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Lemming posted:I had a pretty decent amount of space at one point (It was like 3.1x2.6 or something) but after a few weeks I didn't want to be in my living room anymore so I had to break everything down, and now in my bedroom I barely have any space at all. I'd rather chop my dick off than do VR standing. Roomscale is so rad.
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# ? Jun 5, 2016 22:29 |
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# ? May 13, 2024 08:26 |
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I just realized I need to pack up my DK2. The new iRacing build comes out tomorrow and with that, I lose my last ties to Windows 7 and the .6 SDK. That also frees up a whole SSD. I guess I can install Oculus on there since you can't change where games install.
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# ? Jun 5, 2016 23:10 |
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Cojawfee posted:I can't find any decent games that natively support the OSVR runtime. I can only find people trying to get their OSVR headset working in SteamVR. Unreal Engine 4.12 added native OSVR support just the other day, so there's that. I have no idea if that means it'll just magically work after game devs update their copies of the engine or if it requires more explicit work on the devs' part. A friend of mine had an order in on the OSVR 1.4 headset, but cancelled it because one of the other things they sent out recently implies some new hardware coming soon. He already has a Vive and is getting this as a secondary headset to dedicate to his simracing setup. I might follow his lead if it works out.
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# ? Jun 6, 2016 00:21 |
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Cojawfee posted:It does seem weird since you would expect Valve to implement their own SDK on their own engine. I'm starting to worry about them. Every time I see something about Valve, it looks like they are just resting on their laurels as the creators of Steam. Sure they've made SteamVR but they expected a bunch of indie developers to fill up their store with VR games. All they've done was The Lab and that wasn't even in their own engine. The last game they released was Dota 2 in 2013. Besides that it's just The Lab which is a tech demo. I hope they announce something at E3 but I really expected them to have some big first party VR game come out. IMO (looking at this from the outside) Valve sounds like a pretty dysfunctional company. There's this piece defending Oculus's role in developing VR, and one of the things they defend Oculus on is that Valve didn't have the focus to bring a serious hardware project to fruition in-house (apart from something trivial like the Steam Link or Steam Controller), and say that's why those guys left Valve for Oculus. Well, I actually don't think Valve has the focus to bring anything non-trivial to market anymore. They basically just let their developers work on whatever they want (“This company is yours to steer. Toward opportunities and away from risks. You have the power to green-light projects. You have the power to ship products.”), which is great for the developers but makes them unable to actually deliver a non-trivial product because their employees get bored and wander off to ride bikes. They haven't done more than about a quarter of a game in like a decade now, it's just been Half-Life 2 Episodes and some new maps/characters for L4D. If they didn't have Steam they would probably have gone out of business a long time ago, but that's a money printing machine. Also, Source is a dumpster fire of an engine, parts of it literally date back to the original Quake. I have not played anything on Source 2 so I can't comment there, but Source is clearly long past its expiration date and it's entirely unsurprising that Valve isn't using it. It's really amazing that it's held together as well as it has - some stuff like Titanfall really is awesome despite being on Source, but I think it's just not suitable for giving a good VR experience. Paul MaudDib fucked around with this message at 00:59 on Jun 6, 2016 |
# ? Jun 6, 2016 00:31 |
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Cojawfee posted:They are using Digital River which is complete gutter trash. Unless they changed things recently, they don't allow you to customize delivery. You have to let it fail delivery once and then you can set it to be delivered to a FedEx store. They take it back to the depot after they're done running deliveries for the day. I picked mine up the same day it failed delivery, you just have to go between 5:30 when the truck gets back and 8pm when the depot closes. What used to be here? Showing as 404'd for me. Paul MaudDib fucked around with this message at 00:53 on Jun 6, 2016 |
# ? Jun 6, 2016 00:40 |
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Paul MaudDib posted:What used to be here? Showing as 404'd for me. A guy crashing through a sliding glass door/window while playing Vive.
