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Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy

Tweak posted:

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.

They specifically said the rings on the controllers that go all the way around your hands are not conducive to crawling around on the floor.

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somethingawful bf
Jun 17, 2005
Epic talked about it awhile ago http://www.polygon.com/2016/3/15/11240642/bullet-train-epic-games-vr-demo

posted:

It turns out that playtesting an in-progress game for the Oculus Rift and its Oculus Touch controllers can sometimes result in frustrating moments. During their GDC talk, the Epic duo mentioned some of the incidents that the touch controllers survived.

Being thrown across the room.
Being thrown into a wall.
Being punched into a wall hard enough to remove some of the plaster.

"These controllers are indestructible," Donaldson said.

Senor Tron
May 26, 2006


My touch controllers just arrived, and while they are a lot lighter than the Vive wands the ring is surprisingly sturdy. The build quality of them overall is quite impressive actually.

Of course I forgot to do the things I needed to do ahead of time to get the firmware that allows me to use them, so until that goes through I just have them sitting on my desk while I look at them sadly.

somethingawful bf
Jun 17, 2005

Helter Skelter posted:

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.

I have heard people say that before, and I thought it too, but in P.Cars, for example, if I run it as SteamVR and have the settings too high and turn my head it skips and gets juddery. If I launch it using the Oculus runtime option (still via Steam), with the same settings, it's not. So :shrug: I dunno! I will say that it's made me a bit wary of only getting SteamVR games that don't support the Oculus runtime, though.

Heran Bago
Aug 18, 2006



teh_Broseph posted:

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.

That's what it was, pullup 30fps or 60fps to 90fps. And that's exactly what it means. This option is absolutely essential for Wind Waker. Your head movement and own movement around the environment with non-c-stick camera movement is at 90 fps. Character animations and such are updated 1 or 2 frames out of every 3 that you can move. The games running at a slower 60 or 75 in Mario Sunshine's case was pretty easy for me to get used to. 30 FPS though is really jarring.

Sadly jacking up the framerate in Dolphin VR is more finicky than in Dolphin vanilla.

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
Did you get the screen door effect on the Vive and not on the Rift? If you prefer the clarity on one that's the biggest benefit over the other.
You can use your own headphones with the Vive, which is important because gently caress the earbuds it comes with. A lot of stuff will be updated to support the touch controllers, but some stuff like that game where you crawl through vents in your play area won't be. The plastic handguard loops under the touch controllers give it a very minor physical limitation. Also if you have big hands the current dev version on the touch controllers are tiny. Is the consumer model known yet?

While this VR business is novel as all hell I have trouble recommending people jump on it now. I have really good vision and the Vive is frustrating in some ways which deserves a post on its own, and a hardware revision with any improvement at all would be very welcome. On the other side, maybe Oculous will get the room scale, chaperone, tracked headset and controllers thing down well with a future version. Maybe something else will be a game changer like the thing that zaps your inner-ear so you feel movement, mentioned 40 seconds into this video:

https://www.youtube.com/watch?v=BznbIlW8iqE

Truga
May 4, 2014
Lipstick Apathy
Has anyone tried running games that support oculus runtime through revive? do you get ATW? :v:

somethingawful bf
Jun 17, 2005

Heran Bago posted:

Did you get the screen door effect on the Vive and not on the Rift? If you prefer the clarity on one that's the biggest benefit over the other.
You can use your own headphones with the Vive, which is important because gently caress the earbuds it comes with. A lot of stuff will be updated to support the touch controllers, but some stuff like that game where you crawl through vents in your play area won't be. The plastic handguard loops under the touch controllers give it a very minor physical limitation. Also if you have big hands the current dev version on the touch controllers are tiny. Is the consumer model known yet?

