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Oculus Rift and Touch Thread: I need something more

SomTervo

Member
Hi everybody,

I've been helping with Organ Quarter, Outer Brain Studios' VR horror game. It's sitting pretty at 94% positive user rating on Steam.

Double wammy of coolio news for Organ Quarter:

New trailer - showing off some new enemies, locations, weapons (all pretty placeholder but we wanted to show stuff)

And a cheeky Kickstarter! Pretty modest sum requested, just to enable us to focus on the game through to launch.

Currently the game is currently HTC Vive only but we WILL be releasing a Rift + Touch version after full launch. The demo is here if any of you have a Vive, too..

Feel free to ping us with any feedback, advice, etc.

Some GIFs for your viewing pleasure

EknOM2O.gif

eD9OppS.gif

YqK23px.gif
 
^ Played through the update this weekend, loved it already. The new enemies havea cool design but do they do anything different? Different attacks or weaknesses would be best. Works great on oculus. Will support on Kickstarter, I think this is the closest thing to an old school (now new school again?) RE game in VR.
 

SomTervo

Member
^ Played through the update this weekend, loved it already. The new enemies havea cool design but do they do anything different? Different attacks or weaknesses would be best. Works great on oculus. Will support on Kickstarter, I think this is the closest thing to an old school (now new school again?) RE game in VR.

Thanks for the kind words as always, Wes, and really appreciate the back on KS.

In the full game we'll be building in very, very specific weaknesses and behaviours for our enemies. For the demo, time was tighter, so we just wanted a bit of variety in the designs (having just the peglegs staggering about got pretty stale).

And wait, what - it works well in Oculus??? Is there a wrapper you use or something? AFAIK we've only developed this for HTC Vive so far.

We're hoping the hand-tracked and room-scale thing will give this a (probably minor) VR edge over Resi 7!
 

vermadas

Member
And wait, what - it works well in Oculus??? Is there a wrapper you use or something? AFAIK we've only developed this for HTC Vive so far

The Vive uses OpenVR. OpenVR supports both headsets and Touch, Oculus by way of a wrapper over the Oculus SDK. Unless you go out of your way to block the Rift via a hardware whitelist, like Google Earth, it will work. Officially supporting Touch usually means the controls have been given some consideration for analog sticks instead of touch pads and other possible in-game asset adjustments.
 

SomTervo

Member
The Vive uses OpenVR. OpenVR supports both headsets and Touch, Oculus by way of a wrapper over the Oculus SDK. Unless you go out of your way to block the Rift via a hardware whitelist, like Google Earth, it will work. Officially supporting Touch usually means the controls have been given some consideration for analog sticks instead of touch pads and other possible in-game asset adjustments.

Right, good to know, thank you. Our Rift research has been incredibly minimal so far, as you can probably tell. Making us feel like this:

image.php


One thing we did know was that it would be very easy to "port" over from Vive to Touch. You've certainly confirmed that!
 
Thanks for the kind words as always, Wes, and really appreciate the back on KS.

In the full game we'll be building in very, very specific weaknesses and behaviours for our enemies. For the demo, time was tighter, so we just wanted a bit of variety in the designs (having just the peglegs staggering about got pretty stale).

And wait, what - it works well in Oculus??? Is there a wrapper you use or something? AFAIK we've only developed this for HTC Vive so far.

We're hoping the hand-tracked and room-scale thing will give this a (probably minor) VR edge over Resi 7!

Yeah works great on my rift. Touch is works fine. The analog movement feels ok, I am not a fan of pushing in the stick to move but everyone seems to do that, must be a reason.

You guys are in delray beach? Thats awesome having someone so close making something so cool. You need a guy to test something one day let me know.
 

SomTervo

Member
Yeah works great on my rift. Touch is works fine. The analog movement feels ok, I am not a fan of pushing in the stick to move but everyone seems to do that, must be a reason.

You guys are in delray beach? Thats awesome having someone so close making something so cool. You need a guy to test something one day let me know.

Sick. I have to let the lead dev know. Indeed, the lead dev is over on Delray Beach – I'll let him know he's got a local fan ;) I'm across the pond unfortunately. We went international on this beeyatch.

Re pushing to move – pretty sure we're dropping that option for full launch, or at least it'll be blink-step. Might keep it in there just because some people really like it. Push to move is just super easy to implement and for most people I think it's OK.
 

Plasma

Banned
Is Serious Sam The Last Hope worth buying? It looks good but it costs £30 which seems like a bit much for a wave shooter.
 

vermadas

Member
I am not a fan of pushing in the stick to move but everyone seems to do that, must be a reason.