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# ? Jun 6, 2016 00:46 |
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Rastor posted:Tom's Hardware published a tour of the backpack computer prototypes at Computex: I've really been waiting for this, I've even thought about ghettoing up something on my own but this is obviously much better than what I can throw together. I'd love to throw some high-quality stereo cameras on the front and do augmented reality stuff with them. Point Grey makes some USB 3.0 units that can run 1080p at 170 fps or 4:3-ish 1440p at 121 FPS, and they have C-mounts so you could use real optics instead of cheap webcam garbage. Last time I checked they were about a grand a pop, but it's still cheaper than the MS HoloLens, lol Cojawfee posted:I just realized I need to pack up my DK2. The new iRacing build comes out tomorrow and with that, I lose my last ties to Windows 7 and the .6 SDK. That also frees up a whole SSD. I guess I can install Oculus on there since you can't change where games install. I had a DK2 but I sold it when I got a Vive. I then realized that I don't want to play HOTAS cockpit sims in my living room, so yesterday I snagged another DK2 off Craigslist for $320. Not sure if I want to keep it, or sell it while the value is as high as possible and get a CV1. Support is almost certainly going to be discontinued at the end of 2016 anyway - I would bet money on it. Speaking of which, I assume at that point the Oculus Runtime 1.3 or whatever will no longer allow the DK2 to operate at that point. Is it literally a paperweight, or can you run an older version of the runtime or something for SteamVR support?
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# ? Jun 6, 2016 00:56 |
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The latest version of Oculus supports the DK2. It will give you a banner saying that it's not officially supported but it works. I don't see any reason why it won't continue to work for games that don't require motion controllers. If you do want another HMD for your nerdpit for racing games and whatnot, the Rift is the best way to go.
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# ? Jun 6, 2016 00:58 |
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I think they sold over 200,000 DK2s. Someone will find a way to keep them alive.
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# ? Jun 6, 2016 01:00 |
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Cojawfee posted:The latest version of Oculus supports the DK2. It will give you a banner saying that it's not officially supported but it works. I don't see any reason why it won't continue to work for games that don't require motion controllers. quote:DK2 will continue to be supported as a development platform in 2016. That means you should upgrade to SDK 1.3 and access Oculus Home, Oculus Store, and Oculus app for Windows for development purposes. Same kind of answer as they gave on Revive - "there may be issues running it once decide to block it on our platform, but your games will still work if you buy a CV1". They say right there it's not a consumer product, it's for developers, and after all why would you want to develop on a device that doesn't support touch controllers and roomscale in 2017? So again, assuming Oculus cuts off DK2 hardware from the Runtime Platform (which reading between the lines there I'm confident they will do at the end of the year), is SteamVR compatible with the older runtimes and so on, so that you could still use it with SteamVR games? Or is it a paperweight at that point? Paul MaudDib fucked around with this message at 01:09 on Jun 6, 2016 |
# ? Jun 6, 2016 01:04 |
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Currently they only support the latest runtime because there is no reason not to. Assuming Oculus drops support we'll either need SteamVR to support an old Oculus runtime, which they may or may not do, or we'll need a 3rd party driver, which hasn't been made yet because there isn't any reason to do that yet.
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# ? Jun 6, 2016 01:09 |
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I don't see any reason for them to block the DK2 any time soon. it's practically the same device as the CV1 just with lower specs. When Touch is released, I'm sure they will just pop up a banner saying touch games aren't compatible with the DK2 but there's no point in them blocking it entirely. This is the part where someone mentioned the revive for some reason but that is someone else's hardware being blocked. The fact that the DK2 works on oculus home at all shows they don't plan on blocking it or they would have done that when home came out.
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# ? Jun 6, 2016 01:15 |
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They may block it from Home but not from the runtime so it would still work with 3rd party programs. Who knows.
