• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

The High-end VR Discussion Thread (HTC Vive, Oculus Rift, Playstation VR)

Cartman86

Banned
Thanks. Vive is HDMI too?

That Reddit page also mentions that the rift is a USB audio device. If the vive is the same then your audio cabling might need redoing.. And wouldn't it make mirroring the audio to a spectator display difficult because you'd then need two audio feeds?

That's why i'm using the 3.5mm cables with a Y splitter for all of my audio in the remote room. Makes it so I just choose one audio device on my PC. I could put the audio through the USB for the headset (assuming it's USB audio and not through the HDMI cable) and use a program like Virtual Audio Cable to allow for two simultaneous audio devices so I can get audio out to the TV and speakers through that second HDMI cable as well, but I really don't like doing that. Does that make sense or am I misunderstanding what you are saying?
 
Well now we know who is pushing VR on us...

O5ACZko.png
Hahaha amazing
 

Zalusithix

Member
Speaking of cabling, I wonder if HTC could get a custom manufactured USB3.1 type C cable that can handle the bandwidth needs over the distances used by the Vive. It seems like the perfect single cable solution in that it would be able to carry Displayport video via Alternate Mode, a USB signal, and power on top of that.
 

UnrealEck

Member
I wish the Touch for the Rift was available at launch. It looks better than the Vive controller and would make me feel at ease with my Rift order. But since it's not, I keep questioning whether to go with the Vive instead.
Wonder how long Oculus will take to get the Touch ready for sale.

I trust Valve to support Rift on Steam pretty much as well as the Vive will be, with exception to things like settup through SteamVR of course.

I'm sure Valve is already working on a Portal VR game. I wonder how games will support both Vive and Touch controls.
 

Frozone

Member
I wish the Touch for the Rift was available at launch. It looks better than the Vive controller and would make me feel at ease with my Rift order. But since it's not, I keep questioning whether to go with the Vive instead.
Wonder how long Oculus will take to get the Touch ready for sale.

I trust Valve to support Rift on Steam pretty much as well as the Vive will be, with exception to things like settup through SteamVR of course.

I'm sure Valve is already working on a Portal VR game. I wonder how games will support both Vive and Touch controls.

I love those Rift controllers. I can wait.
 
I wish the Touch for the Rift was available at launch. It looks better than the Vive controller and would make me feel at ease with my Rift order. But since it's not, I keep questioning whether to go with the Vive instead.
Wonder how long Oculus will take to get the Touch ready for sale.

I trust Valve to support Rift on Steam pretty much as well as the Vive will be, with exception to things like settup through SteamVR of course.

I'm sure Valve is already working on a Portal VR game. I wonder how games will support both Vive and Touch controls.

It's a shame, Oculus really ballsed up the touch launch, should have been day one no question.
 
I wish the Touch for the Rift was available at launch. It looks better than the Vive controller and would make me feel at ease with my Rift order. But since it's not, I keep questioning whether to go with the Vive instead.
Wonder how long Oculus will take to get the Touch ready for sale.

I honestly think we won't until cv2. I don't think touch was intended for cv1 tracking, even with an additional sensor. Also the lack of any type of room sensor for object collision is needed. We have already seen people hit stationary items with the rift just by standing.
 

artsi

Member
I wish the Touch for the Rift was available at launch. It looks better than the Vive controller and would make me feel at ease with my Rift order. But since it's not, I keep questioning whether to go with the Vive instead.
Wonder how long Oculus will take to get the Touch ready for sale.

I trust Valve to support Rift on Steam pretty much as well as the Vive will be, with exception to things like settup through SteamVR of course.

I'm sure Valve is already working on a Portal VR game. I wonder how games will support both Vive and Touch controls.

102 days until H2 begins, so in the best case the wait is not that long. I'm sure the controllers will be as good as the Vive wands functionally, and personally I like the compact form factor more.

Valve will most likely support Touch with all their games / experiences, they've talked about it and having chaperone for Rift / Touch too. And I don't see other developers missing the sales for Rift userbase either, which will be large.
 

Shoyz

Member
Lucid Trips

Open world exploration without the use of teleportation or analog controls, using intuitive motion controls instead. Windlands was my favorite demo from the DK1/DK2 days, this looks like my next favorite.
 

