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Cojawfee posted:My problem with roomscale is I haven't had a bunch of room to actually do it. Sure I could walk around the space I have available but I walk two feet and then I'm in a wall. Teleporting everywhere is just easier. 360 with just two cameras is going to be exactly what everyone is already doing with roomscale. Even the two cameras in front configuration is going to be good enough for at least half the games out there. Yeah, considering the space I have, "roomscale" and "standing scale" seem to be roughly equivalent. I can move a few feet but that's gonna be about it. I'm envious of you folks who can have some sort of warehouse sized holodeck setup, but for me I'm sure glad most games of that type allow for teleportation.
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# ? Oct 7, 2016 18:17 |
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# ? Jun 8, 2024 07:55 |
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Truga posted:I really hope we get more poo poo like Greenwater though. It scales itself to match in-game room size to your room size (though there's a minimum of 2.5x2.5m I think), and going through doors is handled so you're facing the door you just went through, as if you closed it. I thought Job Simulator was supposed to do that, but from the Giant Bomb PSVR stream it looks like it does so incredibly badly - to the point where on PSVR the cubicle walls only seem to come up to your waist?
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# ? Oct 7, 2016 18:20 |
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NRVNQSR posted:I thought Job Simulator was supposed to do that, but from the Giant Bomb PSVR stream it looks like it does so incredibly badly - to the point where on PSVR the cubicle walls only seem to come up to your waist? They said on the stream that the PSVR version of Job Sim has been shrunk down from the PC version to compensate for the weaker room scale support. Things have been moved to within arms reach and pushed closer together so you don't ever have to leave your starting spot. The cubicle walls thing seemed to be a calibration error, they had trouble manually setting the floor height IIRC. It looked right by the time they switched to the auto repair scenario.
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# ? Oct 7, 2016 18:24 |
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The PC version of Job Simulator scales to how much room you have. When you finish all the jobs and you unlock the miniature version, go into each job and see how much different they are. That's the full size you can get with a big play area. For PSVR, I'm guessing everything is in the smallest configuration, though I thought they had planned on rearranging everything to make it all be in front of you. The "cubicles only come up to your waist" thing was due to the terrible way you configure your height in PSVR. You have to do it in each game and Jeff pretty much was guessing at what the floor height was. That seems to be an issue with PSVR. With all the games they played, it looked like it expected you to be in a certain stance either sitting or standing and the other option was barely implemented at best.
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# ? Oct 7, 2016 18:58 |
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I want to have 4 cameras so I can double roomscale!
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# ? Oct 7, 2016 19:11 |
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The three cameras for "room scale" is probably just a way to increase the tracking volume to something big enough for people to consider it "room scale". Once you get about 2.4 meters or so away from the camera in a typical house, you start getting issues. Three cameras would let you open up the play space a bit more.
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# ? Oct 7, 2016 19:37 |
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EdEddnEddy posted:I want to have 4 cameras so I can double roomscale! http://www.theverge.com/circuitbreaker/2016/7/25/12277424/oculus-home-rift-touch-sensors-camera-trackers
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# ? Oct 7, 2016 19:40 |
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how much does my VRabilitying increase with each additional camera
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# ? Oct 7, 2016 19:42 |
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I'm buying 15 personally
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# ? Oct 7, 2016 19:42 |
living the dream
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# ? Oct 7, 2016 19:51 |
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Delta-Wye posted:
That's pretty much what they had setup for that VR Trike thing at VRLA. Had a bunch of lighthouses and the guy on a battery powered trike with a headset riding around in a figure 8 while he did the same but in VR in the headset. It was just a lot more Tron-ish. They had like 15 sensors or so with IR LED's in a 50ftx50ft space or so.
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# ? Oct 7, 2016 21:05 |
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I am confused - I thought the Vive didnt support adding more than two lighthouses?
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# ? Oct 7, 2016 22:33 |
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GlyphGryph posted:I am confused - I thought the Vive didnt support adding more than two lighthouses? The Vive doesn't really connect to the lighthouses besides to turn them on or off, they basically emit beams of light and the Vive helmet is what captures these. So you could technically have a field of lighthouses and it'd just be reading multiple positions tracks. The problem is that I don't think the software as written registers more than 2 at a time.
