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Ludicrous Gibs! posted:Thanks for the recommendations, all. If you like that kind of VR perspective, and tower defense games, Defense Grid 2 is worth getting. {edit] Regarding Chronos, I got up to the forest village area recently, and the argument that the game would be the same if it was a regular 2D game just doesn't hold true. The environments are wonderful in VR, and the combination of fixed camera angles and area lighting make the atmosphere perfectly creepy. Gabby_Jay fucked around with this message at 15:10 on Dec 15, 2016 |
# ? Dec 15, 2016 09:57 |
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# ? May 26, 2024 21:13 |
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Ludicrous Gibs! posted:Thanks for the recommendations, all. Also do spend some time in Farlands - the characters are very dorky but the environments and creatures are top-notch, with tons of cool easter eggs to discover. I also enjoyed Fated as a kind of interactive game-movie thing.
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# ? Dec 15, 2016 13:18 |
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Anyone have any thoughts on Trickster VR or Vanishing Realms? Looking for something that's not a wave based shooter. Both of those seem to have a little meat to them. Edit: Also looking for that little Tribes style skiing demo but I can't think of the name. DrBox fucked around with this message at 17:37 on Dec 15, 2016 |
# ? Dec 15, 2016 17:35 |
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DrBox posted:Anyone have any thoughts on Trickster VR or Vanishing Realms? Looking for something that's not a wave based shooter. Both of those seem to have a little meat to them. Vaniahing Realms part 1 is amazing (if totally populated by Unity Store assets, but whatever). Everything after the first boss is just filler, though. However, the good parts are one of those VR experiences that people play and suddenly "get" VR.
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# ? Dec 15, 2016 19:33 |
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rage-saq posted:I've seen a bit from these guys and noticed they had a bunch of different options. Can you link the one you used? Been thinking about their memory foam one Its on their store page as a set.
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# ? Dec 15, 2016 19:58 |
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Pool Nation just updated to SportsbarVR on Steam.
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# ? Dec 15, 2016 21:45 |
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Its also on sale for like 5 bucks off.
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# ? Dec 15, 2016 22:12 |
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Touch controls showed up today. Only room I have with high ceilings has a Christmas tree setup in it. LED Christmas lights are probably hell on tracking.
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# ? Dec 15, 2016 22:44 |
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I don't think christmas tree LEDs produce enough IR light to bother the touch cameras. Even if they do pick them up, they won't be blinking at the right rate to be considered part of a rift or touch controller.
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# ? Dec 15, 2016 22:53 |
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Man, Vivecraft is so much more immersive than Minecraft on the GearVR, for some reason. The keyboard+mouse movement scheme for seated mode made even my VR-seasoned stomach lurch a bit, though.
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# ? Dec 15, 2016 23:10 |
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Complete and total novice to this VR thing and I haven't been able to find anything on most forums, so here's my question: I have a google pixel. Is there a reason to get the Daydream View over your average third party headset that costs a third of the price?
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# ? Dec 15, 2016 23:36 |
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joepinetree posted:Complete and total novice to this VR thing and I haven't been able to find anything on most forums, so here's my question: It looks stylish and the controller is used a lot for daydream games.
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# ? Dec 15, 2016 23:56 |
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If any of you guys have a Rift and a Vive and Pool Nation/SportsBar on Steam, would you mind checking if the Steam version uses the Oculus SDK? I've asked around on reddit and the Steam forums and haven't gotten a response from anyone yet, and I want to get this, but I would prefer native Rift support.
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# ? Dec 15, 2016 23:59 |
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Poetic Justice posted:If any of you guys have a Rift and a Vive and Pool Nation/SportsBar on Steam, would you mind checking if the Steam version uses the Oculus SDK? I've asked around on reddit and the Steam forums and haven't gotten a response from anyone yet, and I want to get this, but I would prefer native Rift support. I would PM one of the devs. https://www.reddit.com/user/PerilousOrbit
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# ? Dec 16, 2016 00:04 |
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Cojawfee posted:I don't think christmas tree LEDs produce enough IR light to bother the touch cameras. Even if they do pick them up, they won't be blinking at the right rate to be considered part of a rift or touch controller. We're going to find out because my basement is too low. I punched the ceiling already. Wife took the kids swimming so while she's gone I'm going to redecorate.
