that for the hardcore market, there are good products that keep getting better?

Again, I never meant it'd be as big as smartphones - the rise of the market was phenomenal. It's more in the way the market may work -  I think that given a product that worked really well out of the box (no wires, either standalone or with medium system reqs for the time, comfortable, lightweight etc.) that it'd go from being a luxury item no one was really that interested in other than tech-heads and businesses (like the early smart phones) to something that had a lot bigger mass market appeal, which gradually becomes more of a part of everday life.

Whether or not that device will come along is another matter, but I wouldn't be surprised.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: SalmonGod on November 24, 2018, 05:09:33 pm
VR may always be a niche market, even if costs come down enough that it doesn't have to be considered luxury.

But MR could very well take off dramatically in a similar fashion to the success of smartphones, because of the incredible productivity potential.

Imagine how transformative it could be for office work.  Once the old guard thins out enough that businesses start going earnestly paperless en masse, which should hopefully be in the next 10 years or so.  Right now office workers need computer towers and monitors and enough office floor space for everyone to have their own cubicle, as a consequence of computer work necessarily trapping you in one place.  There's a ton of overhead in running an office. 

Instead, issue everyone a pair of MR glasses and a smartphone.  The glasses offer infinite expansion to the workspace real estate of a monitor, and a greater range of more intuitive options for engaging with one's work.  The smartphone drives computing power to the glasses, and can provide enough on its own to power your basic spreadsheet farm stuff.  More intensive processing is handled remotely through a server and streamed to the phone, so replace thousands of moderate workstations with one nice datacenter.  Bonus is this probably improves data security, as well.  Cubicles become obsolete, because the computing power and display travels with the worker, so floor space needs are reduced and rigidity of stuff like seating charts is eliminated for ease of management.

Potential dystopian effects are definitely there, but so are all the ingredients for disruptive integration into daily life stuff.  Also not VR, but closely related... and I expect the lines will blur over time.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Folly on November 24, 2018, 05:40:31 pm
Imagine how transformative it could be for office work. Right now office workers need...enough office floor space for everyone to have their own cubicle...There's a ton of overhead in running an office. 
Instead, issue everyone a pair of MR glasses and a smartphone.

So current day office workers can look forward to a future where, in the name of efficiency, they are all crammed shoulder-to-shoulder and ass-to-ass in one crowded room full of people all shouting at their glasses as loud as they can in an effort to be heard over everyone else doing the same. Because cubicle work wasn't bad enough.

I don't think AR really offers any practical improvements over workstations for office workers. The main market for workspace AR is factories, where people need to access data without taking their hands or eyes away from their work.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Retropunch on November 24, 2018, 07:02:06 pm
VR may always be a niche market, even if costs come down enough that it doesn't have to be considered luxury.

But MR could very well take off dramatically in a similar fashion to the success of smartphones, because of the incredible productivity potential.

Yeah I'm sort of combining VR and MR together when I say VR - whilst they're separate techs now, I don't see any real reason why they can't combine together quite quickly (drop down some sort of blackout hood over the front of it and it's basically the same thing).

I definitely agree that a major market is home working/different office spaces. So many companies I know now are moving completely to remote working except for meetings - it's literally the only thing most people need to get together for. Even with blazing fast (and stable) internet, video apps just don't work well enough and I honestly believe VR would do a lot to feel more 'there'. 

Plus, if you could add interactive elements then that'd be so much more useful. Architect? bring in a scale model of what you've designed for everyone to walk round. Marketing? Show everyone billboards and placements in full size. etc. etc.
 
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: E. Albright on November 24, 2018, 09:38:43 pm
So many companies I know now are moving completely to remote working except for meetings - it's literally the only thing most people need to get together for.

