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GlyphGryph posted:I do not track smartphone trends I just buy a decent phone for a decent price when I need a new phone so this is genuinely news to me. I mean, I knew it was a thing that sometimes happened with proprietary vanity phones like the iPhone back in the day but I hadnt realized it had actually become the norm even outside of apple products. It allows more freedom of design rather than having to plan your design around having a removable door or back. This is why it's mildly surprising to be that Oculus did a Microsoft thing rather than an Apple thing in regards to the battery. I would have figured design above cost and assumed than Touch would have an internal battery because it's more ~design aesthetics~ and ergonomic versus having to plan for two double As when it comes to design. The plus side (and probably the biggest reason they did it) is Touch is cheaper to manufacture which means cheaper to sell.
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# ? Oct 3, 2016 23:16 |
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# ? May 14, 2024 15:13 |
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KakerMix posted:It allows more freedom of design rather than having to plan your design around having a removable door or back. This is why it's mildly surprising to be that Oculus did a Microsoft thing rather than an Apple thing in regards to the battery. I would have figured design above cost and assumed than Touch would have an internal battery because it's more ~design aesthetics~ and ergonomic versus having to plan for two double As when it comes to design. I'm pretty sure Oculus bought the company that designed the Xbox controllers to make Touch, maybe they fought for replaceable batteries for similar reasons. Edit: yep https://www3.oculus.com/en-us/blog/oculus-agrees-to-acquire-carbon-design-team/ Lemming fucked around with this message at 23:30 on Oct 3, 2016 |
# ? Oct 3, 2016 23:18 |
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KakerMix posted:It allows more freedom of design rather than having to plan your design around having a removable door or back. This is why it's mildly surprising to be that Oculus did a Microsoft thing rather than an Apple thing in regards to the battery. I would have figured design above cost and assumed than Touch would have an internal battery because it's more ~design aesthetics~ and ergonomic versus having to plan for two double As when it comes to design. Looking at this picture, it looks like it's a single AA per Touch, although it's kind of hard to tell. Also, it has a rating of 190ma and if you use a 2500mah battery you would get ~9 hours of battery life, assuming Touch consumes the full 190 when it is on. somethingawful bf fucked around with this message at 23:30 on Oct 3, 2016 |
# ? Oct 3, 2016 23:27 |
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Poetic Justice posted:Looking at this picture, it looks like it's a single AA per Touch, although it's kind of hard to tell. man if it's a single AA then yeah not a problem at all for design since you need to wrap your ham hock around something anyway.
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# ? Oct 3, 2016 23:53 |
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So who's excited about the Google Daydream announcement tomorrow? Rumors have the headset priced at $79, that's $20 less than Gear VR. Also a new set of Nexus/Pixel phones to accompany the headset.
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# ? Oct 4, 2016 02:14 |
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You guys should watch Hbo's show Westworld that just started. I think VR people would particularly enjoy it.
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# ? Oct 4, 2016 02:21 |
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Hadlock posted:So who's excited about the Google Daydream announcement tomorrow? Rumors have the headset priced at $79, that's $20 less than Gear VR. Also a new set of Nexus/Pixel phones to accompany the headset. Eh, not super excited. From what I hear about the dev kits, they're still going to be rotational tracking only, no translation. I think that's the biggest thing holding back mobile VR right now, since it's super hard to make something comfortable even if there's no locomotion without positional tracking.
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# ? Oct 4, 2016 02:28 |
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Cojawfee posted:Gen 3 comes out in a few hours? Oh, you mean actually running the battery in a single go and having to charge them again? lol, why wouldn't you just always plug them in once you're done using them? I thought you meant once the battery stopped holding a charge. I mean, I appreciate being able to swap the battery (easily anyway) but I think haven't built-in rechargeable are the better option.
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# ? Oct 4, 2016 02:38 |
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Poetic Justice posted:You guys should watch Hbo's show Westworld that just started. I think VR people would particularly enjoy it.
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# ? Oct 4, 2016 07:26 |
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s.i.r.e. posted:Oh, you mean actually running the battery in a single go and having to charge them again? lol, why wouldn't you just always plug them in once you're done using them? I thought you meant once the battery stopped holding a charge. Some people are just universally awful at remembering to charge their cell phone, let alone their gaming controllers
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# ? Oct 4, 2016 11:00 |
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I've had to charge my Vive wands twice. This speaks either to its battery life or how little I use them. I last used them yesterday.