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# ? Dec 16, 2016 00:14 |
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JoeMB posted:I would PM one of the devs. https://www.reddit.com/user/PerilousOrbit Good idea, thanks. I just did and I'll let you guys know if he responds.
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# ? Dec 16, 2016 00:16 |
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I just launched it and it opened SteamVR, so I'm guessing it's running in that.
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# ? Dec 16, 2016 00:46 |
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Hoping to get a demo of the Oculus standalone Rift today!
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# ? Dec 16, 2016 00:47 |
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Subjunctive posted:Hoping to get a demo of the Oculus standalone Rift today! the whaaat?
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# ? Dec 16, 2016 00:49 |
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Bhodi posted:the whaaat? The one Zuck demoed a little while back. Self-contained, no PC, still prototype.
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# ? Dec 16, 2016 00:50 |
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Cojawfee posted:I just launched it and it opened SteamVR, so I'm guessing it's running in that. Appreciate it, thanks for checking. That makes it the second game that is sold on both Home and Steam that for whatever reason doesn't use native Oculus support on Steam. The other being Arizona Sunshine. Strange
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# ? Dec 16, 2016 00:50 |
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Poetic Justice posted:Appreciate it, thanks for checking. That makes it the second game that is sold on both Home and Steam that for whatever reason doesn't use native Oculus support on Steam. The other being Arizona Sunshine. Strange Are they the same build, or do they build for each store?
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# ? Dec 16, 2016 00:53 |
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Subjunctive posted:Are they the same build, or do they build for each store? I have no idea. I just know that before these two games, other games that were on both stores would offer an "Oculus Rift in Other VR mode" option when you started it up that used the native Oculus SDK.
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# ? Dec 16, 2016 00:56 |
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Subjunctive posted:Are they the same build, or do they build for each store? There has to be two separate builds. One build for the Oculus store which won't have any SteamVR support and then another with SteamVR support and possibly Oculus support as well. It seems like many developers are keeping them separate as people who own a Vive and a Rift is a very small niche in an already small niche. People who own a Rift are expected to buy their games on the Oculus store and people who own a Vive are expected to buy games on Steam, which sucks.
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# ? Dec 16, 2016 01:09 |
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Subjunctive posted:The one Zuck demoed a little while back. Self-contained, no PC, still prototype. I hope that's at least a year out, or I'm gonna feel pretty stupid having just dropped $600 on a CV1.
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# ? Dec 16, 2016 01:30 |
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Ludicrous Gibs! posted:I hope that's at least a year out, or I'm gonna feel pretty stupid having just dropped $600 on a CV1. Let's be honest, we should all feel a little bit stupid for buying into first generation no matter what
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# ? Dec 16, 2016 01:37 |
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I'd already had a good PC so as long as the specs aren't stupendously better (and they will be, at some point) then I'm fine with having this dumb thing. Just get me an Alien game, for christ's sake
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# ? Dec 16, 2016 01:42 |
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Ludicrous Gibs! posted:I hope that's at least a year out, or I'm gonna feel pretty stupid having just dropped $600 on a CV1. It doesn't run off the pc so it won't be as powerful, plus I'm pretty sure it's an addon for the rift.
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# ? Dec 16, 2016 01:42 |
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Got my extra rift cameras in today. I'm having an issue where I'm losing cameras during guardian setup. I have to admit, the more I play with these things the more I think the Vive got tracking tech right, even if the headset has to be a little larger.
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# ? Dec 16, 2016 01:43 |
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Poetic Justice posted:Appreciate it, thanks for checking. That makes it the second game that is sold on both Home and Steam that for whatever reason doesn't use native Oculus support on Steam. The other being Arizona Sunshine. Strange If a user has chosen to start a game on Steam rather than Oculus Home that's a good sign that they prefer to use the Steam ecosystem, so they would want and expect to be able to bring up the SteamVR overlay. Putting in some mechanism for the user to choose an API is an option, but at that point the developer is doing work for something that perhaps a dozen users care about.