I've a sibling who's a systems architect for a Fortune 500 co and telecommutes all but ~2-4 days per 2-3 weeks. None the less, on any given day ~50-100% of their workday is meetings. Even those very frequently don't need a physical presence at this point.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Cruxador on November 24, 2018, 10:04:06 pm
I mean, it's not bad as a Sci fi setting. I don't see it as a tremendously probable prophecy, because not only for reasons already discussed or the obvious reasons of convenience, but also because office work is being subsumed by the gig economy anyway. I don't think anything like the traditional office culture is going to survive the retirement of Generation X, and it'll go away more rapidly than not. That means that the huge focus on meetings (which studies have shown to be tremendously detrimental to productivity, once again using science to tell everyone what they already knew) will subside, and therefore coming in to the main office for those few meetings that are necessary isn't unduly onerous.

As for that bit about screen real estate, the vast majority of workstations are single monitor, so that's clearly not a major issue for most people.

Architect? bring in a scale model of what you've designed for everyone to walk round.
Sounds more like a gimmick for presenting things to clients than something that would have much use internally. Although contractors might make fewer mistakes if they had the plans geotagged so they could see an AR overlay, but honestly they'll screw up no matter what you give them.

I've a sibling who's a systems architect for a Fortune 500 co and telecommutes all but ~2-4 days per 2-3 weeks. None the less, on any given day ~50-100% of their workday is meetings. Even those very frequently don't need a physical presence at this point.
Yeah, I've done loads of meetings where I or someone else was only there through teleconference or similar. I don't know what tech your blood uses, but I've never encountered any system that doesn't suck compared to being there in person.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: SalmonGod on November 25, 2018, 01:11:27 am
As for that bit about screen real estate, the vast majority of workstations are single monitor, so that's clearly not a major issue for most people.

Nothing is an issue, until it's experienced first hand that things can be better.  Most progress in technology is addressing problems that people didn't know they had. 

In the case of monitors, most businesses just don't want to pay for everyone to have 2 of them.  And most office work that doesn't involve advanced computing tasks is done mostly by people who have never used 2 monitors or bothered to imagine what that would be like.

But I've witnessed quite a few co-workers make the move from single to double monitors, or even just standard to widescreen.  And a couple times, I've helped with upgrading their set-ups from 2 to 3 monitors.  In every case, they have marveled at what an immense quality of life improvement it is in their workflows, and how they could never possibly go back.  Even the most luddite old people I've worked with had the same reaction (I'm talking people who hunt and peck type with 2 fingers and print out e-mails to read them).

It's just so convenient to be able to monitor and compare and switch between multiple simultaneously visible windows, instead of alt-tabbing constantly or trying to manually size windows into sections of screen.  And if constructing a virtual space around you with 10 screens were no big deal, I bet most people would do it.

As it is, I am usually making active use of about a dozen windows when working, but can only conveniently keep 2-3 up on my screens.  If I could have them all thrown up around me, it would be a dream.

(If you're curious what insanity that could possible be, the windows that I have open at all times when working include 3 e-mail accounts, our entry system, at least 3 core shipping documents, a google spreadsheet that I use for maintaining tasks lists and long-term notes, a notepad for quick notes, a google spreadsheet for shared workload management, our main customer's product database, and two windows folders... and I'll often keep up real-time tracking on an important flight, and cycle through many other windows throughout the day)

And it would go a long way to eliminating our addiction to paper.  As someone who has been actively involved in developing my office's work processes and pushing for years for a paperless environment, I see 4 major reasons people still like to print things.  Because they value the ability to lay out as many pages as they want in front of them at a time, instead of being restricted to screen space or scroll-through on a document viewer.  Because it's easier to mark on the pages.  Because they like the clear delineation of physical possession of the packet equating to ownership and responsibility for the file, and being able to say "oh I couldn't find the file" when asked why they didn't do something (a mentality that drives me insane).  Or just plain aversion to technology.  An MR operating system with intuitive document interactions would eliminate 3 of these problems.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Rose on November 25, 2018, 02:08:38 am
My office gave me a dual screen workstation, and I love it.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Ai Shizuka on November 25, 2018, 06:10:44 am
There's not a ton of folks using digital cameras or iPods or GPS devices or eReaders these days because smart phones can be all of those and more.

