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SolidSnakesBandana posted:Where does the Lenovo Explorer fit in all this as far as quality goes? This is my first attempt at VR and I'm pretty happy with it, so I imagine basically any other device would feel like an upgrade? Looks like Lenovo Explorer is an LCD headset with a similar resolution to the Rift S (actually slightly higher), so probably a pretty comparable display to the Rift S, somewhat worse than the Index. Also the Rift S is actually a partnership with Lenovo, so you'd probably find those headsets fairly similar. The weaknesses of the WMR line are commonly held to be tracking and controllers, so if you upgraded to either you'd probably mostly notice improvements in those areas.
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# ? May 10, 2019 17:44 |
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# ? May 18, 2024 23:55 |
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Bremen posted:Looks like Lenovo Explorer is an LCD headset with a similar resolution to the Rift S (actually slightly higher), so probably a pretty comparable display to the Rift S, somewhat worse than the Index. Also the Rift S is actually a partnership with Lenovo, so you'd probably find those headsets fairly similar. When you say "display" you just mean resolution. The optics are gonna be so much better on the S that visually I don't think it's gonna be close.
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# ? May 10, 2019 17:53 |
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Bremen posted:The weaknesses of the WMR line are commonly held to be tracking and controllers, so if you upgraded to either you'd probably mostly notice improvements in those areas. Hmmm, well I have no issues with tracking and the controllers appear to be the best motion controllers since they have thumbsticks. Certainly better than the Vive touchpads.
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# ? May 10, 2019 18:03 |
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Ciaphas posted:Thanks for the light stand suggestion, I'll look around for a pair in town today. Yea I got a pair of them for like $14 and the camera screw on ball mounts for the tops for like another $2 all on Amazon. Have served me really well. As for the Rift S. Sure it probably would be being it is going to have an improved optics vs the OG Vive, Audio as others are saying is a mixed bag. The CV1's has been great, I even have the replacement earbuds for mine I have yet to use since I haven't really found a need to. Also while the Deluxe Audio Strap for the Vive is great for audio sort of, I can't say the audio from it is better than the Rift CV1's in any way. Doesn't seam as clear/crisp/bassy as the Rift's but it is definitely a upgrade for getting it on/off your head and resizing for other heads. I'd say the upgrade path from the Vive is the Index, but if you are wanting to just leave all the Tracking stuff out of it, then yes the Rift S looks like the PC solution for that that supports both Oculus and SteamVR/WMR content. If you go with a WMR headset, well then you can somewhat hack Oculus onto it, but being not native, not everything works exactly as well. (I Was never able to get InDeath to work correctly with the Vive from the Oculus store, and had to get it on Steam to play wireless for instance).
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# ? May 10, 2019 18:14 |
SolidSnakesBandana posted:Hmmm, well I have no issues with tracking and the controllers appear to be the best motion controllers since they have thumbsticks. Certainly better than the Vive touchpads. The Oculus Touch controllers feel shitloads better than the WMRs, IMO.
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# ? May 10, 2019 18:33 |
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Some of the rift s reviews are not very serious, I read one where they basically said 'such and such feauture aren't bad, but they are better on Valve's Index'. Uhh yeah no poo poo, Index is more than twice as expensive, so I am not sure how is that useful information in a Rift S review.
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# ? May 10, 2019 18:53 |
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Ralith posted:Just buy Knuckles. Knuckles?
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# ? May 10, 2019 18:54 |
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Tip posted:This is basically how I've been feeling about the S. I really can't believe that after nailing the audio experience on the Rift they went for lovely sound pipes on both of their new headsets. It's the biggest gently caress you of the S. Lol, so apparently they work without any modification. https://twitter.com/RealityCheckVR/status/1126314792543707136 Still an idiotic choice to not include better audio for a desktop set and I'm hoping they put out an official solution like those with better cable management and drivers.
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# ? May 10, 2019 18:56 |
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Ciaphas posted:Knuckles? Valve Index Controllers The devkit versions were called knuckles. Lighthouse 2.0 so fully backwards compatible with first gen and 2nd gen lighthouse VR kits. Tracks individual fingers so you can "let go" of the controller and flip people off. I'm not sure how many existing games support them already but there's been a few where the devs put out videos over the past year or so showing how they work and even if you don't have tracked hands ingame they should "just work" as a replacement for vive wands. https://www.youtube.com/watch?v=PcCAlmYDpHE
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# ? May 10, 2019 20:01 |
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Verizian posted:Valve Index Controllers They also cost $280
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# ? May 10, 2019 20:13 |
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Lemming posted:They also cost $280 Well, they cost *you* $280. They cost Valve $2.80
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# ? May 10, 2019 20:33 |
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Are there many non-shooter coop VR games? Like stuff 2 people can play by themselves (not part of a larger online thing) and don't contain any shooting with firearms (bows, magic, etc okay).
