|
Poetic Justice posted:Sweet, Dead and Buried is also free with Touch Can't believe Touch is finally going to be here in under a month. It's been a loving long time coming. Also just noticed there's a new app category on Home, 'Gallery Apps': quote:Gallery Apps is a less-filtered collection of submissions from creators across the spectrum of VR development. While we curate the rest of our Store, our usual approaches to comfort, value, and polish for Gallery Apps are relaxed. Also also, hadn't twigged that Obduction had a VR release yesterday, the environments look pretty awesome: http://www.roadtovr.com/obduction-vr-review-oculus-rift-myst-vr/
|
# ? Nov 2, 2016 00:54 |
|
|
# ? May 25, 2024 14:06 |
|
I don't know if I want to buy Obduction on the Oculus store for ease of launching or on Steam for the ability to also play in not VR. Or maybe wait for a steam sale. So far there's no talk of getting Oculus keys or vice versa from the devs. Is it possible to add third party games/apps to Oculus home yet? I know they mentioned the feature coming eventually but they also promised "VR screenshots" which never happened. Edit: I also saw the daydream headset at Best Buy when my mom wanted to look at the Pixel. Cojawfee fucked around with this message at 01:07 on Nov 2, 2016 |
# ? Nov 2, 2016 01:01 |
|
Cojawfee posted:I don't know if I want to buy Obduction on the Oculus store for ease of launching or on Steam for the ability to also play in not VR. Or maybe wait for a steam sale. So far there's no talk of getting Oculus keys or vice versa from the devs. Is it possible to add third party games/apps to Oculus home yet? I know they mentioned the feature coming eventually but they also promised "VR screenshots" which never happened. You can launch Oculus Home games in 2d mode by right-clicking on them in Home and selecting "Start in Desktop Mode" They really need to make that more obvious, imo.
|
# ? Nov 2, 2016 01:09 |
|
Cojawfee posted:Is it possible to add third party games/apps to Oculus home yet? I know they mentioned the feature coming eventually
|
# ? Nov 2, 2016 01:31 |
|
Screwing around with locomotion methods is fun. https://www.youtube.com/watch?v=0poaEuqkrFU
|
# ? Nov 2, 2016 18:20 |
|
I went back a couple of pages and didn't see anything about this. What do you guys think about the FOVE that just opened for preorders? A VR headset with built-in eye tracking, which is pretty much what I've been waiting for, and at a pretty nice price, around 600 USD. No tracked controllers as far as I can tell, though. Details and a video here: https://www.getfove.com/ fake e: Gotta love when the anime girl shows up, and the eye marker goes straight to her breasts. actual e: Actually, I don't know if that's a nice price, I was comparing pre-tax FOVE to post-tax Vive Anta fucked around with this message at 21:21 on Nov 2, 2016 |
# ? Nov 2, 2016 21:12 |
|
Anta posted:What do you guys think about the FOVE that just opened for preorders? A VR headset with built-in eye tracking, which is pretty much what I've been waiting for, and at a pretty nice price, around 600 USD. No tracked controllers as far as I can tell, though. 70fps is an uncomfortably low framerate for a VR headset. Eye-tracking is useless if software doesn't support it - and the majority of FOVE's library is going to be SteamVR/OSVR titles, which won't. It also doesn't have any corresponding tracked hand controllers yet, so it's going to be a lot harder to use any motion controlled games with it. So wait for reviews and proven software, basically. Eye-tracking is a valuable feature, but only once it's properly supported in games.
|
# ? Nov 2, 2016 21:23 |
|
NRVNQSR posted:70fps is an uncomfortably low framerate for a VR headset. Eye-tracking is useless if software doesn't support it - and the majority of FOVE's library is going to be SteamVR/OSVR titles, which won't. It also doesn't have any corresponding tracked hand controllers yet, so it's going to be a lot harder to use any motion controlled games with it. So it's basically a development kit.