Can be mediocre at all of those things. A smartphone can do everything well enough for amateurs, wich isn't a bad thing. It's the whole point of a smartphone, actually.

Maybe not a ton of folks are using digital cameras, if we are talking about instagram addicts taking pictures of their dinner. Real photography with some actual quality? Nope. Your 1k dollars phone isn't gonna cut it.
Google maps to find starbucks in a new city? Sure, the phone is perfectly fine.
Tracking a winter ascent in the Alps over multiple days? Your phone is a piece of frozen plastic.
Reading a book during a 12h travel? I'll take my 40$ kindle, wich isn't going to make me blind.

Smartphone are convenient because they (sort of) do a lot of things with a single device. That's the  beauty of a smartphone.
But if I want quality, I'll take my camera, my drone, my garmin GPS and my kindle.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Cruxador on November 25, 2018, 10:23:56 am
There's not a ton of folks using digital cameras or iPods or GPS devices or eReaders these days because smart phones can be all of those and more.

Can be mediocre at all of those things. A smartphone can do everything well enough for amateurs, wich isn't a bad thing. It's the whole point of a smartphone, actually.

Maybe not a ton of folks are using digital cameras, if we are talking about instagram addicts taking pictures of their dinner. Real photography with some actual quality? Nope. Your 1k dollars phone isn't gonna cut it.
Google maps to find starbucks in a new city? Sure, the phone is perfectly fine.
Tracking a winter ascent in the Alps over multiple days? Your phone is a piece of frozen plastic.
Reading a book during a 12h travel? I'll take my 40$ kindle, wich isn't going to make me blind.

Smartphone are convenient because they (sort of) do a lot of things with a single device. That's the  beauty of a smartphone.
But if I want quality, I'll take my camera, my drone, my garmin GPS and my kindle.
What I got from this is that your smartphone is older, or not top of the line. New phone cameras, especially on Apple products (this is the one area in which they're still noticeably better than Android) are usually outright better than similarly priced dedicated cameras, their primary downside is that you can't really use big lenses, the range is fixed. So if you're doing wildlife photography they're not going to cut it. Any other photography should be fine though, even professional photography for weddings and portraits and things like that only really needs the big equipment because that's what people expect to see, nobody wants to pay three digits for some hipster to whip out en iPhone.
Phone navigation isn't suitable for going very back country,  although much of the alps should be okay, depending on where you go, and they do make hardier smartphones even if they're not the main line of product.
I read a lot on my phone and don't have any problem. I do keep the blue light filter feature on, which maybe helps. I don't know what else has changed, but with older devices I had to set the display to a particularly dull colors (black background, cream text) to make it a nice experience.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Folly on November 25, 2018, 11:38:20 am
New phone cameras, especially on Apple products (this is the one area in which they're still noticeably better than Android)

https://www.theverge.com/2018/9/19/17878018/iphone-xs-x-pixel-2-galaxy-s9-camera-comparison (https://www.theverge.com/2018/9/19/17878018/iphone-xs-x-pixel-2-galaxy-s9-camera-comparison)
The gap between similarly priced phones might not be as great as you think.

Also, I've heard newscasters note that they were streaming from their phones on several occasions when cameras were not readily available, and I could not see any difference in quality.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Ai Shizuka on November 25, 2018, 03:10:23 pm
even professional photography for weddings and portraits

I'm talking about wildlife, panoramic views, falling stars, milky way pictures.
Wedding pictures aren't exactly testing the limits of a camera.

Tracking devices? Nope.
No way I'm gonna trust a phone, no matter how expensive, in my winter trips around the alps, in the rare occasions I need a GPS device.
Can't handle the cold, unusable with gloves, unreliable in low signal areas, crap batteries. Just no. I rarely need it, but if I do, it has to work under every possible circumstance.

Reading devices are a matter of personal taste, I guess. I'm used to the natural look of my Kindle, so I find a phone display irritating.


