|
TremorX posted:Is the software adjustment that bad? Mine is 61 so I figured it would be OK. I'm starting to lean towards the Quest, though, since I know my kids are gonna want to play BeatSaber and Superhot when I'm not racing with it. That said, what is up with stock right now? Are people really that hyped for Alyx that they're snatching up HMDs? Perceptions vary. A lot of people with IPDs outside the recommended range have no problems with software adjustment, but for those who do there's no recourse - especially since hardware adjustment seems likely to get rarer and rarer in new headsets - so understandably they're very vocal about it.
|
# ? Mar 5, 2020 10:25 |
|
|
# ? Jun 5, 2024 21:18 |
|
TremorX posted:Is the software adjustment that bad? Mine is 61 so I figured it would be OK. I'm starting to lean towards the Quest, though, since I know my kids are gonna want to play BeatSaber and Superhot when I'm not racing with it. That said, what is up with stock right now? Are people really that hyped for Alyx that they're snatching up HMDs? It's not so much Alyx as it is Valve being the leader in luxury VR and everyone wanting the best-in-class.
|
# ? Mar 5, 2020 10:25 |
|
NRVNQSR posted:Perceptions vary. A lot of people with IPDs outside the recommended range have no problems with software adjustment, but for those who do there's no recourse - especially since hardware adjustment seems likely to get rarer and rarer in new headsets - so understandably they're very vocal about it. I don't think it's really rarer. The ones that have software adjustment are derived from two stock HDK's; The WMR and the PSVR HMD (Lenovo's HMD's). The companies that actually put effort into ongoing VR development (Samsung, HTC, Oculus) all use hardware-based IPD adjustment.
|
# ? Mar 5, 2020 11:04 |
|
Nuts and Gum posted:oh nice, do you have to enable it manually in the game? I just got a 2070s; can it take advantage of such things with an og rift?
|
# ? Mar 5, 2020 12:04 |
|
TremorX posted:Is the software adjustment that bad? Mine is 61 so I figured it would be OK. I'm starting to lean towards the Quest, though, since I know my kids are gonna want to play BeatSaber and Superhot when I'm not racing with it. That said, what is up with stock right now? Are people really that hyped for Alyx that they're snatching up HMDs? Software adjustment doesn't do poo poo, really. It just tries to fix the scale of the objects you perceive. The physical lenses are still not positioned properly against your eyes. You are, in essence, wearing somebody else's glasses. No matter which image you look at and how you adjust it, you aren't going to fix the physical mismatch with the lenses. EDIT: Also, coronavirus is messing with production capabilities of pretty much everything right now.
|
# ? Mar 5, 2020 16:49 |
|
I've had a Vive for around a year now and no matter how much VR I've played after about an hour I get an insane amount of eye fatigue and have to stop. I've messed with the focal distance and played in night mode and neither things seem to have had an effect. Does anyone have any suggestions on how to get my eyes used to VR?
|
# ? Mar 5, 2020 19:35 |
|
Lucinice posted:I've had a Vive for around a year now and no matter how much VR I've played after about an hour I get an insane amount of eye fatigue and have to stop. I've messed with the focal distance and played in night mode and neither things seem to have had an effect. Does anyone have any suggestions on how to get my eyes used to VR? do you wear glasses by any chance e: have you messed with ipd?
|
# ? Mar 5, 2020 19:53 |
|
I can see my Quest quickly turning into a table tennis machine. Eleven is so insanely good on Quest
|
# ? Mar 5, 2020 19:54 |
|
https://www.youtube.com/watch?v=cRVXhA0-TI4&t=867s
|
# ? Mar 5, 2020 20:21 |
|
I mean........they’ve already said you don’t have to use teleport. Don’t do it if you dont want to
|
# ? Mar 5, 2020 20:26 |
|
Jim Silly-Balls posted:I mean........they’ve already said you don’t have to use teleport. I'm not going to, but hearing them say "We don't think there's actually that significant a difference at all between the experience" makes me feel like they're completely out of step with what I think is important in VR, where I personally heavily emphasize the idea of consistency, embodiment, and grounding in the universe, all of which teleportation massively destroys the feeling of.
|
# ? Mar 5, 2020 20:37 |
|
Lemming posted:I'm not going to, but hearing them say "We don't think there's actually that significant a difference at all between the experience" makes me feel like they're completely out of step with what I think is important in VR, where I personally heavily emphasize the idea of consistency, embodiment, and grounding in the universe, all of which teleportation massively destroys the feeling of. While this is true I think this misses the larger point that teleportation is the core aspect of their design for this game, and that smooth locomotion was tacked on later. This is not good. The game will still be teleportation centric, which means small rooms you don't move around in much, and interactions that reflect that. Adding smooth locomotion on will reveal all of this stuff and prove a rather lackluster experience. Remember when Robo Recall came out? Also teleportation at its core, people had smooth locomotion mods in a day or so and you know what happened? The game was worse because it got trivially easy to defeat the enemies and move through the map, so the whole thing fell apart. So while the game is probably going to be pretty good as Valve has a high passion level for their flagship titles, teleportation (a bad game component) absolutely destroyed the game *we could have gotten*. AAA funding by the devs most interested in VR succeeding going towards legacy VR mechanisms that are antithetical to the decades of experience spent in the industry and by this company on how to make an immersive high quality FPS. Who else is going to put this kind of work into a VR game? But next time do it without being so behind that teleportation was relied upon as the core game design component?
