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Valve to show off SteamVR hardware at GDC

I wouldn't say 'sorely needed'. You act as if Oculus have been ruining VR with its monopoly or something.

I think competition can be good, but depending on how much this all fragments things, it might also be a bit of a headache, both for consumers and developers.

That's not how I interpreted his post, I think it's a fair point that more players will only put more of a fire under Oculus' asses to provide the best specs and first party content, which is only a good thing for us. I'm still skeptical with all the folks that were ex Valve that were working directly with them on VR only just awhile ago that they wouldn't have some idea of their product roadmap, basically I'm sure Oculus is somewhat aware of what they're planning, and will be very surprised if there is an intent from Valve to try and take the PC marketshare away from them. I'm somewhat skeptical it's even an hmd in fact, and if it is, I wouldn't be surprised if Oculus/FB were the hardware manufacturers. Honestly that's going to make adoption for CV1 a lot easier as Oculus is aware how little people with top of the line rigs needed to run these experiences are out there. I guess what I'm saying is I'd prefer a partnership in the PC/steambox space rather than Valve and Oculus both duking it out, but hey, that might actually be a better thing for content anyways.
 
Both Morpheus and oculus rift are similar systems, so if valve release their own hardware with the same approach then it shouldn't be difficult for developers to work across everything - a different distortion to apply probably.

It would be interesting if valve VR is the consumer version of the rift though - like gear VR is sold by Samsung but built or licensed by oculus. That would allow oculus to concentrate on the tech while others deal with the logistics of retail.
 
If this keeps up, Oculus is going to go down in business textbooks as example #1 of how to burn your business to a crisp keeping it in the oven too long.

It would be interesting if valve VR is the consumer version of the rift though - like gear VR is sold by Samsung but built or licensed by oculus. That would allow oculus to concentrate on the tech while others deal with the logistics of retail.

The Samsung deal makes sense to me because to do what they did requires deep partnership with a handset maker (Oculus needed direct access to the Note 4). I dunno if Oculus would be willing to do the same deal with Valve (especially since I'm sure a certain Faces of Books wants their fingers firmly in the revenue pie when it comes to VR gaming.)

My bet is that Valve saw that the Facebook buyout was positioning Oculus to delay release of the consumer Rift even further than it already has, and decided to roll their own so they'd know for sure when the headset would launch (I'm sure they want a healthy VR Steam marketplace ready for said launch.)
 
Both Morpheus and oculus rift are similar systems, so if valve release their own hardware with the same approach then it shouldn't be difficult for developers to work across everything - a different distortion to apply probably.

It would be interesting if valve VR is the consumer version of the rift though - like gear VR is sold by Samsung but built or licensed by oculus. That would allow oculus to concentrate on the tech while others deal with the logistics of retail.

That's what I was thinking, and kind of hoping. I think with Steam's ecosystem and SteamVR beta already a thing, this could be very good for Oculus as far as a partnership is concerned. People keep mentioning that FB would want this to be as walled a garden as possible, yet they kind of already have that via Samsung/GearVR. I think Zuck knows this needs to be a flexible space for the tech to grow, so I'm more willing to think a Valve partnership is a possibility.
 
WHAT!?!?!?!

Valve is doing its own VR peripheral?

Why?

Why no just partner with Oculus? Two competing VR platforms on PC sounds like it could be problematic.

Two? There's also the Nvidia one, and others depending on where you draw the line (do you include AR stuff like Magic Leap and Hololens). The PC helmet/glasses space is really busy.
 
Two? There's also the Nvidia one, and others depending on where you draw the line (do you include AR stuff like Magic Leap and Hololens). The PC helmet/glasses space is really busy.

Some are speculating the Nvidia one might be Tegra related, so possibly a mid tier Shield-like all in one solution similar to GearVR (more powerful than that though obviously). So it might be too early to put it in the PC space.

edit: Interesting, just saw this on Oculus subreddit, silhouette for Valve hmd perhaps? URL has things like "living room" and "signup" in it. Curious:

00_HeadsetOutline.png

But a while ago I saw someone say a link was commented out in the source of some valve Web page.
At the time it was dead, but bringing up my phone which had it in history shows its live.

http://www.reddit.com/r/oculus/comments/2x2k8b/i_read_that_this_url_was_commented_out_in_a_steam/
 
Well that pretty much confirms its a HMD. Excited to see what Valve is going to have compared to Oculus/Nvidia/Whoeverelse.
 
All these companies developing VR headsets with none working on a control scheme to complement. IMO Sony has the biggest advantage with Move.

I really don't want to be immersed in a world and have to interact with it via an XBOX 360 pad.

Here's hoping the Steam controller has a few forward thinking secrets in store.
 