Re pushing to move – pretty sure we're dropping that option for full launch, or at least it'll be blink-step. Might keep it in there just because some people really like it. Push to move is just super easy to implement and for most people I think it's OK.

On the Vive wands there is a touchpad where pressing to move feels better. This just doesn't translate well to the analog sticks on Touch. I wonder if OpenVR could implement an optional feature to treat any movement of the analog stick outside of the deadzone as depressing the button simultaneously. For those games that don't implement Touch specific control schemes.

Is Serious Sam The Last Hope worth buying? It looks good but it costs £30 which seems like a bit much for a wave shooter.

I would tend more toward Serious Sam VR: The First Encounter, though I haven't tried either game yet. There seems to be plenty of wave shooters out there but not many shooters that have a traditional campaign with positional movement.
 
On the Vive wands there is a touchpad where pressing to move feels better. This just doesn't translate well to the analog sticks on Touch. I wonder if OpenVR could implement an optional feature to treat any movement of the analog stick outside of the deadzone as depressing the button simultaneously. For those games that don't implement Touch specific control schemes.



I would tend more toward Serious Sam VR: The First Encounter, though I haven't tried either game yet. There seems to be plenty of wave shooters out there but not many shooters that have a traditional campaign with positional movement.

Right I figured it was something to do with the way the vice touchpad is. And I notice any time a game with analog movement doesn't do the push in the stick to move that the stick itself becomes super sensitive to any touch, it's super hard to control.

I would just like a game to control like every 3D game since Mario. I don't get sick in VR so I know I am lucky, and I know they have to cater to people who do get sick but it gets frustrating when I can't just move like a normal game.
 

vermadas

Member
There's quite a bit of news this morning.

Oculus seem to be rolling out a limited beta update to Oculus Home that gives you the option of doing a Voice Search. Dev posted on reddit about it.

Dead and Buried has released a significant update that includes an option to do horde mode in single player.

Lucky's Tale has been patched with official Touch support.

SteamVR Beta has been updated to fix the issue where you could not complete room-scale setup since Touch input was not recognized.

Croteam put up a large post detailing upcoming updates. Of note for VR:

  • Serious Sam VR: The Last Hope “Shanti” update is now finished and will become available right after internal testing. The update will include the new planet (Shanti), new weapons (one melee and one long ranged weapon), new feature (Sam’s personal shield) and a very scary new boss. Boo!
  • Yes, there will be SSVR: The Second Encounter and Serious Sam 3 VR: BFE!
  • Yes, there will be The Talos Principle VR!
 
So GAF, I have a conundrum. I'm considering buying an Oculus Rift, but the following factors play in:

1) I already have a Samsung Gear VR
2) I'm not going to do any room-scale stuff
2b) Frankly, all of the stuff would be seated, I wouldn't be moving around with it at all
3) I'm not planning to get the $200 controllers
4) $600 is a significant chunk of money (obviously), which I don't want to just toss around when it could be spent on other stuff


I've been trying to figure out what the Oculus Rift offers me, considering those previous points, and haven't come up with much.
I know there are some exclusive games, but they're not really winning me over to spending $600. Frankly, I'm more interested in "experience" stuff than games anyway - most of my time with the Gear VR has just been watching
porn... err...
Hulu.

So, anything significant that I'm missing really?
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
If you're mainly going to use it for seated experiences, unless you plan on playing a lot of driving/flight/space cockpit sims I'm not sure if it'll be worth it. Especially if you don't bother with the Touch controllers for any of the other seated/standing games.
 

wonderpug

Neo Member
Yeah, I think you'd have to really want to put a lot of time into Elite Dangerous and car racing games to make it worth it. I'm a happy Rift owner, but I don't think I would have bought it if I wasn't planning on also buying the Touch controllers.
 

GeoGonzo

Member
Maybe consider buying an Oculus DK2?That'd probably cost $200-300, right?
-edit-
But honestly, its still crazy. Stick to Samsung VR if you aren't interested into going all in on Oculus+Touch.
 

vermadas

Member
Landfall is doing another open beta this weekend. Update notes:
New multiplayer map! Battle through a lush green valley in Wide Horizon.
Improvements to matchmaking. Fixed issues with players failing to join a lobby and various crashes related to matchmaking.
Added intro cinematic.
Game can now be launched with only Touch controllers connected (no longer requires a connected Xbox controller).
Decreased volume of environment and aircraft in the main menu.
Decreased loading times.
Tweaked Chillbone cluster rockets damage
Reduced Roaster special ability damage for both Strider and Pilot
Reduced Heavy Strider weapon damage
Glad to see the matchmaking fixes. I went through the tutorial before but crashed while trying matchmaking before moving on to something else.

