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Tide
Mar 27, 2010

by FactsAreUseless

Blue Star posted:

The point is that all VR seems to have to offer is a fancy way to watch movies.

I'm actually ok with this plus sporting events. VR headset plus kick rear end headphones, my recliner, and I'll be in heaven with my ps4

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Zsinjeh
Jun 11, 2007

:shoboobs:

AndrewP posted:

I think the problem is there's just not really enough to talk about until PSVR and Touch drop
I feel like I could talk about Onward all day long but that would take away precious time from actually playing the game. It's fantastic, despite still being fairly barebones. For me personally it's the killer app of VR, let alone VR games.

FreelanceSocialist
Nov 19, 2002

Lemming posted:

You get the gently caress out of here!

https://youtu.be/zdFDhze6MdU

This is my crazy tree world!

I don't think I've done enough drugs to play this game.

El Grillo
Jan 3, 2008
Fun Shoe
So Insomniac have released their second game for Oculus: http://www.roadtovr.com/feral-rites-review-oculus-rift/
Anyone given it a bash yet? Looks like a decent amount of content at least (review says 10 hours).

Lemming posted:

You get the gently caress out of here!

https://youtu.be/zdFDhze6MdU

This is my crazy tree world!
This looks terrifying and incredible.

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy

FreelanceSocialist posted:

I don't think I've done enough drugs to play this game.

Better start now then.

i think we're all a little behind.

w00tazn
Dec 25, 2004
I don't say w00t in real life
https://twitter.com/natemitchell/status/776104351966171136

Looks like Oculus is making their boundary system official.

Fleedar
Aug 29, 2002
RARRUGHH!!
Lipstick Apathy

Thanks for all this advice! The last thing I tried to scan was a small, decently lit room with very few reflective surfaces. I can't remember what software I used (this was a few years ago), but I took a couple hundred pictures and the results were a mess, for reasons I ultimately wasn't able to troubleshoot. I'm definitely going to give it another shot at some point because the concept is fascinating to me.

sigher
Apr 22, 2008

My guiding Moonlight...



Blue Star posted:

The point is that all VR seems to have to offer is a fancy way to watch movies. Thats one of the things people go on about : oooh watch a movie and it'll be like youre in a theater! Or go to a concert in VR! Or watch a ball game in VR! And it's like, I can do all that poo poo in real life.

Wait what? I mean, I get that it's stuff you could theoretically do in person, but think of the expanded applications of something like a concert in VR: added view points, views on the stage with the performers, being able to catch a concert wherever in the world someone is playing. Bands could sell VR passes for people to enjoy their shows online when the literally can't fly overseas or whatever the issue is. It's fantastic.

StarkRavingMad
Sep 27, 2001


Yams Fan

El Grillo posted:

So Insomniac have released their second game for Oculus: http://www.roadtovr.com/feral-rites-review-oculus-rift/
Anyone given it a bash yet? Looks like a decent amount of content at least (review says 10 hours).


It looks cool and maybe kind of Chronos like (in that it is a third-person brawler thing), but the price is pretty steep. I'm holding back in hopes there will be a price drop at some point. I'm still getting my VR fill between Elite and Minecraft and pinball and some other small games (still go back to Darknet every now and then) at the moment anyway.

teh_Broseph
Oct 21, 2010

THE LAST METROID IS IN
CATTIVITY. THE GALAXY
IS AT PEACE...
Lipstick Apathy
Watched a couple vids of Feral Rites and looks like they put their B team on it while everyone made Edge of Nowhere..? Feral looked like woah boring to play.

Working my way through Damaged Core and it's kinda groovy, I'd say worth the money. It hasn't felt as impressive as some other VR stuff, maybe the graphics not looking all that great. I dunno might be something about the art design or the distance a lot of stuff is at and the low res making any distance stuff get blurry real quick. Gameplay is fun though and I'll be playin through the whole thing for sure.

Touch needs to get here yo, Vive has some cool lookin stuff on it.

Helter Skelter
Feb 10, 2004

BEARD OF HAVOC

teh_Broseph posted:

Watched a couple vids of Feral Rites and looks like they put their B team on it while everyone made Edge of Nowhere..?
They also have The Unspoken coming out in November as a Touch launch title.

EdEddnEddy
Apr 5, 2012



I do feel that one Touch and PSVR arrive, VR releases will pick up steam again. Right now a lot of them are waiting on Touch (because Roomscale/hand controls have sort of trumped the Gamepad is good enough argument) and overall want to get feature parity going between the two, at least in part, before releasing their next BIG GAME.