|
# ? Mar 5, 2020 20:44 |
|
rage-saq posted:While this is true I think this misses the larger point that teleportation is the core aspect of their design for this game, and that smooth locomotion was tacked on later. Yeah my perspective is that those things are the result of their attitude towards teleportation in general; since they don't seem to feel that the downsides of teleportation are particularly impactful (at least, they seem to come to that conclusion from what I can tell in the video), they're happy to use that as their design focus and then use smooth on top of it as an option, like you're saying. My view is that since they aren't focused on what I think are the more important parts of VR, their game design decisions are going to be fundamentally flawed
|
# ? Mar 5, 2020 20:50 |
|
Inacio posted:do you wear glasses by any chance I do not wear glasses. Also when I said focal distance I meant IPD. I just forgot the right term.
|
# ? Mar 5, 2020 20:58 |
|
Could be the fixed convergence, unfortunately that isn't a solved problem yet.
|
# ? Mar 5, 2020 21:00 |
|
SCheeseman posted:There's a VR mod for Garry's Mod that lets you play through most of the campaign, including 6DOF weapons. Apparently some scripted sequences are broken and vehicles are poorly implemented, but running and shooting plays fine. One thing I’ll note is that the S is super comfortable. I had a CV1 and I’m apparently real sensitive to pressure on my face because it was hard to play for very long, and testing the Quest had the same issue, maybe even a little worse. The halo thing on the S and ability to adjust the closeness of the viewer make it so I can play with the thing barely putting any pressure on me.
|
# ? Mar 5, 2020 21:41 |
|
How does Eleven compare to Racket Fury? I know Racket Fury's arcade mode made winning so easy you don't have to try, but simulation mode didn't feel good either and I couldn't do poo poo.
|
# ? Mar 6, 2020 01:28 |
|
Origami Dali posted:How does Eleven compare to Racket Fury? I know Racket Fury's arcade mode made winning so easy you don't have to try, but simulation mode didn't feel good either and I couldn't do poo poo. Eleven is like playing table tennis irl. It’s insanely good.
|
# ? Mar 6, 2020 01:45 |
|
Is there any reason you couldn't somehow manually move the Rift S lenses closer/farther apart to match your IPD? You'd have to physically modify the headset, but does the software/LCD display make some sort of assumptions about the lens position that would totally break image matching/focusing/whatever if you moved them a few mm?
|
# ? Mar 6, 2020 03:55 |
|
Because the display is a single panel
|
# ? Mar 6, 2020 04:04 |
|
Luneshot posted:Is there any reason you couldn't somehow manually move the Rift S lenses closer/farther apart to match your IPD? IIRC headsets with adjustable IPD are two smaller screens, one for each eye. Non-adjustable like the Rift S is a single large panel. Moving the lenses on it wouldn't really do anything.
|
# ? Mar 6, 2020 04:05 |
|
When you adjust the physical sliders there's potentiometers that detect the IPD, the virtual cameras representing your eyes during 3D rendering are set to the same value through whatever VR API is in use. It's also not only the lenses being moved when adjusting physical IPD but the displays too. Many HMDs use a single panel that they split into two (Rift S, PSVR), so it's isn't really possible to do that
|
# ? Mar 6, 2020 04:05 |
|
Makes sense. It’s not a huge problem for me so I was just curious.
|
# ? Mar 6, 2020 07:16 |
|
Yesterday night I lost my Internet connection on home, so I decided to play some VR games I had installed already on the pc. I couldn't. The Oculus Home showed a nice grey box in the middle of my fov, without any message (I supect it should have shown an error message complaining of no internet but the message itself also failed? lol). There was no way close it and it was permanent, it wouldn't mind what I launched on my system, the box would be 'always on top'. GG Facebook. Oh, by the way, the other day I tried a hockey game, Pick-up League Hockey, and I was impressed with the good work on the intuitive handling of the stick and the feeling of skating. Pity it's clearly an indie thing done by 2 guys and it's not feature complete. There was a dead mp lobby, and a practice mode where there was no AI to play against.
|
# ? Mar 6, 2020 11:52 |
|
So for some reason oculus popped up today and said that my headset came with free oculus medium and quill a week after I bought it. Here's an art I made:
|
# ? Mar 6, 2020 12:11 |
|
Incrediblastic posted:So for some reason oculus popped up today and said that my headset came with free oculus medium and quill a week after I bought it. It would be nice if they extend that to Oculus accounts that have used Quest+Link once.