|
# ? Nov 2, 2016 21:37 |
|
Yeah its important that it exists but I think it would be a big mistake to get one as your primary consumer VR headset. They support OpenVR and OSVR which is great, but their native SDK seems fairly loving primitive, like a full year+ behind Oculus and OpenVR. Who knows if their system software supports multiple trackers so room scale prospects are a big question mark, no prospect for hand controllers unless you happen to have a pair of Hydras already (or if good third party hand controllers come out at some point), and its doubtful if any software will actually come out that supports its eye tracking. Might be fun to gently caress around with if you wanted to blow $600 and mess with eye tracking, but that's a pretty small niche.
|
# ? Nov 2, 2016 21:41 |
|
Have they announced what positional tracking it will use? I think it will be best to wait for a bigger name to come out with an eye tracking headset.
|
# ? Nov 2, 2016 21:41 |
|
70 FPS is not a deal breaker. Honestly, 30 FPS isn't a deal breaker. What is a deal breaker for VR is a fluctuating framerate and while I don't understand the term at all, frame pacing is also important(?). So long as there is consistency it should be more or less fine. Personally I'd like to be able to cap certain performance intensive games to 60 rather than 90, since (to me at least) static 60 and static 90 are indistinguishable, but jolts from 90 to 70 definitely are even though I never drop below 60.
|
# ? Nov 2, 2016 21:43 |
|
HerpicleOmnicron5 posted:70 FPS is not a deal breaker. Honestly, 30 FPS isn't a deal breaker. What is a deal breaker for VR is a fluctuating framerate and while I don't understand the term at all, frame pacing is also important(?). So long as there is consistency it should be more or less fine. Personally I'd like to be able to cap certain performance intensive games to 60 rather than 90, since (to me at least) static 60 and static 90 are indistinguishable, but jolts from 90 to 70 definitely are even though I never drop below 60. On which headset, with which options? With reprojection on the Vive, going from 90 > 70 bumps you into reprojected-45fps iirc.
|
# ? Nov 2, 2016 21:50 |
|
HerpicleOmnicron5 posted:while I don't understand the term at all, frame pacing is also important(?). Frame pacing refers to the consistency of the interval between frames. If your game is producing frames exactly once every 16ms, for thousands of frames in a row, you have a rock-solid 60fps and it feels good. If your game mostly hits the 16ms deadline, but every couple of frames one only takes 12 or takes up to 20, you might still be averaging 60fps on paper and in the benchmark tool but it'll feel bad. haveblue fucked around with this message at 22:01 on Nov 2, 2016 |
# ? Nov 2, 2016 21:54 |
|
Cojawfee posted:Have they announced what positional tracking it will use? I think it will be best to wait for a bigger name to come out with an eye tracking headset. "IR-based tracking" with a camera (possibly sold separately), so it's going to be roughly equivalent to constellation. Probably proprietary rather than constellation itself, since you'd expect one or the other of FOVE or Oculus would announce it if it were.
|
# ? Nov 2, 2016 21:58 |
|
Cojawfee posted:Have they announced what positional tracking it will use? I think it will be best to wait for a bigger name to come out with an eye tracking headset. HerpicleOmnicron5 posted:70 FPS is not a deal breaker. Honestly, 30 FPS isn't a deal breaker. What is a deal breaker for VR is a fluctuating framerate and while I don't understand the term at all, frame pacing is also important(?). So long as there is consistency it should be more or less fine. Personally I'd like to be able to cap certain performance intensive games to 60 rather than 90, since (to me at least) static 60 and static 90 are indistinguishable, but jolts from 90 to 70 definitely are even though I never drop below 60.