Star Trek, Most of the other Ubi Soft titles, etc.

Also what ever happened to that Mechwarrior style game that some team made an alpha for with the DK2 + Hydra? That demo was amazing to be able to walk around using the thumbsticks, but then independently control each arm to fire Lasers/Cannons/Missiles, etc.

That and Hawken could really use a refresh where you can roomscale it in a way to shoot at targets independently with each arm.


VR has a ton of potential so it's just up to the Devs to take these ideas and run with them.

somethingawful bf
Jun 17, 2005
All you guys that missed Alien Isolation on the DK2, it looks like there may be hope.

http://uploadvr.com/sega-europe-vr-company-attention/

posted:

“VR has caught the whole company’s attention,” Post explains. “We have a lot of VR kits in the office and people are playing with it. We are exploring ways to release games. We’ve not announced anything, but we are very close to making an announcement. We did Alien: Isolation about three years ago on Oculus Rift, it was a demo that was bloody scary. To bring that back to VR would be a dream and dreams can come true.

sigher
Apr 22, 2008

My guiding Moonlight...



Poetic Justice posted:

All you guys that missed Alien Isolation on the DK2, it looks like there may be hope.

http://uploadvr.com/sega-europe-vr-company-attention/

Ugh don't gently caress with me.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
Oh man, I might get to actually finish the game. Get Hype.

EdEddnEddy
Apr 5, 2012



https://twitter.com/VRScout/status/776523414160875520

Welp. If anything, Japan will take VR and use it to bring Anime to new heights. (And their re-population efforts to new lows...)

Enos Cabell
Nov 3, 2004


PSVR is going to flop in America because all the devs are going to focus on creepy poo poo that will never see the light of day here.

Heran Bago
Aug 18, 2006



Dolphin VR v 5.0-250 from July!

Time to try out some Gamecube games in roomscale Vive VR! How much tweaking could there be per game?

Dolphin VR 5.0-x shares settings from my other Dolphin 5.0 install. Not ideal but possible to work with.
Vive controller skins inexplicably don't work for me (shows normal skin) but that's dumb anyway: Gamecube USB adapter to the rescue!


Super Mario Sunshine
- Runs like absolute poo poo at first with dev recommended settings.
- Hour of option tweaking ensues. Problem not identified but alleviated.
- Game still runs like poo poo until in an actual non-hub level. Then it is loving amazing.
- Unfortunately level doors don't usually open at 60/75 FPS. Not a problem in Dolphin non-VR.

Metroid Prime 1
- One cheat code I enabled caused the game to only display in the upper left corner of the VR field. No one else on the internet has experienced this.
- Got it working with minor frame drops. Truly amazing looking around Metroid environs with room scale. Hud attached to head.
- I started the game sitting on the floor. When I stood up I was far above Samus' gun arm and I was too tall for doors. There is a setting for this somewhere.

Paper Mario The 1000 Year Door
- Steam VR crashed when launching this game. The internet says it's great in VR. I happened to start this game earlier this year, and I'm kind of soured on it after a late Dolphin 4.x build ate my save. Maybe later.

Pikmin 1
- Looks loving amazing!
- 60 FPS code causes first pikmin seed not to launch.
- Uncomfortable depth of field or AA going on. Especially bad at 30 FPS

The Legend of Zelda - The Wind Waker
- Holy loving judder. After much googling I find the 30 FPS -> 90 fps tracking setting under VR.
- Game is absolutely amazing.
- Low framerate (no code for 60 FPS) and frustrating camera, even with unrestricted code, makes it a little uncomfortable.
- Lots of turning in place needed. Wish I had a swivel chair.


Highlights:
- Walking around Link's house while his grandma gives him new clothes.
- Bird's eye view walking around Pikmin level.
- Metroid Prime's intro cinematic.
- Gawking at large maps in general.

Conclusion:
It's goddamn magic looking and walking around these games in VR when it works.
It's annoying having to fiddle with emulator settings on a per-game basis. Ideally I could have per-game emulator settings. With an older Dolphin I had a setup where every game had its own emulator install, and a .bat that launched the game iso right away via command line. This .bat, converted to a .exe and given a banner, made it so I could run the game from Steam. It would be nice to be able to do this with SteamVR and DolphinVR someday.
I will continue to mess with this because it's so loving neato. I can recommend it for people who don't mind tweaking settings to get things just right. Dolphin VR, when up and working well, is probably my best VR experience yet. I read that there is a good way to get lightgun games like House of the Dead 2 working well with the Vive controllers.