Even if I wouldn't want a professional camera, for the price of a top-tier smartphone I'd rather buy a gopro, a mid-level phone and a very good garmin GPS.
Heck, for the price of an iphone X I could buy a Mavic and a mid-level phone.

Daily life/instagram? Smartphone is perfect.
Anything a little bit more adventurous? Nope. I'm talking from factual experience. Just no.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Cruxador on November 25, 2018, 04:04:27 pm
even professional photography for weddings and portraits

I'm talking about wildlife, panoramic views, falling stars, milky way pictures.
Wedding pictures aren't exactly testing the limits of a camera.
No, but that kind of thing represents the vast majority of professional photography. The kinds of things that a phone camera can't do are pretty peripheral.

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Anything a little bit more adventurous? Nope.
In my day, you could get pretty adventurous without any of this stuff. And I'm not that old. I guess that means we use tech differently, but battery life and needing to take gloves off aren't big problems in a device that mostly just sits in your backpack turned off. Also, I don't know them that well since I've never really lived by them, but aren't the alps pretty developed? Like, even if you get lost I reckon you should be able to find some form of human habitation in a day or two and not even have trouble with food supplies, assuming you prepared properly.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: E. Albright on November 25, 2018, 09:43:36 pm
No, but that kind of thing represents the vast majority of professional photography. The kinds of things that a phone camera can't do are pretty peripheral.

...I get the idea that you're not a photographer. The kinds of things that a phone camera can't do okay are pretty peripheral, but the kinds of things a phone camera (yes, even bleeding edge) can't do well are absolutely not peripheral. There's a reason professional photographers still use dedicated cameras, and it's not for appearances. The dedicated device gives them a far better UI than the multi-purpose device... and they need the better UI because the DSLR/mirrorless allows for more fine-grained control and better quality, even for point-blank, slow-moving fixed-lighting subjects. Smartphone cameras killed compact digital cameras. They did not kill higher-end cameras, for the simple reason that they're not as good as them by a large margin. And while they may be as good as current ones in 10 years if their rate of improvement continues at its current pace, in 10 years the dedicated ones will be significantly better unless they hit hard limits before phone cameras.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Retropunch on November 26, 2018, 06:14:11 am

Quote
Anything a little bit more adventurous? Nope.
In my day, you could get pretty adventurous without any of this stuff. And I'm not that old. I guess that means we use tech differently, but battery life and needing to take gloves off aren't big problems in a device that mostly just sits in your backpack turned off. Also, I don't know them that well since I've never really lived by them, but aren't the alps pretty developed? Like, even if you get lost I reckon you should be able to find some form of human habitation in a day or two and not even have trouble with food supplies, assuming you prepared properly.

...I'm also getting the idea that you've never done serious mountaineering - it's very possible to get lost in the alps, and people do and subsequently die each year. The issue isn't 'if it's possible without dedicated GPS' as it obviously is with maps (people have been doing it for years, and many know it without needing any aid) it's if you'd trust your smartphone to do the task compared to dedicated GPS or being a capable mapping. Having been in situations where I have needed to absolutely trust that I've got something to get me home, the answer is absolutely 100% not a chance in hell.

Sure, you can get specialist, rugged smartphones with inbuilt failover GPS etc. but at that point you're basically buying a specialist device. If you trust bringing your Apple as your main mode of navigation in anything other than your local town you deserve to die on a mountaintop.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Cruxador on November 26, 2018, 10:21:51 am
...I get the idea that you're not a photographer.
I mean, my photos sell, but not nearly enough to make that my occupation. Call that what you will. I don't normally print them any bigger than 18*30 either, and I don't use a cell phone camera for it. But under most situations, I pretty well could without changing much, and I barely dip my foot into the rabbit hole of gear.

