How does Touch compare with the Vive motion controllers?
I'm not sure he is the person to ask about Vive stuff.
How does Touch compare with the Vive motion controllers?
If anyone here has used both Oculus Touch and the Vive controllers, I would certainly appreciate some feedback on which one you felt was the better product.
If anyone here has used both Oculus Touch and the Vive controllers, I would certainly appreciate some feedback on which one you felt was the better product.
If anyone here has used both Oculus Touch and the Vive controllers, I would certainly appreciate some feedback on which one you felt was the better product.
Notably there are a few Oculus exclusive games that are a real shitshow when using the controller. The Climb and a few others seem like they are begging for 1:1 input.
Sounds like you've never played The Climb. blah blah blah the exact same post made in the pinned thread
Please go read the replies people have already posted re: "ZOMG motion controls don't work with The Climb! You obviously haven't played it!"
They have demonstrated the Climb to people using Touch controllers....Sounds like you've never played The Climb. It would be a very awkward game to play with motion controllers because people don't want to hold their hands up in the air for an extended period of time and would likely decrease the sense of immersion when your hands in real life are not doing what the do in the game because you can't replicate what is happening when you climb a mountain when you're standing on the floor.
For example, if you start with 2 hands on a single ledge and then reach up to grab another ledge to pull yourself up, what are you going to do in real life to mimic that? You going to pull your hand down to simulate lifting yourself up? The problem being that in game your hands are now in 2 different positions in game but in real life they are next to each other. Your other option is you just use Touch to select the grip and then the game moves your in game character to the proper position. So if you do that there is now a disconnect from the1:1 motion because your hands are attached to a ledge in the game but just doing whatever in real life.
1:1 motion controls work well for stuff like guns but it doesn't work when one of the main gameplay aspects relies on your hands being in precise positions in the game world and often in static positions.
The truth of the matter is that a lot of games for the Oculus were started YEARS ago before the motion controls were even a thing. They weren't going to all of a sudden switch the input controls the devs had been building games around. There is a reason Oculus has actual full games whereas Vive's roomscale games mostly come across as tech demos, they haven't had enough time yet.
They have demonstrated the Climb to people using Touch controllers....
Needless to say using standard controllers it is a bit of a shit experience anyway, so if using motion controllers isn't a redeeming aspect, then there isn't much hope for the game overall.
witty gif
Honestly, after using Oculus Touch, I'm just not that interested in VR that doesn't use this stuff. VR to me is a way to quite literally 'change the game', to come up with new genres. New input methods have always driven developers to do new, cool things with them and I think the stuff we have could set a new standard for how to interact within a 3d world, IF we'll ever fully finish and release it, which is still up in the air at this point - but it's goddamn fun and I love how Oculus Touch is really the first input device that pretty much everyone knows how to use and doesn't feel intimidated by. I even had my mom playing our prototype for hours. She's the complete anti-gamer and was never able to get used to normal controllers, but Oculus Touch... no problem, since it's really just 'using your hands'.
I'm a bit disappointed seeing what devs so far have been doing with these motion controls and I doubt we'll see a 'Super Mario 64' type experience that really defines what you can do with VR unless devs really adapt these new input methods and make games specifically designed for and around those things.
First.
Guys, it's going to be pretty fruitless to continue this conversation because it's pretty clear that Thomas is making a game that is Oculus exclusive. He has probably invested a lot into it and is not about to change his mind. It's bad enough when it's just the people who play games and are invested into one system or the other. We tend to try to convince ourselves that we've made the right choice with our investment when what we invested in screws up somehow. It's going to be doubly so for someone in Thomas' position.
Man it's going to make me really, really sad if I can't play Thomas' next game because I chose to get a Vive. I loved Ori... that game was wonderful and you can tell so much talent went into it. I still listen to the sound track sometimes. I was so excited for news for their next project and their next game was going to be a instabuy, but... if it is only coming for Rift and not for Vive...
Do you plan or have you worked any bit for Vive support for your game (or prototype)?
If you decide to go on with it, will the VR VR enabled also in the Steam version or just in the Oculus Home one?
