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Oculus Rift available for preorder for $599.99, shipping in March

Now I want to know if joystick force feedback is still a thing, because I have a Saitek Cyborg Force Feedback stick around here somewhere and I really hope Valkyrie supports it.
 
So, I was able to get into the Eve Valkyrie Alpha. Goddamn, it's fucking amazing. Dogfighting around like that really gets to you in an amazing way.

I can't wait to see it in the CV1. I've been spoiled too much by the Vive we have at the studio. It's hard for me to get into the DK2 now. lol

My first match and I got third place. Not bad. lol

Running it on a 780 Ti, the game is very smooth barring some framedrops and judder during a shitton of stuff going on screen. Other than that smooth as butter.
 
So, I was able to get into the Eve Valkyrie Alpha. Goddamn, it's fucking amazing. Dogfighting around like that really gets to you in an amazing way.

I can't wait to see it in the CV1. I've been spoiled too much by the Vive we have at the studio. It's hard for me to get into the DK2 now. lol

My first match and I got third place. Not bad. lol

Running it on a 780 Ti, the game is very smooth barring some framedrops and judder during a shitton of stuff going on screen. Other than that smooth as butter.

I'm stupid jealous right now.
 
So, I was able to get into the Eve Valkyrie Alpha. Goddamn, it's fucking amazing. Dogfighting around like that really gets to you in an amazing way.

I can't wait to see it in the CV1. I've been spoiled too much by the Vive we have at the studio. It's hard for me to get into the DK2 now. lol

My first match and I got third place. Not bad. lol

Running it on a 780 Ti, the game is very smooth barring some framedrops and judder during a shitton of stuff going on screen. Other than that smooth as butter.

Wow, a 780 TI runs it well? Thats great news for people who dont wanna spend 600 on a graphics card.
 
Played it with my HOTAS sticks and it works really well surprisingly. Tricks your brain more really.

Which HOTAS setup do you use? Since I'm getting my Rift for free, I figured I would dump the money I set aside for that into a HOTAS for Eve Valkyrie, Elite: Dangerous, Star Citizen and whatever DCS games look cool for VR.
 
Man, Palmer Luckey sure loves Sword Art Online, he tweets about it all the time. I love that he's such a nerd.

https://twitter.com/PalmerLuckey/status/689643045097082880

An MMO in VR that is actually good will probably be the revival that the MMO genre needs.

Also, I'm wondering if I should just get a totally new PC when this comes out. Does anyone know if these "Oculus Ready" PC's are good for the price or are you still better just buying everything separate and building?
 
Which HOTAS setup do you use? Since I'm getting my Rift for free, I figured I would dump the money I set aside for that into a HOTAS for Eve Valkyrie, Elite: Dangerous, Star Citizen and whatever DCS games look cool for VR.

I'm using the X55 Rhino from Saitek so it's one of the more modern ones. I just have to fucking figure out how to use brakes and chaff since I still don't know how to activate those. There's no way in game to alter hotkeys. lol

I was surprised I got third without knowing those two things. haha

Runs it well...on a DK2. If anything, be more afraid.

I'm running on Epic btw which is the highest settings. No way I'm gonna pony up for a 980 Ti or something now. Pascal should be coming soon and my OC on my graphics card should be enough to last me till Pascal.
 
Hey guys,

I currently have two Gigabyte G1 Gaming GTX 970s running in SLI, but I'm thinking about selling the two (now) and upgrading to a Gigabyte G1 Gaming GTX 980ti that I've ordered.

Does anyone have any idea if VR SLI through Nvidia is universal to all games that support SLI, or if it is something that needs to be worked in (read: with Nvidia's support, unlikely to be featured consistently).

Performance differences aside, I think it makes sense from a financial standpoint to sell the 970s on eBay for around $300 a piece now while they're still worth around there to subsidize the 980ti purchase ($680) because when pascal comes out I could sell the 980ti for more than the initial $80 difference in what I'd pay to laterally upgrade now I could the two 970s at the same time. Thoughts?

Maybe not the best time to have plunked that much on a Ti when AMD's presumed top line Polaris GPU's are already being spotted on shipping manifests. Very possible those cards are going to be out along side Rift (if not sooner), and will leave Nvidia either scrambling to rush out Pascal or price drop their current crop (assuming they're not already targeting a VR release window, which my guess is they are). Not like there's anything coming out between now and Rift that would cripple SLI 970's. Remember these new cards represent TWO generations of die shrinks, and VR and 4K are really upping performance demands and expectations. I will be very surprised if the 1070 or 490 class cards aren't faster than (or at least on par with) the 980Ti.
 
