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Warbird posted:I'm not entirely sure I'm happy I got a Vive. The thing has an extremely annoying habit of losing tracking mid session with no clear cause and then it'll either decide to resume working a few minutes later or I'll have to restart my PC. I've even had the basestations decide to stop working a few times. It kills me that I put this much down on the hardware, but I've found myself playing Overwatch instead of going through the trouble of fighting it into submission. I've not even played anything besides The Lab and a couple of 2 minute sessions of Tiltbrush. I'm really hoping I can get some passion for it with developing for the platform, but man am I not enthused with VR so far. I know it's early adopter beware/beta hardware and I really really hope it's just like Steam's early days where it'll become amazing in time. In me experience, losing tracking is a result of reflections. The vive is... very sensitive to reflections. I'd try covering up anything nearby that's reflective (close window curtains/blinds, cover mirrors, etc.) and see if that helps. You're not like... doing it next to a big window or anything, right?
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# ¿ May 26, 2016 15:25 |
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# ¿ May 3, 2024 05:57 |
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Wow, turnaround time on the Vive is really good. Mine should arrive by Thursday based on the shipping e-mail I just got. So they're doing like two-week turnaround from purchase to arrival assuming it actually shows up at that time. Not too shabby at all.
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# ¿ May 26, 2016 17:51 |
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Vive delivery date moved up in the fedex tracker, should arrive Tuesday! Wow, and thats with a holiday weekend
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# ¿ May 28, 2016 00:29 |
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yeah the biggest advantage vive has over the rift right now is that the vive is available for sale.
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# ¿ May 28, 2016 19:03 |
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Sprocket posted:So after being 100% sure I wanted an Oculus over a Vive I finally got sick of waiting for my Rift to appear and ordered a Vive on the 22nd of May. Had my shipping notice earlier today whilst my day 1, 1hr 9minute rift is still nowhere in sight. Goodbye Oculus preorder! The fact they have been supplying US retail stores with stock for the last few weeks whilst people who preordered within the first hour are still left with their dicks in their hands just really left a horrible taste in my mouth. I was toying with the idea of getting both since the Rift does sound like the better headset if you ignore touch but I really dont think they deserve my money anymore especially with all this DRM nonsense lately. Sounds pretty much identical to what happened with me. My vive arrives tomorrow!
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# ¿ May 30, 2016 16:15 |
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I've realized I have no internet access in the room I set aside to be my Vive room tomorrow. Won't be able to get it wired up until Friday at the earliest... So, you don't need internet to do any vive stuff once everything is installed and registered right? I can totally just move the computer back and forth from room to room and do Vive stuff without any internet at the time of playing/configging, right?
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# ¿ May 31, 2016 01:35 |
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Cojawfee posted:Don't install facebook on your phone, because it eats through your battery for no reason. Well, now we "know" the reason, right?
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# ¿ May 31, 2016 19:14 |
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Thor-Stryker posted:Apparently OkCupid did some similar stuff to its users in the past as far as manipulating what a user sees. I always thought the OkCupid stuff was fine (back when it was really okCupid and not just Match.com with a different name). They adjusted weights and collected data to try and better serve their customers, and they shared the results of their research publicly so people could use it to better their own odds of success, and used their results internally to help people find better matches. Nothing they did was ever really any more harmful to their customers than bad algorithms would have been. None of it was on the level of user-contempt that Facebook seems to exhibit. Basically what I'm saying is that information that is collected to benefit my experience is a good deal different than information that is collected to better exploit me, and it definitely seems like Oculus is now the sort of company that would be more likely to go down the second road than the first.
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# ¿ May 31, 2016 21:59 |
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Huh, didn't realize the Vive didn't actually come with a displayport cable. It supports display port, but you have to have your own cable since it doesn't provide one, which I should have realized but totally did not. So it looks like it will be a couple more days before I get to use it - drat! It's sitting right here and useless to me. Also why the hell doesn't it come with stands for the Lighthouses, that is pretty dumb, I mean I knew it wouldn't so I made my own but it would have been a lot more convenient.
