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wolrah
May 8, 2006
what?
Can anyone with a Vive and an Optimus laptop tell me if it's even possible to get an image on the headset that way? I know performance will be a major problem in such a configuration but I'm just thinking about it from the perspective of watching movies while traveling, which should be within the capabilities of even an Intel GPU.

Also what happens if you try to use either one in Linux? Do either of the major headsets even support an "extended mode" anymore where it just shows up as yet another display and leaves all the hard work to the software?

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wolrah
May 8, 2006
what?

SwissCM posted:

Their tracking tech is well understood enough that it'd be possible for a hobbyist to reverse engineer an OpenVR driver, that's how I see it happening anyway.

Yep, there are already UE4 and Unity libraries for the Move controllers, PSVR's headset tracking is pretty much the same thing, all that's needed is to bridge the existing work with OpenVR.

https://thp.io/2010/psmove/ seems to be the main project

Looks like Bluetooth pairing is tricky on Windows, but works reliably on other platforms.

wolrah
May 8, 2006
what?

GlyphGryph posted:

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.
You ordered yours on the 21st, right? I also had mine showing "In Stock" on the morning of the 21st when I ordered and haven't heard anything from HTC or Fedex yet. I'm going to be a bit annoyed if I'm one of the unlucky ones who's being shipped out of order for unknown reasons.

wolrah
May 8, 2006
what?
I just got my shipping notice from HTC, almost exactly one week after ordering. Estimated delivery is Wednesday. I can't wait. Glad I work from home, now I just need to make sure I am keeping an eye out for the delivery ninjas.

wolrah
May 8, 2006
what?
Tested a Rift CV1 at Best Buy yesterday, and yeah, I have to agree with the conclusion it seems almost everyone else is coming to. The Rift is a slightly better headset alone, but for anything that's not a cockpit game the ability to move around and naturally interact with the world is such a huge thing that it's the first thing you notice as missing if you've tried a Vive before a Rift.

I'm sure if I hadn't used either one the Rift would have seemed much more impressive as they fixed all the things that bugged me on the DK1, but having spent hours with the Vive actually grabbing things with my hands the gamepad just can't compete.

The Climb was not a great choice as a demo either. The controls felt one step off of I Am Bread, which is not a good thing IMO.

wolrah
May 8, 2006
what?
Yeah, if it looked washed out something was wrong. It looked fine when I used it.

Also going back to one of my earlier questions:

wolrah posted:

Can anyone with a Vive and an Optimus laptop tell me if it's even possible to get an image on the headset that way? I know performance will be a major problem in such a configuration but I'm just thinking about it from the perspective of watching movies while traveling, which should be within the capabilities of even an Intel GPU.
I went to my Vive-having friend's house again today and brought my laptop. It's a few year old Asus with an i7 3630QM and a GeForce 650M running Optimus for the main screen, supposedly with the HDMI port wired directly to the GPU.

It didn't see the headset on the HDMI port initially, but fully restarting SteamVR made it work as expected. The instructional segment was pretty choppy, I'd say 30-50 FPS, and seemed like the game engine's tick rate was reduced because the sphere's movement was slow and it took forever for it to acknowledge that I had pressed the buttons it wanted me to.

Once I got to the point where it would let me exit that I installed Catlateral Damage and found it was still a bit choppy but entirely playable. I forgot to install Big Screen so I have no idea how it handles playing movies, but it just might be usable. Here's hoping, I can never find a good place for my bedroom TV but if I can make it only exist in the virtual world I can put it wherever in relation to my bed.

Definitely not for the weak stomached when gaming on that sort of a setup. I seem to have pretty solid VR legs but when the framerate really dipped during the instructions I felt a bit weird.

wolrah
May 8, 2006
what?

FormatAmerica posted:

It's fun because it looks 3d & poo poo, which is one step up from playing in a BigScreen type environment, which is one step up from playing IRR (in real reality) like a loving chump.

I wonder if one could combine the two. Playing in a BigScreen or Virtual Theater type environment with a stereo-injected game, so it appears like the floating screen is a portal in to the game world with depth and perspective. You'd have to have the stereo injection driver be aware of the virtual environment though so it could properly move the camera around.

That might also do good things for the motion sickness issues that are common with games not designed for VR, since the motion is taking place within a fully stationary environment and basically ends up looking more like a 3D movie.

wolrah
May 8, 2006
what?
My Vive arrived today, so for those wondering about timing I ordered it on May 21st and got shipping confirmation on May 28th. 11 real-time days, 8 business days, of which one of those was a federal holiday. The thing was at the local Fedex sort facility on Sunday night, but sat there until this morning because *shipping reasons*.

