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Ok, about 22 minutes into windlands and I needed a break. People weren't kidding about having to get used to non-teleport movement in VR.
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# ? Mar 3, 2017 03:20 |
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# ? May 25, 2024 02:21 |
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Any thoughts on I Expect You To Die?
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# ? Mar 3, 2017 03:40 |
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UploadVR had a youtube interview with an LG upper management guy who made it sound like that headset is a still a pretty early prototype. They're going to push the screen and size way more than what they've got now. I'm tempted to get another touch instead of just a camera, backup controllers for 40$ more.
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# ? Mar 3, 2017 04:14 |
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Ciaphas posted:Any thoughts on I Expect You To Die? I love it, has a fun vibe. Speaking of I need to finish that...
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# ? Mar 3, 2017 04:23 |
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Ciaphas posted:Any thoughts on I Expect You To Die? It's kind of short but very good.
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# ? Mar 3, 2017 04:45 |
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I should have kept my mouth shut about Job Simulator being overrated and having no gameplay on the Vive reddit forum. I got downvoted so hard that now I have a low karma account that can't post new threads.
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# ? Mar 3, 2017 10:13 |
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Sounds like they did you a favor.
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# ? Mar 3, 2017 10:15 |
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I think Job Simulator is an amazing bundle game and I hate that it didn't come with my Vive. But it's not a game I wanna spend more than a few bucks on since it has no replay value and is fairly short. The amount of things to discover really shows a great side of VR though.
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# ? Mar 3, 2017 10:24 |
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Great game for playing with friends or demonstrating VR. One player participates and the rest sit on the couch and shout ideas on what to mess around with.
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# ? Mar 3, 2017 10:32 |
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It's a neat thing to put people who are new to VR into for a few minutes to get a feel for things before moving to something more complex. It makes for a good pack-in, but I wouldn't pay money for it. Particularly not on the Oculus side where First Contact basically serves the same purpose. E: I find the actual game part of it to be rather uninteresting once the novelty wears off, and while I appreciate the aesthetic they're going for, the humor ends up falling flat for me most of the time. Helter Skelter fucked around with this message at 10:55 on Mar 3, 2017 |
# ? Mar 3, 2017 10:51 |
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# ? Mar 3, 2017 12:12 |
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Is there any alternative source for the wide nose rest? I don't need 3, and I definitely need none for the cheap price of € 36,48 (Shipping is the same as for the Vive)
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# ? Mar 3, 2017 12:20 |
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Robo Recall solves the question of "What reload system works best in an action game?" by giving you infinite new york reloads so you can just pull out an endless stream of guns like some sort of ballistic magician. Defeat enemies by throwing guns at them! Easily one of the most fun and polished shooters currently out. I love how good everything feels and being able to tear robots apart by hand is brutal. I especially like holding them down on the floor and shooting them in the face point blank oh god I'm a horrible person please stop me
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# ? Mar 3, 2017 14:34 |
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Yeah, the Dead and Buried reload style I don't love because without the weight transfer of a barrel it's tough to know if you've actually done it correctly. This is foolproof. Still having framerate issues. I wonder if it's CPU heavy, I've got a 1070 but also only an old i7 3770.
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# ? Mar 3, 2017 15:08 |
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Songbearer posted:Robo Recall solves the question of "What reload system works best in an action game?" by giving you infinite new york reloads so you can just pull out an endless stream of guns like some sort of ballistic magician. Defeat enemies by throwing guns at them! Fun fact: throwing guns at enemies will also reload them! Bouncing an empty shotgun off the dome of a bot, grabbing it out of the air, and promptly shooting the bot in the face as it's getting up is very satisfying.
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# ? Mar 3, 2017 16:27 |
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Is there a way to test out the mechanics in Pavlov without bots?
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# ? Mar 3, 2017 17:12 |
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Songbearer posted:Robo Recall solves the question of "What reload system works best in an action game?" by giving you infinite new york reloads so you can just pull out an endless stream of guns like some sort of ballistic magician. Defeat enemies by throwing guns at them! It was absolutely brilliant giving you back-mounted heavy weapons in addition to hip-holster pistols. "Let me just reach over my shoulder... say hello to my little friends!" Also did you know that throwing a gun at any enemy reloads it? At early levels, some robots have weapons you don't have yet with blinged-out accessories. You can rip a robots arm off, take his gun, and go around the level bouncing that same gun off everyone's face to keep using it.