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# ? Oct 7, 2016 22:57 |
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EdEddnEddy posted:That's pretty much what they had setup for that VR Trike thing at VRLA. Had a bunch of lighthouses and the guy on a battery powered trike with a headset riding around in a figure 8 while he did the same but in VR in the headset. It was just a lot more Tron-ish. There will be a Mario Kart x Laser Tag real life VR experience in our lifetime I bet.
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# ? Oct 7, 2016 23:03 |
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Mordaedil posted:The problem is that I don't think the software as written registers more than 2 at a time. The vive does track which lighthouse is which, and the lighthouses have to communicate to each other by light or cable, and it does it by unique patterns - thats the whole sync thing. As far as I am aware, the lighthouses only have two patterns, so using more than two should only serve to confuse the vive. I am not doubting they got it working somehow, but I would be interested in know how.
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# ? Oct 7, 2016 23:23 |
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I've read that there isn't enough room in the laser sweeps for more than two base stations.
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# ? Oct 7, 2016 23:39 |
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According to Alan Yates: Right now the lighthouses operate in a TDM mode where each lighthouse alternatively is scanning half the time, and the laser is modulated so the sensors can discriminate the scan vs background noise. The current sensors can't do FDM though, because they're tuned to a fixed carrier frequency. TDM isn't particularly scalable, and they'll have to release a new HMD/controllers to support FDM (the lighthouses already support it). Yates has talked about a third mode that uses lighthouses scanning at different speeds and multiplexing it based on scan rates that the hardware is designed to support, but whether there's any kind of software written for it they haven't shown.
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# ? Oct 7, 2016 23:42 |
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^^^ This post says it better. As I understand it, it's possible to use more than two lighthouses by having them each emit a unique beam, but the sensors in the headset/controllers are just very basic photodiodes and couldn't distinguish them. With more expensive photodiodes it would be possible to have more than two base stations, but it wasn't considered a priority.
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# ? Oct 7, 2016 23:48 |
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Electromax posted:There will be a Mario Kart x Laser Tag real life VR experience in our lifetime I bet. Someone's already created a basic version of that: http://jalopnik.com/i-played-real-life-mario-kart-at-sxsw-1540137726
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# ? Oct 8, 2016 03:17 |
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Fired up the Rift for the first time in a few weeks and the sensor wasn't being recognized on any USB port. I would hear the windows USB install sound but Oculus Home was kept saying it could not find the sensor. In device manager it looked like the drivers weren't being installed right. Had to manually update drivers and point to C:\Program Files\Oculus VR Runtime Drivers\Drivers\Rift Sensor to get it to work. Thought I'd put that here in case anyone else runs into that. Might have something to do with the Win 10 anniversary update.
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# ? Oct 9, 2016 02:23 |
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My friend's been messing around with modding VR into Penumbra: Overture. https://www.youtube.com/watch?v=TMbIcwtcTWA He plans to release it very soon, maybe even this weekend.
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# ? Oct 9, 2016 03:18 |
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Tested looked at Lone Echo, one of the big games announced at OC3. Seems like it could be really loving cool: https://www.youtube.com/watch?v=ggZvKL3pArc
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# ? Oct 9, 2016 18:52 |
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Nalin posted:My friend's been messing around with modding VR into Penumbra: Overture. I want. That's still my favorite game by Frictional.
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# ? Oct 9, 2016 18:56 |
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El Grillo posted:Tested looked at Lone Echo, one of the big games announced at OC3. Seems like it could be really loving cool: https://www.youtube.com/watch?v=ggZvKL3pArc So excited to play this on my Vive. Looks so god drat good.
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# ? Oct 9, 2016 19:04 |
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I finally got around to playing the little drone shooter game in The Lab on the Vive. Bullet hell in a 3D space like that was super interesting and fun, I hope someone makes a series of bullet hell games in the same vein. Are there currently any existing games that are like it?
