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Why would Vive compete with its own platform?
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# ? Sep 30, 2016 12:46 |
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# ? May 18, 2024 02:05 |
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^^because Vive is HTC, not Valve. Their Vive Home app actually looked kind of cool, proper 3D environments where you can place apps or whatever to your preference, kind of like a VR android phone home screen.Lemming posted:BigScreen is free and good. Doesn't hurt to try it out Generally I haven't been particularly impressed by BigScreen's visual quality and during gameplay it showed pretty badly. But for cutscenes and dialogue it was fine, so can't complain too much. I played a good few hours too so it wasn't exactly terrible. Cojawfee posted:Big screen seems to have a lot of overhead. I run virtual desktop when playing racing sims. It allows me to go to my desktop to start a new session or look at discord or whatever. I noticed that big screen seems to make games run a bit worse than when I use virtual desktop. Lemming posted:Yeah, I've definitely noticed that, too. Even in the dedicated game mode it seems a bit worse. Still worth the trade-off imo
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# ? Sep 30, 2016 13:15 |
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Mordaedil posted:Why would Vive compete with its own platform? Steam isn't the Vive platform, it's a VR platform. Valve worked with HTC to create the Vive to have a device capable of running room scale games on SteamVR. HTC doesn't get anything from Steam.
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# ? Sep 30, 2016 15:55 |
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To that guy that was asking about Rift or Vive, I know you said you already tried the Vive but when you demo the Rift, make sure you set the IPD because it can make a pretty big difference to the clarity. On the Rift there is a button on the under right hand side that you push in and slide left to right. If you decide to demo the Vive again, there is a knob on the bottom right that rotates.
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# ? Sep 30, 2016 15:59 |
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Has valve added an ipd adjustment to SteamVR? The one for oculus is great, you adjust the slider until the lines are sharp and then you move the headset up and down until it's all clear. Last I checked, you have to use the chaperone to do this with a vive.
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# ? Sep 30, 2016 16:10 |
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Zsinjeh posted:Looks like Vive is launching their own store to compete with Steam and Oculus Home? While it isn't hardware locked like Oculus it's still silly. Also doesn't allow refunds gently caress you HTC. http://www.htc.com/us/terms/vive/viveport-terms-of-use/
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# ? Sep 30, 2016 16:19 |
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So now there are no good vr headsets?
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# ? Sep 30, 2016 16:22 |
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Cojawfee posted:So now there are no good vr headsets? Yeah, PSVR.
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# ? Sep 30, 2016 16:23 |
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Yeah but no one will buy that because they will all buy PS4 pros instead. VR is over.
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# ? Sep 30, 2016 16:40 |
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Cojawfee posted:So now there are no good vr headsets? Uh all the headsets are good tho
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# ? Sep 30, 2016 16:41 |
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GlyphGryph posted:Uh all the headsets are good tho VR is saved! Who's up for some magic memes??
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# ? Sep 30, 2016 16:50 |
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KakerMix posted:Yeah, PSVR. That one is going to have an exclusive store too!
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# ? Sep 30, 2016 17:22 |
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MisterBibs posted:Just an FYI, if you're doing any VR on your android phone, it's a good time to uninstall the Oculus app, at least for a while. There's a problem where it's trying to install an update, and all it's doing is draining the battery like crazy. I lost maybe 50-60% over a few hours. Supposedly there's a hotfix being pushed, but since I haven't been using it for a while, I have no need of it. Thank you for the info; I thought my battery poo poo the bed and wasn't looking forward to having to get a new phone right now.
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# ? Sep 30, 2016 17:32 |
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Cojawfee posted:Steam isn't the Vive platform, it's a VR platform. Valve worked with HTC to create the Vive to have a device capable of running room scale games on SteamVR. HTC doesn't get anything from Steam. HTC is also a Korean company, and so they might be looking at the Asian markets where Steam isn't as completely dominant as it is in NA and Europe.
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# ? Sep 30, 2016 19:34 |
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Unless I'm reading something wrong that Vive store will only be for "experience" type things and not for actual games which you will still get from Steam.
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# ? Sep 30, 2016 21:24 |
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I saw actual games in the Vive store already (Fantastic Contraption and Cloudlands).
