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Veotax posted:I didn't touch my Touch controllers for a couple of months once and the Eneloops I had in them were completely dead when I picked them back up, they don't even charge anymore. Enerloops can be "too dead" to charge. Doesn’t mean they’re actually dead. I have a Lacrosse charger that can charge "dead" Enerloops by plugging the battery in to charge, then shorting the ends of the charger bank where that battery is. The Lacrosse is a smart charger though, and this may not work on a regular dumb charger.
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# ? Oct 6, 2017 22:17 |
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# ? May 26, 2024 12:29 |
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Seems weird that the touch controllers would use up all the charge of an eneloop, It's not like it's a toy train, the controller should notice that the battery is below a certain voltage and not try to do anything. Though if you have a power supply that can do constant voltage and constant current, you can sometimes bring a battery back from the dead.
Cojawfee fucked around with this message at 22:39 on Oct 6, 2017 |
# ? Oct 6, 2017 22:37 |
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jubjub64 posted:Another pre-review of the Pimax https://www.reddit.com/r/virtualreality/comments/74mjj3/i_got_to_demo_the_pimax_5k_and_8k_headsets_heres/ Sounding good. ‘So far ahead of the Vive and Oculus it’s ridiculous’... yeah baby, put that poo poo right in my veins.. Might even add the $100 for the Leap Motion module. Barely any use cases at the moment but there’s sure to be more as the tech becomes more common. Chadzok fucked around with this message at 22:46 on Oct 6, 2017 |
# ? Oct 6, 2017 22:43 |
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Chadzok posted:Sounding good. I'm fairly confident you can just buy a Leap Motion on eBay for $20 and stick it to the front with VHB to save some money there... that's what I did for my Rift before Touch was released.
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# ? Oct 7, 2017 00:14 |
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Zero VGS posted:I'm fairly confident you can just buy a Leap Motion on eBay for $20 and stick it to the front with VHB to save some money there... that's what I did for my Rift before Touch was released. It’s a newer version, with apparently fairly impressive field of operation, and also uses the modular.. USB plug I think, built into the bottom of the PiMAX. Seems like that part of the demo has been consistently impressive to people who have used Leap before. Chadzok fucked around with this message at 00:40 on Oct 7, 2017 |
# ? Oct 7, 2017 00:37 |
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Thanks for the suggestions on using command strips. I had used those on the 3d printed mounts for the cameras and they are solid, so I grabbed a dozen medium strips, used them to strap the 3rd camera cable across the ceiling. Not the prettiest with a strip every 2 foot, though I expect it to hold. Strongly considering a 4th camera after setting up this new apartment. I have around 7' x 10' set now and that 10' could go to 13'+, though I'm not sure the use. This 10' is the limit I could get my controller to see and it could get occluded. Gonna put some hours in, maybe try some other positions for them. If they do gen 2 with cameras, I hope they have more distance and fish eyed to make mounting painless.
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# ? Oct 7, 2017 01:09 |
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I'm thinking gen 2 is all inside out tracking. Apparently Microsoft nailed it for the headset, so I imagine you just put more cameras in the controllers as well. No more external setup.
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# ? Oct 7, 2017 01:16 |
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Veotax posted:I didn't touch my Touch controllers for a couple of months once and the Eneloops I had in them were completely dead when I picked them back up, they don't even charge anymore. https://www.youtube.com/watch?v=ICne0ZyZ3IA You, uh, don't need the tongs. Just something conductive. The tongs are just for style. I've had some clocks flatten my eneloops, and this has always saved them.
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# ? Oct 7, 2017 05:29 |
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Enos Cabell posted:I followed that guide back when I got my Rift and couldn't get it working at all.
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# ? Oct 7, 2017 12:17 |
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FormatAmerica posted:Are you having problems with battery drain? I just set my headset and controllers down, close Oculus home after my play sessions and haven't had to worry about it. I use AmazonBasics AAs. Sorry i forgot i posted here cause i'm retarded. Yes, it's nothing major or anything, but it's obvious that the batteries are being drained while the headset/controllers aren't in use and the Oculus software isn't running.