While this VR business is novel as all hell I have trouble recommending people jump on it now. I have really good vision and the Vive is frustrating in some ways which deserves a post on its own, and a hardware revision with any improvement at all would be very welcome. On the other side, maybe Oculous will get the room scale, chaperone, tracked headset and controllers thing down well with a future version. Maybe something else will be a game changer like the thing that zaps your inner-ear so you feel movement, mentioned 40 seconds into this video:

https://www.youtube.com/watch?v=BznbIlW8iqE

I'm sort of the same way now. When I had the DK2 I would not shut up about VR to everyone. I couldn't help myself, like I wanted everyone to experience it and realize how loving goddamned cool this poo poo is. I showed it off to a bunch of people, they all loved it, but once the retail units came out at the prices they are at, I've certainly realized that, right now, it really is just an enthusiast market, and even with the PSVR, it still will be. Console players I don't think are gonna drop $400 for a console peripheral, no matter how much I wish they would. Like Palmer said ages ago, it doesn't matter how good VR is, if it's over $350, people aren't gonna buy it (we aren't people, ok), and I think he's totally right.

Anyway, just FYI, you can take the headphones off the Rift and use your own if you want, but they are pretty damned great and I'm a pretty picky person when it comes to audio. Also, Rift does roomscale and has their own version of chaperon called "Guardian" once Touch comes out so and you don't have to wait for a future version or anything, just Touch to be released. It's also supported by SteamVR so most, if not all SteamVR games will work on the Rift without dev's input.

somethingawful bf fucked around with this message at 08:23 on Sep 16, 2016

Collateral Damage
Jun 13, 2009

EdEddnEddy posted:

Welp. If anything, Japan will take VR and use it to bring Anime to new heights. (And their re-population efforts to new lows...)
I'm honestly surprised there aren't more VR porn games. Or maybe there is but we never hear much about them in the west.

Helter Skelter
Feb 10, 2004

BEARD OF HAVOC

Truga posted:

Has anyone tried running games that support oculus runtime through revive? do you get ATW? :v:
I don't think you do.

Heran Bago posted:

maybe Oculous will get the room scale, chaperone, tracked headset and controllers thing down well with a future version.
Well, we're just waiting on Touch at this point, which is all but confirmed for November. The 1.8 Oculus SDK update that's live now has dev support for their chaperone-like system (which they've been working on internally for some time now). They're calling it Guardian, and it sounds like they're doing some interesting stuff like letting developers choose how to display the boundary line (Dead and Buried uses a barbed wire motif, for example).

But yeah, this is all still super early days and most people probably shouldn't be buying in to VR yet unless you have more money than sense or it's something like GearVR where you already have a capable phone and just need a cheap headset shell to pop it into.

d0s
Jun 28, 2004

Heran Bago posted:

Did you get the screen door effect on the Vive and not on the Rift?

I'm not sure if it was the screen door effect or maybe a beat up/badly calibrated demo unit but the Vive seemed quite a bit more "foggy" or something (I did adjust the IPD dial and mess with positioning to make sure the image was as clear as possible on both devices). The Rift was very noticeably sharper all the way to the corners. I really liked that.

Heran Bago posted:

You can use your own headphones with the Vive,

Yeah my Vive demo was with large over the ear headphones and I didn't really like the way it felt, like there was too much poo poo on my head that I had to subconsciously think about. It just wasn't pleasant combined with the Vive's not-rigid strap, thick cables, and weight. Can't really explain it. The Rift's earphones and general ergonomics seemed way more reassuring. I could probably get used to it if I ended up with a Vive though, it's one of those things I didn't even notice until I had tried the Rift and compared the two sessions.

All that said the Vive's tracked controllers/roomscale was compelling enough that I might look past this stuff, I just like the way it handles it's controllers more than what Touch seems like it's going to be, though I'm not gonna make a decision until Touch comes out and I can give it a fair shot. I definitely want to get in on VR this generation, I know it has real flaws right now but it's something I've wanted for most of my life and both demos exceeded my expectations. I'd get it even if it was seated only tech just to play racing games and spaceflight stuff with a wheel/HOTAS.

somethingawful bf
Jun 17, 2005

d0s posted:

I'm not sure if it was the screen door effect or maybe a beat up/badly calibrated demo unit but the Vive seemed quite a bit more "foggy" or something (I did adjust the IPD dial and mess with positioning to make sure the image was as clear as possible on both devices). The Rift was very noticeably sharper all the way to the corners. I really liked that.