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# ? Jun 6, 2016 01:19 |
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Cojawfee posted:I don't see any reason for them to block the DK2 any time soon. They want to sell CV1 units to users forced into upgrades? Same reason they'd block Vive users - all that stuff about Oculus being perfectly happy to just sell software is clearly in the past. Particularly since they can say "well we said the DK2 was only supported as a developer platform, just get your boss to pay for it! Oh wait, you weren't trying to run the DK2 as a consumer, were you? ". Palmer's last posts on Reddit were making noise about how if you're a consumer with a DK2 you can get hosed. That is, before Oculus finally told him to shut his goddamn piehole. quote:palmerluckey -253 points 1 month ago gildedx4 quote:palmerluckey -182 points 1 month ago Paul MaudDib fucked around with this message at 01:43 on Jun 6, 2016 |
# ? Jun 6, 2016 01:27 |
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Paul MaudDib posted:They want to sell CV1 units to users forced into upgrades? Same reason they'd block Vive users - all that stuff about Oculus being perfectly happy to just sell software is clearly in the past. I would hope they don't base any design or functionality worrying about DK2 compatibility, personally. edit: They said countless times to people "Don't buy the Developer Kits unless you are a developer. Wait until the consumer version comes out." They were cool enough to not be strict about requiring people to prove they were devs and sold them to anyone who really wanted one, but you really can't fault them for not caring too much and instead focusing on the consumer release now. somethingawful bf fucked around with this message at 01:45 on Jun 6, 2016 |
# ? Jun 6, 2016 01:40 |
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They work so similarly that if they do break compatibility it could only be a deliberate decision.
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# ? Jun 6, 2016 01:44 |
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SwissCM posted:They work so similarly that if they do break compatibility it could only be a deliberate decision. Right, but I mean, you can't really expect them to provide official support for the dk's forever either. Is there a difference in HDCP between the DK's and the CV1? If so I could see Oculus intentionally breaking DK support in order to appease movie studios in order to have Netflix or sell/stream movies. somethingawful bf fucked around with this message at 01:50 on Jun 6, 2016 |
# ? Jun 6, 2016 01:46 |
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Poetic Justice posted:Right, but I mean, you can't really expect them to provide official support for the dk's forever either. Of course not, they're a lovely company with no respect for it's users.
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# ? Jun 6, 2016 01:48 |
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SwissCM posted:Of course not, they're a lovely company with no respect for it's users. Compared to the Vive, Oculus uses less electricity so one could say they care more about all the people on this planet vis a vis GLOBAL WARMING.
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# ? Jun 6, 2016 01:51 |
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Just remember any lovely thing oculus can do can be hand waived away by saying things like "well you can't really have expected them do [a good thing]".
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# ? Jun 6, 2016 01:55 |
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Poetic Justice posted:Compared to the Vive, Oculus uses less electricity so one could say they care more about all the people on this planet vis a vis GLOBAL WARMING. But the vive is accelerating us faster towards an existence lived entirely inside human sized vats suspended in efficient nutrient gels.
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# ? Jun 6, 2016 01:56 |
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Can someone else confirm if SteamVR environments don't work correctly with a Rift?
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# ? Jun 6, 2016 03:31 |
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redhalo posted:Can someone else confirm if SteamVR environments don't work correctly with a Rift? I can confirm having problems with SteamVR's environments on my Rift. Last time I tried(a couple weeks ago) the geometry was very warped or something similar.
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# ? Jun 6, 2016 03:35 |
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It looks like there is no back orders on Vives anymore. I ordered my Vive Wednesday night and it left the Fedex origin facility Thursday evening. It is currently at my local fedex facility and is expected to arrive at my house tomorrow. If it does arrive as expected that is 5 total days from order to delivery.
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# ? Jun 6, 2016 03:44 |
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CBN_Shaggy posted:I can confirm having problems with SteamVR's environments on my Rift. Last time I tried(a couple weeks ago) the geometry was very warped or something similar. I can confirm too. It doesn't render correctly at all.
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# ? Jun 6, 2016 05:45 |
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You guys know that white noise/snow you get on old school televisions when turned to a channel that you don't get? How cool would it be to have a VR experience of that, where that is all you see and hear. As a musician, I know I hear music in my head when all I can here is white noise, I wonder if visual artists see things in it as well. I know this sounds weird but whatever.
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# ? Jun 6, 2016 05:56 |
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Valve's retribution for Oculus Home's DRM is to make steamvr enviornments not work for rift users. Take that!
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# ? Jun 6, 2016 06:16 |
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redhalo posted:Can someone else confirm if SteamVR environments don't work correctly with a Rift? Try the beta, I think they pushed some fixes for that at some point.
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# ? Jun 6, 2016 06:31 |
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I loaded up SteamVR in my rift earlier today and didn't notice any issues with it besides getting my steam controller to stop being a jerk. I'm on the beta.