...I'm also getting the idea that you've never done serious mountaineering
I mean, the Sierra Nevada and the Cascades. They're fairly welcoming mountains I guess, it's no tlike I went to Everest or anything, but it's not like the folks who wander around the Appalachian hills a bit either. Definitely far more serious than the average person, although the most I've done in time and distance is a bit under 50 miles in the course of a week, so a relatively leisurely pace even with the elevation change.

Quote
it's very possible to get lost in the alps, and people do and subsequently die each year.
I've never died, in the alps or elsewhere, but my perception is that people who die in the wilderness are either tremendously unlucky and encounter an avalanche or something, or else they're unprepared and lack either adequate shelter or adequate food to account for possible minor mishaps. You should expect that things can go wrong, not just in the mountains but in any aspect of life, and be prepared for the consequences as much as possible. From googling it, it looks like the biggest killer in the Alps is sudden storms, so... Well, I don't know the solution to that off-hand since it's not my region, but it seems like it should be possible to insulate yourself if there's enough snow on the ground and you've packed properly. I can see why it would be helpful to have more precise location information in that situation though, considering that it is built up well enough to give you a decent chance of finding more comfortable accommodation.

Quote
or being a capable mapping
I'd trust Google maps over Garmin maps in general. Not saying either is perfect, but I've definitely had more problems with Garmin, back in the days when I used them for anything other than farm stuff. Even with a dedicated GPS, I'd recommend just using the lat/long to find yourself on a proper paper relief map - the best maps here are USGS, but I imagine pretty much every decent government has got their own equivalent.

Quote
Having been in situations where I have needed to absolutely trust that I've got something to get me home,
First of all, home isn't where you need to get to unless you're so close enough that you should know the place like the back of your hand anyway. Otherwise, you just need to get somewhere that you can encounter a building or vehicle to sort out the situation. Which in the case of a storm would be to weather it there, or in the case of being lost would usually be to arrange some manner of vehicular transport from where you are to where you should be. It does entail relying on the kindness of strangers, but if it's an emergency then you'll just have to swallow your pride and do that.

Quote
Sure, you can get specialist, rugged smartphones with inbuilt failover GPS etc. but at that point you're basically buying a specialist device.
I mean, I'd probably want that anyway, if I lived in the Alps.

Quote
If you trust bringing your Apple as your main mode of navigation in anything other than your local town you deserve to die on a mountaintop.
I mean obviously if you just rush out into the wilderness with no prep and shout "Steve Jobs will save me!" then you're in for a rude awakening. But regardless of what tech you've got, you should already know exactly what route you're planning to take, every other thing, including maps and GPS is going to be a secondary thing, there as a backup to make sure you don't get off track. If you're adequately prepared, even the map should be unnecessary (though you should most definitely still have it just to confirm).
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Retropunch on November 26, 2018, 12:15:45 pm
-snip-

I honestly don't get what point you're making and some of the things you're saying don't make a great deal of sense I'm afraid. It's almost impossible to do any long distance or difficult trek/mountain/whatever without a map - I don't know anyone who can do that and end up where they need to be. You were saying that we can just use smartphones instead of a dedicated camera, but then that you use a dedicated camera to sell your photos. I really don't get the point that you're trying to make with all this?

Also, to address a specific point though just to be clear:
Quote
First of all, home isn't where you need to get to unless you're so close enough that you should know the place...
When I meant 'home' I meant as in 'away from trouble' as in 'I need to get back to somewhere safe'. Not home as in my literal house that I live in.

Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: ThtblovesDF on November 26, 2018, 12:39:34 pm
Got Pavlov in the sale, it seems to be just a way worse Onwards, with both the mechanics and the people playing it being worse.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Cruxador on November 26, 2018, 01:33:31 pm
-snip-

I honestly don't get what point you're making and some of the things you're saying don't make a great deal of sense I'm afraid. It's almost impossible to do any long distance or difficult trek/mountain/whatever without a map - I don't know anyone who can do that and end up where they need to be. You were saying that we can just use smartphones instead of a dedicated camera, but then that you use a dedicated camera to sell your photos. I really don't get the point that you're trying to make with all this?
I mean me neither at this point, I wasn't really trying to play debate club to begin with. I reckon it's still an interesting conversation topic, albeit maybe not one relevant to the thread.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: Ai Shizuka on November 27, 2018, 10:55:52 am
Just to make it clear.
Yes, the Alps are pretty tame in general, if you stick to the more popular areas in summer.
Not so much if you start exploring the more secluded areas in winter.