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# ? Oct 7, 2017 22:13 |
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Inside out tracking is all well and good but personally if it loses tracking on the controllers or even just precision unless its in your FOV its worthless to me. A very high portion of my favorite parts of VR require that. I wonder when we are gonna get a white water rapids or other rowing style game...
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# ? Oct 7, 2017 23:00 |
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GlyphGryph posted:Inside out tracking is all well and good but personally if it loses tracking on the controllers or even just precision unless its in your FOV its worthless to me. A very high portion of my favorite parts of VR require that. It's the reason why Leap-Motion isn't that good either. In real life, yes, most of your hand-movement is directly in your line of sight. In vr games, you're shooting from the hip, swinging swords above your head and otherwise doing things that require roomscale-ish tracking at a minimum.
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# ? Oct 7, 2017 23:32 |
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Put cameras in the controllers
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# ? Oct 7, 2017 23:33 |
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There is no reason for the inside out tracking solution to 1:1 your view in VR though? Just place the tracking wider or on the sides of the headset, or in the controllers or in a butt?
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# ? Oct 7, 2017 23:53 |
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Yeah not saying its not a solveable problem. The Vive is already inside out on a techincal level so its obviously solveable. I am just saying any headset and controller combo that fails to solve it is, imo, pretty worthless
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# ? Oct 7, 2017 23:59 |
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I doubt we'll get really good integrated tracking with controllers any time soon. Unless they find a really good way to mount cameras on a headset that allows it to see a controller no matter where you hold it. Or if they can find a way to mount cameras on a controller, figure out where they are and not kill batteries.
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# ? Oct 8, 2017 00:36 |
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I think even with the microsoft system of controller tracking you could get away with 99% of what you'd need if you paired it with a stationary camera on like a desk that did full body skeletal tracking combined with a good IK model. Even with microsofts the controllers still know their orientation without being visible, so you mix that with the system knowing exactly the position of your arm and I think you would bring its usability to a level where in almost all cases you couldn't tell the difference. Regardless, anything that requires mounting stuff and running cables is dead by gen 2 for consumers. No one but the fringe wants to fiddle and mount a bunch of poo poo compared to just buying a headset and throwing it on without worrying about anything else. Microsofts headsets already work, its just the controllers that people are raising their eyebrows at, which is a problem I don't exactly consider insurmountable in the least. I could have seen a second generation still using mounted external tracking tools if not for microsoft jumping in already with a standard design and a plethora of headsets that all work so simply and cheaply. At this point it feels like suicide for a product to sit next to something with zero setup and no holes in your wall, on the shelf of a store if its still asking you for this involved setup when 90% of people will never notice the difference.
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# ? Oct 8, 2017 01:24 |
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re: stock chat: The Pavlov beta now has an option for a virtual stock. People seem to be pretty big fans of it for sniping.
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# ? Oct 8, 2017 02:21 |
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For anyone that played the From Other Suns beta last week, Gunfire confirmed they've listened to the feedback and already added 2 different types of non head directed movement as options (one onward style and one "thumbstick relative", though I'm not sure what that means exactly) for the final release, among other changes and additions. Really encouraging how open they have been during the beta and regarding suggestions, gotta say I'm looking forward to it now more than ever.
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# ? Oct 8, 2017 03:16 |
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Just gave the Half-Life VR mod a try and... oof. It's obviously made for the Vive, since I needed to click the thumbstick in order to get the movement controls to respond. That was cumbersome enough, but I was tooling around at a speed that got me temporarily stuck in level geometry constantly, and made me nauseous despite my solid VR legs. Then when I finally picked up the crowbar, it was completely misaligned. Don't even want to think about what some of those much-maligned jumping puzzles would be like with this setup. Don't think I'll be playing it again unless it gets some significant updates.
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# ? Oct 8, 2017 03:48 |
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So is there anything out there yet for having a 2nd screen running while playing something like elite yet with a vive?