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# ? Oct 4, 2016 14:09 |
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Anyone in the Boston area? There is a meetup in a couple weeks where they will be demoing some supposedly impressive pjotogrammetry software and also the hololens, an addition to some other stuff. I am interested in finally trying the hololens out for myself.
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# ? Oct 4, 2016 14:13 |
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A good reason for not being able to replace the battery in a phone is being able to boost the Water-Resistant rating. Course Google Pixel will be the exception because HTC can't waterproof for poo poo.
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# ? Oct 4, 2016 14:39 |
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So $649 for an official pixel phone, another $79 for the Daydream viewer. Viewer includes the VR remote. Some other phones ought to be Daydream compatible as well, coming in at a lower price point. Ships end of November? They mentioned being able to use Netflix, but only displayed a Hulu app. Mobile Netflix VR is mainly what I'm waiting for. Looks like their big launch title is a sort of Harry Potter VR experience, and vr cinema view YouTube.
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# ? Oct 4, 2016 17:58 |
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The remote looks like it acts like a Wiimote, which is kinda neat.
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# ? Oct 4, 2016 18:10 |
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The mech game talked about a few pages back finally released a new video. Good to see its not dead, but unfortunately doesn't look like anything new is really said, though the method of zooming/sniping looks pretty cool. https://www.youtube.com/watch?v=IFXVrsagjTs
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# ? Oct 5, 2016 12:07 |
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Giant Bomb is currently looking at the PSVR. https://www.youtube.com/watch?v=x_mF6m_WJF8
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# ? Oct 5, 2016 14:30 |
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Cojawfee posted:Giant Bomb is currently looking at the PSVR. It seems not great -- the tracking is kind of a mess :/ It's actually making Jeff sick and he has the most iron stomach for VR out of anyone. I had it preordered, but I may cancel until I see if some of this gets ironed out through firmware updates.
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# ? Oct 5, 2016 14:49 |
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It looks pretty bad but I don't know how far away Jeff is from the camera. It definitely looks like the game world is wobbling around.
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# ? Oct 5, 2016 15:01 |
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What a surprise, the cheap VR thing is poo poo.
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# ? Oct 5, 2016 15:06 |
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So are there any Populous style games in the works? Or really any kind of "boardgame simulator." Seems like such a natural and obvious fit for VR.
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# ? Oct 5, 2016 15:06 |
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Cojawfee posted:It looks pretty bad but I don't know how far away Jeff is from the camera. It definitely looks like the game world is wobbling around. Brad said he was experiencing the same thing at all distances at his home. I think they said Jeff is like 7-8 feet away right now. its a real bummer because some of the software looks cool, the Harmonix thing looks fun and this Battlezone looks cool. But other reviews are also talking about tracking issues or controller judder, too. And then some people are saying they had no issues at all. I guess we'll see if some of it can be fixed in firmware.
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# ? Oct 5, 2016 15:07 |
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StarkRavingMad posted:Brad said he was experiencing the same thing at all distances at his home. I think they said Jeff is like 7-8 feet away right now. its a real bummer because some of the software looks cool, the Harmonix thing looks fun and this Battlezone looks cool. But other reviews are also talking about tracking issues or controller judder, too. And then some people are saying they had no issues at all. I guess we'll see if some of it can be fixed in firmware. I would imagine the controller judder can be somewhat resolved with software, just kinda apply smoothing to the inputs that ignores minor hand tremors and tracking errors. But then why haven't they done that already? Head tracking is a bigger deal. I'm waiting to try it out myself to make up my mind.
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# ? Oct 5, 2016 15:12 |
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Can you plug in a second camera for additional tracking fidelity? PSVR is just a single camera right? They just discussed camera distance, said they were about 8 ft away. One guy said his tracking improved when he was directly facing the camera? I can imagine this will improve dramatically between now and christmas with firmware updates Hadlock fucked around with this message at 15:17 on Oct 5, 2016 |
# ? Oct 5, 2016 15:15 |
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It's a stereo camera, but yeah. I don't think they support plugging another one in.
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# ? Oct 5, 2016 15:17 |
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Enos Cabell posted:So are there any Populous style games in the works? Or really any kind of "boardgame simulator." Seems like such a natural and obvious fit for VR. Tabletop Simulator supports VR. And it's a good buy even sans VR.