I never rely on my GPS to do anything. There's always a 1:25000 map of the area in my pack. The GPS is there just in case. Mostly I use it if I find a nice track in summer and want to sky it in winter, months or years later.
Once I had to stay overnight with an injured guy and the GPS has been crucial to go where the rescuers wanted me to meet them. Phone in that scenario? Unreliable piece of plastic wich would have been out of battery in minutes.
Never had a problem in the Alps myself. But I usually go alone and if something goes wrong, everything must be working properly, including the GPS. Granted, my phone is mid-to-low level, but for the price of a top-tier rugged smartphone, I'd buy a high quality GPS and spend the considerable amount left on something else.
Title: Re: Virtual Reality Thread: Day N: the saga continues
Post by: E. Albright on November 27, 2018, 03:04:53 pm
That's the crux of it: the dedicated device is almost always going to be better than all but the highest-end multi-purpose device, and even then the high-end multi-purpose device will only match some of the dedicated devices it mimics, not all of them. You'll almost always get better price and performance from even a mid-range dedicated device plus a cheapo multi-purpose one than just a high-end multi-purpose device, and it seems like naive techno-futurist evangelism to assume that's no longer true. Yes, we can get to the point where multi-purpose devices are "good enough" to supplant dedicated devices for even advanced users, but the examples discussed above don't give any reason to believe we're there yet for those particular cases - nor that it's "just around the corner".

(And yes, that's before considering the likelihood that the generalist device will have power consumption issues compared to one that's not doing 10 or 20 superfluous functions at any given moment.)
Title: Re: Virtual Reality Thread: Day 1331: Valve announces HL:VR
Post by: PTTG?? on November 18, 2019, 06:34:47 pm
Valve has announced Half-Life: Alyx (https://twitter.com/valvesoftware/status/1196566870360387584/photo/1).

This is the day of prophecies. I recall at one time predicting that VR awaited a transformative gaming title that would make it the next CD-rom, and I also remember a time when it seemed clear that the only way to make the next Half-life game be good enough to match up to its predecessors would be to make it revolutionize VR the same way HL revolutionized FPSes and HL2 revolutionized distribution.

So it once was said, so it shall be.
Title: Re: Virtual Reality Thread: Day 1331: Valve announces HL:VR
Post by: Cruxador on November 18, 2019, 07:42:43 pm
Makes me wonder how many of the people who worked on the first two games are even still there.
Title: Re: Virtual Reality Thread: Day 1331: Valve announces HL:VR
Post by: PTTG?? on November 18, 2019, 08:53:46 pm
I mean people who worked on HL1 in their 40s are in their 60s now.
Title: Re: Virtual Reality Thread: Day 1331: Valve announces HL:VR
Post by: Enemy post on November 21, 2019, 04:30:14 pm
Half Life:Alyx's trailer has been released. (https://www.youtube.com/watch?v=O2W0N3uKXmo)
Title: Re: Virtual Reality Thread: Day 1331: Valve announces HL:VR
Post by: PTTG?? on November 21, 2019, 07:04:25 pm
Some discussion going on here (https://youtu.be/-9K0eJEmMEw) involving the developers.
Title: Re: Virtual Reality Thread: Day 1331: Valve announces HL:VR
Post by: askovdk on July 23, 2020, 10:47:24 am
Arise, for yesterday was a happy day for PSVR, as the long waited update for DREAMS came up with full VR support.

