It actually is. VR is fundamentally so different that developers have to approach everything differently. It's that immersion that makes everything more. Your body reacts to things differently from the real world and that is the REALLY big catch. On a 2D flat screen you can't experience the scale of things, that giant spaceship next to you or that fall down from the mountain when you look down. An object passing through your body makes a tiny tingle in your stomach because your brain expects an impact.
Of course you get used to things eventually but it's still very different from what you are used to now. Instinctively you want to touch things in VR so that's why interaction aspects are the most researched one. You'll also want to move physically so that is included in the 'to-do' list of researchers. What Vive offers is great as a start for room scale tracking. Lets see what else comes in a few years.
I dont think you get charged until they actually ship it
I'm watching this video right now that was released today and it's doing a pretty good job of explaining the features and benefits of the Vive along with impressions on a bunch of demos. Check it out:
https://www.youtube.com/watch?v=iWproPHhHd0
I think my paypal was charged already
This may have already been addressed, but has anyone been charged yet? Haven't seen a charge yet on my credit card.
Nice explanation and I get all of that. The limitation to a room is quite limiting at the moment though. Couldn't they just add an analog stick as well? And for the full immersion effect, 1st person will be the way to go and that's quite limiting as well in terms of game genres.
The problem with 1st person and a thumb stick is that it makes many people, including myself, sick. There's a reason why Palmer Luckey said game pads are shitty VR controllers. If you want to play a 3rd person game or cockpit game with the Vive, there is nothing stopping you. It will still work with your game pad, hotas, driving wheel, etc.
then why does rift ship with gamepad?
then why does rift ship with gamepad?
I'm inching closer to canceling/flipping my Rift. I have a March/April number, but, I won't lie that the room scale stuff would be hard to not try out as soon as possible and I have an April Vive order. Decisions, decisions...
Yeah for text based stuff or plain white backgrounds the SDE is pretty obvious. Text is still legible but not great either. Again I don't know if the Vive Pre is different to the one being sold today.
I'm sure it would become tolerable, especially something like elite dangerous or similar games where you're not exactly jumping around the room.
Their VR controller is not coming out until months later, so it's either gamepad or delay the launch again and let Vive be first to market.
Their VR controller is not coming out until months later, so it's either gamepad or delay the launch again and let Vive be first to market.
That plus they don't really have a lot of content ready for Touch outside of Toybox. Most of their in house titles have been in development for 1-2 years and designed as gamepad games. I'm sure they're cookin up full fledged games for it too, just not ready for primetime.
It's not really as black and white as that. It's also hugely because the games that were developed with Oculus Rift developer kits over the course of the last 3 years didn't have any kind of motion controller standard either. Most of them have been developed with xbox controllers in mind because that was the easiest and best thing available.
As awesome as Vive's packed in controllers are, there's simply not going to be a lot of software to take advantage of them early on. Developers have only had 1 year MAX with those to create content.
Oculus has been developing something that they think is a better motion controller than the wands that the other 2 big players are using. They are also waiting on more polished content to be ready for said controllers before they put them out to the general consumer. They feel they have enough gamepad-based content to keep people occupied in the meantime. We'll see whether that pays off or not.
To be fair HTC and Valve don't really have a LOT of content for their full system yet, either. They seem to be more willing to just put it out there anyway and let the community have at it with their consumer product, much like Oculus did with their dev kits.
Fragmenting user base doesnt help. If something doesnt ship with the system adding back in usually is hard to achieve. May be looking at shipping with rift cv2.
then why does rift ship with gamepad?
I have both on order but the more i see of the vive the more i think its the right choice if i have to choose one. They both have there positives and faults but the rift room tracking seems like it could be an issue. If it wasnt they would have launched with it. They will need a second tracker and that means more wires all over and more computing power aswell as more usbs.
Currently, all of the publicly available information points towards the Rift+Touch primarily being a forward-facing, non-360 experience. Whether or not the Rift can technically support room-scale doesn't matter all that much to us as developers, because in the end, as long as room-scale is a fringe setup used by a small fraction of the customers, rather than the recommended setup, we'd be losing more than we gain by targeting that platform.
That's of course not to say that Rift+Touch a bad platform, it's the best one for seated experiences, the same way Vive is the best for room-scale experiences. All of us developers would love to talk about the Rift+Touch and PSVR+Move, sharing all the information and thoughts we have, if we could. But that's not how companies work - the way Valve lets us freely use and talk about the Vive is an exception, not a rule.
Since the Vive doesnt have built in headphones, does it have an audio port or is everyone forced to get wireless headphones?
I thought this was an interesting quote from the developer of Budget Cuts and it makes a lot of sense. He does have development touch controllers.
There's a ton of issues with first-person movement in VR games, that's clear. It's gonna take a while to figure out. 'Blinking' from place to place isn't going to work for most game designs.
So the killer app for me at the moment would actually be just a simple fighting game. Preferably Dead or Alive 6 (after all, DoAX3 is going PSVR). You're in the stands, 'watching' the fight. You can see other spectators all around you. You can hear them cheering. But when the round begins, it's you controlling the character down there in the ring / stage / whatever.
