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What do you use to watch those 360 degree youtube videos in VR?
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# ? Sep 20, 2016 17:26 |
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# ? May 9, 2024 23:35 |
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Heran Bago posted:What do you use to watch those 360 degree youtube videos in VR?
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# ? Sep 20, 2016 17:36 |
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Yeah, virtual desktop
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# ? Sep 20, 2016 17:39 |
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Thanks, sounds interesting. Looking into it I found out audio visualizers in VR are a thing with that. gently caress yeah. I'm guessing there is just one big seam on a side if you make it a sphere around you? Also, has anyone tried any PS2 games in VR? I imagine it would suck without codes to prevent culling. http://vrfix.wikia.com/wiki/PCSX2 I'm also interested in that Virtual Boy emulator. So much to try!
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# ? Sep 20, 2016 17:57 |
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Truga posted:Yeah, virtual desktop In my experience, though, FPS still matters. Some 360 roller coaster videos made me pretty ill.
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# ? Sep 20, 2016 19:23 |
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Bobcats posted:Onward looks awesome. How does it handle sights and aiming with two hands? You pick up the gun, you move your arms, put them to your eye and pull the trigger when you want to make dead people.
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# ? Sep 20, 2016 19:53 |
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https://widmovr.com/ I just got this today and it's great. The VRCover I got a while back sucks rear end so I won't bother buying their latest offering. This product though its great. Holds onto the facial interface and is very comfortable.
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# ? Sep 21, 2016 03:03 |
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Virtual Desktop doesn't work for me to see videos, but it downloads them, which in turn allows Simple VR player to play it.
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# ? Sep 21, 2016 06:57 |
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Cojawfee posted:https://widmovr.com/ I am still pissed I included my AboutFace covers for the DK2 with my DK2 when I sold it. Those things used Velcro to attach to the frame they came with that replaced the DK2's stock foam, and would probably have fit perfectly on the Vive and if I took of the frame piece, I bet it could have fit on the CV1 just fine as well. Those things make the DK2 comfortable for hours over the stock foam's 30min + and things just got hot/itchy. And the guy that made them hasn't responded again on any new stuff coming out. Those Heather collection pads were the most comfortable pads ever.
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# ? Sep 21, 2016 18:49 |
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HerpicleOmnicron5 posted:You pick up the gun, you move your arms, put them to your eye and pull the trigger when you want to make dead people. Be careful about the direction the gun is facing or you may make the wrong people dead. https://oddshot.tv/shot/LIRIK/Uzo1B5TU1B5GbZupeEN77bP1 https://oddshot.tv/shot/LIRIK/UzqObzjeObxM5ZYx-fvaUYRH https://oddshot.tv/shot/LIRIK/UzrIQ8Z_IQ9EHr7ZzInSF6nH
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# ? Sep 21, 2016 18:57 |
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Oh man Minecraft in vr like constantly gives me vertigo moving pretty much at all in immersive mode. Do I just not have my 'vr legs' or does it require better than average motion sickness aversion? I was surprised people were saying they enjoyed it as I thought standard fps movement in vr was always bad.
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# ? Sep 22, 2016 03:18 |
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FuzzySlippers posted:Oh man Minecraft in vr like constantly gives me vertigo moving pretty much at all in immersive mode. Do I just not have my 'vr legs' or does it require better than average motion sickness aversion? I was surprised people were saying they enjoyed it as I thought standard fps movement in vr was always bad. Unless they specify the official version, they might actually be referring to Vivecraft, which uses a completely different system. I was talking to a Rift owner about Minecraft, and it was like we were talking past each other the systems are so different. Is it true that if you turn your head and then move forward it still moves you the direction you were facing before you turned? That sound like barf city to me, but I guess it makes sense if they assume you're playing it sitting at the computer.
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# ? Sep 22, 2016 03:34 |
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I can't wait to get my hands on proper VR. I've been playing with my galaxy s6 and a gearVR, and am able to watch movies etc for hours without feeling sick at all. I've been mostly doing Netflix, and apart from the phone overheating after 2 hours it's excellent. Slight decrease in quality compared to watching on an actual screen, but having it fill your entire field of vision is great. Also I loaded up a certain type of 180 degree video and gave it to my girlfriend. She thought having a virtual penis was fun, but didn't like when a lady got too close. The device has totally redeemed itself from her screaming "NO I DON'T WANT YOU TO SIT ON MY FACE". Oddly, she can not tolerate the rollercoaster thing at all, but I wasn't feeling any vertigo.
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# ? Sep 22, 2016 03:36 |
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Bremen posted:Unless they specify the official version, they might actually be referring to Vivecraft, which uses a completely different system. This was on Gear which also mean you can add frame rate drops to the experience. I played so little I can't recall the controls exactly. I think it was just standard 360 controller fps controls except you use your head for looking. So it was look where you want to go, take step forward, feel like your brain is being sucked through your stomach, try to steady yourself for another step. iRend posted:I can't wait to get my hands on proper VR. Me too which is why I was dumb enough to buy Minecraft on the Gear. I'm not that upset about losing $6 on it but it still seems kinda crazy the Oculus store doesn't do refunds. Like I know VR experiences can be so short you might not want to do Steam's refund policy but at least 15 minute refunds or something for checking if something zaps your brain seems necessary. I had been favoring the Rift so I was thinking of waiting for them to show off whatever in Oct before I decided on a headset but that bit of Minecraft definitely pushed me towards a Vive.