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# ? Jun 6, 2016 06:39 |
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redhalo posted:Can someone else confirm if SteamVR environments don't work correctly with a Rift? I'd use steamvr full-time if there was a way to select things through a controller or keyboard, since I don't have the wands.
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# ? Jun 6, 2016 13:30 |
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SwissCM posted:They work so similarly that if they do break compatibility it could only be a deliberate decision. During development of CV1 we broke DK2 by accident several times (shaders for distortion/TW, device mgmt, overdrive, multi-screen differences, etc), and it was only caught because we still had people testing DK2 explicitly. I would not at all be surprised if it were broken by accident, or if they just decide they want to stop testing DK2 at some point and make a harder break.
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# ? Jun 6, 2016 14:11 |
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Poetic Justice posted:You guys know that white noise/snow you get on old school televisions when turned to a channel that you don't get? How cool would it be to have a VR experience of that, where that is all you see and hear. As a musician, I know I hear music in my head when all I can here is white noise, I wonder if visual artists see things in it as well. I know this sounds weird but whatever. sounds like a great way to give someone a seizure
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# ? Jun 6, 2016 15:38 |
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Subjunctive posted:During development of CV1 we broke DK2 by accident several times (shaders for distortion/TW, device mgmt, overdrive, multi-screen differences, etc), and it was only caught because we still had people testing DK2 explicitly. I would not at all be surprised if it were broken by accident, or if they just decide they want to stop testing DK2 at some point and make a harder break. You mean you broke it while cramming Valve's tech into your SDK? EDIT: If I sound a bit pissed, you making out Oculus' continuing support of the DK2 as being some sort of favour to your customers as opposed to it being your job comes off as preeettyyyy lovely. SCheeseman fucked around with this message at 15:50 on Jun 6, 2016 |
# ? Jun 6, 2016 15:46 |
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Can someone buy Subjunctive a red text title calling him a thief? he clearly stole all of valve's VR tech that they originally didn't plan on using. Edit: Throw a shill in there too. I'm not sure what side he's on but he's probably shilling for someone. Cojawfee fucked around with this message at 15:55 on Jun 6, 2016 |
# ? Jun 6, 2016 15:49 |
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SwissCM posted:You mean you broke it while cramming Valve's tech into your SDK? You mad? A) he's saying they fixed it as soon as they noticed it, seems good enough for me B) he doesn't work there anymore, it's not his job
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# ? Jun 6, 2016 16:00 |
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Nosthula posted:It looks like there is no back orders on Vives anymore. I ordered my Vive Wednesday night and it left the Fedex origin facility Thursday evening. It is currently at my local fedex facility and is expected to arrive at my house tomorrow. If it does arrive as expected that is 5 total days from order to delivery. Yeah, I ordered mine last Friday and it shipped this morning with delivery scheduled Wednesday. Hopefully it won't show up until the afternoon so I'll be home for it. Jeez, I still need to re-arrange this room and put
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# ? Jun 6, 2016 16:51 |
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Do you guys still get fantastic contraption and tiltbrush free if you order today, or was that just for preorders? I want to play with them but they're both really expensive for a 'mayyyyybe this will work with leap' risk. I know I could 'return' them but I don't really want to do that, and I figure there will be discounts/sales on them eventually.
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# ? Jun 6, 2016 16:52 |
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Bhodi posted:Do you guys still get fantastic contraption and tiltbrush free if you order today, or was that just for preorders? I got them and Job Sim for free.
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# ? Jun 6, 2016 16:57 |
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The steam store page still lists them as free while supplies last.
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# ? Jun 6, 2016 16:58 |
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# ? May 13, 2024 08:26 |
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Subjunctive posted:During development of CV1 we broke DK2 by accident several times (shaders for distortion/TW, device mgmt, overdrive, multi-screen differences, etc), and it was only caught because we still had people testing DK2 explicitly. I would not at all be surprised if it were broken by accident, or if they just decide they want to stop testing DK2 at some point and make a harder break. Hey was the decision made to gently caress over an open ecosystem while you were there or after?
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# ? Jun 6, 2016 17:06 |