UnrealEck

Member
From the other thread: https://www.youtube.com/watch?v=zPKUO1yKAqY

Simulation of various objects in VR, most notably an AR15 rifle. Really great stuff.

That's pretty cool.
No doubt at some point we'll start seeing some rifle and pistol controllers.

Also the lack of any type of room sensor for object collision is needed. We have already seen people hit stationary items with the rift just by standing.

Aye the chaperone system on the Vive is such an awesome idea. They were right to hold off and build it into their final consumer version. It's a pretty big advantage for the Vive.

Valve will most likely support Touch with all their games / experiences, they've talked about it and having chaperone for Rift / Touch too. And I don't see other developers missing the sales for Rift userbase either, which will be large.

I reckon Rift might be a larger userbase at least for a while. It crossed my mind whether the Touch will be eventually usable with the Vive too. That along with the Rift's lighter weight would be my ideal system.
I also read that the Touch will come with another tracking sensor but Palmer mentioned that would still be sitting on your desk. I figured it'd be one in front and one behind like the Vive's Lighthouse.
 

Jams775

Member
Lucid Trips

Open world exploration without the use of teleportation or analog controls, using intuitive motion controls instead. Windlands was my favorite demo from the DK1/DK2 days, this looks like my next favorite.

Man, I've had dreams before when I moved around just like that. Playing that game will probably be a trip.
 

Cartman86

Banned
http://www.polygon.com/2016/3/16/11242294/online-harassment-virtual-reality-gdc-2016

I'm sure this story has been picked up by people who are dead set against VR. The type of people who think VR is an inherently corporately manufactured (not really), anti-social (it isn't) murder simulator (it isn't) for white dudes (I hope it isn't). I mean 95% of content coming out for VR soon is by indie devs. A large portion of which isn't violent, and the stuff that is is against robots. This seems counter-intuitive but this medium is going to be as fucking mainstream as you can get in terms of appeal.

I'll ignore all that though since I think it's a valuable topic. Also I will ignore the weird possibly unethical "research" part of this for a moment. What does everyone think of this? It seems like a fairly simple problem to fix (toggle setting that allows "touching"), but will dev's bother? Especially at first. It would be nice to head this off. Perhaps Valve can just implement this into SteamVR. Ask the user if they are okay with users (friends versus strangers?) getting really close to them, touching etc. There will be similar concerns over accessibly options as well. Particularly with room scale. I would love people to get their hands dirty though. Seek to figure this out instead of ignoring it or just dismissing VR because of it. Dismissal probably won't even be possible in the long run. VR will be to prevalent. It will be like asking people who dislike some piece of content on a TV channel to just stop watching TV all together. This will have to be solved by developers or platform holders.
 

Onemic

Member
http://www.polygon.com/2016/3/16/11242294/online-harassment-virtual-reality-gdc-2016

I'm sure this story has been picked up by people who are dead set against VR. The type of people who think VR is an inherently corporately manufactured (not really), anti-social (it isn't) murder simulator (it isn't) for white dudes (I hope it isn't). I mean 95% of content coming out for VR soon is by indie devs. A large portion of which isn't violent, and the stuff that is is against robots. This seems counter-intuitive but this medium is going to be as fucking mainstream as you can get in terms of appeal.

I'll ignore all that though since I think it's a valuable topic. Also I will ignore the weird possibly unethical "research" part of this for a moment. What does everyone think of this? It seems like a fairly simple problem to fix (toggle setting that allows "touching"), but will dev's bother? Especially at first. It would be nice to head this off. Perhaps Valve can just implement this into SteamVR. Ask the user if they are okay with users (friends versus strangers?) getting really close to them, touching etc. There will be similar concerns over accessibly options as well. Particularly with room scale. I would love people to get their hands dirty though. Seek to figure this out instead of ignoring it or just dismissing VR because of it. Dismissal probably won't even be possible in the long run. VR will be to prevalent. It will be like asking people who dislike some piece of content on a TV channel to just stop watching TV all together. This will have to be solved by developers or platform holders.