And of course I've felt like poo poo since Monday so I'm not sure I'm going to be able to coax myself to clean up my computer room and mount the lighthouses.

wolrah
May 8, 2006
what?

Cojawfee posted:

Just reach deep down inside yourself, pull out your inner knifegrab and do it.
Yeah, I ended up doing it. I hurt even more because I fell off a cabinet in the process and I remembered why I hate drywall anchors when two of them popped through the wall rather than threading, but they're up. It bitches about the lighthouses being a bit too far apart, because they are (about 22 feet if I remember the dimensions of this room correctly) but it still works and I haven't had any tracking issues.

wolrah
May 8, 2006
what?

r0ck0 posted:

Can we do a poll to see the ratio of vive owners to rift owners?
I saw this posted on /r/vive last night:
That's from the Steam hardware survey.

Basically across Steam it looks like it's about 3:1 in favor of the Vive as far as final hardware. If you count DK2s it's closer to 2:1. That wouldn't account for a Rift owner who did not use Steam at all on their VR PC, but aside from a few devoted fanboys that seems unlikely to be a significant group among gamers. Obviously those using headsets for non-gaming purposes wouldn't be counted either way.

I'd bet the split is roughly comparable here.

wolrah fucked around with this message at 19:24 on Jun 2, 2016

wolrah
May 8, 2006
what?

Republicans posted:

I bit the bullet and ordered a Vive since it seems to be at a point where you can get one without too much of a wait. What kind of shipping company do they use and is it possible to set a place to pick it up instead of having it delivered to my house? My work schedule is kinda hectic lately and I may not be able to be home for the delivery.

If you have a Microcenter nearby check their stock. The one nearest to me hasn't gotten any as fat as I can tell but the one in Columbus showed 10+ in stock last night.

wolrah
May 8, 2006
what?

Cojawfee posted:

I can't find any decent games that natively support the OSVR runtime. I can only find people trying to get their OSVR headset working in SteamVR.

Unreal Engine 4.12 added native OSVR support just the other day, so there's that. I have no idea if that means it'll just magically work after game devs update their copies of the engine or if it requires more explicit work on the devs' part.

A friend of mine had an order in on the OSVR 1.4 headset, but cancelled it because one of the other things they sent out recently implies some new hardware coming soon. He already has a Vive and is getting this as a secondary headset to dedicate to his simracing setup. I might follow his lead if it works out.

wolrah
May 8, 2006
what?

Poetic Justice posted:

Here is a free Story/Narrative Experience that just came out that seems kinda cool

http://store.steampowered.com/app/471630/

I tried playing this and the audio was really weird, basically if I was looking directly at something I couldn't hear them, as if I was using a surround system with the center channel disconnected. Anyone else experiencing the same?

wolrah
May 8, 2006
what?

Speaking of, looks like it'll be cross-platform...

https://twitter.com/JustinRoiland/status/741492279987167232

wolrah
May 8, 2006
what?

Sir Tonk posted:

I'd be ok with watching videos of people trying to play Doom in VR.
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.

Ciaphas posted:

I'm pretty sure I nearly killed myself half a dozen times spinning around, then a couple times more even after I unplugged the power cable from the headset

I am probably going to die with the Vive aren't I

I ran in to my desk, walking right through obvious chaperone borders, at least two dozen times while playing Cloudlands multiplayer today. When your real-world instincts are telling you to move somewhere it can definitely be hard to convince yourself to resist the urge and instead teleport.

wolrah
May 8, 2006
what?
In non-Bethesda news, OSVR announced their version 2.0 headset: https://www.engadget.com/2016/06/13/osvr-hacker-development-kit-2/

Basically they upgraded the display to modern VR spec, 2160x1200 OLED @ 90Hz, and bumped the price up $100 to $399. I definitely want to try one of these things, on paper it's a less-polished Rift at 2/3 the price, it'll be interesting to see how close it actually is in real life.

wolrah
May 8, 2006
what?

Ciaphas posted:

- Can they be mounted well outside of your play area and still work? I'm still planning but it looks like one lighthouse is going to be about six feet off to one side of where I'll be able to safely walk
My room is around 10x20, but my play area is about 5.5x7 offset to one side. It occasionally complains about the lighthouses being further apart than they should be, but it works fine.

quote:

- Do they have to be in corners, or even opposite each other, to work?
Opposing corners is ideal to minimize occlusion, not sure how required it is.

quote:

- How high do they have to be? Ideally head height is ok, my fireplace mantle and kitchen counter are just above and just below head height, respectively, so I wouldn't have to mount them to walls
Over head height. The recommendation is to have them close to the ceiling.

wolrah
May 8, 2006
what?

theBeaz posted:

Speaking of motion controls - Touch vs Wands comparison: http://uploadvr.com/oculus-touch-vs-htc-vive-better-controller/

quote:

The only caveat to this is that users with particularly large hands may have trouble finding the same sweet spots but this is only truly applicable in very extreme cases.
I'm one of those people who prefers the "Duke" controller on the original Xbox and thinks a Galaxy Note 4 is a nice one-handed device. Now I'm really interested to try the Oculus Touch controls just to see how comfortable they actually are.

wolrah
May 8, 2006
what?