EdEddnEddy
Apr 5, 2012



Heran Bago posted:

Dolphin VR v 5.0-250 from July!

Time to try out some Gamecube games in roomscale Vive VR! How much tweaking could there be per game?

Dolphin VR 5.0-x shares settings from my other Dolphin 5.0 install. Not ideal but possible to work with.
Vive controller skins inexplicably don't work for me (shows normal skin) but that's dumb anyway: Gamecube USB adapter to the rescue!


Super Mario Sunshine
- Runs like absolute poo poo at first with dev recommended settings.
- Hour of option tweaking ensues. Problem not identified but alleviated.
- Game still runs like poo poo until in an actual non-hub level. Then it is loving amazing.
- Unfortunately level doors don't usually open at 60/75 FPS. Not a problem in Dolphin non-VR.

Metroid Prime 1
- One cheat code I enabled caused the game to only display in the upper left corner of the VR field. No one else on the internet has experienced this.
- Got it working with minor frame drops. Truly amazing looking around Metroid environs with room scale. Hud attached to head.
- I started the game sitting on the floor. When I stood up I was far above Samus' gun arm and I was too tall for doors. There is a setting for this somewhere.

Paper Mario The 1000 Year Door
- Steam VR crashed when launching this game. The internet says it's great in VR. I happened to start this game earlier this year, and I'm kind of soured on it after a late Dolphin 4.x build ate my save. Maybe later.

Pikmin 1
- Looks loving amazing!
- 60 FPS code causes first pikmin seed not to launch.
- Uncomfortable depth of field or AA going on. Especially bad at 30 FPS

The Legend of Zelda - The Wind Waker
- Holy loving judder. After much googling I find the 30 FPS -> 90 fps tracking setting under VR.
- Game is absolutely amazing.
- Low framerate (no code for 60 FPS) and frustrating camera, even with unrestricted code, makes it a little uncomfortable.
- Lots of turning in place needed. Wish I had a swivel chair.


Highlights:
- Walking around Link's house while his grandma gives him new clothes.
- Bird's eye view walking around Pikmin level.
- Metroid Prime's intro cinematic.
- Gawking at large maps in general.

Conclusion:
It's goddamn magic looking and walking around these games in VR when it works.
It's annoying having to fiddle with emulator settings on a per-game basis. Ideally I could have per-game emulator settings. With an older Dolphin I had a setup where every game had its own emulator install, and a .bat that launched the game iso right away via command line. This .bat, converted to a .exe and given a banner, made it so I could run the game from Steam. It would be nice to be able to do this with SteamVR and DolphinVR someday.
I will continue to mess with this because it's so loving neato. I can recommend it for people who don't mind tweaking settings to get things just right. Dolphin VR, when up and working well, is probably my best VR experience yet. I read that there is a good way to get lightgun games like House of the Dead 2 working well with the Vive controllers.

Sounds like Nintendo should be getting into VR over anybody really. This all sounds fantastic and I have to give it a shot soon. When I have some extra time. (Hahahahaha... :( )

Also the Oculus store has a big sale going on right now, and I picked up Chronos finally for $16.74. I thought I saw it was supposed to be like 33% off but the math from 49.99->$16 didn't look good, but I jumped on it anyway. (Now it is showing correctly at $33.49 lol must have been a early discount typo hah)

EdEddnEddy fucked around with this message at 22:36 on Sep 15, 2016

El Grillo
Jan 3, 2008
Fun Shoe
Holy gently caress, Chronos just keeps getting better. I am so impressed with this, especially given how skeptical people have been about why a 3rd person Zelda-type should be in VR at all. They just do a lot of awesome tricks with the medium which I would never have thought of. I just finished the second big boss and I was grinning like an idiot during those levels when [spoiler on a cool surprise] they basically did the Weeping Angels from Dr Who, with the whole only-moving-when-you-look-at-them DON'T BLINK thing. Whoever came up with that idea is a genius.

Also got DCS going and after working out how to start up my drat plane, it really does trump War Thunder for a just-flying-around sim. Graphics are far better in the cockpit, and actually I would never have been arsed getting into something at that level of sim-i-ness save for the fact that in VR it's really cool to be looking round the cockpit and messing with the controls as you would in real life.