I dont really understand this as I've never used VR, but what does he mean by players can touch your chest and groin? If he means in a third person game, I thought that playing VR in third person makes it seem as if you're right next to the character you're controlling instead of it feeling like you are that character.
 

newsguy

Member
I dont really understand this as I've never used VR, but what does he mean by players can touch your chest and groin? If he means in a third person game, I thought that playing VR in third person makes it seem as if you're right next to the character you're controlling instead of it feeling like you are that character.

Catholic priest simulator?
 

Cartman86

Banned
In first person games where players can put their hands and arms "on" you. Granted you don't actually feel the touching right now (which I imagine is why people may not be thinking about it) but for some people who find VR incredibly immersive (those people who feel like they may fall when they stand on a cliff) someone coming up behind you and whispering in your ear or chasing you around and putting their avatars fingers on you in sexual ways will be particularly alarming. An example is a game like HoverJunkers. A lot of VR stuff is single player and body presence is not a big thing right so this may involve a lot of edge cases. All of this will advance rapidly though.
 

Onemic

Member
In first person games where players can put their hands and arms "on" you. Granted you don't actually feel the touching right now (which I imagine is why people may not be thinking about it) but for some people who find VR incredibly immersive (those people who feel like they may fall when they stand on a cliff) someone coming up behind you and whispering in your ear or chasing you around and putting their avatars fingers on you in sexual ways will be particularly alarming. An example is a game like HoverJunkers. A lot of VR stuff is single player and body presence is not a big thing right so this may involve a lot of edge cases. All of this will advance rapidly though.

But if it's in first person, how would you even know if someone is touching you in any particular place at all? Especially because most of the VR FPS games I see you are just a head with floating arms with no body attached.
 

Cartman86

Banned
But if it's in first person, how would you even know if someone is touching you in any particular place at all? Especially because most of the VR FPS games I see you are just a head with floating arms with no body attached.

HoverJunkers has full body characters using inverse kinematics.
 

EVO

Member
For those with sensitive eyes that have used VR for an extended period of time: how did your eyes feel afterwards? It can't be good staring into a bright screen only a few centimeters from your face, right?
 

Onemic

Member
HoverJunkers has full body characters using inverse kinematics.

Ah. Seems like it would be pretty easy to implement the suggestions he made about giving players an option to make players invisible past a certain allowable range though. All depends on if devs consciously think about these things when making multiplayer focused games.
 
Lucid Trips

Open world exploration without the use of teleportation or analog controls, using intuitive motion controls instead. Windlands was my favorite demo from the DK1/DK2 days, this looks like my next favorite.
Keep in mind that isn't any solution for VR sickness, that style of motion can make people just as sick as using a joypad if it involves turning the player without the player turning their body.
 
Yeahh, not sure if I agree with those research methods, kinda creepy they feel like they needed to do that to someone to show evidence of harassment effects in VR. I think just knowing there's online harassment, and when you put that together with voice chat (especially proximity based) with full body avatars and motion controls there's obv going to be potential for fuckery that can screw with people a lot moreso than non VR media. As others have reiterated, proximity based boundaries for non friends, toggles for such, and some standard muting of specific users will go a ways, though as the article says if those aren't implemented by the devs it could get rough.
 

Wallach

Member
Would a 980ti get 90 frames on this in VR?

I was getting some weird judder with all the settings at max on my 980ti. I knocked everything except resolution scale down one notch from max and it was perfect, though obviously on DK2 I'm only needing to hit 75hz.
 

Kevin

Member
I was getting some weird judder with all the settings at max on my 980ti. I knocked everything except resolution scale down one notch from max and it was perfect, though obviously on DK2 I'm only needing to hit 75hz.

That's kind of strange. I just ran it maxed out at about 30 or so frames on a six year old GTX 590. I would have thought that a 980ti would have gotten a lot higher framerate and would have no issue maxing this out at 90 frames.
 

Monger

Member
Cartman86 - thanks. Actually you just saying 'run the cables down the hall' had me thinking. I was considering drilling a big hole in two walls and threading the cancel through, so I permanently had a HDMI and USB in my living room to hook the breakout box too. But I could just as easily run the extension along the floor and then roll it back up afterwards - would literally be a 30 second job.

