ashecitism
Member
GamesBeat: http://venturebeat.com/2016/01/28/h...mes-for-the-htc-vive-virtual-reality-headset/
he also got sick from Elite ground section
he also got sick from Elite ground section
What other types of games could their be?
Genuine question... First person observing something else the player controls?
I don't know how it would work if it wasn't first person...
Beyond the basics, its key strength is how seamless and complete the experience feels - at no point through any of the 12 demos did we lose positional tracking from the headset, nor were the controls anything other than totally rock-solid. And as we'll cover soon, the games are very cool too. The experience still needs to be tested outside of controlled conditions, of course, but all the indications so far strongly suggest that SteamVR and HTC Vive are ready for showtime.
I really wish I had such a solid 360 degree tracking system right now to play The Witness. Losing tracking when you bow down to examine something closely is the worst.
I am jealous you can even play the Witness in VR![]()
MaximumPC: http://www.maximumpc.com/12-awesome-new-valve-htc-vive-demos-we-played/
he also made a thread on reddit and Palmer showed up too: https://www.reddit.com/r/oculus/comments/4369se/valve_invited_me_to_seattle_to_try_out_the_12_new/
https://www.reddit.com/r/oculus/com...d_me_to_seattle_to_try_out_the_12_new/czfy7j7
Anyone else notice there isn't a single raving sim with Vive support? Not even planned.
I really wish I had such a solid 360 degree tracking system right now to play The Witness. Losing tracking when you bow down to examine something closely is the worst.
If the motion controllers are so crucial to a VR experience like that guy says then also wheels and HOTAs should be included in the package. Motion controlled VR is great, but that's not what I'm primarily going to use it for. 90% of my VR time is going to be seated VR, flight simulators, space simulators, and racing simulators.
Not only that, I for one wish for a VR scene where we can pick and choose our own motion control suppliers. To mix and match HMDs, motion controls, wheels and flight sticks to our personal preference. What if I prefer Oculus' HMD and someone else's motion controls?
Then you should support OpenVRNot only that, I for one wish for a VR scene where we can pick and choose our own motion control suppliers. To mix and match HMDs, motion controls, wheels and flight sticks to our personal preference.
It's "an admission" that motion sickness will affect different portion of population in different software. The point is this is entirely in hands of the software makers (and platform holders in terms of what software they allow).TechJunk said:and probably also an admission that motion sickness will probably affect a larger part of the population.
Sadly, OpenVR can't decouple hardware dependencies (for hw makers that bind their motion controllers to the headset - you don't get to swap).Durante said:Then you should support OpenVR![]()
Sadly, OpenVR can't decouple hardware dependencies (for hw makers that bind their motion controllers to the headset - you don't get to swap).
I gotta believe both controller systems will be sold separately eventually.
True, but at least you don't prevent HW which can be used independently from being used by a software choice.Sadly, OpenVR can't decouple hardware dependencies (for hw makers that bind their motion controllers to the headset - you don't get to swap).
Another very positive report overall.
I'm not surprised by this really, as long as you are reasonable in your tech choices and goals there's nothing preventing an independent studio from creating a very compelling VR game.We almost never felt any nausea during our combined four hours of headset use, nor did we ever run into major judder, screen tear, warping, or other debilitating issues in VR. Considering the content we played was not made by a single super-huge company but by 12 design teams of various sizes and experience levels, we're pretty floored by the VR competency that was on show. We're still waiting for a chance to interview Valve and HTC about the final run-up to launch, but so far, they're doing a great job of letting their content creators do the talking.
I like the idea of the "broadcast view" he's talking about, since quite a few people apparently get sick watching someone else's VR stream directly.Tested with Minigolf: https://www.youtube.com/watch?v=iPnqxBpy3D4
Fantastic Contraption at least (perhaps there are also others) was doing that for a while now -- even more involved really with their green screen mixed reality approach.Broadcast view is the first time I've heard of anything other than a mirrored (de warped) output on the normal monitor. That's good to hear and I hope more games do something like that.
I watched the demos and the cable seems like a pretty big issue. Look at the hover junkers demo, the cable got tangled in the guy's legs.
Personally, I'd rather route the cable over some ceiling mount than trust "cable sense". I hope it's long enough.People have said you develop a 'cable sense' and it isn't a big issue. You subconsciously avoid it or are aware of it. I'Ve heard both the contraptions and gallery devs say that.
I hope it's true
If they announced Portal bundled with it, it would sell a ton.
MaximumPC: http://www.maximumpc.com/12-awesome-new-valve-htc-vive-demos-we-played/
he also made a thread on reddit and Palmer showed up too: https://www.reddit.com/r/oculus/comments/4369se/valve_invited_me_to_seattle_to_try_out_the_12_new/
https://www.reddit.com/r/oculus/com...d_me_to_seattle_to_try_out_the_12_new/czfy7j7
Valve did make noises about the lighthouses being openly licensable, but I think the current vive controllers send their signals through the headset so they couldn't be easily used separately
I'd love lighthouse tracking but with the oculus headset (which sounds more comfortable)
This is no doubt the best showcase for a VR game so far. Someone should make a thread about it.
One of the best videos I've ever seen to demonstrate how cool VR and motion controls can be.
Have you seen the rest of NODE's VR play sessions? Every one is golden, and surely thread worthy together.
Surgeon Simulator
Wing Suit (Their only video with Rift CV1 AFAIK)
Hover Junkers Multiplayer
CHUNKS
Longbow