Zero VGS posted:

But can you palm a basketball?

I don't own a basketball or similar.

https://www.youtube.com/watch?v=MB5pdWO25ac

Tested hands-on with Touch and interview with Palmer + Nate Mitchell.

Not really pushing the hard questions unfortunately.

wolrah
May 8, 2006
what?

Lemming posted:

It's certainly good what Valve is doing but it's just another option, not the automatic best thing for everyone to do. A loan (even if there's no risk if you don't make any money, we obviously don't know specifics about what the risk is, but I'll just assume Valve is covering the risk here) is a very different situation from being straight up paid to do something.

Valve is also really the only party in a true position to offer something like this. They are the de facto official PC game store, regardless of if a game is offered on other platforms if it's offered on Steam they know they'll get the majority of the sales. So far the only alternative store that's managed to get anywhere without AAA exclusives is GOG, and while they have strong appeal to those who care about DRM this also really limits their selection so they're not going to be true competition any time soon.

Because of this basically anything that improves PC gaming as a whole makes Valve more money, which is why they tend to seem more benevolent. Valve seems happy to run with the "a rising tide lifts all boats" logic as long as they control the biggest port.

Everyone else investing in VR gaming has to either give Valve a cut or try to sell it on their own.

wolrah
May 8, 2006
what?

DrBox posted:

I didn't understand what the big deal was. It's the same as buying a Ubisoft game on Steam. It gives you a Ubisoft key. Seems exactly what that CD key feature is for.

There is a difference in that the titles that Steam connects to uPlay for are titles that require uPlay to operate. Their achievement, cloud, multiplayer, etc. features all tie in with the uPlay network. Doing it the way it works is the only way to sell the game on Steam without dividing the playerbase (and presumably reducing the odds such a thing even happens) by requiring that Ubisoft replace those bits with their Steam equivalents.

Virtual Desktop in no way depends on Oculus Home, so it's basically nothing but free advertising for a competing service in this case.

wolrah
May 8, 2006
what?

Bhodi posted:

Anyone have experience with modded minecraft? I loaded up blightfall but WAILA and the map/way pointer mod don't seem to work at all. A shame because minecraft is really cool in VR.

I just installed Minecrift-Vive (now Vivecraft) with Forge support, then dropped the mods folder from my normal modpack install on top of it. The server I play on runs a modified version of the Direwolf20 pack so there are a lot of mods installed and it all seems to work. It is definitely crashy though, I've crashed to desktop about half the times I've played.

wolrah
May 8, 2006
what?

EdEddnEddy posted:

Mods are a crapshoot, and server that aren't running the same Vivecraft base might think you are cheating with the whole telaport implementation they had to use.

Mine never crashes, but I don't have any mods or have played on any servers yet so that could be the reason.

Yeah teleport movement only works over short distances when I'm on the server. If I try to go further it jumps me back to where I was as if I had lagged and complains on the console that I "moved wrongly" or something like that. I could fix that (I have the fastest internet connection of my friends so the server is within arm's reach of my gaming station) but it's not just a Forge mod, it's a whole thing with alternate server binaries and such that I just don't feel like bothering with. Normal non-teleport movement with the touchpad works fine and I don't get motion sick so I just use it that way while online.

wolrah
May 8, 2006
what?
http://arstechnica.com/gaming/2016/06/oculus-reverses-course-dumps-its-vr-headset-checking-drm/

quote:

Shortly after publication, Oculus representatives confirmed to Ars Technica that the company had indeed removed any Rift hardware check from its runtimes in the latest update. The company further insisted that it "will not use hardware checks as part of DRM on PC in the future," even though Ars hadn't asked about whether this was a short-term change.

So Oculus PR has now officially stated to a well-known tech news site that the hardware DRM will not be returning. Presumably that carries more weight than Palmer spouting off on Reddit.

Assuming they stick with this they're now back to UPlay/Origin levels where their decisions aren't what I want but I can entirely understand why they're doing what they're doing.

wolrah
May 8, 2006
what?

Truga posted:

Or, just do what I do and ignore real world poo poo when in VR :shrug:

For some of us any given notification could be something important or it might just be random garbage. That's pretty much the entire reason I bought my Android Wear watch in the first place, being able to just glance at my watch and know if I need to bother getting my phone out. If my boss is texting me for example it could be him inviting me to a cookout or he could have a customer calling him with a major problem and he's trying to find who's available to help while he's still collecting information.