My graphics card has one HDMI (not currently used), 1 DisplayPort (going to monitor - 3440x1440 so I need to use DP not HDMI which I think is limited to 30hz?), 1x DVI-D and 1x DVI-I. That might mess things up as OR beds DisplayPort I think?

Hadn't considered spectator mode so it seems like I'll need a splitter for that.

Taking that further - if I keep the extension connected permanently (even when using in the PC room), I wouldn't even need a splitter. Leave the breakout box connected and just walk it into the living room when needed. That might push me to 7m/23ft but that should still be ok

Medium term challenge will be hoping valve adds multi room support so I can have two sets of lighthouses permanently set up

25 ft/7.6m is a fairly standard length for HDMI so 20 or 23 doesn't really matter and active USB tends to be 16/32 ft or 5m/10m lengths. Test it out for a while and see what you think about dragging it around and if you get tired of it, install them permanently. With the Rift DKs I would have to set it up each time and it was kind of annoying after a while.

I have an attic so I'm going to run the cables through there (about 30 feet with active cables) and just put a wallplate in the wall with HDMI and usb that I can plug the headset into when I want to use it and have the lighthouse boxes permanently mounted on the ceiling. Seems like the least amount of hassle when I want to use the headset, but won't leave any wires showing. My pc is in a media closet with HDMI through my receiver to a tv and projector, so I picked up a DisplayPort adapter for the Vive. I have all the stuff now I just need to actually do it before the headset gets here.
 
Dev spilling the beans on Reddit
https://www.reddit.com/r/oculus/comments/4b3j70/ready_for_some_bean_spillage_i_work_closely_with/

Since /u/GrabASock wanted to know what changed in recent SDK updates: When I said they stopped giving out changelogs for SDK updates I was just looking at updates to the Unity integration. I just found an archive of changelogs containing all changes from 0.2.5 to 1.0.0 and will update this post with the most important changes and when they happened.
EDIT: Someone asked when Asynchronous timewarp was added. It's 0.9
1.0.0 added the Lighthouse-style floor level coordinate system, DX12 support and introduced backwards and forwards compatibility for SDK 0.6 - 1.0 games on all future runtime versions.
Everything after 1.0.0 is purely minor additions and bugfixes.
enlaceguardarreportarregalar goldresponder

So we have two VR rooms in this building. One for our office and one for a second team working on something else.
My team doesn't work with motion controllers. Take everything I say about the Vive controllers and Touch with a grain of salt since I don't use them daily.
When we set up the VR room downstairs specifically for roomscale we did some measurements of the tracker's range and field of view and came to the conclusion that both have pretty much the same fov but the lighthouse stations have a slightly higher usable range which is by the way bigger than what they recommend as the largest play area.

From what I've heard they prefer Touch for the implications of finger tracking, the analogue grips and because they're shaped like a neutral hand pose.

No chat / messaging abilities at all on the Oculus software. Makes a friendlist a bit pointless IMO but maybe that's about to change soon.
There's a bit of pressure to use OpenVR for multiple headsets instead of seperate builds but we try to be as platform agnostic as possible.

1. Your headset of choice?
2. Better optics?
3. Preffered FOV?
4. SDE difference between all 3?
5. Have you tried touch? Did you like it or found any things that annoyed you? (such as tracking problems).
6. How are the added headphones on the rift?
7. Ergonomics on which one are better?
8. What software seems better for the consumer?

1) I like and dislike different things about all of them. No favourite.
2) Rift > Vive > PSVR
3) Vive > Rift > PSVR
4) Rift > PSVR > Vive
5) I'm not too experienced with Touch. We don't have a Touch in OUR office since our project doesn't utilize motion control but I had a couple of opportunities to try it out and was very happy with how well the tracking works. There were a couple of issues with finger recognition and rumor has it that's the reason why they delayed it.
6) IMO the most important difference between the three. The headphones provide an even target across all users for devs and add so much comfort.
7) The Rift and PSVR are equally comfortable IMO. Vive is a bit lacking in terms of ergonomics.
8) For consumers the Oculus software is way ahead at the moment. It's completely plug and play in our experience and feels like a polished console UI, even in its current beta state. My personal preference is the Steam VR interface though simply because it supports voice chat and that's what we use to communicate between our VR room and office.