I love going to sporting events, so watching a virtual fight but being the one controlling it would be absolutely incredible.
Also, I've been hyped for Vive for over a year now, and yet only today did I discover it's called 'Vive' as in 'alive', rather than 'Vive' as in 'Vive la France'. It'll always be the latter to me.
The killer app for me would be a full on open world "rpg" (but without any stats naturally) where you can walk around, interact with npcs, complete quests and do all kinds of things in this immersive world. They would need to figure out how you can walk around in the game world by having the player really walk around in his room.
is opening a door for real more fun/interesting than pressing A?
If you don't know what to expect behind that door? Definitely.That said, is opening a door for real more fun/interesting than pressing A?
Good question. I'm guessing probably because Touch wasn't ready yet, but it also helps keep the up front costs down and doesn't require those who don't want Touch controllers to pay for them. They are getting xbox controllers cheap enough and developers haven't had a lot of time to work with Touch so at least this way everybody has an input device that will work. Down side is you are fragmenting an already small user base and if it doesn't sell well for whatever reason, developers have less incentive to use them.
I thought this was an interesting quote from the developer of Budget Cuts and it makes a lot of sense. He does have development touch controllers.
Im heavily leaning on canceling my Rift preorder. I mean it's not shipping until July anyway and from the impressions ive seen, it looks as if the Vive is just a superior product in almost every way to rift.
light house stand options (for portability to friends houses and such)
this set of two and two of these (since you need them at an angle?)
sound good?
You have a pre or something? How is the power done? I was planning on using phone charger batteries with usb ports. I see it won't work on the older dev kits, but is the pre still the same with the plugs? or is there a usb cable type plug that I can use for power?edit: actually that should be ok. Just checked my light stands and they have a 1/4" screw thread on the top
You have a pre or something? How is the power done? I was planning on using phone charger batteries with usb ports. I see it won't work on the older dev kits, but is the pre still the same with the plugs? or is there a usb cable type plug that I can use for power?
I played that Portal Demo on Vive with the full setup, head tracking, walking around in a space, and the two controllers. I thought it was really interesting, and definitely felt very immersive. But after playing it once, it's pretty much just a long cutscene, so there isn't really anything else to the experience afterwards. The mechanics were basically pushing, pulling, and moving objects around in space. Again, very cool, but not something I'd want to do more than once.
The killer app for me would be a full on open world "rpg" (but without any stats naturally) where you can walk around, interact with npcs, complete quests and do all kinds of things in this immersive world. They would need to figure out how you can walk around in the game world by having the player really walk around in his room.
It's exactly what it looked like. Something I really want to see and experience at least once but not something I'm dying to play. Most VR experiences seems like this at the moment.
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So I bought a Vive as did my PhD. Does anyone with multiple Vive Pres know how local multiplayer works (if it works)? I reckon we each need our own PC, but could we both use the same two lighthouses in one room?
There's a ton of issues with first-person movement in VR games, that's clear. It's gonna take a while to figure out. 'Blinking' from place to place isn't going to work for most game designs.
So the killer app for me at the moment would actually be just a simple fighting game. Preferably Dead or Alive 6 (after all, DoAX3 is going PSVR). You're in the stands, 'watching' the fight. You can see other spectators all around you. You can hear them cheering. But when the round begins, it's you controlling the character down there in the ring / stage / whatever.
I love going to sporting events, so watching a virtual fight but being the one controlling it would be absolutely incredible.
Also, I've been hyped for Vive for over a year now, and yet only today did I discover it's called 'Vive' as in 'alive', rather than 'Vive' as in 'Vive la France'. It'll always be the latter to me.
Yes, redirection is totally possible. That said, I'm not sure what can be achieved in the Vive's recommended play area. Here's an example in a much larger area.
Blue = actual walking, red = perceived walking to a distance of 5km. The outer circle of the play area is 40 meters, the inner circle is a 20 meter radius. I think this will be very useful for VR experiences at, say, a theme park.
That sort of experience seems heavy on the novelty factor to me. Personally I don't see a lot of lasting appeal in VR experiences if I am just going to be sitting in a static position as an observer inside the VR world. Especially if there is basically just one meaningful viewpoint as their would be if you were sitting in the stands at a virtual event. Ultimately I think the comfort of not wearing the headset will win out over that novelty.
That's not to rule out all seated experiences, but I think that for VR to feel worth there needs to be some level of dynamism to make you feel more present in a 3D world.
In preparation for VR I got a Asus Matrix 980ti to replace my 970s. I can't wait to not have to deal with SLI Support/issues. Going to be amazing.
Really it has had the opposite effect on me. I am going to go home and set up my DK2 and try out some new demo's and dive back into Elite: Dangerous.
Has anyone seen this trailer yet? With some polish this could be great! Zelda VR. https://www.youtube.com/watch?v=jjMinGCvOeo