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# ¿ Jun 1, 2016 02:16 |
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Facebook literally just disabled their mobile website functionality and it pops up a message saying you have to install the app to use it now, hahah. So that's pretty timely.
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# ¿ Jun 1, 2016 21:07 |
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Talorat posted:Hmm, still works for me, hopefully it's not a gradual release. Okay, apparently it's just the messaging bit they removed, you can still view posts. I do not use facebook myself so the news was secondhand. If thats still working for you then yeah, it must be a gradual rollout. I'm actually surprised that they don't have a Facebook Social VR thing up yet. They are planning one, somehow, right?
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# ¿ Jun 1, 2016 21:26 |
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The Walrus posted:can we just go back to one VR thread, it makes no sense for there to be two just so there's one for knifegrab to act like a child in. there's been lots of civil anti-oculus discussion in this thread so the other thread literally just exists for him at this point. This is the best the VR discussion on this board has ever been, don't you even start. what is this "new wizard game"?
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# ¿ Jun 2, 2016 19:01 |
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theBeaz posted:Everyone is doing such a good job ignoring them but since they keep trying to press their agenda here I just had to respond: You didn't, at all, and now look at what you've done. I hope you feel sorry. Anyway, Vive is here, adapters are here, Vive is hooked up and working, everything is amazing. I am doing more demos at lunch and I can't wait. GlyphGryph fucked around with this message at 16:05 on Jun 3, 2016 |
# ¿ Jun 3, 2016 15:44 |
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theBeaz posted:I am so very sorry. I'm also very jealous though. Now that Vives are apparently shipping immediately I want to order one but I think the wife would kill me buying another HMD since my Rift is already chilling out waiting for something more worthwhile or Touch. That's okay though... until Witcher 3 or TW: Warhammer have native VR support (gently caress Vorpx) I'm too busy to play with it anyway. Oh and Overwatch and Smite on my PS4. Life is tough, ya know? Rifts are still selling for around 850 dollars... around the price of a Vive... It's basically a free upgrade.
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# ¿ Jun 3, 2016 16:06 |
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r0ck0 posted:Uh new rifts are selling for $850 minus ebay/paypal fees and shipping. Used you might break even. I just canceled my third rift order cause it isn't worth it to flip. Ah yeah I forgot it probably wouldn't be new. They really have dropped a lot in price since Oculus started being dicks and/or Vives started shipping out so quickly.
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# ¿ Jun 3, 2016 16:36 |
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Can you three please not actively try to make this place a worse place to post? --- Waltz of the Wizard is super great and I would have been happy to throw down some cash for this even if it is pretty short. I think I may have spent too long playing it though... nothing seems quite right in the real world anymore. Everything is a bit too far away and a bit... unreal seeming.
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# ¿ Jun 4, 2016 02:58 |
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So what's the current go-to for VR Horror? Right now the scariest game I've played has been Waltz of the Wizard (that part was pretty great by the way, in fact the whole thing is pretty great)
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# ¿ Jun 4, 2016 20:47 |
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Aphex- posted:Brookhaven Experiment has easily been the freakiest game I've experienced so far, although it definitely loses a bit of the edge after a couple of replays. Brookhaven is great, just beat it. The ending of the demo... wow, especially considering what I was thinking at the end of wave 2 when you get that "glimpse" in the distance. I can't wait for the full game - that and Budget Cuts both look like they're going to be super fun.
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# ¿ Jun 4, 2016 21:45 |
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froody guy posted:How does it work if you receive a defective Rift? I've searched in the oculus site and googled "oculs rift return policy" but I found only people bitching about the fact that oculus doesn't have a return policy page. Dafuq? You suck it up, obviously. All sales are final
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# ¿ Jun 5, 2016 14:24 |
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Well, uh ... I mean I would hope the majority of people buying a product had the recommended minimums.
