metareferential
Member
until the resale value starts dropping.
I don't see that happening any time soon.
until the resale value starts dropping.
This is pretty much exactly what I want! Time to save. I priced the oculus-ready boxes? 999.00 + vive = a nearly 2k investment. Let's hope developers really embrace this tech and it takes off!Buy one of these:
http://www.alienware.com/landings/oculus/
install steam on it, run big picture mode and check the box that says "start steam and run big picture mode when my PC boots." Set the PC to boot without any password prompts.
Bam, you have what you asked for. You'll never really have to interact with windows again. Your PC, when you turn it on, will take you directly to this:
It's controllable with an ordinary Xbox pad, or a keyboard, or a mouse, or a steam controller. It has a built in Webbrowser that is gamepad compatible. You can install and uninstall things on your PC from within steam's interface, using your gamepad. You can launch and reboot and turn off your PC from within this interface. All your friendslist stuff is in this interface. You can launch steamVR games from it.
If you wanted to go one step further, you could also install Kodi on your computer, then add a link from Steam to it, so you could launch this from that interface:
That would handle all your media needs. It's also controllable with an xbox controller. You can add an icon to Kodi from steam so it smoothly integrates.
What is the cheapest viable VR option on PC in development?
I mainly just want it for pron.
That depends on what you mean by "viable", but the OSVR hacker devkit is 299 USD.What is the cheapest viable VR option on PC in development?
I mainly just want it for pron.
Probably want to look at OSVR in that case, or maybe GearVR if you have a Samsung phone.
That depends on what you mean by "viable", but the OSVR hacker devkit is 299 USD.
So close and I still can't decide which of my pre-orders to keep.. But I guess it would be a little crazy to not keep my +8 minutes Vive pre-order considering theres not going to be any Touch for a while.. Right?
The display is the same I've heard but not confirmed. Could it be from the same manufacturer?
Any news about the lens quality difference? Same quality, same FOV?
This is pretty much exactly what I want! Time to save. I priced the oculus-ready boxes? 999.00 + vive = a nearly 2k investment. Let's hope developers really embrace this tech and it takes off!
This past week was crazy busy and I somehow missed the Vive pre-order until Thursday. I thought about it for a day (dat $799 pricetag) and then pre-ordered yesterday. It still said "Ships in May" but that could just be static text on the page - the actual confirmation message didn't say anything about an expected ship date (unlike the Rift pre-order).
I wonder which I will receive first, my slightly late Rift pre-order, or my relatively more late Vive pre-order. My only worry now is that it will take so long for the Oculus touch controllers to ship that it will be harder to decide which one I keep and which one I sell, until the resale value starts dropping.
This past week was crazy busy and I somehow missed the Vive pre-order until Thursday. I thought about it for a day (dat $799 pricetag) and then pre-ordered yesterday. It still said "Ships in May" but that could just be static text on the page - the actual confirmation message didn't say anything about an expected ship date (unlike the Rift pre-order).
I wonder which I will receive first, my slightly late Rift pre-order, or my relatively more late Vive pre-order. My only worry now is that it will take so long for the Oculus touch controllers to ship that it will be harder to decide which one I keep and which one I sell, until the resale value starts dropping.
I just bought a pair of sennheisser HD 598's for vive specifically. Nice soundstage and all that.So, had not realized until the other day that the Vive has no integrated audio.
What is everyone using for an audio solution? I have Turtle Beach XP Sevens that are pretty great, but I worry about cord length when using roomscale....
UPDATE regarding my multiple devices output quandary from earlier today.
My integrated audio is Realtek. Realtek HD audio drivers comes with a virtual recording device called Stereo Mix that is disabled by default. Enabling it allows me to have my computer repeat my default device's audio to another device. The only issue is that this seems to introduce about 300-400 milliseconds of latency to the secondary device (in this case, my surround sound and bass shaker by extension). That's kind of a lot of latency.
I'm going to try one of the virtual audio cable deals to see if it handles the latency better.
UPDATE 2:
My Sound Blaster card had the same feature, called "What U Hear", which accomplishes the same task with near-imperceptible latency. Issue resolved!
Not if you want it "at some point", because Oculus is getting its Touch controllers and second camera for room-scale in just a few months. So just from a full-room-vr perspective, get Vive if you can't wait and must have full-room-vr on day 1. If you can wait, then it doesn't matter which one you get.If you want full room vr at some point wouldn't the Vive be the choice to make. Oculus doesn't have a full room solution yet.
Thanks for the update. I'll check out my options and see what I have. Good luck with the rest of the setup. I had a Buttkicker in an old apartment setup and I really liked that little guy. It wouldn't really work in my new setup so I just shake the whole block with a couple Danley DTS10s instead.
Just bought a new house for vive, can't wait
Just bought a new house for vive, can't wait
Damn, y'all getting houses with VR in mind! I'm like, prepared to possibly move my couch to make room.
Damn, y'all getting houses with VR in mind! I'm like, prepared to possibly move my couch to make room.
Not if you want it "at some point", because Oculus is getting its Touch controllers and second camera for room-scale in just a few months. So just from a full-room-vr perspective, get Vive if you can't wait and must have full-room-vr on day 1. If you can wait, then it doesn't matter which one you get.