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# ? Dec 16, 2016 01:54 |
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NRVNQSR posted:If a user has chosen to start a game on Steam rather than Oculus Home that's a good sign that they prefer to use the Steam ecosystem, so they would want and expect to be able to bring up the SteamVR overlay. It makes sense to deploy a single executable across multiple platforms for a whole bunch of reasons, one of which is cutting down on extra work. There are games that have both native OVR and SteamVR support in the same executable already and the mechanism to choose between them is built into the Steam platform itself. It's probably a good idea for developers to do this.
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# ? Dec 16, 2016 02:04 |
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Ciaphas posted:Let's be honest, we should all feel a little bit stupid for buying into first generation no matter what Oh, sure, that's pretty much a given. In a few years when you can get an all-in-one VR headset with foveated rendering, inside out tracking, and facial mapping for $400, the CV1 and Vive are going to look like the Atari 2600 did when the NES came out. Although, given how good this 1st generation stuff is, if what we're seeing right now is equivalent of late-70s gaming, holy poo poo are we in for a wild ride. (Just hope we can skip the crash)
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# ? Dec 16, 2016 02:06 |
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Ludicrous Gibs! posted:Oh, sure, that's pretty much a given. In a few years when you can get an all-in-one VR headset with foveated rendering, inside out tracking, and facial mapping for $400, the CV1 and Vive are going to look like the Atari 2600 did when the NES came out. Although, given how good this 1st generation stuff is, if what we're seeing right now is equivalent of late-70s gaming, holy poo poo are we in for a wild ride. Yeah buddy. Glimpses is what VR is right now. The VCR or Nintendo or iPhone equivalent hasn't hit yet.
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# ? Dec 16, 2016 02:09 |
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SwissCM posted:It makes sense to deploy a single executable across multiple platforms for a whole bunch of reasons, one of which is cutting down on extra work. It would be wonderful if this were possible. Unfortunately, unless a developer is able and willing to release a DRM-free version on all of those platforms then separate executables are already needed because the platform integration libraries generally can't coexist.
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# ? Dec 16, 2016 02:15 |
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NRVNQSR posted:If a user has chosen to start a game on Steam rather than Oculus Home that's a good sign that they prefer to use the Steam ecosystem, so they would want and expect to be able to bring up the SteamVR overlay. I haven't released a game on steam so I don't know the exact details, but there is already a mechanism for launching a game in desktop mode, SteamVR, or Oculus.
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# ? Dec 16, 2016 02:23 |
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Not a ton of content for the headset, but it was as comfortable as a CV1, and not having to worry about cables when moving around was great. I didn't have any controllers, so I don't know how that tracking would work. Tracking was excellent as far as I could tell, and I was trying to break it. Definitely nowhere near the capabilities of a full PC, so no photorealism, but it's amazing to me that you can have smooth VR on a headset powered by a battery pack the size of two AAs. If they hit their price target a lot of people are going to be joining the VR family.
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# ? Dec 16, 2016 02:26 |
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BabelFish posted:Got my extra rift cameras in today. I'm having an issue where I'm losing cameras during guardian setup. Though in terms of an actual product decision I think it depends on if just the two desk sensor setup is actually what most normal people want. For what WE want - super nerds willing to shell out thousands of dollars and clear out space in our home - the lighthouse tech is probably better.
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# ? Dec 16, 2016 02:28 |
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Subjunctive posted:Not a ton of content for the headset, but it was as comfortable as a CV1, and not having to worry about cables when moving around was great. I didn't have any controllers, so I don't know how that tracking would work. Tracking was excellent as far as I could tell, and I was trying to break it. Can you say what kind of experience it was? Was it just watching an interactive VR video or something? I'm wondering what could be done with no controllers.
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# ? Dec 16, 2016 02:34 |
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Cojawfee posted:Can you say what kind of experience it was? Was it just watching an interactive VR video or something? I'm wondering what could be done with no controllers. It was like the CV1 demo reel, walking around constructed spaces (Papertown, if you saw that). Early days, mostly showing what the hardware can do on its own. A Gear VR touchpad is likely not too hard to do, but my money is on them getting Touch going. It doesn't use Constellation, so the tracking model would need to be rebuilt.
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# ? Dec 16, 2016 02:38 |
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# ? May 26, 2024 21:13 |
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Tracked controllers on inside-out tracked VR setups is going to be a reeeeeaaall problem.
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# ? Dec 16, 2016 02:51 |