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# ? Oct 8, 2017 10:05 |
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Scarecow posted:So is there anything out there yet for having a 2nd screen running while playing something like elite yet with a vive?
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# ? Oct 8, 2017 10:14 |
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Pretty sure HelloV just got Vive support. e: It was posted in this thread over a week ago, though I can't seem to find it or remember who has been in on the development. I tried it on Oculus and it worked fine, no real performance loss from what I saw, controls were a bit weird. Phuzun fucked around with this message at 16:52 on Oct 8, 2017 |
# ? Oct 8, 2017 16:42 |
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Ludicrous Gibs! posted:Just gave the Half-Life VR mod a try and... oof. It's obviously made for the Vive, since I needed to click the thumbstick in order to get the movement controls to respond. That was cumbersome enough, but I was tooling around at a speed that got me temporarily stuck in level geometry constantly, and made me nauseous despite my solid VR legs. Then when I finally picked up the crowbar, it was completely misaligned. Don't even want to think about what some of those much-maligned jumping puzzles would be like with this setup. Yeah, the collision detection is completely broken. Even with the Vive trackpad, the locomotion it horrible. It's digital, so it's full speed or nothing, and uses the head for movement direction unlike everything else available, and the players collision box is huge. I'm guessing it's because the source code isn't available, and they're just hacking it, plus mapping keyboard inputs to the controllers.
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# ? Oct 8, 2017 16:46 |
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Phuzun posted:Pretty sure HelloV just got Vive support.
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# ? Oct 8, 2017 18:00 |
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Ludicrous Gibs! posted:Just gave the Half-Life VR mod a try and... oof. It's obviously made for the Vive, since I needed to click the thumbstick in order to get the movement controls to respond. That was cumbersome enough, but I was tooling around at a speed that got me temporarily stuck in level geometry constantly, and made me nauseous despite my solid VR legs. Then when I finally picked up the crowbar, it was completely misaligned. Don't even want to think about what some of those much-maligned jumping puzzles would be like with this setup. I can't find it now but I saw a post somewhere with a fork of the mod that's tweaked for Oculus that fixes some of that stuff.
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# ? Oct 8, 2017 18:15 |
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Phuzun posted:Pretty sure HelloV just got Vive support. EdEddnEddy posted:Hello VR Goons, it's been a while.
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# ? Oct 8, 2017 18:18 |
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Got Sairento a few days ago and finally had a chance to play it last night - holy crap it makes you feel awesome when you get the hang of it! I still haven't quite mastered movement though; I've found it works best switching which hand I use for leaping based on which weapon I want to use, so if I want to shoot with my gun in my left hand, I leap with my right. Keeping track of that in the heat of the moment gets tough, and even though I have the triple jump now I'll often find myself in mid air, wanting to shoot but having already started the leap with the shooting hand. I'm curious as to how inside-out tracking on the next-gen headsets is going to deal with situations where I'm shooting and slicing behind me - I'm guessing probably 25% of the time I'm doing something with my hands outside of my field of view, and removing that ability (or requiring the game to "guess") seems like it's taking away a really neat feature of VR.
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# ? Oct 8, 2017 20:52 |
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The secret is that inside-out tracking isn't the next gen, it's a detour for undemanding applications.
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# ? Oct 8, 2017 21:21 |
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Inside out is absolutely where things are moving, setting up external hardware and being limited to one area is bullshit and is a huge obstacle to adoption. They need to solve the controller issue (put cameras in them) but once that's done all the headsets will be inside out, I'd bet money on it.
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# ? Oct 8, 2017 21:35 |
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The Gasmask posted:Got Sairento a few days ago and finally had a chance to play it last night - holy crap it makes you feel awesome when you get the hang of it! Haha you'll just start flinging your hand around to move soon enough. poo poo is so ridiculously fun. I use my non dominate hand "most" of the time unless I'm swapping weapons or something. But really once you get used to abusing the slo mo and all that you'll feel less panicky? As far as shooting with the hand you started a leap with. Leap, then Hold the movement button. Enjoy the slow mo neo moment. I need to try out the coop alpha stuff. Really curious how that's going to work out.