|
# ? Nov 2, 2016 22:02 |
|
HerpicleOmnicron5 posted:70 FPS is not a deal breaker. Honestly, 30 FPS isn't a deal breaker. What is a deal breaker for VR is a fluctuating framerate and while I don't understand the term at all, frame pacing is also important(?). So long as there is consistency it should be more or less fine. Personally I'd like to be able to cap certain performance intensive games to 60 rather than 90, since (to me at least) static 60 and static 90 are indistinguishable, but jolts from 90 to 70 definitely are even though I never drop below 60. SteamVR by default only renders at 90 or 45 FPS, so I don't know what you're talking about. There is also an option to force 45 FPS. It's when a game starts missing frames at 45 FPS that things really go to poo poo.
|
# ? Nov 2, 2016 22:12 |
|
Yeah, and running it at 45hz feels baaaad, and that's with reprojection
|
# ? Nov 2, 2016 22:14 |
|
homeless snail posted:There is a huge loving difference between 30 on a monitor and 30 in a HMD. GearVR is 60 and the DK2 was 75 and that area is probably the threshold of comfortable VR for most people (with good screens), but the difference between that and 90hz in a Rift/Vive is dramatic and obvious. I really don't see it. I don't see differences in FPS at all unless it's side to side or it's varying. Didn't even know Steam VR only did 90 or 45, that's kinda weird. ChickenArise posted:On which headset, with which options? With reprojection on the Vive, going from 90 > 70 bumps you into reprojected-45fps iirc. I use the Vive with reprojection, usually don't have a problem with it until the framerate dips horribly. Is there a button to just say "stick to 45" for more intensive games like DCS World?
|
# ? Nov 2, 2016 22:17 |
|
Do you have an Nvidia GPU? If so, install the SteamVR beta and turn on asynchronous reprojection. This will improve your DCS experience immensely.
|
# ? Nov 2, 2016 22:20 |
|
HerpicleOmnicron5 posted:I use the Vive with reprojection, usually don't have a problem with it until the framerate dips horribly. Is there a button to just say "stick to 45" for more intensive games like DCS World?
|
# ? Nov 2, 2016 22:22 |
|
BMan posted:Do you have an Nvidia GPU? If so, install the SteamVR beta and turn on asynchronous reprojection. This will improve your DCS experience immensely. Should I turn off the other forms of reprojection, or just turn everything on then?
|
# ? Nov 2, 2016 22:23 |
|
I expect FOVEs biggest impact in the industry to be in the cinema and arcade space and proving that eye tracking is a necessity for future HMDs. The headset that I got to try at SIGGRAPH recently was really slick, and performance felt quite good. The eye tracking is astonishingly fast and with foveated rendering will make for a much better experience. NVIDIA was also showing off their eye tracking and foveated rendering so I really wouldn't be surprised to see those show up in the next major VIVE and RIFT SKUs.
|
# ? Nov 2, 2016 22:24 |
|
HerpicleOmnicron5 posted:Should I turn off the other forms of reprojection, or just turn everything on then? I'll just quote the thing from the valve post: quote:* Notes on async reprojection:
|
# ? Nov 2, 2016 22:37 |
|
Gearman posted:NVIDIA was also showing off their eye tracking and foveated rendering so I really wouldn't be surprised to see those show up in the next major VIVE and RIFT SKUs. They are already working on it. Or at least oculus is.
|
# ? Nov 2, 2016 23:19 |
|
I'm sure Valve is looking into it as well. I would be entirely unsurprised if it was a feature of the second generation Rift/Vive (along with higher res screens).
|
# ? Nov 3, 2016 03:28 |
|
Guys, Obduction is the tits. Tops Chronos as my #1 game by a decent margin.