Lemming
Apr 21, 2008

El Grillo posted:

Holy gently caress, Chronos just keeps getting better. I am so impressed with this, especially given how skeptical people have been about why a 3rd person Zelda-type should be in VR at all. They just do a lot of awesome tricks with the medium which I would never have thought of. I just finished the second big boss and I was grinning like an idiot during those levels when [spoiler on a cool surprise] they basically did the Weeping Angels from Dr Who, with the whole only-moving-when-you-look-at-them DON'T BLINK thing. Whoever came up with that idea is a genius.

Also got DCS going and after working out how to start up my drat plane, it really does trump War Thunder for a just-flying-around sim. Graphics are far better in the cockpit, and actually I would never have been arsed getting into something at that level of sim-i-ness save for the fact that in VR it's really cool to be looking round the cockpit and messing with the controls as you would in real life.

Yeah, Chronos is sick as hell. They really did a fantastic job with it. It's also on sale for $34 instead of $50 right now, so I highly recommend it

El Grillo
Jan 3, 2008
Fun Shoe
Herobound's obviously an earlier effort by them but looks like it could be fun - I think someone recommended it earlier in the thread but has anyone else tried it?

teh_Broseph
Oct 21, 2010

THE LAST METROID IS IN
CATTIVITY. THE GALAXY
IS AT PEACE...
Lipstick Apathy

Heran Bago posted:

Dolphin VR v 5.0-250 from July!

Did stuff generally run at 60 or 90 fps for ya? I spent some time trying to get Metroid going on a Rift and the farthest I got was everything seemingly OK but at 60 fps. After playing some other VR games and running my monitor at 100hz playing I'm too spoiled and 60 felt weird. (I might just give it a shot again doing the +50% global speed thing to get 90 by speeding up the whole game, whatevah always felt slow compared to Super Metroid anyway!)

Nalin
Sep 29, 2007

Hair Elf

Heran Bago posted:

Dolphin VR v 5.0-250 from July!
Time to try out some Gamecube games in roomscale Vive VR! How much tweaking could there be per game?

Now do F-Zero GX.


El Grillo posted:

I just finished the second big boss and I was grinning like an idiot during those levels when [spoiler on a cool surprise] they basically did the Weeping Angels from Dr Who, with the whole only-moving-when-you-look-at-them DON'T BLINK thing. Whoever came up with that idea is a genius.

That part was fairly unnerving. Especially how you could HEAR them shuffling towards you whenever you looked away. It is a good game.

Heran Bago
Aug 18, 2006



teh_Broseph posted:

Did stuff generally run at 60 or 90 fps for ya? I spent some time trying to get Metroid going on a Rift and the farthest I got was everything seemingly OK but at 60 fps. After playing some other VR games and running my monitor at 100hz playing I'm too spoiled and 60 felt weird. (I might just give it a shot again doing the +50% global speed thing to get 90 by speeding up the whole game, whatevah always felt slow compared to Super Metroid anyway!)

If the game runs at 60 naively with tracking at 90 it's good. The tracking and head moving is smooth. 30 native will be unplayable for you, but I hear people can adjust. I forget what the exact setting is called, but it's in the first page of the VR settings.
Unless you have a GTX 1080, trying to get zero frame drops ever while still having a 2x to 3x internal resolution should be the top priority.

Nalin posted:

Now do F-Zero GX.
I love going fast in video games but this one is too fast for me without VR. Furthermore it's way too unforgiving and frustrating as a result. I have a huge respect for anyone who gets to the ending where Cpt. Falcon rips his pants.
Also I don't want to puke.

AndrewP
Apr 21, 2010

My experience with Chronos so far has been dying often, starting all the way at the beginning and having to fight and kill every monster again (unlike Dark Souls where you can generally just run past stuff). I tried ignoring the ones I'd already fought and I eventually had a trail of 6-7 enemies chasing me.

Nalin
Sep 29, 2007

Hair Elf

AndrewP posted:

My experience with Chronos so far has been dying often, starting all the way at the beginning and having to fight and kill every monster again (unlike Dark Souls where you can generally just run past stuff). I tried ignoring the ones I'd already fought and I eventually had a trail of 6-7 enemies chasing me.

I had a period of time like that too where I would kill a couple monsters, then die horribly over and over again. But I kept leveling up from the ones I could kill and I dumped it into defensive stats and I eventually got over my hurdle. Then you start finding the dragon hearts and you start being able to go long periods before being killed.