|
# ? Mar 6, 2020 13:30 |
|
Someday we will have the technology to use images as thread titles
|
# ? Mar 6, 2020 15:53 |
|
I'm super happy it has teleport because Boneworks is rough for me to play (motion sickness)
|
# ? Mar 6, 2020 16:23 |
|
Oh boy! My client cancelled travel so I can be home to not get an Index when they go on sale! Do we know if it’s just the headsets or could I just grab some knucks? I assume Alyx is only free with the HMD proper.
|
# ? Mar 6, 2020 17:48 |
|
Alyx is free with index controllers, says as much on the store page I am also going to be buying the index controllers, I'm fine with my wireless vive at the moment and buying the index kit piecemeal isn't much more expensive than buying the bundle
|
# ? Mar 6, 2020 17:56 |
|
empathe posted:I'm super happy it has teleport because Boneworks is rough for me to play (motion sickness) Boneworks is worst case, the stick locomotion in HL:A is likely going to be a lot more stable and therefore comfortable.
|
# ? Mar 6, 2020 19:04 |
|
Pokerstars VR has custom avatars? Not just presets? What's on God's green Earth is the reason it doesn't have that on SteamVR? I thought this is an Unity based game? OpenVR and poo poo?!
|
# ? Mar 6, 2020 19:28 |
|
empathe posted:I'm super happy it has teleport because Boneworks is rough for me to play (motion sickness) boneworks fucks me up and i rarely get sick in anything else
|
# ? Mar 6, 2020 19:39 |
|
SCheeseman posted:Boneworks is worst case, the stick locomotion in HL:A is likely going to be a lot more stable and therefore comfortable. Inacio posted:boneworks fucks me up and i rarely get sick in anything else great to hear!
|
# ? Mar 6, 2020 19:54 |
|
Combat Pretzel posted:Pokerstars VR has custom avatars? Not just presets? It for sure has it on SteamVR, you can customize your avatar on your watch or have it import one from Oculus. I’ve played with people on Vive/Index who have custom avatars, so it just be possible.
|
# ? Mar 6, 2020 19:56 |
|
Jim Silly-Balls posted:It for sure has it on SteamVR, you can customize your avatar on your watch or have it import one from Oculus. I’ve played with people on Vive/Index who have custom avatars, so it just be possible. --edit: Oh right, seems like it's some Oculus generated stuff that gets imported into Pokerstars VR. Combat Pretzel fucked around with this message at 20:08 on Mar 6, 2020 |
# ? Mar 6, 2020 20:03 |
|
Combat Pretzel posted:So I'd need to gently caress around with the Oculus version and Revive? Blah. --edit: I don't mean props on the avatar, apparently there's full custom ones, just not on SteamVR, because reasons. Yeah, it’s the Oculus Home avatar
|
# ? Mar 6, 2020 20:16 |
|
Inacio posted:boneworks fucks me up and i rarely get sick in anything else Agreed, I can handle dual stick (literally rotating the screen in arbitary directions) and Boneworks messes with me. The bouncing climbing arms is the freaking worst. They committed to making everything physics and I think they went a bit TOO far.
|
# ? Mar 6, 2020 20:18 |
|
Lemming posted:I'm not going to, but hearing them say "We don't think there's actually that significant a difference at all between the experience" makes me feel like they're completely out of step with what I think is important in VR, where I personally heavily emphasize the idea of consistency, embodiment, and grounding in the universe, all of which teleportation massively destroys the feeling of. rage-saq posted:
Don't be so dramatic. The game is going to be fine as is without it being fully smooth locomotion based. Personally I'm happy it doesn't have stuff like full-body presence and the depth of physics interaction Boneworks attempts. Since it allows the design team to focus on the core experience instead of a bunch of experimental stuff that would end up janky and less impactful. Boneworks is cool and all but you can tell it didn't get the design iteration love it needed. VR is still a new concept so there's plenty of time for Valve and everyone else to figure out how to best ground VR players without making them puke after 30 minutes of play. Plus HLA's high comfort level is gonna bring new devs into VR, so we'll certainly get more experimental stuff as a result. Being a designer myself I know the limitations of HLA are gonna spur people to expand, mod, and make their own VR games with the depth they want.
|
# ? Mar 6, 2020 20:30 |
|
|
# ? Jun 5, 2024 21:18 |
|
Teleportation may not feel all that cool, but I imagine that keeping people from getting sick is priority number one for developers. Also I think I'm in the minority with this but I don't get the appeal of having arms rendered. They're never doing exactly the right thing and I find them distracting. Meanwhile with only hands my brain fills in the rest nicely. Are elbow trackers going to be a thing?
|
# ? Mar 6, 2020 20:49 |