Some are speculating the Nvidia one might be Tegra related, so possibly a mid tier Shield-like all in one solution similar to GearVR (more powerful than that though obviously). So it might be too early to put it in the PC space.

edit: Interesting, just saw this on Oculus subreddit, silhouette for Valve hmd perhaps? URL has things like "living room" and "signup" in it. Curious:





http://www.reddit.com/r/oculus/comments/2x2k8b/i_read_that_this_url_was_commented_out_in_a_steam/

"Signup" may indicate a public beta, in which case I hope international users don't again get bad news.
 
Half-Life 3 being bundled with Valve's own VR device would be one of the most brilliant moves in the gaming industry in a long, long time.
 
Half-Life 3 being bundled with Valve's own VR device would be one of the most brilliant moves in the gaming industry in a long, long time.

It would take VR to get them focused on a single-player campaign like Half-Life again, IMO. I'd think if HL3 were ever coming, the two would be announced together.
 
It would take VR to get them focused on a single-player campaign like Half-Life again, IMO. I'd think if HL3 were ever coming, the two would be announced together.

Oh my god oh my god oh my god I'm like a little giddy schoolgirl

IF THIS IS WHAT YOU'VE BEEN WAITING FOR VALVE

pleeeeease make it good
 
http://store.akamai.steamstatic.com/public/images/promo/livingroom/signup/00_HeadsetOutline.png

Wahoo, nothing like CV1 or oculus style. I think that might be enough confirm for me that Valve are making own headset, unless new completely design by oculus.
 
All these companies developing VR headsets with none working on a control scheme to complement. IMO Sony has the biggest advantage with Move.

I really don't want to be immersed in a world and have to interact with it via an XBOX 360 pad.

Here's hoping the Steam controller has a few forward thinking secrets in store.

Indeed.

All this talk of Haptic feedback on the Steam Controller has me exited at the idea of haptic gloves ala Ready Player One.
 
My budget is limited so if one of the big players has good input at release I'll go with that. Unless it's a sim like Elite or Assetto Corsa most first person experiences in VR feel so lacking without the ability to reach out and interact with the environment. Move is already a given with Morpheus, hoping the PC hmds have something comparable, and not something as pricey as the STEM.
 
Makes you wonder if this is the reason we haven't heard of Source 2 SDK for so long (and not just due to their corporate structure), because they've been busy tailoring it specifically to VR games development, hmmm

I do wonder what the competition is going to lead to. Is a race to the bottom, or locked out content to recuperate cost, beneficial or bad for the nascent market. Or will the market simply be big enough to easily sustain a number of different headsets? I don't think customization as with mobile phones would be a viable differentiation technique.
 
All these companies developing VR headsets with none working on a control scheme to complement. IMO Sony has the biggest advantage with Move.

I really don't want to be immersed in a world and have to interact with it via an XBOX 360 pad.

Here's hoping the Steam controller has a few forward thinking secrets in store.
Why are you assuming none of the companies are working with a proper control scheme? Because really, you can bet that they all are.

Oculus has made at least a couple of purchases of companies relating to that. They bought the company that designed the 360 controller if I remember correctly, and they bought another company that is the process of creating something with which you can see your hands in VR (there's a video about). The latter one was said to not be ready for CV1, but they are surely working on something for CV1 too.
 
My budget is limited so if one of the big players has good input at release I'll go with that. Unless it's a sim like Elite or Assetto Corsa most first person experiences in VR feel so lacking without the ability to reach out and interact with the environment. Move is already a given with Morpheus, hoping the PC hmds have something comparable, and not something as pricey as the STEM.

Thats if they ship the input with the HMD. If they ship them separately as an accessory then you will hopefully be able to mix and match.

My biggest worry is if I need to go SLI - my PC is a prodigy so my motherboard can only take one graphics card, so any SLI setup is going to need major surgery.
 
Sounds like it may actually be a product that will be coming rather than another private prototype, which is exciting. Hopefully Valve and Oculus keep things portable between each other, though OTOH, I wouldn't want one to feel hampered by the others' decisions. Standardisation can come later when everything is more settled I guess.
 
My budget is limited so if one of the big players has good input at release I'll go with that. Unless it's a sim like Elite or Assetto Corsa most first person experiences in VR feel so lacking without the ability to reach out and interact with the environment. Move is already a given with Morpheus, hoping the PC hmds have something comparable, and not something as pricey as the STEM.
Define 'good input'? I think that's kind of the problem. Nobody really knows what 'good input' is for VR quite yet. And there's no great advantage of having an input device for your headset if others don't have it, too. Are developers(as a whole) going to suddenly assume that your input device will be the main one they need to design towards? Probably not. They will continue to develop for what they want to do("what control scheme fits our idea best?") and will likely stick to established controls for the moment.

Why are you assuming none of the companies are working with a proper control scheme? Because really, you can bet that they all are.