The Climb is phenomenal. Doesn't need motion controllers, there was a lengthy discussion in one of the VR threads about the potential issues with them that are overcome by the head + triggers controls.There is a Climb defense force? I guess everything has its ardent fans.
There is a Climb defense force? I guess everything has its ardent fans.
My intention wasn't to shit on Vive or Valve as a company, since they're a brilliant bunch. I just want to see VR succeed and I think Oculus at the moment has a more thought-out plan.
There is a Climb defense force? I guess everything has its ardent fans.
If we go ahead and turn it into a consumer product, we'd definitely support the Vive and its motion controls
And yes, I think VR support is something that should just automatically be detected if there's a HMD connected. Hiding that behind a storefront is bullshit.
That fucking thing ships with NAILS and a camera that you need to drill into your walls. No normal person is going to do that, it's not a mass-market device.
Oh my god not NAILS!
I wonder how the "mass-market" has managed installing light fixtures and putting up paintings on walls.
I don't think this is comparable. If I'd ask my girlfriend if it's cool to throw away our couch table and install cameras that overlook our living room, she'd probably not be happy.
Moving your couch table away was already a major pain in the ass when it came to the Kinect, but installing wall-mounted cameras that overlook your room is just nothing the non-nerds would ever do.
I know this isn't the popular opinion, but a lot of you guys are acting insanely hypocritical here and I doubt that you guys have a long-sighted view towards VR development.
Oculus is spending a fortune on software and obviously they want to push their platform, which - honestly - is a good thing. If history has taught us one thing, it's that hardware will only get adopted by the mass market if there's proper software support and it's a GOOD thing that Oculus is actually investing a massive amount of resources into helping developers make VR games. VR could end up being forgotten and in the gutter again if we don't see fantastic VR games coming out within the next 2-3 years that make VR a must-have.
If you guys are all so against Oculus preventing you to play Oculus games on the Rift only, you should also be all up in arms about Nintendo only publishing Nintendo-software on Nintendo consoles, Sony only publishing their first party titles on Playstation platforms and Microsoft only publishing First Parties on Microsoft devices.
I'm OK with Oculus locking things down and understanding that they need to pour lots of money into making great software - They wouldn't do that if there's no business-case there for them to make their money back, since no business can survive on making constant losses (and honestly, the deals Oculus is making with devs are already not going to make them a lot of money, so they're definitely trying to do the right thing here). As a developer, Oculus is one of the better companies to deal with, they've been nothing but supportive to us and all the devs we know and they're making the right moves.
So before you actually go raise the DRM flag and shit on a company, you should really get a little more insight. I'm usually not that harsh here, but the way you guys are acting is just really shitty and what a lot of you guys want could easily lead to VR to fail once again.
I personally want VR devices to become a new, fantastic standard and I want to see amazing VR games being made. Apart from Sony (who are also not allowing their VR games to be ported to other platforms, btw) and Oculus, there is no other VR platform holder out there that's putting proper budget into VR game development, so really, think twice before you go and shit on the only companies that actually ensure that you all will get good software-support.
Oculus Rift, Vive, PSVR, et al are proper platform launches. NeoGAF coping guidelines
Awful lot of port begging going on already.
Oculus Rift, Vive, PSVR, et al are proper platform launches. NeoGAF coping guidelines
Awful lot of port begging going on already.
Yes, the lighthouse stations (power only) need to be placed around the house, but don't forget the ridiculous four USB ports (three USB 3.0 and one USB 2.0) that are required for the Rift.
The Rift is nothing like an Apple product, it's a cabling nightmare.
Yes, the lighthouse stations (power only) need to be placed around the house, but don't forget the ridiculous four USB ports (three USB 3.0 and one USB 2.0) that are required for the Rift.
The Rift is nothing like an Apple product, it's a cabling nightmare.
Wait, am I missing something? My Rift has a displayPort and a USB Port and the Sensor needs a USB port, too.
Where do you get 4 USB ports?
Yes, the lighthouse stations (power only) need to be placed around the house, but don't forget the ridiculous four USB ports (three USB 3.0 and one USB 2.0) that are required for the Rift.