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# ? May 10, 2019 20:48 |
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FuzzySlippers posted:Are there many non-shooter coop VR games? Like stuff 2 people can play by themselves (not part of a larger online thing) and don't contain any shooting with firearms (bows, magic, etc okay). Windlands 2 is co-op and is mostly about swinging around and shooting a bow. Rec Room you can always do a private group, and do some stuff like the quests. Star Trek bridge crew you could do 2 player, and just have AI do the other 2, though, thats a less than optimal experience. Along those lines theres iron wolf which is basically bridge crew, but on an old sub. Minecraft I suppose counts, but might not be the kind of thing you mean. This is one I thought I'd never suggest, but that Marvel Powers VR game is co-op, not shooty (unless you pick a character that just has guns), with a ton of superheroes to play as? The No Man's Sky VR update might fit that bill if its kind of what you're thinking of? I'm not sure if you can play that privately though. After that I start scratching my head at things that.... kiiiind of are a little less shootery? Like, From Other Suns you shoot and find guns, but you also have to control your ship, buy stuff, fight other space ships (its basically FTL), but you do shoot stuff on away missions. Its co-op though. Along those lines, maaaaaybe Stormlands, which is coming out this year and though it has guns, theres also other powers you have and its a lot of open world stuff thats co-op. I dunno, take away shooters, bigger online games and VR co-op play gets a little slimmer. Best bet off the bat though I would suggest is looking at windlands 2.
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# ? May 10, 2019 21:21 |
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FuzzySlippers posted:Are there many non-shooter coop VR games? Like stuff 2 people can play by themselves (not part of a larger online thing) and don't contain any shooting with firearms (bows, magic, etc okay). Keep talking and nobody explodes?
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# ? May 10, 2019 21:28 |
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FuzzySlippers posted:Are there many non-shooter coop VR games? Like stuff 2 people can play by themselves (not part of a larger online thing) and don't contain any shooting with firearms (bows, magic, etc okay). Climbey is a lot of fun as a co-op game. Easier to solve some of the more difficult custom maps when you have a helping hand.
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# ? May 10, 2019 21:41 |
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FuzzySlippers posted:Are there many non-shooter coop VR games? Like stuff 2 people can play by themselves (not part of a larger online thing) and don't contain any shooting with firearms (bows, magic, etc okay). I enjoy playing Cloudlands Mini Golf with my VR friends. I know its not technically co-op, but it has a co-op vibe. snowshovelboy fucked around with this message at 21:44 on May 10, 2019 |
# ? May 10, 2019 21:41 |
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So in Robo Recall you reach over your shoulder to grab a shotgun, does this still work with the Rift S? I don't know how it could, just curious because I want to buy one
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# ? May 10, 2019 21:42 |
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FuzzySlippers posted:Are there many non-shooter coop VR games? Like stuff 2 people can play by themselves (not part of a larger online thing) and don't contain any shooting with firearms (bows, magic, etc okay). IronWolf VR
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# ? May 10, 2019 21:45 |
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Over the shoulder grabs tend to be forgiving motions, even wmr headsets handle them without issue
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# ? May 10, 2019 21:48 |
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peter gabriel posted:So in Robo Recall you reach over your shoulder to grab a shotgun, does this still work with the Rift S? I don't know how it could, just curious because I want to buy one
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# ? May 10, 2019 21:48 |
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peter gabriel posted:So in Robo Recall you reach over your shoulder to grab a shotgun, does this still work with the Rift S? I don't know how it could, just curious because I want to buy one Yeah, it doesn't stop the second its out of range, the IMU carries it a bit, and for fast movements like that it should work just fine. Even if it does, it still know the buttons so if it was last back there, and you grab and pull forward it will snap once its in view of the cameras knowing you grabbed onto it while back there. At least thats how it all should work, and so far people seem really impressed how well it tracks in cases that are on the edge. Heck, it might not even be out of view. Unless you're reaching directly behind your head, the side cameras might still be seeing it right above your shoulder. Anyways, that kind of motion, grabbing stuff from behind you really shouldn't present a problem. If you're curious though, go check out a demo when they start doing them.
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# ? May 10, 2019 21:51 |
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11 days till the rift-s arrives. Really wish Oculus had a good release game for that date on PC.