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# ? Oct 9, 2016 19:53 |
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yeah I'm really glad someone made this shmups.com forum meme in VR and hope they continue to
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# ? Oct 9, 2016 21:47 |
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Oculus have published the technical requirements that developers must abide by to release games on Oculus Home. It's mostly sensible conventional stuff, but one thing caught my eye:Technical Requirements posted:
In other words, any app published on Oculus Home must use their DRM; DRM-free titles are not permitted. This is especially noteworthy since this DRM was what they used to enforce the Vive lockout they tried to pull earlier this year.
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# ? Oct 9, 2016 21:57 |
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Wouldn't doing that also disallow GPL-licensed code?
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# ? Oct 10, 2016 01:47 |
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El Grillo posted:Tested looked at Lone Echo, one of the big games announced at OC3. Seems like it could be really loving cool: That looks awesome, and it seems like it could be easily integrated with things like grappling hooks. I hope more games will implement that kind of motion.
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# ? Oct 10, 2016 10:37 |
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Rectus posted:That looks awesome, and it seems like it could be easily integrated with things like grappling hooks. I hope more games will implement that kind of motion. That game looks amazing and I can't wait to play it, but as well as that mode of locomotion looks to work, its pretty niche. It's hard to see 'zero g confined spaces with a lot to grab onto' as a big genre.
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# ? Oct 10, 2016 12:22 |
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I dunno, I could see zero g grab and pull games becoming a big thing in VR, maybe we are witnessing the birth of a new genre
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# ? Oct 10, 2016 13:14 |
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If the gameplay is fun enough, niche doesn't really matter for adoption. It's not like running around shooting guns is a big part of most people's everyday life.
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# ? Oct 10, 2016 13:20 |
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GlyphGryph posted:I dunno, I could see zero g grab and pull games becoming a big thing in VR, maybe we are witnessing the birth of a new genre
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# ? Oct 10, 2016 13:28 |
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Tom Guycot posted:That game looks amazing and I can't wait to play it, but as well as that mode of locomotion looks to work, its pretty niche. It's hard to see 'zero g confined spaces with a lot to grab onto' as a big genre. Even without zero g, grabbing onto things is really intuitive and easy to implement. You get some really fine control on how you move relative to the environment. I even managed to sort of implement by accident in Destinations with the barnacle grapple. It could be useful as a secondary locomotion mode. Imagine having it in something like Onward, where you have to peek and shoot a lot around corners and over cover, but you can't lean on it in reality. You could grab onto the cover and pull yourself just to the right position without having to crouch or stand in a tedious position.
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# ? Oct 10, 2016 14:10 |
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H3 has a similar locomotion mode in a couple of its scenes where you can grab on to corners and ledges and bars to pull yourself along, it's actually really great and I can imagine it would work wonders in a space game like that one.
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# ? Oct 10, 2016 15:08 |
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The new vertigo demo has some monkey bar and ladder traversal and they both feel great. As far as vr unique genres driven by movement I've been saying for ages that there is a ton of potential for wheelchair sims. Imagine a survival horror game where you wheel around with a shotgun in your lap, or a wheelchair basketball game.
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# ? Oct 10, 2016 16:20 |
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The Walrus posted:As far as vr unique genres driven by movement I've been saying for ages that there is a ton of potential for wheelchair sims. Imagine a survival horror game where you wheel around with a shotgun in your lap, or a wheelchair basketball game. It's extra weird because, like a lot of the other "this would be obvious" VR stuff (like actual horror games), games where you are in a wheelchair existed and were developed for the DK2 but there don't seem to be any now that it's commercially released. It's weird.
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# ? Oct 10, 2016 16:25 |
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If any game needs to come out in VR, it's this one.
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# ? Oct 10, 2016 16:28 |
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Electromax posted:There will be a Mario Kart x Laser Tag real life VR experience in our lifetime I bet. That would make all the GoKart locations immensely more fun. I wonder how long it will be until people are strapping modified Samsung GearVR's to their faces and driving those Scandia carts around throwing virtual shells and bananas around.. That would be fun times for sure.
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# ? Oct 10, 2016 16:32 |
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# ? Jun 8, 2024 07:55 |
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No one will ever get their insurance to sign off on letting people strap cell phones to their faces and drive gokarts.
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# ? Oct 10, 2016 16:34 |