Everything is tuned specifically for these headphones. The position of the in-game listener lines up with the position of the driver in front of your ear to ensure that you get the most acurate 3D audio possible.
The best thing of an integrated audio solution is that what I create will sound to you exactly like it sounded to me while I made it. If you play our game you hear everything like we wanted it to sound just like you see the world we created exactly like we wanted it to look because we use the same screen you use.

SDK changes are minor things but the interface went through a lot of changes since they first showed it off to developers. It's now a zen garden with floating, windows modern ui looking icons. there are multiple aspect ratios for these icons available depending on where they are displayed and you can use different artwork for all of them if you want.

/u/evil-doer Since it's show; don't tell: These are pictures of the rift's interface and the current health and safety screen. I took them a while ago but they didn't change anything visually since then.
10854fbc32.jpg

Less SDE on the Rift. To the point where I don't notice it at all if I'm not trying hard to stare at it. The Vive still has noticeable but improved SDE (from VDK1) with an oval FOV which I prefer over the Rift's rectangular one.

Both feel very similiar. The rift feels a litte bit wider but they are both supposed to be +-110 deg. It's a very subjective thing and can't be measured perfectly acurate.

I brought the lenses as close to my eyes as possible without touching my eyelashes. It's about the same on Vive and Rift but Rift feels a little wider horizontally to me while the Vive has my preferred FOV shape.

Lighthouse is a bit picky with reflective surfaces and strong direct light. Other than that no issues.

Well there is one thing they didn't announce yet afaik. There's an early access program in addition to Concepts. Other than that nothing earthshattering on the software side.

I don't really play favourites. They all have their strengths and weaknesses. From a comfort standpoint I like PlayStation VR the most, for the quality of the headset alone I like Rift the most and for the most compelling out of the box experience the Vive.

The nice thing about PSVR is that it doesn't press against your face. The mounting mechanism is a cushioned ring you wear around your head. You can wear it for hours without getting that feeling of weight on your cheekbones.
Keep in mind that I don't use a PSVR regularly and the unit at our office is not the current model shown at GDC but from what I can tell close or identical.

The Rift doesn't press against your face but it still touches it and applies a bit of weight on your cheekbones. It's great comfort wise but I can wear PSVR for longer without even noticing it.

Since PSVR doesn't touch your face for the most part there is more light leaking in than with the Rift and Vive. Not just at the nose but all around the eyebox It's not too bad IMO but you might want to play in a dark room if that's something you don't like.

I don't like having to wait for tracked controllers. If I would buy a headset for myself right now it would probably be the Vive because it's a complete VR package for what I want to do in VR while the Rift is a slightly superior, much more ergonomic headset but is also making me wait for touch for half a year.

Absolutely. If I look purely at the comfort and quality of the headsets alone I would give it to the Rift but the ability to reach out and "touch" the virtual world is what makes the Vive so magical for me.

Apartment sizes need to improve :D
The pressure to make a roomscale game also work just standing and turning on both the Rift and Vive to maximize the potential audience feels like a slight bottleneck to creativity. my team is not working on a game with tracked controllers but our coworkers are and it's a bit depressing to see how many steps back they took from the original idea once they realized that most people are not ready or capable to dedicate a 3.5x3.5m or even 2x2m space in their home to VR.

Most of the devs we're in good contact with are building games for PSVR and the Rift as these are the projected market leaders of console and PC VR with Vive versions in mind. Other platforms like OSVR, StarVR or the Totem (which is technically OSVR compliant) will only see straight ports if at all.
There aren't many PSVR-to-Rift ports though. That's partly because Sony invests a lot of money in games specifically developed for PSVR. Exclusives if you will. They don't outright buy exclusivity rights to existing projects but fund projects that wouldn't exist otherwise and then demand in return that they will stay on PSVR for a while.
On PC the two major headsets are more or less identical once touch launches, there is no need to treat development and the potential usecase on those headsets differently. Pretty much all games that use roomscale can also be played standing and turning simply because it makes the most sense business wise but if you do have a setup where you can walk around you get the perk of more freedom in your movement.

Rift's screen looks like a continuous surface with a subtle pattern while the Vive's SDE looks like on Gear VR (with S6) but with thinner lines.

