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# ¿ Jun 11, 2016 23:23 |
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# ¿ May 12, 2024 00:57 |
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smh if you can't recognize Geordie LaForge in his natural element
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# ¿ Jun 11, 2016 23:47 |
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Bethesda will only ever talk about Vive because they still have pending legal action against Carmack and Oculus, but yeah no poo poo it'll run on a Rift, its openvr. That's probably why they also announced the Doom VR experience thing, to make Carmack cry.
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# ¿ Jun 13, 2016 04:01 |
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wolrah posted:I'm very interested in how they're doing the locomotion with this one. Fast-paced FPSes seem like a real trouble point for VR right now.
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# ¿ Jun 13, 2016 05:19 |
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Is Holoball or Cyberpong the better ball bouncing game?
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# ¿ Jun 13, 2016 23:42 |
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Lemming posted:I think it was originally not intended to be released at all, sort of just a cool thing they made that they'd demo themselves, but people asked them to release it so they did. Sounds pretty reasonable to me. Poetic Justice posted:So I haven't watched it yet, but apparently Sony knocked it out of the park with their VR games (of course).
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# ¿ Jun 14, 2016 06:33 |
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The Exclusivity Concern Troll Strikes Again
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# ¿ Jun 14, 2016 06:47 |
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A lot more goes into a platform's architecture than just an instruction set, and consoles are still fairly loving different architecturally than the 40 year old IBM Compatible PC. It's fair to say APIs have moved a lot closer (in both directions) and that's made porting a whole lot easier, but as x86 becomes inexplicably more popular as an embedded platform it becomes no different than expecting 3DS games to run on your car's gps because "they're both ARM". Head strapped monitors can't make the same excuses
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# ¿ Jun 14, 2016 20:37 |
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I want knifegrab back, can we trade
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# ¿ Jun 14, 2016 21:29 |
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KakerMix posted:Once upon a time a little game called 'Halo' was going to be the best Macintosh strategy game with a persistent world. Then Microsoft happened. Does that count?
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# ¿ Jun 14, 2016 23:19 |
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Lucid Dream posted:I'm really curious what they will do as far as input methods. OSVR doesn't really seem like a decent alternative if it is lacking motion controls by the time Touch comes out. Right now OSVR seems like a really lovely option because you can't play most of the Vive games without motion controls and you can't use the Oculus store for gamepad games. Truga posted:Wasn't there also rumours that PSVR would work with PC? If that does happen, it would actually be an epic deal, if you already own a ps4 and a pc. homeless snail fucked around with this message at 18:37 on Jun 15, 2016 |
# ¿ Jun 15, 2016 18:34 |
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KakerMix posted:Man I can't be arsed to pirate games anymore, Steam and GoG is so much easier. Anecdotes of course but seriously dealing with images and poo poo? No thanks. Easier to play by the rules.
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# ¿ Jun 15, 2016 21:30 |
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Ciaphas posted:Moving on from poor taste puns: it's probably the lack of sleep that's making me dumb, but what's the practical purpose of Virtual Desktop? I mean ok sure nice backgrounds, fine, but is there some use case I can't think of that's better than "take off the headset"? Tbh you can use Bigscreen for some of that too and that isn't 15 bucks. Virtual Desktop is a bit nicer though.
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# ¿ Jun 16, 2016 05:25 |
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I haven't had any issues with it on my 970, not exactly watching a framerate counter or anything but it feels fine.
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# ¿ Jun 16, 2016 06:31 |
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Lemming posted:Oh yeah, a lot of games will make it so what you choose as "forward" is actually "backward," I assume because you point at your monitor to choose the direction and it wants to encourage you not to smash it.
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# ¿ Jun 16, 2016 23:55 |
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Tom Guycot posted:You made this? is photogrammetry easy enough for a novice to do? I thought it was something you needed like, 12 cameras and a ton of equipment to even do. Any chance of knowing how you go about doing something like this, or a guide online somewhere? I'm going back to visit my parents in a few weeks and I love the idea of being able to do a photoggrammetry capture of their house, cabin, yard and other stuff. I hear Reality Capture is going to come out with a consumer version on Steam soon, and I hear that's a pretty good package, but I'm not exactly sure when that will be.
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# ¿ Jun 17, 2016 01:06 |
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I just played a game of battle dome and here is my review: holy poo poo buy battle dome right now
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# ¿ Jun 18, 2016 02:53 |
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Lemming posted:From what I hear the mechanics are basically like the territory control in Splatoon, is that at all accurate? It sounds like something I'll definitely have to try out when I setup my Vive again The best thing about it though is just the physicality of playing it in room scale. Its one of the best games I've played so far in terms of how thoroughly it uses the space, right up there with Budget Cuts. You have to move all over the place, peeking around corners and over cover, crouching down, hitting the loving deck and doing sweet combat rolls when you see bullets coming your way. Its very intense.
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# ¿ Jun 18, 2016 03:48 |
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Fargin Icehole posted:I'm a huge Skeptic sssso, do we still need to jack into cyberspace to VR?
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# ¿ Jun 18, 2016 03:58 |
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EdEddnEddy posted:Now you got me seriously considering this now. Using a drone to capture an entire properity and then throwing it into a virtual world for people to see as if they were physically there, would be pretty sweet.
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# ¿ Jun 20, 2016 02:26 |
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EdEddnEddy posted:Using a Phantom I wonder if there is a way to jack into the GPS data the drone itself uses.
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# ¿ Jun 20, 2016 06:39 |
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Jarmak posted:So some fun updates on this the 6th week of HTC shipment drama:
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# ¿ Jun 21, 2016 20:25 |
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IMO the picture quality in Big Screen is a lot worse, even on max quality and with a super close/big screen it looks very aliased compared to Virtual Desktop, and if you curve the screens it seems like it messes up the aspect ratio. The Vive controller support is much better than Virtual Desktop's though. They could both stand to be better.