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# ¿ Jun 5, 2016 20:54 |
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Knifegrab posted:I really hope Steam locks Oculus out of its store. It is not in Valve's best interest, or anyone's really except for Oculus, to force people to buy games from the Oculus Store, so that would be pretty dumb.
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# ¿ Jun 6, 2016 20:00 |
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Poetic Justice posted:People should complain to HTC for working exclusively with Valve. Oculus has said they are more than willing to work with headset manufacturers to implement their SDK. Unless part of the deal with Valve was they would be the sole provider of the software, which again isn't really in Oculus's hands. Oculus, to be fair, has a long history of bald-faced lying in regards to their intents relating to things like "exclusives", and considering they have actively sabotaged attempts to allow their software to work on other headsets I doubt they have any interest in working with anyone on anything.
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# ¿ Jun 6, 2016 20:49 |
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I know this is a really minor thing, and probably weird but... I really love the power on sound for the Vive controllers. I don't know why, I just find it to be a very nice sound.
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# ¿ Jun 7, 2016 02:52 |
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I keep finding new awesome thins in that Waltz of the Wizard game, just traveled to the world where you are being observed It's so good guys you should all get along it, it's so much better than almost everything I can't understand how it's free GlyphGryph fucked around with this message at 04:41 on Jun 7, 2016 |
# ¿ Jun 7, 2016 04:14 |
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Agreeing with everyone else, just initiate a chargeback and get a new one. "Item Not Received" is one of the explicit reasons chargebacks exist. They took your money and didn't give you a product, you've got them on record admitting it (right?), so you should be completely in the clear.
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# ¿ Jun 7, 2016 21:26 |
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Isn't that "every board game ever" thing vr thing coming out soon? That one is going to be my endless content
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# ¿ Jun 7, 2016 23:39 |
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This one http://steamcommunity.com/games/TabletopSimulator/announcements/detail/876326228257182968 They are working on VR be, the game itself is already out though!
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# ¿ Jun 7, 2016 23:48 |
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I love that Fantastic Contraption has a Job Simulator Exit Burrito in it you can eat to quit the game.
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# ¿ Jun 8, 2016 02:29 |
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Mordaedil posted:A chaperone prevents you from walking into furniture or hitting walls or tables accidentally. Keyword being now. They have said they will have a chaperone for the Touch release. Maybe it will even be better and have a proper ceiling boundary! Or maybe it will be garbage, or they lied again and won't ship it at all. I have yet to use the pass through camera on my Vive, I should probably figure it out but that one seems like a big non issue to me. I am mostly white glad the Steam software is good enough I haven't had to care. Man the first time you load it up and notice you you can just straight up SEE the wands is great.
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# ¿ Jun 8, 2016 14:17 |
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Cojawfee posted:No it doesn't. All it does is make you realize your mistake a split second before you barrel through a plate glass window. He didn't say it prevents dives, he said it prevents walking into things unintentionally. And it really does. Chaperone is great and something like it is absolutely necessary for roomscale play, since you'll otherwise have no idea where the boundaries are.
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# ¿ Jun 8, 2016 16:04 |
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Cojawfee posted:I've hit my walls enough times to know that chaperone is completely useless aside from slow walking. It's not enough to prevent someone from punching a wall. Maybe if valve added in some logic to predict if a controller's current path will lead it outside of the chaperone. Either that or tell people to set their chaperone so they can't reach anything while their arm is extended and their head is at the chaperone. Maybe you should set your bounds a bit smaller then, because I haven't had this experience at all. How long are your arms? Because my chaperon bounds reliable come up as soon as I get within arms reach of the boundaries. And I'm not exactly delicate with flailing my arms around as my dented controller and ceiling can attest. Maybe it should have configurable arm lengths though, that I'll give you.
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# ¿ Jun 8, 2016 16:20 |
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monkey posted:You realise chaperone comes up when your head OR hands are near the boundary, right? The first one doesn't really matter most of the time though, in my experience. If the bounds aren't already up, they aren't going to come up in time for me to process and prevent my hands from going out of bounds!