These guys are streaming the vive pre on twitch right now and having a blast. They don't seem to have used it before so it's cool to see some first reactions. http://www.twitch.tv/omgitsfirefoxx/
Not if you want it "at some point", because Oculus is getting its Touch controllers and second camera for room-scale in just a few months. So just from a full-room-vr perspective, get Vive if you can't wait and must have full-room-vr on day 1. If you can wait, then it doesn't matter which one you get.
We don't know the extent of Oculus room scale yet. Right now games are being designed for two cameras in the front which does not allow for 360 degree movement with the motion controllers. It's possible Oculus will advise a more corner setup like Vive, but in that case we still don't know the specifics of the USB length or field of view.
Cameras can be set in other areas if the room but for the sake of convenience most demos we have seen all involve having the cameras both right up front. You can also have more than 2 cameras, the processing power requirement just goes up. I believe the CV1 camera is 110 degrees.
Oculus will need to tell people what to target and as of yet it doesn't look like they have. You can't have people moving cameras around depending on the game. Until they market this I don't think anyone should just assume it will happen when Touch comes out.
Minecrift is in the process of being ported to OpenVR, which will support both Rift and Vive
https://www.reddit.com/r/oculus/comments/49442e/minecrift_is_in_the_process_of_being_ported_to/
I've decided to keep pre-orders for both the Rift and Vive. I'll be getting them at their respective launch dates, March 28th and April 5th, since I placed orders within minutes of initial availability.
That way I can actually judge them fairly back to back instead of just listening to online debates and decide which one is best for my purposes. Hell, I might even end up keeping both if the experiences are unique enough.
Even if I decide to sell one, I doubt I will lose much money as they seem to be back ordered.
That's still going with the idea that Rift+Touch will offer a room-scale experience equal to the Vive.Not if you want it "at some point", because Oculus is getting its Touch controllers and second camera for room-scale in just a few months. So just from a full-room-vr perspective, get Vive if you can't wait and must have full-room-vr on day 1. If you can wait, then it doesn't matter which one you get.
It's 100 degrees horizontal and 70 vertical. A Lighthouse box covers 120 by 120 degrees.Cameras can be set in other areas if the room but for the sake of convenience most demos we have seen all involve having the cameras both right up front. You can also have more than 2 cameras, the processing power requirement just goes up. I believe the CV1 camera is 110 degrees.
The Touch controllers and to what extent they will be utilized were obviously not complete hence them being pushed back to the second half of 2016. It lines up with their E3 press briefing this year which is likely to focus heavily on the Touch experience and games that are shipping alongside the controllers. I would fully expect them go into great detail on what to expect with the Touch controllers and the best practices for camera setup.
That's still going with the idea that Rift+Touch will offer a room-scale experience equal to the Vive.
It's possible, but hardly a certainty, and everything Oculus have officially stated so far says nothing of the sort. There are real technical challenges with offering wall-to-wall, floor-to-ceiling VR with cameras, and while you can assume that they will be overcome it's still just an assumption.
It's 100 degrees horizontal and 70 vertical. A Lighthouse box covers 120 by 120 degrees.
These guys are streaming the vive pre on twitch right now and having a blast. They don't seem to have used it before so it's cool to see some first reactions. http://www.twitch.tv/omgitsfirefoxx/
These guys are streaming the vive pre on twitch right now and having a blast. They don't seem to have used it before so it's cool to see some first reactions. http://www.twitch.tv/omgitsfirefoxx/
Re: Roomscale tracking with Oculus Touch.
People have already used ray traced tracking volume visualizations to map the extent of multiple-camera room-scale tracking solutions possible with all 3 major VR headsets. The consensus is that Oculus Touch, with 2 positional tracking cameras, ignoring occlusion issues, can match the Vive's lighthouse tracking up to a volume of 12' x 12'. Beyond that, at 15' x 15', opposing corners get lost in tracking volumes. This is the single best picture I've seen that maps all tracking volume configurations:
Anything colored is trackable space. Anything black is lost.
Yeah I'm not really sure why everyone thinks the Rift won't support room scale. There are youtube videos of it working with 2 cameras and Palmer has stated that it works. Maybe people are just unaware.
There is hyperbole with both sides of the argument - of course you can do relatively occlusion-free room scale tracking with multiple camera points. Nobody should be disputing that.
But the people saying the rift with 2 tracking cameras will track a volume as well as light house are objectively incorrect, especially the larger the tracking area is. Around 15' x 15' is when the extents become noticeable enough to affect actual games. It's worth noting that 15' x 15' is not the limit of the Lighthouse tracking system, and the larger the volume the more obvious the limitations of the rift tracking system become. Something like The Void could not be realistically done with the rift, it would need a lighthouse style method of tracking.
Isn't the issue not to do with cameras but to do with Touch's design itself, or so Alan Yates mentions?
That's great. I assume the bright coloration is full 2-device (so, occlusion-resistant) tracking while darker colors are not?Re: Roomscale tracking with Oculus Touch.
People have already used ray traced tracking volume visualizations to map the extent of multiple-camera room-scale tracking solutions possible with all 3 major VR headsets. The consensus is that Oculus Touch, with 2 positional tracking cameras, ignoring occlusion issues, can match the Vive's lighthouse tracking up to a volume of 12' x 12'. Beyond that, at 15' x 15', opposing corners get lost in tracking volumes. This is the single best picture I've seen that maps all tracking volume configurations:
Anything colored is trackable space. Anything black is lost.
That's great. I assume the bright coloration is full 2-device (so, occlusion-resistant) tracking while darker colors are not?