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# ? Mar 3, 2017 17:17 |
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SEKCobra posted:Is there any alternative source for the wide nose rest? I don't need 3, and I definitely need none for the cheap price of € 36,48 (Shipping is the same as for the Vive) How is your vive controller doing? The haptics died on one of my controllers and the touchpad button doesn't click in the 2 to 3 o clock position anymore so I am dealing with Vive to RMA it.
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# ? Mar 3, 2017 17:45 |
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LG vr articles up. Sounds improved in most ways over Rift/Vive but not by much (except price). Slightly crisper, brighter image, slightly larger fov, maybe less lens blur etc. End of 2017 release though.
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# ? Mar 3, 2017 18:06 |
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iceaim posted:How is your vive controller doing? The haptics died on one of my controllers and the touchpad button doesn't click in the 2 to 3 o clock position anymore so I am dealing with Vive to RMA it. Just a scratch of permanent damage, but we'll see after this weekend.
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# ? Mar 3, 2017 18:32 |
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Tested vid: https://www.youtube.com/watch?v=re7QgkoQ5Rc Boy would I love a pop-up feature on the Rift.
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# ? Mar 3, 2017 18:32 |
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HerpicleOmnicron5 posted:Robo Recall is free to all Vive and Rift users via the Epic games launcher. Just click Modding and then click Robo Recall. Instructions here. I knew their model was a bit weird on Oculus Home. I think I read you only get the first level this way, any other levels boot you back to the start.
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# ? Mar 3, 2017 19:07 |
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When someone makes a mod to fix teleport facing in robo recall, please post it here immediately.
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# ? Mar 3, 2017 19:33 |
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Bhodi posted:When someone makes a mod to fix teleport facing in robo recall, please post it here immediately. https://www.reddit.com/r/oculus/comments/5x460g/robo_recall_360_teleportation_mod_now_available/ EDIT: By using mods, you don't make any progression in the game. It also disables the leaderboard. Just FYI.
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# ? Mar 3, 2017 19:40 |
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Songbearer posted:Robo Recall solves the question of "What reload system works best in an action game?" by giving you infinite new york reloads so you can just pull out an endless stream of guns like some sort of ballistic magician. Defeat enemies by throwing guns at them! Borderlands VR When?
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# ? Mar 4, 2017 15:31 |
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Alpha Phoenix posted:Borderlands VR When? From Other Suns seems to give off a major borderlands vibe. Really looking forward to that one.
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# ? Mar 4, 2017 17:47 |
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So the Microsoft headsets with inside out tracking, have a 90hz 1440x1440 panel per eye By the time Christmas rolls around, Vive and Rift will be the lowest resolution displays on the market at 1080x1200. I guess the big difference is that they're using LCD rather than OLED. Which is odd, as OLED panels are cheaper than LCD at that size. I'm curious if the extra ~400x200 resolution will allow for reading text more regularly, especially with super sampling.
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# ? Mar 4, 2017 18:37 |
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LCD kinda makes sense when you consider that OLED continues to have issues with black crushing/smearing. When the alternative is to lose a bit of contrast by always keeping the pixels just a little bit lit up (as HTC/Valve and Oculus chose to do), or to lose a maybe a bit more contrast while saving a bunch of money elsewhere (like optics) by switching to LCD, you can see why they might choose to go with LCD.
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# ? Mar 4, 2017 21:06 |
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Don't LCDs have terrible response times which makes them bad for VR? I don't think you can even do low persistence with LCDs.