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# ? Sep 30, 2016 21:39 |
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BMan posted:I saw actual games in the Vive store already (Fantastic Contraption and Cloudlands). oh poo poo my bad, I was going by what was written in this article which said it was for non-gaming content. this seems like a really bad move on HTC's part in that case, I mean one of the big reasons to get a vive was "they're not doing the oculus home bullshit"
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# ? Sep 30, 2016 21:49 |
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d0s posted:oh poo poo my bad, I was going by what was written in this article which said it was for non-gaming content. this seems like a really bad move on HTC's part in that case, I mean one of the big reasons to get a vive was "they're not doing the oculus home bullshit" I think non-gaming experiences are intended to be the focus of it, but not the only thing they will offer.
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# ? Sep 30, 2016 22:01 |
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Well now I'm just confused: http://blog.vive.com/us/2016/09/your-journey-begins-at-viveport/quote:As part of this release, we are introducing Viveport Premieres–titles launching first on Viveport. These titles include Everest VR, Google Spotlight Stories’ Pearl, Lifeliqe, Stonehenge VR, The Music Room, an all-new edition of theBlu and more. e: Also, can someone explain to me how buying exclusives for a store makes any economic sense when there is no vendor lock-in?
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# ? Sep 30, 2016 22:07 |
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BMan posted:e: Also, can someone explain to me how buying exclusives for a store makes any economic sense when there is no vendor lock-in?
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# ? Sep 30, 2016 22:12 |
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I mean, if I wanted to buy a game that was a Viveport Premiere, I would buy that and then immediately go back to Steam. I imagine most gamers would do the same, so I don't see how this scheme makes HTC money.
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# ? Sep 30, 2016 22:22 |
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BMan posted:I mean, if I wanted to buy a game that was a Viveport Premiere, I would buy that and then immediately go back to Steam. I imagine most gamers would do the same, so I don't see how this scheme makes HTC money. Well, you would have bought it from them. AFAIK HTC doesn't get any money for titles purchased on Steam.
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# ? Sep 30, 2016 22:25 |
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Yes, but presumably HTC would have paid the developers a boatload of money to not release on Steam.
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# ? Sep 30, 2016 22:27 |
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BMan posted:e: Also, can someone explain to me how buying exclusives for a store makes any economic sense when there is no vendor lock-in? As has been said, the profit is in software, not hardware. One way to do this is, like the Apple store, to make your own hardware and control the market for software that runs on it. But another option is to just sell software that works on other companies' hardware; consider Steam. Valve makes no hardware (there's the steam hardware stuff, but I think that's all through other manufacturers). You don't need a Steam machine to use Steam; you can use it on any PC. This works great for Valve, since they get huge profits and don't have to worry about the hardware front. So while Oculus would prefer people buy the Rift, what they mostly want is for people to buy VR software through Oculus Home so they get their 30%. The problem for Oculus, and to a lesser extent HTC, is competing with Steam is a fool's errand. There's a lot of inertia to stores; someone that already has a steam account, and does all of their gaming on Steam, is going to want to continue using Steam. If you gave PC VR users a choice between buying games on Steam or Oculus Home, they're almost universally going to choose Steam. So the goal with the exclusives is to get people in the door; once someone has both an Oculus Home and a Steam account, with games on each, they might be more willing to buy their stuff on Oculus Home. If they do that, and Oculus or HTC get a piece of Steam's insanely profitable revenue stream, it could make up the cost of exclusives. Bremen fucked around with this message at 23:24 on Sep 30, 2016 |
# ? Sep 30, 2016 22:28 |
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^^^^^ explained much betterBMan posted:Yes, but presumably HTC would have paid the developers a boatload of money to not release of Steam. I think HTC's finance option for developers is they give devs money, but HTC gets a percentage of the company. So that + software sales is probably how they are planning on making profit. somethingawful bf fucked around with this message at 22:32 on Sep 30, 2016 |
# ? Sep 30, 2016 22:28 |
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Well, I see that there are a few titles on sale on Viveport for a dollar. Now there's something I can get behind.
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# ? Sep 30, 2016 23:14 |
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thing I've been wondering, if you have a rift and a game is on both oculus home and steam is there any benefit to buying it on oculus home?
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# ? Sep 30, 2016 23:30 |
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d0s posted:thing I've been wondering, if you have a rift and a game is on both oculus home and steam is there any benefit to buying it on oculus home? Not really, besides the convenience that Home starts up when you put on the Rift. In the case of a game that uses steamworks like Project Cars, you would want to get it on Steam since it uses their MP servers, otherwise you can only play with people that own it on Home. Although in the case of Blaze Rush, it's sold on both Steam and Home, but only the Home version supports VR unless you bought it on Steam before March 28th. That's the only game like that afaik, though.