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# ¿ Jun 8, 2016 17:14 |
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On the one hand, there's inherent value in sharing the magic of VR! On the other hand, one of them is eventually going to break your poo poo. Balance these two forces, and you will arrive at the right charge for you, personally.
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# ¿ Jun 9, 2016 19:43 |
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sliderule posted:They are light enough that you could use those 3M Command strips to hold them up, but they might not be able to resist the internal vibration well enough to prevent tracking jitter. There's no way in my experience to reliably attach them to command strips. The default stands don't have a flat base so you can't attach them directly. I eventually just screwed mine into a couple 2x4s cut to length and put them on the shelf, at least that way I can bring them around with me and it's the closest to hassle free setup without having to deal with their bullshit adjuster knobs that start giving way the moment you take a step back. I really frickin' hate the lighthouses, everything about them is horrible, and if I wasn't busy being pissed at Oculus I'd be looking forward to switching to the rift & touch controls. I imagine actual tripods would make them a lot less frustrating to use, since you can just toss the "screw only" terrible stands they come with. GlyphGryph fucked around with this message at 19:31 on Jun 10, 2016 |
# ¿ Jun 10, 2016 19:29 |
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Ciaphas posted:Have there been any statements (or hell even semi-reliable guesses) about the cost of the Rift's motion controllers? No, and even if they're had been it wouldn't be worth believing. We won't know how much they cost until they are available for sale is my bet Deviant posted:Any idea why all my SteamVR games would just...not launch when I hit "Play in VR"? I've completley uninstalled and reinstalled my Rift and SteamVR. Gonna try one of the offending games next. I've been getting this for a few games for the Vive recently and I don't understand what's going on at all.
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# ¿ Jun 10, 2016 20:31 |
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I keep playing the Brookhaven demo and wishing for me. It's really cool how the game ramps up (or seems to, anyway) based on how well you've done though - I know people who've claimed to finish it without seeing any giants, and I had two giants bearing down on me at the same time with a third close behind. I swear picking the grenade makes them more likely to spawn too (which is great, because they are the only thing worth using a grenade on!). Being able to consistently make headshots at range in the dark with one shot is a great feeling. Now I just wish I could get this into space pirate trainer... will have to keep trying until it clicks, I guess.
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# ¿ Jun 11, 2016 03:19 |
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Moving around in game with a pad is perfectly fine for most people when the game has been built for it, I'd be willing to bet that's what they go with. Most of the sick-inducing games are from lovely implementations on games support was hacked into, and on top of that by the time it comes out people will hopefully have started building up some VR tolerance.
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# ¿ Jun 13, 2016 04:02 |
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Cojawfee posted:I got used to it after that and was fine, but some people will probably never be able to get used to such a movement scheme. I'm just hoping that they get such a thing right. If they don't, certain people will scream that such a movement scheme doesn't work and it will ruin it for everyone. Then we'll be suck with stupid things like grabbing with both controllers and pulling yourself around. I know a number of people for whom the whole controller thing will never work - they just straight up can't play first person games since it makes them sick (they stick to 2d games, although oddly enough they both love the vive because it doesn't make them sick at all with the current dominant control schemes!). I guess the main thing is asking whether or not there will be enough people who can to drive things forward, rather than expect everybody to be able to.
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# ¿ Jun 13, 2016 04:16 |
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HerpicleOmnicron5 posted:Why'd you use VATS when you can just point and shoot. VATS is taking the fun out of shooting. I would imagine VR Vats would just be the "time slowdown and freeze" events, perhaps with some added auto-aim component.
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# ¿ Jun 13, 2016 20:20 |
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# ¿ May 3, 2024 05:57 |
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ShadowMoo posted:http://store.steampowered.com/app/429830 I just bought it. Glad it's not 4x4 - I can clear 8x3.5 max. Although I'm a bit worried my cable won't reach this far... we'll see.
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# ¿ Jun 14, 2016 06:15 |