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# ¿ Jun 21, 2016 20:49 |
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Honest Thief posted:Lloyds thinks I'm commiting credit fraud when trying to pay for the damned Vive.
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# ¿ Aug 4, 2016 20:18 |
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Truga posted:I'm about 99% sure they said PSVR support confirmed, but I can't find anything about PC VR
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# ¿ Aug 5, 2016 22:40 |
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JazzFlight posted:I don't have high hopes for PSVR support on the PS4, maybe only on the Neo if anything. I mean, they would have to get it running at a pretty high frame rate, right?
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# ¿ Aug 6, 2016 01:42 |
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The question was about APIs rather than the hardware, though. The OSVR API has totally different design goals than OpenVR, and I think its fairly successful at what it tries to do. OpenVR abstracts everything at a fairly high level so applications have a hardware independent interface for handling tracked objects and hand controllers, it makes a lot of decisions on the behalf of hardware in how it should be presented in the interest of orthogonality. OSVR goes the other way and makes very few judgements about how hardware is presented, its just a very regular and cross-platform interface for enumerating and accessing hardware without going through a dozen different vendor APIs. If you're making a game OpenVR is definitely the way to go, but if you're doing something weird or experimental in VR that falls outside of OpenVR's purview you might actually be better served by OSVR. The OSVR-OpenVR bridge is actually way more in OSVR's favor than anyone else's. For Valve all it means is that you can use an HDK on their store, which okay who even owns an HDK, and the people that do probably didn't buy it to play games on. For OSVR it brings more hardware into their ecosystem and the more stuff they can support the more attractive it is as a development interface. homeless snail fucked around with this message at 11:57 on Aug 8, 2016 |
# ¿ Aug 8, 2016 11:54 |
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EdEddnEddy posted:I will say that the Vive finally turns itself off when you are not wearing it finally.
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# ¿ Aug 8, 2016 19:20 |
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GlyphGryph posted:Uh... hasn't minecraft worked on Rift (and Vive) for months now?
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# ¿ Aug 15, 2016 20:19 |
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Thor-Stryker posted:Has anyone delved in deep with DolphinVR yet? How good is it with n64 titles? How does it treat Vive controllers with Wii titles? I'm considering getting into it but I don't know if the software is there yet. They recently patched in wiimote emulation for the Vive controllers I think, haven't tried it. And idk if it works with N64 VC games or not, hadn't thought about trying it but now I'm going to go do that right now.
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# ¿ Aug 16, 2016 15:57 |
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Thor-Stryker posted:Thanks for the info, I just wanted another way to demo VR to friends with a more "well known" franchise of games like Nintendo.
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# ¿ Aug 16, 2016 17:01 |
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GlyphGryph posted:The vive software can already do a simple kind of photogrammetry, imagine slapping a few labels on something and turning it in your hand to get a 3d scan of the object inserted into your scene and saved.
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# ¿ Aug 17, 2016 14:39 |
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Cojawfee posted:AR and VR are totally different things. AR augments reality and VR replaces reality. The uses for one are pretty exclusive from the uses for the other. Its not super practical right now for one device to act on the whole spectrum for a whole variety of reasons, but things like the Vive or the Gear VR can dip left a little bit with their cameras, and Hololens or Magic Leap (maybe) have a lot of flexibility around the middle area. Its conceivable that a full MR headset will come out sometime.
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# ¿ Aug 21, 2016 17:23 |
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SwissCM posted:With a mixed-reality device like the Magic Leap, whats to stop anyone from just blocking all light from coming through the lenses and instead relying purely on the device for visual display?
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# ¿ Aug 21, 2016 18:42 |
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Tokyo Sexwhale posted:The lighthouses use bluetooth to talk to each other if they are not connected via sync cable. RF noise most certainly does matter.
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# ¿ Aug 23, 2016 00:07 |
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Alan Yates has talked a bit about multiple lighthouse configurations, and it sounds like the current hardware is specifically designed to work in an asynchronous scheme that distinguishes the lighthouses based on each one rotating at different spinrates that are prime to each other, and possibly varying modulation also, the info that's out there is kind of vague right now. TDM is a way simpler scheme that works just fine with 2 lighthouses though. Maybe we'll see the async stuff surface later on.
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# ¿ Aug 23, 2016 03:03 |
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Poetic Justice posted:Alan Yates has tweeted that this generation of sensors in the headset and controllers only support TDM. I doubt they're gonna do TDM for more than 2 stations though, you're probably right about that.
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# ¿ Aug 23, 2016 03:54 |
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AndrewP posted:I'm looking for weird/experimental/concept/half-done poo poo. Trying out weird VR things is one of the main reasons I didn't want to wait for PSVR. Where should I be looking?
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# ¿ Aug 24, 2016 04:28 |
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# ¿ Aug 25, 2016 23:59 |
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# ¿ May 12, 2024 00:57 |
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Tom Guycot posted:Unrelated to games I recently got back from taking thousands of pictures to try recreating some places with photogrammetry, which was the whole reason I was doing tests months ago, but my god these large scenes take time. The first one I'm trying is ~1,400 pictures, and so far it looks like its going to take about 50 hours just for the first stage... if it even completes it. I started trying it yesterday and my computer blue screened at 40%, and it never blue screens so I hope it was just a fluke. I've been messing around with Reality Capture lately and it is by far the best package I've tried and at this point I'm convinced its the only one worth using. Its way faster than Photoscan and takes better advantage of GPUs, doesn't use as much RAM and doesn't crash when it runs out, and the accuracy of the models it produces seem a lot better.
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# ¿ Sep 5, 2016 13:01 |