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# ? Oct 5, 2016 15:23 |
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Hadlock posted:Can you plug in a second camera for additional tracking fidelity? PSVR is just a single camera right? I really doubt they'd support a second camera, although that is a great idea. Hardware probably isn't designed for it though, and its hard enough selling people one camera and headset much less a second camera. It sounds like you need to be right in the sweet spot of the camera tracking, almost like a 3DS. Kotaku's review said they couldn't find a way to be comfortable switching between standing or sitting; the range was so finnicky they had to adjust the camera every time they move. So definitely no roomscale going on here, not even close. Restricting movement that much really limits how much you can do in the VR world. It still works and there's lots of game experiences you can do with just head tracking, but that's basically the difference between Oculus and VIVE and I vastly prefer the latter because of how immersive being able to actually reach around and pick things up is. Seeing job simulator on PSVR and knowing that you can't do half the things you can on the PC version is pretty lame. Games will be designed around it though.
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# ? Oct 5, 2016 15:24 |
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Looking at Dan hold his hand still and seeing the controller move around a few inches is really disappointing. If this normal for PSVR, this will be bad for vr as a whole.
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# ? Oct 5, 2016 15:53 |
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Mordaedil posted:Tabletop Simulator supports VR. And it's a good buy even sans VR. Yeah, I have a weekly group that plays TTS and I use my Vive for it whenever I can get away with it (so whenever I don't have to be reading a pdf rulebook, basically). It works pretty much exactly like sitting at a table for it.
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# ? Oct 5, 2016 16:31 |
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WTF, Sony. If the PSVR is really that bad, it's going to be like a baseball bat to the kneecaps of a medium that's still struggling to be taken seriously. I really, really hope there's a firmware update or something in the pipe. EDIT: roadtovr's review is more favorable, but I'm inclined to treat it with skepticism given their obvious bias. Ludicrous Gibs! fucked around with this message at 16:52 on Oct 5, 2016 |
# ? Oct 5, 2016 16:47 |
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Does anybody know if the Daydream View has its own IMU or is it using the phones'? If so I hope they are using a better IMU than standard phones.
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# ? Oct 5, 2016 16:57 |
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jubjub64 posted:Does anybody know if the Daydream View has its own IMU or is it using the phones'? If so I hope they are using a better IMU than standard phones. The daydream headset has no extra hardware in it, it's just a (much nicer) cardboard-style shell.
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# ? Oct 5, 2016 16:59 |
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I tried a PSVR in a BestBuy a month or two ago, no Move controller, but the tracking was perfect and I had 0 hiccups or skips.
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# ? Oct 5, 2016 17:02 |
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Digital Foundry have put out a fairly positive review for PSVR. As a Vive owner I do hope it's a success because it really would be a big boost for VR.
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# ? Oct 5, 2016 17:05 |
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After I learned about the dire motion controllers I didn't hold much hope. The tech they're using simply is not good enough for the job and the only thing that is up to par is the HMD and that seems to have issues with its IMUs. A few people with high tolerance of simulator sickness will probably be okay with all this, but if it makes everyone else sick this thing is gonna tank. If anyone is looking for VR something I'd just recommend waiting till the prices of the Vive and Rift (with Touch etc) have reduced.
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# ? Oct 5, 2016 17:31 |
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So the Giant Bomb guys are playing some sort of street luge game and they have to lay down on the couch to play and the PSVR keeps breaking track, so what do they do? Gerstmann holds the camera in his hands closer to the headset. Giant Bomb, taking dumb to the next level.
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# ? Oct 5, 2016 17:57 |
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Kotaku's review has a demonstration of the controller shake. Disappointing.
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# ? Oct 5, 2016 18:13 |
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maybe he has Parkinson's? insensitive dude
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# ? Oct 5, 2016 18:30 |
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Zsinjeh posted:maybe he has Parkinson's? insensitive dude Parkinson's VR
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# ? Oct 5, 2016 18:34 |
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# ? May 14, 2024 15:13 |
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Unfortunately there's just no way to make the PSVR motion controllers be accurate. All you can track is that ball and you can't get any orientation from that. Even then, it can only get position based on the size of the ball from the camera's perspective. That's not very accurate. All there is for orientation is whatever IMUs it has. That's going to lead to drift. Sony really should have made new motion controllers. Using technology from several years ago is not a good idea.
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# ? Oct 5, 2016 19:11 |