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# ? Sep 30, 2016 23:36 |
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d0s posted:thing I've been wondering, if you have a rift and a game is on both oculus home and steam is there any benefit to buying it on oculus home? If you buy it on Home and use a Rift, it will use the Oculus SDK and have a few features only supported by Oculus SDK with direct hardware access, like Asynchronous Timewarp. Which is generally held to work better than SteamVR's solution, Reprojection. So there are differences, but I'd probably pay more attention to things like price and which store you prefer using.
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# ? Sep 30, 2016 23:43 |
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A game that's on both should have an option on steam to launch using the oculus sdk. I personally prefer to buy things on steam but it is really nice to just put on the rift and select a game from the home screen.
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# ? Oct 1, 2016 00:00 |
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Cojawfee posted:A game that's on both should have an option on steam to launch using the oculus sdk. I personally prefer to buy things on steam but it is really nice to just put on the rift and select a game from the home screen. Ah, I didn't realize that. Good to know.
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# ? Oct 1, 2016 00:43 |
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Bremen posted:If you buy it on Home and use a Rift, it will use the Oculus SDK and have a few features only supported by Oculus SDK with direct hardware access, like Asynchronous Timewarp. Which is generally held to work better than SteamVR's solution, Reprojection. ok this is the thing I thought I heard a while ago and totally forgot about other than some vague notion that it was better to run games from home
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# ? Oct 1, 2016 01:05 |
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d0s posted:ok this is the thing I thought I heard a while ago and totally forgot about other than some vague notion that it was better to run games from home Like Cojawfee said if a game is on Steam as well as Home, you will have the option to run it from Steam using the Oculus runtime and get ATW and the slightly lower latency that the Oculus runtime has, the only exception that I know of is Blaze Rush, but the developers had stopped working on it and patched in only Oculus support around launch.
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# ? Oct 1, 2016 01:13 |
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Is the Virtual Desktop dev still giving out keys for Oculus home/Steam depending on what platform you buy it from? Bigscreen is cool... but I have to dumb graphics down quite a bit sometimes. Word is Virtual Desktop is a bit lighter on the system resources.
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# ? Oct 1, 2016 01:14 |
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BMan posted:Well now I'm just confused: http://blog.vive.com/us/2016/09/your-journey-begins-at-viveport/ I think that TheBlu at least is some sort of "remaster" fwiw
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# ? Oct 1, 2016 01:17 |
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Syves posted:Is the Virtual Desktop dev still giving out keys for Oculus home/Steam depending on what platform you buy it from? Bigscreen is cool... but I have to dumb graphics down quite a bit sometimes. Word is Virtual Desktop is a bit lighter on the system resources. I know you get Home keys if you buy it from Steam, but I don't think it's the other way around. If you buy it on Steam, just right-click and View CD key, and that's your Oculus Home key.
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# ? Oct 1, 2016 01:19 |
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Aaaand done. ^Thanks!
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# ? Oct 1, 2016 01:32 |
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I actually usually buy a game on Oculus Home instead of Steam if it's available on both, just because the Oculus frontend is faster to access via the Rift and I like the look of it better. And Steam VR is kind of flaky and does annoying things sometimes (at least with the Rift), like not releasing itself after a game unless I manually go close SteamVR. But these are minimal differences, I'm never going to pass by a game just because it's only on Steam and not in the Oculus store.
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# ? Oct 1, 2016 02:39 |
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StarkRavingMad posted:I actually usually buy a game on Oculus Home instead of Steam if it's available on both, just because the Oculus frontend is faster to access via the Rift and I like the look of it better. And Steam VR is kind of flaky and does annoying things sometimes (at least with the Rift), like not releasing itself after a game unless I manually go close SteamVR. But these are minimal differences, I'm never going to pass by a game just because it's only on Steam and not in the Oculus store. Yeah I had to actually go in the SteamVR settings and disable it otherwise it kept overriding the Oculus runtime when I would run The Solus Project and the performance really was noticeably worse, more than just not having ATW. I guess there is more latency or overhead using OpenVR on the Rift compared to native implementation or something.
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# ? Oct 1, 2016 02:45 |
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# ? May 18, 2024 02:05 |
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Looks like touch was just approved by the FCC. https://fccid.io/2AGOZTO-L
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# ? Oct 1, 2016 18:12 |