Tom Guycot
Oct 15, 2008

Chief of Governors


AndrewP posted:

My experience with Chronos so far has been dying often, starting all the way at the beginning and having to fight and kill every monster again (unlike Dark Souls where you can generally just run past stuff). I tried ignoring the ones I'd already fought and I eventually had a trail of 6-7 enemies chasing me.

You don't really want to avoid them though is the thing. I mean, you do every so often unlock short cuts to skip over old areas, and can use the stones to teleport, but you really want to take advantage of those enemies spawning again. With the way the game is set up, how you age 1 year every time you die, physical skills are cheaper to upgrade when you're young and eventually impossible to upgrade (though mental skills get cheap as you become an old), you basically have a finite amount of time to get your stats up.

This is a mistake I made the first time I played, I just rushed to the first boss, and died over and over and over on him, skipping the monsters, and by the time I beat him i was in my 50's and it was expensive to upgrade physical skills. I started a new game, and in that one (in addition to learning enemy patterns better) I went back and killed most of the monsters again every time I died, and ended up beating the first boss at like, age 22.

At some point the earlier monsters aren't worth the XP, but its usually worthwhile to at least track back through the last major area every time you die. The other big thing I learned is you don't have to fight the first boss as soon as you can, you can actually unlock quite a bit more to the game, get some new items, before coming back to him.

If I was going to start an optimal game for me I would dump all my points into agility and vitality, get the spear and large shield as soon as possible, and make sure to have the trait where you get XP faster



El Grillo posted:

Herobound's obviously an earlier effort by them but looks like it could be fun - I think someone recommended it earlier in the thread but has anyone else tried it?

I liked herobound, it obviously kind of shows as a gear VR experience, but it was a lot meatier than I expected and fun. The closest comparison I can make is to a classic zelda game where you're moving through dungeons that will have monsters or tricks or traps that you have to figure out to move on further in each room, as well as it being a bit of a maze. I think theres like 5 dungeons and some overworld type areas connecting everything, so its a lot longer than it seems as well. You get new items and skills that allow you to get past different obstacles and unlock new areas, as well as buying new moves and things. I thought it was worth it at 15 bucks or whatever, but as always YMMV.

AndrewP
Apr 21, 2010

Thanks for the tips, I'll keep them in mind.

teh_Broseph
Oct 21, 2010

THE LAST METROID IS IN
CATTIVITY. THE GALAXY
IS AT PEACE...
Lipstick Apathy

Heran Bago posted:

If the game runs at 60 naively with tracking at 90 it's good. The tracking and head moving is smooth. 30 native will be unplayable for you, but I hear people can adjust. I forget what the exact setting is called, but it's in the first page of the VR settings.
Unless you have a GTX 1080, trying to get zero frame drops ever while still having a 2x to 3x internal resolution should be the top priority.
I love going fast in video games but this one is too fast for me without VR. Furthermore it's way too unforgiving and frustrating as a result. I have a huge respect for anyone who gets to the ending where Cpt. Falcon rips his pants.
Also I don't want to puke.

Can you describe the native 60 tracking 90 thing a little more, like does that mean turning your head left and right is a smooth 90 but moving in the game left and right is a less-smooth 60? I tried the different pullup to 90 options but wasn't sure if it wasn't working or I had it set up wrong - felt like a 'slow' 60 until I cranked the whole game to turn too fast at 90.

d0s
Jun 28, 2004

I'm currently trying to decide what VR headset to get, I demoed a Vive at a MS store yesterday and just came back from a Rift demo at Best Buy today. I liked the Vive's roomscale/tracked controllers a lot but came away feeling like the Rift was the better headset due to comfort, the headphones, clarity. I've heard that there are some issues running the VR games on Steam with the Rift, that they perform worse etc. Pretty much everything I want to play is on Steam, would this be a big deal if I got a Rift? I really wish there was just a single VR platform that was the Rift headset with the Vive's everything else.

e: also am I wrong to assume that most currently Vive-only stuff like SPT (which I love) will end up supporting the Rift as well once the touch controllers come out? There are a large number of Vive-only games I want to play and this may be the real delabreaker against the Rift if they end up staying exclusive to Vive

d0s fucked around with this message at 02:25 on Sep 16, 2016

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
rift works great on steam with steamvr, and most games will support it. If you can wait until november for motion controllers, go with that.