Oculus has made at least a couple of purchases of companies relating to that. They bought the company that designed the 360 controller if I remember correctly, and they bought another company that is the process of creating something with which you can see your hands in VR (there's a video about). The latter one was said to not be ready for CV1, but they are surely working on something for CV1 too.
I really wouldn't count on it. Oculus have talked about putting out an input development kit at some later point(it wont be announced at GDC, we know), which would indicate that while they may have an idea of which direction they want to go in, they are definitely not ready to commit to anything yet, much less have a solution ready to ship by the end of the year.

They want to do it right and they want to be reasonably sure they've got something good that will likely set the trend for some time to come.
 
The point is, it's most likely going to be about VR (since he's been knee deep in it for the last year) and not L4D3 (or Source 2) as many were hoping.
 
A bit of topic. But why is VR been spoken of as a new thing recently? Or what is exactly new is the push for a more standardized VR medium? Of course i do understand it is also related to the technology been mature enough to have this at a more mass market price.
There are really two things that happened recently that allow VR to finally approach the term "Virtual Reality", which hasn't been possible until recently. One of those is the huge cost decrease and improvement of high quality motion-detection sensors - just a few years before the Wii, accelerometers with the same accuracy/frame rate as its controllers cost thousands of dollars. As well, processors and visual motion tracking technology have improved enough for high framerate position tracking. The second important requirement has been the ever shrinking video displays, with higher resolutions and higher framerates - the Oculus DK1 had a 720p screen, and that was considered really low resolution for VR (but it was enough to get the VR sensation). It wasn't long ago that a cell phone screen was considered high resolution at 320x480!

But really, a lot of it has been Oculus' work. Like the lenses they use to warp the displays into a more rounded shape, that makes a HUGE improvement over each eye looking at a flat screen in terms of it feeling real. And all their research into what makes for the best experience, like maintaining a high framerate that never stops reacting to the tiniest head motions. Just in the time between DK1 and DK2, the ability to experience VR without feeling sick improved dramatically, as did the sense of really "being there" in the virtual reality.

In fact, that's the next thing to be solved, that Oculus is working feverishly on: the ability to move around in a VR world without feeling sick. Lots of people here are hoping for Half Life 3 on Steam VR, but first person shooters are currently horrible in VR, one of the worst sources of VR Sickness. Half Life 2, for example, I can play it for a while on DK2, but a feeling of sickness slowly builds over time, and then the game hits you with a static loading screen and bam, gotta stop (one of the things game developers are going to have to do to for VR is remove static loading screens, anytime you turn your head and the image doesn't move with it is terrible).
 
I welcome Valve having a go. Through the whole resurgence of VR they seem to have a firm idea on how it should work. The Valve VR kit had a big impact on the people at Oculus.

At the same time I wonder if there's too much going on that many will feel VR is not quite there after trying a few devices. For me though even the Oculus dev kit 2 was pretty woeful despite wanting VR to be a thing and being into PC driving sims, dabbling with tech and gaming since the early 80s, I had no desire to keep the DK2. My plan was to use it for around six months and worse case use it once a week or two. I came away thinking its not halfway there or quarter way there, not even 1/16th but on the right track nonetheless.

I'd bet Oculus will get it right first but then they have this idea of it has to be cheap to take off. I wonder if it should be more high end, not extreme though and have room to trickle down.
 
It will be super interesting to see if they are going to show off Source 2 with VR integration making it easier for developers to create experiences for it.

I doubt we will see anything big from Valve themselves apart from tools to produce the leading content for VR. Add to that the promise that you will be featured on Steam's homepage on release that is a pretty good incentive for developers.

I would like to see Valve create a VR demo similar to how Portal was bundled in with the Orange Box. A 1-2 hour experience that shows off what VR can do but my guess is it would be limited to controller/keyboard mouse input so therefore would be a semi traditional first person game. Maybe producing something along the lines of The Vanishing of Ethan Carter or Dear Esther, slow narrative game with the writing and charm that Valve can produce along with the small scope and impressive Source 2 graphics show piece.
 
Oh right

Cloudhead Games tweeted this:

I'm thinking (hoping) a Valve hmd, potentially a new Oculus prototype.

I got this from the galleries kickstarter this morning - could they be tying up with valve?

^ Was just about to edit my post to reflect their recent KS update, yup I'm thinking either a Valve or Oculus partnership for publishing. Exciting times for VR :)

To me, this screams Oculus/SteamVR first consumer product released during this summer.

And what if it's Sony?
 
And what if it's Sony?
Could be. I mean they might have already done with design on headset as it seem well made for prototype. Even the controller inputs (move) ready too.

But the software is the one Sony got to wait all ready. Maybe some technical improvement after last GDC.
 
Sony has no business in the PC gaming scene but are building a HMD, so this software/hardware partnership with Valve would make sense to them. Sony builds good hardware. Almost too good to be true. Sony's not off the table, is it?
 
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