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# ? Mar 4, 2017 21:35 |
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The lg guy on tested said they might go for higher res panels than the ones at GDC. It surely cant be that long, now the 1080tis on its way, before 1080/1440p per eye is feasible
Surprise Giraffe fucked around with this message at 13:13 on Mar 5, 2017 |
# ? Mar 4, 2017 21:53 |
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Also worth mentioning that the panels were going in to developer units, it's possible that they're doing LCD now, and will switch to OLED if they can meet a specific price/quality point for the consumer version. Although low latency LCD is available and they have not once mentioned OLED in their announcements. I'm curious to see what a consumer $300 VR headset looks like come November. The reviews didn't really say anything negative, just that they weren't OLED. My standards bar for inside out tracking + $300 headset is much lower than $700 lighthouse tracking with wands.
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# ? Mar 5, 2017 00:42 |
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I would much rather have wireless than higher resolution. Both would be nice too, of course.
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# ? Mar 5, 2017 00:58 |
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It depends on the wireless battery time. Gotta be 3 hours or more before I even consider it viable and until they breach that time I'll always take higher resolutions. Isn't the TPCast wireless Vive attachment rated at 2.5 hours? It's close enough for me but not at that price.
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# ? Mar 5, 2017 01:02 |
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I would think they would be able to get several hours out of a battery. The headset itself won't be doing any graphics stuff, it just displays what is being streamed from the computer.
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# ? Mar 5, 2017 01:50 |
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As long as you can hotswap the battery indefinitely it could last an hour for all I care.
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# ? Mar 5, 2017 02:42 |
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Just finished Dead Secret. I liked it. The addition of VR elevated it a bit above a standard point and click and it didn't rely on moon logic for the puzzles. It is a bit short though.
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# ? Mar 5, 2017 02:44 |
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The wireless units are all USB-C PD (power delivery) as power delivery gives them the wattage needed across an open standard; USB-C PD batteries are widely available, Anker makes some fantastic ones for under $60 that ought to power any wireless headset for 3-5 hours, if not more. This was a solved product before wireless VR was a thing. Higher resolution is important for anyone who needs to view text for long periods of time. As Unreal and Unity get in-VR dev environments, being able to dev your games full time in VR is going to be important, not to mention office productivity and whatever else uses small to medium font rendering (web browsing, writing code, social media, etc). Rock solid 90hz is the first bar to clear; the second bar is sharp enough image that you can comfortably read text without a crutch. It's sounding like somewhere between 1440p and 2K is the sweet spot for that.
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# ? Mar 5, 2017 03:49 |
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Played a while further into Solus Project and good lord does that game get cree-eeepy.
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# ? Mar 5, 2017 04:14 |
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So I finally tried a couple matches in Onward yesterday. Holy. poo poo. It genuinely felt like (a prototype for) the 'killer app' to me. There's such a rush involved - in every single match I had at least one 'holy poo poo' moment. Even just the act of coordinating tactical moves with team mates feels fun and great too. Granted I played a bit of OFP/ARMA back in the day so I already liked my milsims but yeah. The people who do a lot of paintballing IRL would go bananas if they knew this existed.GlyphGryph posted:I would much rather have wireless than higher resolution. So with greater resolution the HMD could in theory be used as a solution for everything you could do on a PC - but with whatever productivity enhancements you can have through using a virtual environment (for the research part of my with, I would really love a virtual Windows work environment where I can position multiple legal docs around me in space and manipulate them at will). More resolution would also open up new gameplay or at least enhance current gameplay - being able to read normal-sized text for example, or see distant things better (this latter especially in games like Onward). Finally and potentially most importantly, it should increase the immersion/Presence factor (although I think increasing the FOV is probably the key for this one). Wireless on the other hand would be nice, but I can't see how it would enable more functionality. Even in games where I move a lot, I've only very very rarely had the cable be a problem. If you have a crazy large space then I guess it'll enable use of that but then it's not like there's much software out there which is built for such spaces right?
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# ? Mar 5, 2017 12:26 |
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# ? May 25, 2024 02:21 |
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I wouldn't mind resolution staying or being similar for a bit longer if it means wireless gets ironed out better/quicker, but I'd much prefer better rgb panels make their way in then, pentile is mega trash at this distance, making the display seem worse. Alternatively, foveated rendering should also technically be a way to reduce bandwidth requirements by a lot? Since you're sending half as many pixels as normally, as long as the protocol does something with that information there's your bandwidth savings and ability to stay wireless.
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# ? Mar 5, 2017 13:52 |