Oculus finally has a proper accessories section on their site: https://www.oculus.com/accessories/
 

Plasma

Banned
Well that's a bit disappointing that John Wick game that just came out on Steam doesn't work with the touch.
 
Thanks for the feedback, all. I guess I'll pass on it for now.


EDIT: What are the main differences between the DK2 and the consumer version? (Aside from the touch controllers, obviously). $300 would be much more palatable.
 
Thanks for the feedback, all. I guess I'll pass on it for now.


EDIT: What are the main differences between the DK2 and the consumer version? (Aside from the touch controllers, obviously). $300 would be much more palatable.

Higher resolution (two screen instead of one), better tracking (tracking points on the back of the headset), waaaay better ergonomics.

I absolutely recommend against getting a DK2. You're far better off saving up more and getting the real deal.
 
Higher resolution (two screen instead of one), better tracking (tracking points on the back of the headset), waaaay better ergonomics.

I absolutely recommend against getting a DK2. You're far better off saving up more and getting the real deal.

Do NOT get the DK2! Purchasing that one as a cheap replacement for a real Oculus Rift is not good advice.

Thanks again. I guess it's $600 (+$200) or bust.
 

Tain

Member
It runs but the height is all off and it doesn't detect the motion on the touch controllers so as you move your head around you have two hands bolted to your head.

oof, that's a shame. I think SoundStage had a similar issue.

I'm hoping these are simply SteamVR issues that will get ironed out in time.
 

hymanator

Member
I just noticed a weird bug with my Xbox One controllers. They only connect to the wireless receiver while the Oculus Rift headset is active. If I try to use a controller with a regular PC game, it refuses to connect until I turn on the headset.

For example, if I want to play Street Fighter V with an Xbox One controller, I have to do the following:

1. Place hand over Oculus face sensor temporarily to turn headset on
2. Turn on Xbox One controller
3. Take hand away from Oculus sensor
4. Launch game

I tried updating the firmware to the controllers and installing latest drivers, but it seems like the Oculus software wants to use the controllers exclusively. Anyone else have this issue and resolve it?
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
I just noticed a weird bug with my Xbox One controllers. They only connect to the wireless receiver while the Oculus Rift headset is active. If I try to use a controller with a regular PC game, it refuses to connect until I turn on the headset.

For example, if I want to play Street Fighter V with an Xbox One controller, I have to do the following:

1. Place hand over Oculus face sensor temporarily to turn headset on
2. Turn on Xbox One controller
3. Take hand away from Oculus sensor
4. Launch game

I tried updating the firmware to the controllers and installing latest drivers, but it seems like the Oculus software wants to use the controllers exclusively. Anyone else have this issue and resolve it?

That's really weird, I can use my X1 controller fine without the headset connected.

Have you tried connecting the controller receiver to a different USB slot?
 

hymanator

Member
That's really weird, I can use my X1 controller fine without the headset connected.

Have you tried connecting the controller receiver to a different USB slot?

Yeah, at first I thought it had something to do with the USB 3.0 port, but I plugged it into a USB 2.0 port and the issue persists. If I try to turn the controller on by itself, the guide button will flash for a few seconds, then turn solid for a few seconds, then quickly turn off. Not sure why it relies on the headset being active to work.
 

vermadas

Member
If I try to turn the controller on by itself, the guide button will flash for a few seconds, then turn solid for a few seconds, then quickly turn off.
The controller relying on the Rift is certainly odd. This particular issue though, I've had before. A Windows update fixed it I think. It has popped up randomly once since then, but a reboot resolved it.
 

Plasma

Banned
I don't get why there isn't button in the UI to force the update, I wanted to play last night to see if it fixed the height bug for me but it wouldn't download it.
 

vermadas

Member
Oculus unveiled some new Rift/Touch games at GDC - Oculus Blog

Brass Tactics by Hidden Path Entertainment | UploadVR | Ars

From Other Suns by Gunfire Games | UploadVR | Engadget

Mage's Tale by inXile Entertainment | UploadVR | RoadToVR

Blade & Soul: Table Arena by NCSoft

Also some previews from other anticipated games:

Robo Recall | UploadVR

Killing Floor: Incursion | UploadVR

Arktika.1 | UploadVR | RoadToVR

Excited for From Other Suns and Mage's Tale. Not really in to RTS games so not really in to Brass Tactics though it looks solid.
 

vermadas

Member
Survios, the developer behind Raw Data, showed off a new game at GDC called Sprint Vector. UploadVR has a preview.

Also of note (but slightly old), Raw Data will be getting official Touch support and a release on Oculus Home sometime in March.
 
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