The rifts on-ear headphones sound great and offer us as devs the luxury of being able to target a single device that will sound exactly like envisioned across all Rift users.
That's technically still true for the Vive but the fact that they're IEMs will stop many people from using them. At least that's what happened in our office. Out of 10+ people here only one can actually stand IEMs and that's me. They sound pretty good. They're just off the shelf HTC IEMs. Slightly tuned for the beats generation with a lot of low end but not bad at all.
 

ruddiger7

Banned
I wish the Touch for the Rift was available at launch. It looks better than the Vive controller and would make me feel at ease with my Rift order. But since it's not, I keep questioning whether to go with the Vive instead.
Wonder how long Oculus will take to get the Touch ready for sale.

I trust Valve to support Rift on Steam pretty much as well as the Vive will be, with exception to things like settup through SteamVR of course.

I'm sure Valve is already working on a Portal VR game. I wonder how games will support both Vive and Touch controls.

After gdc i would hate to be a future oculus buyer. Showcase looked very disappointing. They clearly had no plans to support roomscale from the start and most reviews have been more favorable to the vive. They were apparently even handing out ginger candies to the demoers to try and prevent motion sickness. They are also trying to market it as a seating and standing device. How can you even market that as an advantage when vive can do roomscale?
 

mrklaw

MrArseFace
I honestly think we won't until cv2. I don't think touch was intended for cv1 tracking, even with an additional sensor. Also the lack of any type of room sensor for object collision is needed. We have already seen people hit stationary items with the rift just by standing.

Steam VR supports chaperone mode on the rift - you just have to define the space differently without touch. So I think oculus is the one that quickly needs a chaperone-like solution for software running on their sdk.

I don't think vive has any active obstacle collision warning, just the chaperone to tell you you are at your own predefined bounds. Set those bounds too close to a wall or shelf and you'll be hitting objects in the vive too.

I think it would be possible to use the vive camera as a more active warning system but Indint know if that is something they are looking at
 

mrklaw

MrArseFace
In first person games where players can put their hands and arms "on" you. Granted you don't actually feel the touching right now (which I imagine is why people may not be thinking about it) but for some people who find VR incredibly immersive (those people who feel like they may fall when they stand on a cliff) someone coming up behind you and whispering in your ear or chasing you around and putting their avatars fingers on you in sexual ways will be particularly alarming. An example is a game like HoverJunkers. A lot of VR stuff is single player and body presence is not a big thing right so this may involve a lot of edge cases. All of this will advance rapidly though.

Or like plagiarize (I think) sneaking up behind you when you aren't looking, in a social space game, and making you jump so hard you break your bed?
 

Resseh

Member
damn - the SDE sounds on the VIVE is disappointing despite the higher price. how does it compare to the OR DK1 (only vr device i have tried)?
 
damn - the SDE sounds on the VIVE is disappointing despite the higher price. how does it compare to the OR DK1 (only vr device i have tried)?
Having only tried DK1 and Vive, SDE on Vive Is significantly less noticeable than DK1.
It's still there though, and was the first thing I noticed when I tried it out, which initially was disappointing. You soon stop noticing it as much though.
 

mrklaw

MrArseFace
That's why i'm using the 3.5mm cables with a Y splitter for all of my audio in the remote room. Makes it so I just choose one audio device on my PC. I could put the audio through the USB for the headset (assuming it's USB audio and not through the HDMI cable) and use a program like Virtual Audio Cable to allow for two simultaneous audio devices so I can get audio out to the TV and speakers through that second HDMI cable as well, but I really don't like doing that. Does that make sense or am I misunderstanding what you are saying?

Ah I see - so you're going to use the 3.5mm audio out and bypass the USB audio device that the vive/rift will set up. Cool. Will work off your plan as a base for mine I think - thanks

25 ft/7.6m is a fairly standard length for HDMI so 20 or 23 doesn't really matter and active USB tends to be 16/32 ft or 5m/10m lengths. Test it out for a while and see what you think about dragging it around and if you get tired of it, install them permanently. With the Rift DKs I would have to set it up each time and it was kind of annoying after a while.