The Rift is nothing like an Apple product, it's a cabling nightmare.
But ultimately, what you consider to be that "more thought-out plan" boils down to compromising the full extent of the VR experience in order to make it easier to sell to the mainstream. At least that's what I gather from your posts in this thread and regarding room-scale.My intention wasn't to shit on Vive or Valve as a company, since they're a brilliant bunch. I just want to see VR succeed and I think Oculus at the moment has a more thought-out plan.
1) they aren't cameras
2) plenty of people have 5.1 surround speakers installed in their living rooms that are bigger than the 2 lighthouses
3) oculus rift with touch is likely to need to reposition the two cameras so they are High up and wide apart. Sound familiar? And they'll have to have cables routed back to the PC so arguably even less practical
I am a bit confused why the Vive cable is so much thicker than the rift. I'd pay good money if someone made a replacement vive cable that was much thinner and less stiff.
Yes, the lighthouse stations (power only) need to be placed around the house, but don't forget the ridiculous four USB ports (three USB 3.0 and one USB 2.0) that are required for the Rift.
The Rift is nothing like an Apple product, it's a cabling nightmare.
C'mon, there's no need to over-defend VR. Compare a student having an Xbox in their rented room with a student installing the trackers on the walls. No difference my arse.
C'mon, there's no need to over-defend VR. Compare a student having an Xbox in their rented room with a student installing the trackers on the walls. No difference my arse.
I am a bit confused why the Vive cable is so much thicker than the rift. I'd pay good money if someone made a replacement vive cable that was much thinner and less stiff.
I was thinking about this and my guess is that it's designed to be stepped on a lot without getting messed up. Rift's cable is a lot less intrusive, but it's probably equally less robust
I think part of it has to do with the headset needing more bandwidth since tracking information is captured from it rather than the rift where the tracking information is captured with the ir camera/s. It would be nice if the Vive cable was thinner or condensed into a single wire rather than 3..I am a bit confused why the Vive cable is so much thicker than the rift. I'd pay good money if someone made a replacement vive cable that was much thinner and less stiff.
I was replying to lovely thomas who seems to think that Rift is the bees knees, and the Vive is evil hellspawn that no real people would ever manage to install in their houses. So I was just comparing those two. Of course its different to a student with an xbox but he never mentioned that and I'm not comparing to that.
Plugging in four USB cables and an HDMI is pretty simple.I don't claim the Vive to be better in the cable department, just stating that the Rift needs a lot of ports. I'm just shooting down the simplicity of it.
Overreaching much? I think the Oculus thing is just a device that's more targeted towards the mass-market and that's a good thing. Again, I doubt many non-hardcore people will put the lighthouses up into their rooms and use room-scale VR. It's just not going to happen and I don't think room-scale VR makes any sense right now. It might at some later stage when tracking is figured out within the devices instead of a camera-based solution. And I have yet to see a game that actually makes good use of room-scale VR.
And yeah, I'm using Oculus Touch right now and only have these two sensors on my desk - No wallmounting or nails required.
Overreaching much? I think the Oculus thing is just a device that's more targeted towards the mass-market and that's a good thing. Again, I doubt many non-hardcore people will put the lighthouses up into their rooms and use room-scale VR. It's just not going to happen and I don't think room-scale VR makes any sense right now. It might at some later stage when tracking is figured out within the devices instead of a camera-based solution. And I have yet to see a game that actually makes good use of room-scale VR.
And yeah, I'm using Oculus Touch right now and only have these two sensors on my desk - No wallmounting or nails required.
Overreaching much? I think the Oculus thing is just a device that's more targeted towards the mass-market and that's a good thing. Again, I doubt many non-hardcore people will put the lighthouses up into their rooms and use room-scale VR. It's just not going to happen and I don't think room-scale VR makes any sense right now. It might at some later stage when tracking is figured out within the devices instead of a camera-based solution. And I have yet to see a game that actually makes good use of room-scale VR.
And yeah, I'm using Oculus Touch right now and only have these two sensors on my desk - No wallmounting or nails required.