Bremen
Jul 20, 2006

Our God..... is an awesome God

d0s posted:

I'm currently trying to decide what VR headset to get, I demoed a Vive at a MS store yesterday and just came back from a Rift demo at Best Buy today. I liked the Vive's roomscale/tracked controllers a lot but came away feeling like the Rift was the better headset due to comfort, the headphones, clarity. I've heard that there are some issues running the VR games on Steam with the Rift, that they perform worse etc. Pretty much everything I want to play is on Steam, would this be a big deal if I got a Rift? I really wish there was just a single VR platform that was the Rift headset with the Vive's everything else.

e: also am I wrong to assume that most currently Vive-only stuff like SPT (which I love) will end up supporting the Rift as well once the touch controllers come out? There are a large number of Vive-only games I want to play and this may be the real delabreaker against the Rift if they end up staying exclusive to Vive

Other than not being able to try out the Touch, I think the Rift + Touch should work fine for most motion controller stuff. If you're really sold on the headset, my suggestion would be to wait until Touch comes out and see what people make of it; as is, you wouldn't be able to play motion tracked games on the Rift until then anyways.

El Grillo
Jan 3, 2008
Fun Shoe

AndrewP posted:

Thanks for the tips, I'll keep them in mind.
In terrible at games so it was really frustrating for me at first. The easiest way I found to stay alive longer was making a lot of use of the shield. Dodging and interrupting attacks requires more precise timing and I just don't tend to pay enough attention when I'm playing for those to work consistently. With a shield you can generally just wait for the first attack(s), retaliate, take another attack, retaliate again etc. If they have a strong enough attack sequence to get through your shield that can make it more difficult and you either need to make your first counter-attack extra strong (power attacks by holding X) or you need to employ dodge. Luckily many of the strongest enemies are slow so either power attacks or dodge aren't particular difficult to use against them.

Senor Tron
May 26, 2006


d0s posted:

I've heard that there are some issues running the VR games on Steam with the Rift, that they perform worse etc.

Any games off Steam should run pretty much identically performance wise on the Rift or Vive. The same game available on Oculus Home and Steam for the Rift would probably seem to run a bit better on the Oculus Home version due to time warp smoothing over any fps drops, but you won't get that benefit on the Vive since if you are accessing Oculus Home content using a third party tool like Revive you won't get the benefit of the time warp.

All that said, if you are on the fence wait until Touch comes out, try both again and then go with whichever you prefer.

d0s
Jun 28, 2004

Yeah I'll probably wait for touch, not like I can afford either right now anyway, though I am getting ready by slowly buying parts for a new PC (current one is a phenom with GTX 550 lmao)

somethingawful bf
Jun 17, 2005
Not only that but I'm sure a lot of devs will be porting their games over to the Oculus runtime once Touch is out as well. In my experience, which to be fair is only Project Cars that I used to test, and The Solus Project because I was having a problem with the SteamVR version launching no matter what until I disabled it, SteamVR games seem to run a tiny bit worse compared to a native Rift implementation and it might just be the lack of ATW, it's honestly hard to tell. It wouldn't surprise me though if it's a bit more than that since SteamVR is a wrapper. There seems to be slightly more overhead using it on the Rift compared to running a native Oculus runtime version. It also might be because with SteamVR, you have Oculus Home up, the SteamVR overlay, Steam and you lose ATW, and all those things combined just give worse performance than just running it on the Oculus runtime. They are still totally playable and fine, but comparing the SteamVR version vs Oculus runtime version back to back I could tell a difference, even if it was subtle.

somethingawful bf fucked around with this message at 04:32 on Sep 16, 2016

Helter Skelter
Feb 10, 2004

BEARD OF HAVOC

I don't think you actually lose ATW on a Rift with SteamVR games. At least not if you disable SteamVR's own reprojection. Anything that uses the Oculus SDK gets the benefit, and since SteamVR on a Rift goes through the Oculus SDK, you get ATW as part of the deal.

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
Does anyone know if there's a 360-degree cam that can stream in realtime to a Gear VR or Rift? I want to try and make a Halloween costume where I'm completely enclosed in it, but can still see all around me.

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Tweak
Jul 28, 2003

or dont whatever








thinking about the reasons the unseen diplomacy devs had for not implementing rift support, are the touch controllers fragile? I know I've nailed the wall/ceiling numerous times with my Vive wands and they still manage to work, but just judging from pictures touch looks look like they would have shattered by now had I or some friends used them too close to the wall.

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