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# ? Oct 8, 2017 22:34 |
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Rectus posted:Yeah, the collision detection is completely broken. Even with the Vive trackpad, the locomotion it horrible. It's digital, so it's full speed or nothing, and uses the head for movement direction unlike everything else available, and the players collision box is huge. I'm guessing it's because the source code isn't available, and they're just hacking it, plus mapping keyboard inputs to the controllers. It's pretty messed up, but getting high quality positionally tracked input (for the HMD and controllers) is a pretty big step. Provided it's cleaned up, it could end up working quite well.
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# ? Oct 8, 2017 23:50 |
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Serious Sam Last Hope is so drat good especially now in full release. Such an epic game, wow. Unloading with the dual rocket launchers with the time slow power activated into the maw of a 25 story tall headcrab while you hang off the side of a cliff with 20 jets flying around you in fast loops, gets the old bloodlust going nicely.
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# ? Oct 9, 2017 17:59 |
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I tried Project Cars 2 over the weekend and it does a really good job of avoiding most of the configuration annoyances I've run into in other non-VR exclusive games. The whole thing is just really immersive with the car cockpits, pit crews, changing weather, working mirrors, etc. I actually tried to flip people off a couple of times during an open-wheeler race because I kept forgetting it wasn't tracking my hands.
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# ? Oct 9, 2017 18:12 |
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I'm getting a Vive, Rift, and HoloLens for a collaboration space between our Digital Media and Computer Science programs. Is there anything else I should consider getting or will those 3 cover my bases?
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# ? Oct 9, 2017 21:05 |
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To what end?
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# ? Oct 9, 2017 21:09 |
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GWBBQ posted:I'm getting a Vive, Rift, and HoloLens for a collaboration space between our Digital Media and Computer Science programs. Is there anything else I should consider getting or will those 3 cover my bases? It might be worth considering one of the better mobile VR devices like Gear VR or Daydream if you have suitable phones available. They're less sophisticated but they're cheap, untethered and not as poo poo as Hololens so they'll be more convenient for some projects, especially if people want to demo their projects outside the lab.
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# ? Oct 9, 2017 21:14 |
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I was told they have VR and AR projects going (no idea what that means) and they asked if there's anything else out there they should consider. I have no idea, that's why I'm asking here. Phones are a no-go because of inventory control issues, but I'll mention Gear and Daydream headsets.. Why is the Holelens poo poo?
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# ? Oct 9, 2017 21:20 |
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GWBBQ posted:I was told they have VR and AR projects going (no idea what that means) and they asked if there's anything else out there they should consider. I have no idea, that's why I'm asking here. Phones are a no-go because of inventory control issues, but I'll mention Gear and Daydream headsets.. Why is the Holelens poo poo? GearVR and Daydream are both enclosures for phones, so if you're not providing phones yourselves they'd only be useful to students with compatible phones. The biggest issue with the Hololens is the field of view; it can only display AR content in a small square in front of the user, compared to almost all other headsets which aim to fill as much as possible of the user's field of vision. It's the only thing on the market right now that does what it does, but there are good reasons Microsoft have not made it a consumer product and likely never will. For VR there are a lot of devices out there now, and a lot of new ones are coming out this month under the Windows Holographic label, but for most purposes they're all pretty much the same. In some ways even having both Rift and Vive is overkill; neither of them does anything important that the other doesn't. The only genuinely new things that might be worth considering are the "merged reality" headsets included in the Windows Holographic line, which promise that they'll combine the FOV of full headsets with the AR support of Hololens; they're very much unproven, though, and until a decent number of people get their hands on them we won't know whether they can fulfil those goals.
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# ? Oct 9, 2017 21:33 |
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# ? May 26, 2024 12:29 |
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I knew those two were just phone holders, I'm not sure what most students have. Thanks for all the info, I'm going to see if they want to wait for Windows Holographic. I know Vive and Rift are pretty much overlapping, but there are people who demand one and won't use the other on both sides.
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# ? Oct 9, 2017 21:46 |