Yeah my Vive demo was with large over the ear headphones and I didn't really like the way it felt, like there was too much poo poo on my head that I had to subconsciously think about. It just wasn't pleasant combined with the Vive's not-rigid strap, thick cables, and weight. Can't really explain it. The Rift's earphones and general ergonomics seemed way more reassuring. I could probably get used to it if I ended up with a Vive though, it's one of those things I didn't even notice until I had tried the Rift and compared the two sessions.

All that said the Vive's tracked controllers/roomscale was compelling enough that I might look past this stuff, I just like the way it handles it's controllers more than what Touch seems like it's going to be, though I'm not gonna make a decision until Touch comes out and I can give it a fair shot. I definitely want to get in on VR this generation, I know it has real flaws right now but it's something I've wanted for most of my life and both demos exceeded my expectations. I'd get it even if it was seated only tech just to play racing games and spaceflight stuff with a wheel/HOTAS.

That's probably the best thing to do, imo.

Helter Skelter
Feb 10, 2004

BEARD OF HAVOC

d0s posted:

Yeah my Vive demo was with large over the ear headphones and I didn't really like the way it felt, like there was too much poo poo on my head that I had to subconsciously think about. It just wasn't pleasant combined with the Vive's not-rigid strap, thick cables, and weight. Can't really explain it. The Rift's earphones and general ergonomics seemed way more reassuring. I could probably get used to it if I ended up with a Vive though, it's one of those things I didn't even notice until I had tried the Rift and compared the two sessions.
I own a Rift but have also used a friend's Vive, and I'm right there with you. The Vive isn't bad by any means, but from an ergonomic perspective the Rift has it beat hands-down.

SCheeseman
Apr 23, 2003

I love VR but unless you're ultra-excited about it and willing to beta test just about everything I'd say wait, maybe for Gen2.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
I highly suggest people check out Giant Bomb's VRodeo videos on youtube. These are somewhat similar to their usual quicklooks but not entirely. Their quicklooks usually have one person who has played before who has a general idea of what's going on and then another person who has not played who acts as the viewer to ask questions about what the game is doing. Their VRodeo is usually just Jeff playing games and no one has any idea what is going on.

https://www.youtube.com/watch?v=STeglH9T7nA

They tend to skew towards the Vive because motion controls tend to lead towards more lovely implementations and thus more comedy. Some things are good, some are bad, and some are total poo poo. Overall it gives you an idea of what a game is like to play and it seems like they are pretty neutral towards any headset with a stance of "VR is ok but not quite ready yet." I would say the best parts of the videos is just Jeff interacting with other people in multiplayer games.

Surprise Giraffe
Apr 30, 2007
1 Lunar Road
Moon crater
The Moon

d0s posted:

I'm not sure if it was the screen door effect or maybe a beat up/badly calibrated demo unit but the Vive seemed quite a bit more "foggy" or something (I did adjust the IPD dial and mess with positioning to make sure the image was as clear as possible on both devices). The Rift was very noticeably sharper all the way to the corners. I really liked that.


Those qualities are down to each devices' optics/display setup. Vive gets more blur, rift gets smudged colours. Also, the rift displays a slightly sharper image with a slightly smaller/less well-shaped FOV. On both you can improve these things through IPD and position adjustments to find the 'sweet spot' (this is a pain sometimes). There's also thinner, less comfortable padding for both from third parties that moves your eyes closer and reduces the defects, apparently.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


I think Giant Bomb's VR videos are poo poo because they do literally no research. Everyone should at least inform themselves on the basics of a game. If they did Onward, they'd pan it since they'd be horribly confused, just as they did Hot Dogs, Horseshoes and Hand Grenades even though it's a great game.

year199X
Oct 9, 2012
Grimey Drawer

HerpicleOmnicron5 posted:

I think Giant Bomb's VR videos are poo poo because they do literally no research. Everyone should at least inform themselves on the basics of a game. If they did Onward, they'd pan it since they'd be horribly confused, just as they did Hot Dogs, Horseshoes and Hand Grenades even though it's a great game.

You're not wrong. but to be fair it also highlights the game doing a terrible job of explaining itself. If I didn't watch a bunch of dev videos about H3 before playing it I would probably have been frustrated too.