Maybe not the best time to have plunked that much on a Ti when AMD's presumed top line Polaris GPU's are already being spotted on shipping manifests. Very possible those cards are going to be out along side Rift (if not sooner), and will leave Nvidia either scrambling to rush out Pascal or price drop their current crop (assuming they're not already targeting a VR release window, which my guess is they are). Not like there's anything coming out between now and Rift that would cripple SLI 970's. Remember these new cards represent TWO generations of die shrinks, and VR and 4K are really upping performance demands and expectations. I will be very surprised if the 1070 or 490 class cards aren't faster than (or at least on par with) the 980Ti.

Really? This is great news. I was hoping Pascal would be out around-ish the Rift launch, I have an R9 290 right now and just upgraded everything else, so a new card around Rift time is what I'm thinking. If AMD drops something amazing, it will be hard to pass up if Nvidia doesn't have something close around that time, too.

I can't be the only person thinking this. Even by low estimates there are thousands or Rifts shipping in late March, that means a ton of people will want to upgrade at that time (IMO) or close to. Being the first out the door is probably more important now than any time in the past few years of GPU launches.
 
Maybe not the best time to have plunked that much on a Ti when AMD's presumed top line Polaris GPU's are already being spotted on shipping manifests. Very possible those cards are going to be out along side Rift (if not sooner), and will leave Nvidia either scrambling to rush out Pascal or price drop their current crop (assuming they're not already targeting a VR release window, which my guess is they are). Not like there's anything coming out between now and Rift that would cripple SLI 970's. Remember these new cards represent TWO generations of die shrinks, and VR and 4K are really upping performance demands and expectations. I will be very surprised if the 1070 or 490 class cards aren't faster than (or at least on par with) the 980Ti.

Good information to know. I was planning on finally upgrading my 760 to a 980, but it sounds like I should definitely wait.
 
I would encourage you to watch the trailers for Lucky's Tale and Super Mario 3D World back-to-back. Here they are:

https://www.youtube.com/watch?v=wLOKVABfrzw
https://www.youtube.com/watch?v=KezCxrrchGE

I'll grant you that a trailer does not capture the experience of VR, but Lucky's Tale just does not look very interesting or imaginative. The VR novelty factor may make it fun to play through a couple times (and judging from that interview you linked the game is only ~2 hours long), but is it a game people will want to come back and play 5 years from now? I haven't seen any evidence yet to make me think so.

I think Luckey's Tale is more a demo of the potential of 3rd person perspective gaming than something one is going to want to replay I 5 years time - which is a strange, arbitrary metric to use.
 
I think Luckey's Tale is more a demo of the potential of 3rd person perspective gaming than something one is going to want to replay I 5 years time - which is a strange, arbitrary metric to use.

It's just one way to assess whether a game was appealing primarily based on its novelty or if it also had exceptional mechanics / gameplay. 5 years is somewhat arbitrary, but intended to be long enough that the game is no longer novel, but not so long as to make it archaic due to changes in its genre. I'll give you two contrasting examples.

Exhibit A: Mario 64 - Even after several other free-roaming 3D platformers like Banjo and DK64 (and arguably even Mario Sunshine) came along, it was still the game-of-choice for many players. Two decades later, it's still pretty fun, even if it is showing its age and the technology is long outdated.

Exhibit B: Battle Arena Toshinden - This game generated a lot of hype around the launch of the PSX for its 3D graphics and ability to move off-axis and got a lot of good reviews on release. However just a few years later after the release of a couple Virtua Fighter and Tekken games, the general verdict was that it wasn't worth playing because the core gameplay just wasn't very good.

Personally, Luckey's Tale look more like a Toshinden to me than a Mario 64. That doesn't mean it won't be entertaining - I owned Toshinden and played it quite a bit - but I don't think that someone who waits a year or two to buy a VR headset (or buys a non-Oculus headset) will feel regret about not playing Luckey's Tale at launch.
 
Can we expect a major pricedrop on the current graphics cards soon?

nVidia is going to be releasing a new line of cards this summer, current card prices will drop when that happens. AMD is doing the same thing, though it's not known when their new cards are launching.
 
Will OR be something you can leave attached to the PC when you aren't using it? Just wondering if it'll mess up Windows display settings or something having another display hanging off the back of the PC.
 