I have an attic so I'm going to run the cables through there (about 30 feet with active cables) and just put a wallplate in the wall with HDMI and usb that I can plug the headset into when I want to use it and have the lighthouse boxes permanently mounted on the ceiling. Seems like the least amount of hassle when I want to use the headset, but won't leave any wires showing. My pc is in a media closet with HDMI through my receiver to a tv and projector, so I picked up a DisplayPort adapter for the Vive. I have all the stuff now I just need to actually do it before the headset gets here.


Thanks. This sounds like good advice. Set up the cables and dry run in my PC room, then see how annoying it is to move between rooms before deciding whether to install.

I don't think I'd bother with this for the rift though - the fact the cameras have to feed back to the PC would make that extension more cumbersome. So the rift ironically would be simpler because it is seated/standing only so it would happily stay in my PC room and no fuss about making more space for it. But I think the combo of my room for seated/standing, and the living room for larger experiences or when family want to try it out, will be a good one.

Managed to persuade my wife to get rid of the sofa bed in the spare room so that's a start :)
 

Wallach

Member
damn - the SDE sounds on the VIVE is disappointing despite the higher price. how does it compare to the OR DK1 (only vr device i have tried)?

It would be far better than that. The DK1 had a similar FOV but a much lower resolution and much simpler optics. DK1 is as bad as SDE gets in terms of modern VR; even DK2 was a large improvement in that regard, which the Vive will still be an improvement over.

I'm glad that Oculus has done as much as they can to eliminate SDE, though. For me that is the most important thing I'm looking for in this first generation of VR HMDs.
 
Pretty interesting, and shows exactly why anyone who is going all out console warrior with these headsets at this stage of the game is going to look pretty stupid.
Each has their major advantages and disadvantages and it'll be down to personal preference (and budget) to decide which people should go for.

It's a bit disappointing that we're probably some way off from room scale being majorly supported, but selfishly I don't mind since i only just have the minimum room. I doubt we'll see it until some sort of treadmill system becomes really affordable.
 
Pretty interesting, and shows exactly why anyone who is going all out console warrior with these headsets at this stage of the game is going to look pretty stupid.
Each has their major advantages and disadvantages and it'll be down to personal preference (and budget) to decide which people should go for.

agreed. as i've said many times, the only people losing are the ones who can't afford to get one of these devices. we're all winning here.
 

Durante

Member
That info dump seems to mostly confirm everything we've already known with regard to how the headsets stack up in various parameters (including FoV, which is nice to get confirmation on, and SDE).

One thing I personally have to say about it is that on-ear headphones are in the same category as IEMs for me, as in I can't wear them comfortably for any length of time. So I'll use my own headphones with both HMDs.
 

Majukun

Member
After gdc i would hate to be a future oculus buyer. Showcase looked very disappointing. They clearly had no plans to support roomscale from the start and most reviews have been more favorable to the vive. They were apparently even handing out ginger candies to the demoers to try and prevent motion sickness. They are also trying to market it as a seating and standing device. How can you even market that as an advantage when vive can do roomscale?

some people don't have an entire room to dedicate to gaming and are still diffident about motion controls after the wii and kinect debacle,so they are totlly ok with a mostly sitting VR experience wih a pad in their hands
 

mrklaw

MrArseFace
After gdc i would hate to be a future oculus buyer. Showcase looked very disappointing. They clearly had no plans to support roomscale from the start and most reviews have been more favorable to the vive. They were apparently even handing out ginger candies to the demoers to try and prevent motion sickness. They are also trying to market it as a seating and standing device. How can you even market that as an advantage when vive can do roomscale?

The direction oculus take touch is almost my only barrier to jumping in with OR. Sounds like the headset is better in most ways -screendoor and comfort are big ones, and I like the integrated audio mainly because it'll be less hassle putting it on and taking it off. So for seated experiences like racing games etc it sounds ideal.

And touch sounds like it is comfortable and tracks well and offers subjective benefits over vive (finger gestures, more neutral hand position when holding, analogue grips, ability to have hands closer together due to the form factor )

But if - through technical or other reasons - they stick with forward facing only and don't actively support 360 or small room area tracking, then I think that would significantly diminish my interest in touch. Part of motion control's appeal is the 1:1 tracking, but part is how it frees you to do what you want (within your room bounds)


Reddit guy said:
don't really play favourites. They all have their strengths and weaknesses. From a comfort standpoint I like PlayStation VR the most, for the quality of the headset alone I like Rift the most and for the most compelling out of the box experience the Vive.