AndrewP
Apr 21, 2010

For a guy who runs a gaming site, Jeff Gerstmann appears to dislike video games in general (except for clickers, inexplicably). Anyway, these videos are funny, and Rec Room looks like a blast. But I agree that they're not bringing the buy-in that some of these games need.

Not sure if someone linked this before, but a better VR video series is Penny Arcade's Jerry Holkins' series "Tycho Tries". These are great because Jerry seems to be a huge VR fan and it comes through in the video.

https://www.youtube.com/watch?v=jIM_3hDxkrc

TomR
Apr 1, 2003
I both own and operate a pirate ship.
Is it too much to ask for someone to read the manual anymore?

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
When the manual is just a PDF you have to go find and download, yes. In the old days when you were given a paper book that you could read during install, it could be expected. Now you just hit install on steam and go do something else until it's done.

Warbird
May 23, 2012

America's Favorite Dumbass

The site's wiki is pretty VR starved which only serves to remind how small a subset of the market we are. The headsets don't appear in it in much capacity and I had to add Tiltbrush myself (mostly because I read that Twich pulls from there and I want to stream it). I'm going to sit down this afternoon and start fixing that.

Edit - While I hate that games like Battledome get robbed by lack of research beforehand (and most games do need better explaining ingame) Jeff's dumber and dumber greenscreen antics at the start of the videos make up for it. I do hope they let Drew or someone more knowledgeable mess with Soundstage when it gets its turn.

Warbird fucked around with this message at 15:22 on Sep 16, 2016

FreelanceSocialist
Nov 19, 2002
I am sure that I am in the minority, but I am okay with their approach. They're coming at this stuff from a casual jump-in-and-play perspective and it highlights the shortcomings of VR as the platform and the offerings are still really new. Vive and Rift are totally in the enthusiast camp right now, and that's okay. There are more than enough spergy try-hard reviewers out there to cover things from the enthusiast, overly-analytical perspective.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
That's why I like them. They represent most consumers. Enthusiast VR consumers are probably going to research games. The type of consumer that VR needs is also the type of person who doesn't spend hours delving into wikis and forums to find out everything about a game. It's the kind of person who looks at a game on steam or in the console store of their choice and says "That looks cool, I'll get that." Games need to have at least something that tells you how to play it.

Helter Skelter
Feb 10, 2004

BEARD OF HAVOC

Warbird posted:

I do hope they let Drew or someone more knowledgeable mess with Soundstage when it gets its turn.

It already had a turn and Jeff thought it was really cool.

Warbird
May 23, 2012

America's Favorite Dumbass

Did it? Which one was it in?

Zsinjeh
Jun 11, 2007

:shoboobs:
Speaking of jumping in and playing blind, I highly suggest people watch the Onward tutorial before playing. It's one of the more complex multiplayer shooters and since it's 4v4 it really affects the team strength when one doesn't even know how to reload. Not to mention more complex stuff like knowing how to check if your team is alive or dead, or if they can be revived (which by the way, is when there's a read dot on the map, go save that guy)

https://www.youtube.com/watch?v=YWtAwGeA_ds

El Cid
Mar 17, 2005

What good is power when you're too wise to use it?
Grimey Drawer

Warbird posted:

Did it? Which one was it in?

Here ya go!

https://www.youtube.com/watch?v=xc_8U5b6Ae0&t=433s

Warbird
May 23, 2012

America's Favorite Dumbass

Gotcha, thanks! This makes more sense why I happen to have the same controller skin as they do in the video. I think I half watched this and forgot or something.

Helter Skelter
Feb 10, 2004

BEARD OF HAVOC

I'll note further that Jeff was probably the best person on the west coast staff to check that one out since he actually has something of a musical background (he and Alex were both in the same band years back).

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
Here's a video of Palmer Luckey screaming in a Vive.

https://twitter.com/mayanmoyan/status/776244838765256704

somethingawful bf
Jun 17, 2005

somethingawful bf fucked around with this message at 17:14 on Sep 16, 2016

somethingawful bf
Jun 17, 2005

somethingawful bf fucked around with this message at 17:13 on Sep 16, 2016

somethingawful bf
Jun 17, 2005
I hope you guys understand what I'm saying, if you don't that's fine too.