Will OR be something you can leave attached to the PC when you aren't using it? Just wondering if it'll mess up Windows display settings or something having another display hanging off the back of the PC.

It will be in standby mode until an app/game "activates" it and turn off when you exit, so you won't have to worry about messing around in display manager or anything.
 
Will OR be something you can leave attached to the PC when you aren't using it? Just wondering if it'll mess up Windows display settings or something having another display hanging off the back of the PC.

The main thing that matters on that front, is that the HMD shuts itself off when not in use, so you don't burn-in images on your fancy new display panels. I know both Vive & Rift have this function.

Not sure how Windows behaves with an HMD attached all the time, though.
 
Will OR be something you can leave attached to the PC when you aren't using it? Just wondering if it'll mess up Windows display settings or something having another display hanging off the back of the PC.
DK1 and early-software DK2 were detected as displays and could actually cause some issues. With later SDK versions they completely bypass normal windows display handling (preventing such issues), and I assume the same will be true for the final version.
 
DK1 and early-software DK2 were detected as displays and could actually cause some issues. With later SDK versions they completely bypass normal windows display handling (preventing such issues), and I assume the same will be true for the final version.

Thanks everyone. Yeah I'd read about DK2 being a bit tricky so it's good they've worked around that
 
Thanks everyone. Yeah I'd read about DK2 being a bit tricky so it's good they've worked around that

DK2 *was* tricky early on, but in recent builds of the SDK it isn't tricky at all. I leave mine connected all the time (unless I need to use that HDMI port for another display). The DK2 has an on off button. When you turn it on, you get a message in the task tray that a headset has been detected. It'll sit in a kind of standby mode, not using the screen at all from that point on until when you play a game that is built for one of the more recent builds of the SDK, then it 'just works'... turning on when the game starts talking to it.
 
I think Luckey's Tale is more a demo of the potential of 3rd person perspective gaming than something one is going to want to replay I 5 years time - which is a strange, arbitrary metric to use.

I think you're almost certainly right.

Listening to their design philosophy for the game makes me very curious and excited to give it a try, however.

It sounds like they really want to be those pioneers of a new medium or dimension of play, and taking the concept of Mario 64s: "we don't have the time to make a ton of levels, so we'll find a way for you to do a lot in the ones we have" definitely scratches the right itch of nostalgia for me in that respect. I always loved the sense of place I got from Mario 64, because you'd always return to these same levels and uncover something new about them.

My fear is that the best use for this new perspective is "aiming things with your head", as that is the only thing i've seen so far, outside of the normal game-play conventions we already know. If that's all they have than it absolutely is a mere demo of potential 3rd person gaming.

What I think they have the chance for here, and what they probably won't go for due to a drive to connect with as many gamers of various skillsets as possible, is real honest to goodness hardcore platforming.

It hasn't been since 2D sprite based platformers that we have truly had a chance for this kind of fair 3 dimensional platforming. We have depth (something people heralded 3D Land for), we have the ability to truly choose our perspective and no longer fight against a camera, we have great analog controls honed over a decade, numerous lessons learned over the years of good and bad game design, high framerates and an absolute focus on responsiveness.

We have everything we finally need to make the ultimate 3D platformer.

But you're almost certainly right, it'll most likely be forgettable. But somebody is going to make something seriously hardcore at some point.
 
My fear is that the best use for this new perspective is "aiming things with your head", as that is the only thing i've seen so far, outside of the normal game-play conventions we already know. If that's all they have than it absolutely is a mere demo of potential 3rd person gaming.
People have said that the VR point of view also lets you find secrets in Lucky's Tale - you have to look around the environment, around behind things and stuff.
 
People have said that the VR point of view also lets you find secrets in Lucky's Tale - you have to look around the environment, around behind things and stuff.

I never even thought about that. I wonder if because of that you yourself will be a "character" in the game, similar to the cloud dude in Mario 64:
EMNbkrD.jpg

If they are trying to invoke the same feeling it would seem fitting, though it would have to be something a little more whimsical than this:

I wonder if they'll present you as a little bird buddy or something

Edit: The more I think about it the more I feel saddened that Miyamoto isn't a part of VR gaming. This all feels like such a natural extension of how he would have approached new and interesting game design. I certainly miss the days when Nintendo didn't try to shy away from more expensive hardware in order to push the envelope creatively.
 
I don't care if Luckey's tale is shit. I just hope it validates third person cameras in VR so other devs are interested to try it out and we don't just get first person experiences.