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# ? May 10, 2019 21:54 |
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Thanks for the info guys, I'll order one next week I think
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# ? May 10, 2019 21:57 |
FuzzySlippers posted:Are there many non-shooter coop VR games? Like stuff 2 people can play by themselves (not part of a larger online thing) and don't contain any shooting with firearms (bows, magic, etc okay). For local co-op with one person in VR and one on the PC, there are several options: Diner Duo VR - VR player mans a burger grill station, screen player is the server. Carly and the Reaperman - Screen player plays a 3D platformer, VR player helps them by placing platforms and poo poo. We Were Here - VR and screen players are in separate rooms of a creepy mansion, and help each other solve puzzles based on separate hints and stuff they can see. KillHour posted:Keep talking and nobody explodes? I made a dead-on-arrival thread about this game! https://forums.somethingawful.com/showthread.php?threadid=3768528 It's still stupid amounts of fun, with or without VR.
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# ? May 10, 2019 22:09 |
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Did they ever add content to Marvel Powers United VR, or is it still just 100% shooting waves of identical enemies with different skins on identical levels with different skins?
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# ? May 10, 2019 22:13 |
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Some of those seem to fit the bill as I was meaning two people playing in VR. Not sure whether to try to sell my Rift quickly before its worth even less money or try to have two HMDs for a while and see if me and the wife play some VR together. She also has a gaming pc but she despises guns and multiplayer with strangers and most of what I see people talk about in VR multiplayer are those kinda games. It seems like there's a fair sprinkling of games she might be into though. Are there any multiplayer escape the room things? Or if there was something like Portal 2 coop but VR we'd probably play it for months.
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# ? May 10, 2019 22:46 |
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FuzzySlippers posted:Are there many non-shooter coop VR games? Like stuff 2 people can play by themselves (not part of a larger online thing) and don't contain any shooting with firearms (bows, magic, etc okay). Don't hit key but Minecraft has a nice VR port Flat Minecraft was always the favorite game for my gf and me, prolly real nice in VR for two people, too. Walk around & explore, build things.
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# ? May 10, 2019 23:17 |
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Zero VGS posted:Well, they cost *you* $280. They cost Valve $2.80 I know this was meant to be humorous, but I was pricing out the sensors for a project (the guy who designs and sells these things is a super cool, highly qualified guy, used to give lectures about lidar tracking etc some of it is on YouTube) in bulk the sensors are about $0.40 USD each. There's 87 sensors per device and you get two devices in a set. Sensors alone cost $70 plus shipping plus installation so there's at least one quarter of the retail price Then you have two batteries, $10 each, and central processing unit (???) and the casings, assembly plus the need to break even on everything (20% markup) I don't like the price either, but those sensors aren't exactly commodity hardware and they are possibly the single largest like item on the bill of materials. Compare to the Rift where they might have 60 x 2 $0.02 IR LEDS = $2.40 in tracking technology. Rift is definitely consumer grade technology. Also if anyone is curious how compatibility works with the lighthouses, it's specifically the sensors. The original sensors only work with the original beam pattern/frequency. The new sensors work with both the old and new pattern/frequencies.
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# ? May 11, 2019 00:19 |
Hadlock posted:I know this was meant to be humorous, but I was pricing out the sensors for a project (the guy who designs and sells these things is a super cool, highly qualified guy, used to give lectures about lidar tracking etc some of it is on YouTube) in bulk the sensors are about $0.40 USD each. There's 87 sensors per device and you get two devices in a set. It's crazy how expensive that analog silicon is compared to digital devices. The price per sensor is greater than what I would expect to pay for a low end arm micro.
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# ? May 11, 2019 03:00 |
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Hadlock posted:I know this was meant to be humorous, but I was pricing out the sensors for a project (the guy who designs and sells these things is a super cool, highly qualified guy, used to give lectures about lidar tracking etc some of it is on YouTube) in bulk the sensors are about $0.40 USD each. There's 87 sensors per device and you get two devices in a set. There are not 87 lighthouse sensors per device. There are 87 lighthouse sensors + buttons + touch sensors + finger tracking elements + force sensors + analog axes + IMU elements + ...
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# ? May 11, 2019 03:01 |
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Ralith posted:There are not 87 lighthouse sensors per device. There are 87 lighthouse sensors + buttons + touch sensors + finger tracking elements + force sensors + analog axes + IMU elements + ... There's still a lot of over-engineering in them for what they functionally need to do for most games. Given the price point they landed at, I'd like to see if someone could gut them down to an entry-level version that's "just" on par with Oculus Touch (but still with the touchpad on top of the thumbstick and buttons) and see how much of the price comes off. Out of curiosity, do the Knuckle buttons and thumbstick have the same sensors the Touch ones do? Couldn't find out one way or the other.
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# ? May 11, 2019 03:10 |
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Neddy Seagoon posted:Out of curiosity, do the Knuckle buttons and thumbstick have the same sensors the Touch ones do? Couldn't find out one way or the other.