Gabby_Jay
Dec 14, 2000

Gör som vi
Till denna melodi

He also starts episode 4 playing it.

Jeff and Dan are both good in the VR videos, since they're actually funny/energetic enough to compensate for when a game is poo poo or if they cant figure things out. The other guys who have done VR stuff always sound so indignant whenever they run into a problem.

Ghosts n Gopniks
Nov 2, 2004

Imagine how much more sad and lonely we would be if not for the hard work of lowtax. Here's $12.95 to his aid.

Collateral Damage posted:

I'm honestly surprised there aren't more VR porn games. Or maybe there is but we never hear much about them in the west.

There is at least one serious on-going VR Virtual Novel project on the way for all VR platforms, for a decent start. God knows what the mad rear end ultra-doujin coders in Japan have yet unleashed.

Thor-Stryker
Nov 11, 2005

Who was the original anti-bargefink pro-Oculus shtick and why are we running this joke into the ground again?

somethingawful bf
Jun 17, 2005

Thor-Stryker posted:

Who was the original anti-bargefink pro-Oculus shtick and why are we running this joke into the ground again?

just go with it, ok

EdEddnEddy
Apr 5, 2012



Cojawfee posted:

I highly suggest people check out Giant Bomb's VRodeo videos on youtube. These are somewhat similar to their usual quicklooks but not entirely. Their quicklooks usually have one person who has played before who has a general idea of what's going on and then another person who has not played who acts as the viewer to ask questions about what the game is doing. Their VRodeo is usually just Jeff playing games and no one has any idea what is going on.

https://www.youtube.com/watch?v=STeglH9T7nA

They tend to skew towards the Vive because motion controls tend to lead towards more lovely implementations and thus more comedy. Some things are good, some are bad, and some are total poo poo. Overall it gives you an idea of what a game is like to play and it seems like they are pretty neutral towards any headset with a stance of "VR is ok but not quite ready yet." I would say the best parts of the videos is just Jeff interacting with other people in multiplayer games.

That is a really great video, thanks for that.

He really is a big fan of VR and it's great hearing how his Kids take VR to that next creative level (which explains their ability to be so much more creative in Minecraft too then I seem to be now).

Also on the "Jump In Blind" discussion, so far I haven't found a VR game that has been too tough to get into and just figure out. The only one might have been Hover Junkers, which is getting better, but really didn't have easy guides on how to power the ship, salvage, etc.

I do think it depends on the person though. I can figure out nearly anything once I have like 5 minutes to take a look and see whats going in, some of my family and friends though can't figure out how to do anything in VR and you have to guide them each step of the way to figure out that you can look around, you do have hands, you can use them both at the same time, etc. It's like they lock up when they see something they haven't messed with a million times before and are unable to think, "Hey, when I move like this, this happens" instead of "I have a headset on my face and it shows some sort of thing in my face, what do I do now?" I believe it is related to their inability to learn how to do anything on the computer too leading to being one of those users everyone hates to support. Ugh.

Some are better than others, but ones that have issues in Job Sim, TiltBrush, AudioShield, etc, well, VR just isn't for them I guess.



On the Oculus sale front, outside of Cronos, what else is a good buy right now that is Oculus only?

d0s
Jun 28, 2004

FreelanceSocialist posted:

There are more than enough spergy try-hard reviewers out there to cover things from the enthusiast, overly-analytical perspective.

most of the VR review videos I could find are wacky dudes screaming and people like this:

https://www.youtube.com/watch?v=87IJU1AtcAw

d0s fucked around with this message at 19:41 on Sep 16, 2016

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Ghosts n Gopniks
Nov 2, 2004

Imagine how much more sad and lonely we would be if not for the hard work of lowtax. Here's $12.95 to his aid.
https://www.youtube.com/watch?v=9Cw5oguM5LU

This one goes up to 4K so I'm posting it here for you OR/Vive guys to enjoy, it is coming PC VR sometime after all. On my 1080p phone through a plasticy pile of poo poo headset it's an alright though 60fps demonstration of what it was like in PSVR, as good as it gets in a 360 video.

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