Those that have person games, how are they? I would have hit maybe there would be issues caused by the camera not moving how you'd expect (like strafing in first person), but does the third person camera alleviate that because you're conciously disconnected from the character you're controlling?

If so, would this potentially be applicable to a relatively large number of games that could add VR friendly modes in quite simply?
 
I don't care if Luckey's tale is shit. I just hope it validates third person cameras in VR so other devs are interested to try it out and we don't just get first person experiences.

Those that have person games, how are they? I would have hit maybe there would be issues caused by the camera not moving how you'd expect (like strafing in first person), but does the third person camera alleviate that because you're conciously disconnected from the character you're controlling?

If so, would this potentially be applicable to a relatively large number of games that could add VR friendly modes in quite simply?

Yep, I think that third person VR games can be very fun.

Think about (for example) RTS games in VR and playing with green army men as a kid. It's the same but now they're realistic, animated and actually engage in firefights. How cool is that?
 
There are 3rd person titles out right now that completely validate the need for 3rd person VR games.

"Mythos of the World Axis" on Oculus Share is absolutely stunning to play. Please look this up if you haven't already.
 
I'd like to see something along the lines of XCom in VR. I think it would be a lot of fun to see it all as a toy set you can play with. Also, it might make the line-of-sight rules more transparent if you could zip down and look for yourself.
 
I'd like to see something along the lines of XCom in VR. I think it would be a lot of fun to see it all as a toy set you can play with. Also, it might make the line-of-sight rules more transparent if you could zip down and look for yourself.

No need for them to look like toys. They could easily be in true scale, with you levitating above the battlefield. It could make the whole thing really creepy in a good way, especially since seeing the aliens lurking just a few meters below you would feel distinctly real.

This is one of those things that I suspect most people will have a hard time reconciling with what they're used to seeing on their computer screen. We're used to looking at our XCOM soldiers as miniatures because they are so physically small on our screen. One of the things that makes VR unique is that they can still occupy just as little space in the image you're seeing, but you'll get an instant feel for their true size that a monitor would never be able to give you.
 
Makes me wonder how RTS games would play in VR.. It needs to happen

Age of Mythology 2. You are the god, can use motion controls ala Black and White to cast mircales

Better yet, Black and White 3...

I wanna cry, neither is gonna happen :(
 
No need for them to look like toys. They could easily be in true scale, with you levitating above the battlefield. It could make the whole thing really creepy in a good way, especially since seeing the aliens lurking just a few meters below you would feel distinctly real.

This is one of those things that I suspect most people will have a hard time reconciling with what they're used to seeing on their computer screen. We're used to looking at our XCOM soldiers as miniatures because they are so physically small on our screen. One of the things that makes VR unique is that they can still occupy just as little space in the image you're seeing, but you'll get an instant feel for their true size that a monitor would never be able to give you.

Didn't even think of that. I just imagined hovering over the play area, but I like your version better!
 
DK2 *was* tricky early on, but in recent builds of the SDK it isn't tricky at all. I leave mine connected all the time (unless I need to use that HDMI port for another display). The DK2 has an on off button. When you turn it on, you get a message in the task tray that a headset has been detected. It'll sit in a kind of standby mode, not using the screen at all from that point on until when you play a game that is built for one of the more recent builds of the SDK, then it 'just works'... turning on when the game starts talking to it.

My only problem with the dk2 is that the PC BIOS is show on it, independent of what is in the other outputs of the vga.
 
I don't care if Luckey's tale is shit. I just hope it validates third person cameras in VR so other devs are interested to try it out and we don't just get first person experiences.

I think Edge of Nowhere should help with that, expect it to be one of the more advertised games at release.
 
So are people with glasses going to be sol with this thing? Or can this be worn comfortably with glasses on?
 
So are people with glasses going to be sol with this thing? Or can this be worn comfortably with glasses on?

Palmer has glasses too and said that it's important for them to have it comfortable, so I trust we will be fine.

From his AMA:

Hey Palmer! Looking forward to my Rift. However, I'm nearsighted and will therefore have to wear glasses. I've heard numerous reports of the lenses in DK2 scratching, mostly when used with glasses.

I am mildly nearsighted myself, making the hardware work well with people who have less than perfect vision has been a priority.
 
3rd person can be difficult if you aren't sitting down.
I feel it still have to control the camera to play proper

Still I alway prefer a table top viewer for 3rd person rather than look from behind.
 
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