This is basically my expectation too and it makes deciding difficult - I think the PC solutions will be too close to each other to justify both, but with enough differences to make me second guess myself up to and after launch.. Will be probably getting PSVR too for the Sony software and in case things like ace combat don't come to PC (hopefully will though)
 
That info dump seems to mostly confirm everything we've already known with regard to how the headsets stack up in various parameters (including FoV, which is nice to get confirmation on, and SDE).

One thing I personally have to say about it is that on-ear headphones are in the same category as IEMs for me, as in I can't wear them comfortably for any length of time. So I'll use my own headphones with both HMDs.
The Rift ones look like they just rest on the ear and can be angled out a little so they're barely touching. Seem pretty comfortable, although not ideal if there's a lot of outside noise.
 

Durante

Member
some people don't have an entire room to dedicate to gaming and are still diffident about motion controls after the wii and kinect debacle,so they are totlly ok with a mostly sitting VR experience wih a pad in their hands
I still wonder how many people who agree with this have actually played games in VR for any length of time.

Sitting is great for cockpit experiences obviously, but in pretty much every other traditional game I've ever played in VR I ran into the limitations of DK2 tracking when I wanted to turn around or look at something on the ground more closely.

The Rift ones look like they just rest on the ear and can be angled out a little so they're barely touching. Seem pretty comfortable, although not ideal if there's a lot of outside noise.
Hmm, that's right, unlike normal on-ear headphones they don't necessarily need to put any pressure on the ear. I guess I'll see soon enough when my Rift arrives!
 

mrklaw

MrArseFace
damn - the SDE sounds on the VIVE is disappointing despite the higher price. how does it compare to the OR DK1 (only vr device i have tried)?

I don't think it is disappointing. I only has a 15 minute demo, but you tune it out quite quickly. It is immediately noticeable when you put it on, and in my first demo of Job Simulator it was still there for a couple of minutes. But by space pirate trainer and tiltbrush I wasn't noticing any more.

But less is always better, so rift sounds good on that and the comfort aspect. Vive felt kind of like the DK1 - just a couple of elastic straps on the sides and top with Velcro for crude adjustments. So there was clear downward pressure from the vive on my face and a lot of the weight was in my cheekbones. It was ok for a demo but not ideal at all. I can imagine it being uncomfortable for long sessions and even people modding it if there aren't big improvements

This was on a pre, and they have said the straps have changed in the consumer version, but I don't know how dramatically they could have changed in a small amount of time. Hopefully they stole the oculus approach of a larger rear band to help anchor the back of the head, but I doubt it.
 

Majukun

Member
I still wonder how many people who agree with this have actually played games in VR for any length of time.

Sitting is great for cockpit experiences obviously, but in pretty much every other traditional game I've ever played in VR I ran into the limitations of DK2 tracking when I wanted to turn around or look at something on the ground more closely.

!

it's more about not having a choice than anything really,if you don't have that space avaiable in your room,you don't have it..and i wonder how many customers have that luxury of having an entire room avaiable just for gaming
 

mrklaw

MrArseFace
it's more about not having a choice than anything really,if you don't have that space avaiable in your room,you don't have it..and i wonder how many customers have that luxury of having an entire room avaiable just for gaming

Best not get a demo then. First thing I was doing after mine was working out what furniture we didn't need anymore ;)
 

Krejlooc

Banned
it's more about not having a choice than anything really,if you don't have that space avaiable in your room,you don't have it..and i wonder how many customers have that luxury of having an entire room avaiable just for gaming

he's talking about the aversion to motion controls and preference of a gamepad.
 

bj00rn_

Banned
That info dump seems to mostly confirm everything we've already known with regard to how the headsets stack up in various parameters (including FoV, which is nice to get confirmation on, and SDE).

Regarding that, I found it interesting that he put the FoV of the Vive ahead of the Rift FoV, but later explained that the Rift actually has a wider FoV than on the Vive, but preferred the round shape on the Vive.
 
Top Bottom