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# ? Sep 22, 2016 03:49 |
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FWIW, Minecraft Gear VR made me nauseous at first, but that faded after a few tries, and now I have 35 hours logged in it. I still get mild motion sickness every so often, but nothing compared with what I experienced early on. Interestingly, certain actions seem to cause more issues than others - I can ride horses or minecarts without much issue, as well as look in a direction other than the one I'm moving in, but if I let water currents start dragging me around...
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# ? Sep 22, 2016 03:57 |
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VR is too expensive and will just die off as a passing fad.
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# ? Sep 22, 2016 04:15 |
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I played a bit of the Dragon Front beta today for the Rift. It is a CCG with booster packs and everything. Kinda like Mojang's Scrolls in a way. The beta has four factions: one does poo poo with walls and catapults and fancy formations, one can spawn lots of units really quickly, one has cheap units with lots of flying and haste abilities, and the last has creatures that excel in doing lots of damage on odd ways. Each player starts with 15 life and has a "hero" unit inactive in their base. The play area consists of a 4x4 grid. At the start of each turn you draw 1 card and receive 1 mana, plus 1 extra mana for each creature in your "spawn row" (the row closest to your castle). Unspent mana is carried over to the next turn. You summon creatures and place them in your spawn row (you must have a free spot in the row). If you "activate" a unit that doesn't have summoning sickness, it will move forward 1-2 spaces (depending on card). If it meets up with an enemy, both units will attack each other simultaneously. If your unit reaches the enemy spawn row and there is no creature there, you will attack the player's health directly. You cannot enter the enemy's spawn row. Also, creature health does not regenerate between turns. Your hero unit costs an accumulated 15 mana across multiple turns to summon. There is no limit to how much mana you can bank per turn. Additionally, for each point of damage you receive, you bank an equivalent amount of mana in your hero unit. They are powerful, have effects that trigger when they spawn in and/or are in play, and you only get one of them. I had a pretty fun time with it. There is a good variety in abilities and strategy (like double-wide creatures). The game makes you play every single faction as part of its tutorial. After that, it asks you which faction you want to start with. I selected mine, and then it reset all my tutorial progress. I have no clue if it is a bug or not, but eh. One thing that really bugged the hell out of me is that the selection crosshair is off-center to the left. It can make things awkward when you are trying to activate your hero in the bottom-right corner.
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# ? Sep 22, 2016 04:50 |
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Here's a good writeup from a VR developer (the dude behind the excellent and innovative Hot Dogs, Horseshoes and Hand Grenades) about challenges faced from VR development.quote:Hey folks, A little late to the party, but I thought I'd add my two cents to this conversation, and share a bit of the challenges that I've faced, and some observations I've drawn from tackling the problem space of scaling systems/spaces/etc. for VR games.
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# ? Sep 22, 2016 12:59 |
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FuzzySlippers posted:Oh man Minecraft in vr like constantly gives me vertigo moving pretty much at all in immersive mode. Do I just not have my 'vr legs' or does it require better than average motion sickness aversion? I was surprised people were saying they enjoyed it as I thought standard fps movement in vr was always bad. I've played about 15 hours of Vivecraft mod for Minecraft on my (brother's) Vive. I always use roomscale (physically walking around my playroom) for small movements, and teleport for everything else. When I mine a block under me and fall down then I need to close my eyes to stop from getting motion sickness. I tried the "walking not teleporting" mode for all of five seconds and gave up.
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# ? Sep 22, 2016 14:15 |
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SwissCM posted:Here's a good writeup from a VR developer (the dude behind the excellent and innovative Hot Dogs, Horseshoes and Hand Grenades) about challenges faced from VR development. It's a good piece. I think I said it here and not the Vive thread, but we're Pong era development for VR. The tech and techniques are rudimentary and evolving.
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# ? Sep 22, 2016 18:20 |
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Warbird posted:It's a good piece. I think I said it here and not the Vive thread, but we're Pong era development for VR. The tech and techniques are rudimentary and evolving. This is why i haven't started development yet and why if i was going to start VR dev.. I'd start with a "traditional" 2D game concept and see how to port / translate that over to VR. Use that experience to solve the problems that plauge all devs, and then learn from that experience as a stepping stone into a truly immersive VR experience. It's sort of why I ~get~ why Oculus is pushing for controller based games for now, so that once those problems are ~solved~ the collective can utilize that for solving the ~immersion~ problems For example: 2D games to VR still need to solve how to handle stereoscopic vision, the frame timing, volumetric effects, etc. VR games (room presence, tracked hands) add entirely new levels of complexity to the mix both technically and in design. (hand physics, event triggers, scalable play spaces, locomotion) I'd personally want to leverage all the existing knowledge and build out something that could work in VR (and still sale to traditional 2D / console) folks before moving on to try and tackle building an interaction sandbox that is controlled/uncontrolled. tldr: I'll let someone else be the pioneer. our findings will be mutually beneficial.