|
# ? Nov 4, 2016 00:37 |
|
Obduction is pretty good. It isn't the best performing game, though. If you have a GTX 970, prepare for poo poo textures and horrible pop-in. They claim you need a GTX 980 and 16 GB of RAM because they are pushing visual fidelity to its limits, but I've seen much better looking games in VR that play perfect on my GTX 970. Also, I had originally tried it while standing up with the Oculus Remote and using classic Myst style teleporting, but the teleportation node system is horribly designed. You have to kind of look all over to find possible nodes to teleport to, and often times you will get stuck in a node that doesn't link to anything else. And many times you will run into situations where you are trying to walk down a path, but there is no node, but then you realize that the node that links into the path is actually literally two feet away from you. So yeah, I gave up with that and now I just sit and free-walk with the Xbox controller. Nalin fucked around with this message at 01:03 on Nov 4, 2016 |
# ? Nov 4, 2016 01:01 |
|
Nalin posted:Obduction is pretty good. It isn't the best performing game, though. If you have a GTX 970, prepare for poo poo textures and horrible pop-in. They claim you need a GTX 980 and 16 GB of RAM because they are pushing visual fidelity to its limits, but I've seen much better looking games in VR that play perfect on my GTX 970. The remote should snap turn you to teleportation nodes if you have free movement turned off, does it not work for you? As an aside, they announced they have already implemented smooth rotation and are just waiting for it to pass certification, so I'm gonna wait until that's out. I HATE snap turning. Nothing takes me out of a game more than teleporting all over the place and having my view snap to some preset degrees. somethingawful bf fucked around with this message at 01:17 on Nov 4, 2016 |
# ? Nov 4, 2016 01:14 |
|
Poetic Justice posted:The remote should snap turn you to teleportation nodes if you have free movement turned off, does it not work for you? I didn't know that it made you face the nearest node. I would mainly just turn my whole body around to try to find the nodes and only use the turn when I wanted to re-align myself to avoid getting tangled in the cord.
|
# ? Nov 4, 2016 01:38 |
|
I bought Floor Plan for Gear VR a couple of weeks ago while it was on sale for $3.00 or so, and I can say that it's a very enjoyable experience that works around the current locomotion issues of VR in a clever way. Think Elevator: Source for Garry's Mod, but with an actual goal. I got about an hour's worth out of it, which was just about right for what I paid. No real replay value, aside from something to demo to friends, so the $7.00 normal price may be a little high (I feel as though $4.99 would be just right).
|
# ? Nov 4, 2016 02:43 |
|
Floor plan is really good. But you can only play it once. I'm going to pick up obduction when I get back.
|
# ? Nov 4, 2016 04:01 |
|
I like the look of Obduction but I'm probably going to wait until they add motion controls.
|
# ? Nov 4, 2016 04:31 |
|
Nalin posted:
Yeah I'm on a 980 and the performance isn't steller, but ASW definitely helps. I switched off that node teleport really quick and stand using the oculus remote and free move. Works well!
|
# ? Nov 4, 2016 05:12 |
|
SwissCM posted:I like the look of Obduction but I'm probably going to wait until they add motion controls. I wouldn't count on this happening.
|
# ? Nov 4, 2016 05:29 |
|
Claes Oldenburger posted:Yeah I'm on a 980 and the performance isn't steller, but ASW definitely helps. I switched off that node teleport really quick and stand using the oculus remote and free move. Works well! I had tried that briefly, but I kept wanted to lean into my movement and I was getting off-balance, so I had to sit down. I can do free movement perfectly fine sitting down, but not while standing.
|
# ? Nov 4, 2016 06:24 |
|
Fleedar posted:I wouldn't count on this happening. Why is that? Last I heard it was a planned feature.
|
# ? Nov 4, 2016 06:41 |
|
SwissCM posted:Why is that? Last I heard it was a planned feature.
|
# ? Nov 4, 2016 10:46 |
|
So the futuremark people finally released their VRmark test https://www.futuremark.com/benchmarks/vrmark. Download today and get your free
|
# ? Nov 4, 2016 11:07 |
|
Obduction pushed out a hotfix to allow smooth thumbstick rotation. To enable it, make sure it's updated andposted:
|
# ? Nov 4, 2016 23:14 |
|
|
# ? May 25, 2024 14:06 |
|
PC gaming never changes.
|
# ? Nov 6, 2016 00:48 |