I was already fully in love with Dreams for it's creation tools, and now I can make sculptures and worlds in full 3D, - in a sense even better than in real life, as I can change the scale completely. E.g. yesterday I sculpted the ear-hole of an orc, - while standing inside it. :-)
But just watching your own and other people's stuff in 3D is amazing, so I can now actually recommend that PSVR owners buy Dreams just for access to what other makes. (But you would be missing out if you don't at least give the creative tools a try).

I found this youtube that tries to give an impression of how it is. https://www.youtube.com/watch?v=OEjvt6K5Qx4 (https://www.youtube.com/watch?v=OEjvt6K5Qx4)
Title: Re: Virtual Reality Thread: Day 1331: Valve announces HL:VR
Post by: Rose on July 23, 2020, 11:09:02 am
Everybody go and play Moss, it's great.
Title: Re: Virtual Reality Thread: Day 1331: Valve announces HL:VR
Post by: Akura on March 08, 2021, 04:37:36 pm
Raising this thread again.

I've got what I think most of the setup problems with my Vive Pro worked out. I'm still having difficulties using the controllers, mainly because whoever designed them needs to be smacked over the head with one and then sent to a course on ergonomics. Not gonna lie, if I had access to a 3d printer, I might be able to design an extended grip button to attach to the side of the controller to make to make using the default grip buttons tolerable. If and when the bones of my hands deform themselves to the point that I can easily press and hold the grip buttons, I have to set every game to toggle grip, and that just breaks immersion.


Another issue I have with the controller is the trackpads. It is far too easy to accidentally trigger motion on them, which can cause unnecessary moovement or spinning, which both messes up what I was doing and can cause motion sickness. I've found out how to mitigate this some by setting a deadzone on the trackpads, but I have to do this manually for every trackpad operation for every single game. There's also options for Max Zone Percentage and Curve Exponent, but I have no idea what they do and the tooltips for them are literally placeholders.

One more issue is that the right controller will occasionally lose tracking and it's virtual counterpart will yeet off somewhere. As far as I can tell this is probably because one of the base stations loses tracking(even though this happens literally right in front of the other station) and something to do with my play area configuration.

EDIT: I've figured out the issue with my controller losing tracking; there's a mirror in my room just to the right of my standing area that's interfering with the tracking laser. I have to cover it every time I try to use VR. Odd how that never seems to have messed with the Rift S's tracking.
Title: Re: Virtual Reality Thread: Day 1331: Valve announces HL:VR
Post by: Rift on March 10, 2021, 05:46:00 pm
Yeah the base stations can run into problems from shiny metallic things let alone mirrors.

I'm kinda curious if there are many people on this forum that play vr still? (besides me and akura?)

Numbers of VR users are climbing pretty fast, so even if its not mainstream its slowly getting big enough to support bigger(needing more money) games.
((https://roadtovrlive-5ea0.kxcdn.com/wp-content/uploads/2021/03/monthly-connected-vr-headsets-steam-february-2021.png)
PCVR and Quest 2 being the biggest growers.
Theres even some vr mmo called zenith (https://zenithmmo.com/) going into early access/alpha/whatever coming out (it doesn't look that amazing to me, but i may try it)
Title: Re: Virtual Reality Thread: Day 1331: Valve announces HL:VR
Post by: Scripten on March 11, 2021, 04:34:26 pm
I'm kinda curious if there are many people on this forum that play vr still? (besides me and akura?)