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# ? May 11, 2019 03:19 |
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Shine posted:
I once played Stop Talking in a setup where we had a team of people with the manual in one room, the game running on a tablet in another and a couple of people with the diffuser who weren't allowed to see the screen whose job was to talk over the phone with the manual team. We literally recreated that scene from Starwars where C3PO couldn't tell if the screams coming over the comms were from success or failure after a particularly clutch last second morse code decryption. Game rules.
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# ? May 11, 2019 03:21 |
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homeless snail posted:They do, there isn't analog thumb tracking, just if it's touching a button or the stick or not. There isn’t really analog finger tracking. There’s a capacitive sensor that your fingers curl around that as you grip around it more and more it closes the finger. The same thing that could be achieved with an Oculus Touch grip button for each finger. The thumb has a thumb dent shaped thumbpad that’s a good resting point, a force button and also a full touchpad. The joystick doesn’t feel as good as the Oculus Touch but it’s an improvement over the garbage touchpads on the wands. Knuckles are good controllers but they are waaaaaaaaaaaay overhyped.
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# ? May 11, 2019 03:23 |
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Ralith posted:There are not 87 lighthouse sensors per device. There are 87 lighthouse sensors + buttons + touch sensors + finger tracking elements + force sensors + analog axes + IMU elements + ... The controller does not require 87 lighthouse sensors. Go count the sensors on a Vive headset. 87 per hand would be ridiculous. 87 sensors is counting everything. Straight from the index website: https://www.valvesoftware.com/en/index/controllers posted:Each controller uses 87 sensors to track hand position, finger position, motion, and pressure to determine user intent. All of these signals, combined with fine-tuned software and algorithms, give us a better understanding of how a player is holding and using the controllers.
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# ? May 11, 2019 03:56 |
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Tip posted:The controller does not require 87 lighthouse sensors. Go count the sensors on a Vive headset. 87 per hand would be ridiculous. 87 sensors is counting everything. Hold on there Robocop, your maths co-processor's escaped the equation. Let me push a fix for you; Ralith posted:There are not 87 lighthouse sensors per device. There are 87 (lighthouse sensors + buttons + touch sensors + finger tracking elements + force sensors + analog axes + IMU elements + ...) rage-saq posted:There isnt really analog finger tracking. Theres a capacitive sensor that your fingers curl around that as you grip around it more and more it closes the finger. The same thing that could be achieved with an Oculus Touch grip button for each finger. To be fair, Valve actually had a pretty sane use case for why they went nuts with touch sensors rather than just a row of grip buttons in that not everyone's hands are the same size. A cheaper version with buttons would still get like, I dunno, 75%+? of the viable market though. Sony sure seemed to think so with their patent, anyway.
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# ? May 11, 2019 04:01 |
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Neddy Seagoon posted:Hold on there Robocop, your maths co-processor's escaped the equation. Let me push a fix for you; It’s true, that many buttons would be insane, the capacitive sensor is definitely the way to go. I still would prefer an analog trigger like the Touch for actually grabbing in game though, I haven’t been able to adjust thresholds to get rid of the whole accidentally grabbing things just moving my hands around. I’ve talked to some devs who feel the same way and I’ve suggested making some game actions that would allow you to bind grab to squeeze which would cut down on accidental grabs 100%
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# ? May 11, 2019 04:17 |
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What added value do the new controllers represent, or is all the fancy tech in them effectively wasted? Articles don't mention the former, but I can't imagine the latter, either.
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# ? May 11, 2019 09:43 |
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Lord Stimperor posted:What added value do the new controllers represent, or is all the fancy tech in them effectively wasted? Articles don't mention the former, but I can't imagine the latter, either. Better experience of immersion because you're physically interacting with stuff and not just feel like you're holding a controller and pressing buttons the entire time. You also have a full range of natural hand gestures translating into VR, which is great for social interaction or just tacticool multiplayer gaming. Along with the means to virtually flip NPC's and other players off any time you please, and really isn't that worth the price alone?
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# ? May 11, 2019 09:47 |
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# ? May 18, 2024 23:55 |
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Neddy Seagoon posted:Better experience of immersion because you're physically interacting with stuff and not just feel like you're holding a controller and pressing buttons the entire time. You also have a full range of natural hand gestures translating into VR, which is great for social interaction or just tacticool multiplayer gaming. Along with the means to virtually flip NPC's and other players off any time you please, and really isn't that worth the price alone? This is overblown knuckles hype. You still feel like you are using a controller because you are. The primary modes of interaction with VR are 98% the same as Oculus Touch with a slightly slicker grip system. The finger pose system is about 35% natural compared to Touch being 5% natural. Gameplay elements will not be reliant on finger poses any time soon because it would be a very poor control system and they will almost entirely stay the same as what the Touch does now. 95% of its use is social interactions which count for a lot. It does increase your immersion a bit though.
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# ? May 11, 2019 10:14 |