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SteamVR Developer Showcase hands-on impressions. 12 titles were demoed.

Yeah, I know Frontier just added the planets to Elite and wants people to try them out, and being on the buggy on a planet surface is a "cool" VR thing, but they really shouldn't use that to show off VR. Start the player on a space station and have the ship lift out and let the player take off and leave and then do some dogfighting, that would be cool enough and no VR sickness.
 
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...


Honestly, 3rd person games work incredibly well. The isometric table top view in particular. Basically everything you see demoed in AR works even better in VR.
I don't have to deal with all the pizza boxes on your nasty ass coffee table in VR
 
DF: http://www.eurogamer.net/articles/digitalfoundry-2016-hands-on-with-steam-vr-htc-vive-pre

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.
 

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?
 
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 had this problem in the grass maze puzzles
 
"Assuming you means Racing sim, the pickings ARE pretty slim."

No, he meant raving sim, where you can use the hand controllers to manipulate glowsticks.
 
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?

Motion controllers are essential to almost all of the exciting stuff for every VR system right now.
 
Palmer makes some great points about motion controls. I think the way vive has been aggressively demoing and mostly do using on room scale tracking + motion controls (their USP so fair enough), has perhaps skewed expectations towards motion controls. I'm sure some of his comments are around defending the value proposition they are offering, but a lot of it rings true too.
 
I wasn't convinced of it myself for a long time, but you really do want tracked (I rather use "tracked" than "motion", since it's really a different concept from what people might associate with the former) controls in VR for most interaction scenarios. Of course, there are obvious exceptions like simulators and cockpit games in general, but for other things you really want to interact in a way which most closely approximates the level of immersiveness provided by the visual/audio immersion afforded by the VR system, and when you can't directly replicate the control setup like with cockpit games and e.g. wheels/joysticks then tracked VR controllers are the next best thing.
 
TechJunk said:
and probably also an admission that motion sickness will probably affect a larger part of the population.
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).
 
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.

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)
 
Sadly, OpenVR can't decouple hardware dependencies (for hw makers that bind their motion controllers to the headset - you don't get to swap).
True, but at least you don't prevent HW which can be used independently from being used by a software choice.


Another very positive report overall.
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'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.
 
I haven't read all the links in the OP, but have these images of the event been posted anywhere?

1-1080.521887494.jpg

4-1080.2947386221.jpg

2-1260.3704821016.jpg

The rest.

No particularly exciting information there. Looks neat though.
 
Curious about the mini golf game - if you hold the Vive controller upside down (so the ring is pointing down to the ground), and hold it with two hands - that seems like quite a harsh test case for occlusion. If it passes that it should probably handle anything you can throw at it.


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.
 
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.
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.

The only issue I see with it is that you need to render an extra view of the scene, but for simple games like these it's probably not a huge issue. (Of course it should be optional)
 
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.

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
 
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
Personally, I'd rather route the cable over some ceiling mount than trust "cable sense". I hope it's long enough.
 

What a load of bollocks on Palmer saying it was the other way around in regards to market fragmentation.

You know what the vast majority of gamers have? Controllers, either xbox or ps4.

Know what they don't have? Touch/motion controls.

By not shipping with motion controls it forces developers , even those who are building games around motion controls to also build with controllers and limit gameplay around it because you can't 100% ensure everyone has them.

Meanwhile those who buy the vive won't have this issue.
 
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)

I've tried the consumer Rift and the Vive DK. The Vive is way more comfortable. And that's not even the Pre.
 
Man, I don't know if it'd work but I really hope Budget Cuts comes to PSVR. It honestly looks like the VR game I'd most like to play but there's no way I'll be able to afford a Vive for a lonnnnng time. (Regardless of it being my favorite headset.)
 
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