I still play. Generally just to work through my collection of VR stealth games (Budget Cuts and Espire mostly). Waiting on the "next HL:Alyx", be it by Valve or someone else.
Title: Re: Virtual Reality Thread: Day 1331: Valve announces HL:VR
Post by: Aoi on March 12, 2021, 05:34:44 am
It may be puerile, but I'm mildly disappointed that this thread blew right past Day 1337 without comment, straight onto 1,811 days and beyond. :(
Title: Re: Virtual Reality Thread: Day 1331: Valve announces HL:VR
Post by: Rift on April 18, 2021, 04:49:54 pm
IronWolf VR (https://store.steampowered.com/app/552080/IronWolf_VR/) is a really fun time as long as you have a couple friends who also have vr to play it with. (you could technically play it alone or with one friend but i'd only recommend it at 3-4 players)
just blew like 6-7hours in it, basically think silent hunter, but in vr coop (or bridge crew, or pulsar). Basically you go around the old-war-time seas  torpedo-ing merchant ships, frigates and destroyers, and occasionly shooting down fighters/bombers with your 2 deck machine guns (you have one big deck gun that you can use anti-ship but GL using it against anything but merchant ships without dieing).
Anyone can do anyjob at any time, except the captain is the only person who can buy upgrades for the ship in dock, some of which you have to manually install like batteries and adapters n stuff.. (you could hotswap one of your 8 batteries while in transit i guess, no idea how well that works).
The basic job/rooms are:
Sensor/captain (controlling a tactical map(blips from hydrophone and spotted by periscope), fast-travel, the hydrophone(passive sound sensor), Record Player (classy), periscope, torpedo tracking (and some manual remote-radio controls that let you turn them a few degrees while in water).
Engineering (Load-balancing and turning on/off literally everything in the ship, replacing fuses when blown, controlling the diesel/electric engines / cooling, air compressor, snorkel(for diesel engine and air-intake at periscope depth), actual propeller speed/direction control.
Helm (Tactical map, terrain-map(uh.. not that useful cause you also have a depth under heel sensor), Controlling the rudder(manual or automatically if you use power for it), hydropaning(vertical angle), ballast(via limited compressed air + water intake that you juggle to balance), you also have request-propeller speed thing.
Torpedo guy (basically pull the torpedos into the tubes, lock em, fill em with water/air), Manual torpedo launch(sensor/captain room has a launch when locked). Probly the least exciting job.
Theres also a couple welders for leaks on the ship, as well as some air-rebreathers but if you get to the point you need those air-rebreathers your likely going to die. Seems like there are more leaks(from being hit/crush damage) in helm(front)/sensor(midship), so they also have to deal with welding them (although maybe torpedo guy should be on that if you have one). Theres also manual pumps you can pump to drain a room.
Any position you don't have you can turn on automatic.

Anyway, its a good time if you want to coop-crew something with friends.
Title: Re: Virtual Reality Thread: Day 1331: Valve announces HL:VR
Post by: Akura on April 29, 2021, 07:03:46 pm
One of my Vive controllers just stopped working. First, it stopped tracking - the system detected it but said the basestations couldn't see it. After a few exits and restarts of SteamVR, it now doesn't even register at all. It turns on, still.

From what I've already searched, it might be a loose cable inside the controller, that may or may not require a screwdriver that I don't have to access/fix. And even if it did instead require a normal screwdriver, my main screwdriver has been missing for months.


EDIT: Fixed it by re-pairing the controllers. This took some effort because it kept saying both were paired despite the non-functioning one was turned off. A few minutes later, however, the other controller stopped tracking. The good news is, that's not an issue with the cables. The bad news is, I don't really know what the issue is. I think I saw a blurb somewhere that this might be a USB bandwidth issue.

EDIT2: Well, I just saw a random reddit post about someone with a similar problem, which may have been caused by changing the audio settings... in the same way I just changed mine today. My PC wasn't changing audio output between my headphones and the headset automatically, so I went into the SteamVR settings to change the audio output there from "Headset" to "Manual"->the Vive speakers. It's too late now to see if changing it back will fix the controller tracking, I'll check tomorrow.

EDIT3: No, that wasn't the problem. This very frustrating. I did plug both controllers into USB ports to recharge, and they both showed as tracking, though I did not put on the headset to check if I could see them there. Perhaps the batteries were low? If so, that's the first time it's done this even when I've nearly completely depleted the batteries.

EDIT4: And finally, it seems removing the drivers, restarting my PC, and reinstalling the drivers appears to have worked. At least, I had a fairly extended VR session without anything going wrong.