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# ? Sep 22, 2016 19:04 |
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Cojawfee posted:
that computer was $8000 because it had a MCA bus, which was an expensive passing fad. I'm a big fan of VR and intend to get it, just sayin' e: wait was that d0s fucked around with this message at 19:43 on Sep 22, 2016 |
# ? Sep 22, 2016 19:37 |
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w00tazn posted:tldr: I'll let someone else be the pioneer. our findings will be mutually beneficial. Take chances, make mistakes, get messy m'dude. If I ever get around to making a VR specific game dev thread, that poo poo's going to be the title.
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# ? Sep 22, 2016 20:51 |
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http://www.thedailybeast.com/articl...ia=twitter_pagequote:A Silicon Valley titan is putting money behind an unofficial Donald Trump group dedicated to “shitposting” and circulating Internet memes maligning Hillary Clinton. I blame the home schooling. Anyone got a link to the Vive thread handy? vvvvv Yeah, I'm not getting out the torches and pitchforks just yet. But Luckey has always kind of rubbed me the wrong way, so it wouldn't surprise me if this is true. Ludicrous Gibs! fucked around with this message at 03:43 on Sep 23, 2016 |
# ? Sep 23, 2016 03:17 |
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I'm guessing that's probably a joke, but Vive Thread I'll give things at least a little benefit of the doubt until there's more confirmation, but unless that article is pretty much pure libel it looks pretty bad.
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# ? Sep 23, 2016 03:29 |
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Palmer Luckey has to be wacky, this is his new version of sandals with a business suit.
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# ? Sep 23, 2016 03:52 |
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Tokyo Sexwhale posted:Palmer Luckey has to be wacky, this is his new version of sandals with a business suit. He's playing the long game. The more the world becomes a hellish nightmare, the more people will want to escape it with VR.
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# ? Sep 23, 2016 03:55 |
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Bremen posted:He's playing the long game. The more the world becomes a hellish nightmare, the more people will want to escape it with VR.
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# ? Sep 23, 2016 03:56 |
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Bremen posted:I'll give things at least a little benefit of the doubt until there's more confirmation, but unless that article is pretty much pure libel it looks pretty bad. The claim that he's using a different reddit handle to do this does seem a little out of character. I mean, sure, common sense would suggest that you shouldn't use your corporate PR account to do weird pro-Trump lobbying, but common sense would also suggest that you shouldn't use your corporate PR account to moderate r/NyanNekoSugarGirls, so.
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# ? Sep 23, 2016 04:00 |
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I'm suddenly reminded of the couch interview with him I once saw, where he out of the blue tossed a pillow at the interviewer's face. He doesn't strike me as the most emotionally mature person, even for his age, so this seems like it could be in character.
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# ? Sep 23, 2016 04:41 |
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https://twitter.com/TTLabsVR/status/779155770927480832 Looks like I'm not the only one cancelling Touch support.
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# ? Sep 23, 2016 04:43 |
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I don't see any reason why a news article would just make something up wholesale, so I believe it until I see something proving otherwise. Hope Oculus cuts him off for that, he can get hosed.
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# ? Sep 23, 2016 04:43 |
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Oh wow Palmer Lucky is a human trash bag.
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# ? Sep 23, 2016 04:46 |
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Now we can sit back and wait for when people starting tossing around words like 'morals' and 'freedom' if/when Facebook ejects Palmer and revel in the irony of the ~free market~ doing what it does.
KakerMix fucked around with this message at 05:07 on Sep 23, 2016 |
# ? Sep 23, 2016 04:46 |
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Oh my sweet jesus, the ride never ends. I can't deal with this right now.
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# ? Sep 23, 2016 05:01 |
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Ludicrous Gibs! posted:I'm suddenly reminded of the couch interview with him I once saw, where he out of the blue tossed a pillow at the interviewer's face. He doesn't strike me as the most emotionally mature person, even for his age, so this seems like it could be in character.
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# ? Sep 23, 2016 05:15 |
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Kazy posted:Looks like I'm not the only one cancelling Touch support. Also https://twitter.com/ScrutaGames/status/779134849512857601 Unless that's you, of course.
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# ? Sep 23, 2016 05:26 |
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I am not defending the jerk, but I thought that he wasn't employed at Oculus anymore, since he sold to Facebook?
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# ? Sep 23, 2016 05:31 |
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NRVNQSR posted:Also That is indeed me
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# ? Sep 23, 2016 05:35 |
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# ? May 9, 2024 23:35 |
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Unlucky7 posted:I am not defending the jerk, but I thought that he wasn't employed at Oculus anymore, since he sold to Facebook? He's not CEO any more, but he's still in an executive role doing PR and developer relations. I think his official title is "Founder"? For now. NRVNQSR fucked around with this message at 05:40 on Sep 23, 2016 |
# ? Sep 23, 2016 05:37 |