The same applies here, if I get a text or a call it might be something I need to respond to immediately or it might be something I can ignore. The option to not be interrupted isn't on the table, my choices are between having to lift the headset and find my phone every time I hear certain notification sounds from it or being able to tell at a glance when it's not important.

wolrah
May 8, 2006
what?

AndrewP posted:

I understand this - you gotta really WANT IT this generation. I'm not regretting my purchase and I think it's super cool, but I'm also not out trying to get people to buy one based on the sub-par resolution alone. CV2 or Vive 2 or whatever will hopefully turn that corner.

I've been telling people to treat VR like "Early Access" for an entire class of hardware. Don't buy it based on future promises, but if you like it in its current state and feel it's worth the money you probably won't regret it. Headsets will only get better and/or cheaper as time goes on, GPUs will only get faster and cheaper, the game selection will only get more developed, etc.

The real question going forward I think with cross-platform development will be what the AAA game devs decide to treat as their lowest common denominator as far as input and game layout.

Two of the three big names have tracked controllers by default, one does not but will eventually offer them as an add-on.
Two of the three have a standard gamepad all players can be assumed to own, one does not.
Two of the three are officially seated/standing experiences with limited movement, though one of those is technically capable of much more if configured appropriately, while one fully supports roomscale.

That's my biggest fear with the Vive, that the big names lazily put out seated gamepad titles because they can sell those to the entire market. I really hope Oculus makes roomscale an officially supported configuration when Touch is released.

wolrah
May 8, 2006
what?

Rated PG-34 posted:

let's not forget about whatever comes out of japan's vr industry :dong:

Definitely NSFW, posted on reddit as "VR porn needs a bit of work": :nws: http://i.imgur.com/jNokYF0.gif :nws:

wolrah
May 8, 2006
what?

Nosthula posted:

Is it possible to use the Rift with the Vive controllers to play room scale games on steam? Just got my rift in today and would like to compare it to the rift playing the same games I have been on the vive.

Edit: Thinking about this more its probably a dumb idea anyway due to the single Oculus camera which will cause occlusion in room scale even if I could get it setup.

There's no way to easily convert between the different positioning measurements. You could definitely do it with a lot of calibration, but I believe there's a bit of drift inherent to both systems which would mean you'd need to recalibrate every time you play.

wolrah
May 8, 2006
what?

Republicans posted:

Cloudlands if mini golf holds any appeal to you.

Also if you have friends with VR this becomes much more fun, especially while drinking. I can't wait for the course editor to come out, that should give it pretty much infinite life replayability. I've been sticking mostly to random 9s right now to not get too bored of the base 18.

wolrah
May 8, 2006
what?
Under-spec VR Funhouse trip report:

It runs fine on low with SLI 970s. Not sure if it's actually doing SLI though, I never saw above 25% load on GPU 2 which seems more like PhysX to me, but I was only looking during the punching game because I pulled my headphone cord out so maybe other games are more demanding.

Definitely had some frame skipping in some games when I turned on the monitor, but it was not obvious when just playing without the visual indicator.

wolrah
May 8, 2006
what?

Essobie posted:

It's fine on low with a 970 and an i5-6600k. It got my hands backwards too... had to flip them in game after it picked. And once you go all the way through it 2x, you are done. Interesting tech demo, I guess.

It did the same for me with the hands, then when I exited and restarted the game after having swapped controllers to get them "correct" it did it again, so it's not just picking which controller has a lower serial number or something like that. It seems to be actively pulling the info from SteamVR and then getting it wrong.

wolrah
May 8, 2006
what?

HerpicleOmnicron5 posted:

It's too bloody hot to play any games in VR here in the UK, highlighting the biggest issue with the hardware as it is. However, it comes with the unintentional incentive to actually go outside instead of playing videogames. So, good job VR? :confuoot:

Between VR and Pokemon Go games are getting pretty good at making nerds exercise without realizing it. I say this as someone who's down 10 pounds since his Vive arrived with no other noteworthy lifestyle changes.

wolrah
May 8, 2006
what?

Pi Mu Rho posted:

Because I can?
(I actually have no clue what you meant)

Pi Mu Rho posted:

My life-size Kylo Ren fell over, head-butted one of my monitors, which knocked both it and the Terminator bust that my Vive sat on onto the floor. Terminator died, Vive survived.

wolrah
May 8, 2006
what?

App13 posted:

Even if they do, it's packaged really securely.

I'm not going to be the first to test it, but I'd be willing to bet that at least the original huge box could survive the full Ace Ventura treatment.

https://www.youtube.com/watch?v=UOJiEgxt7RY

No idea how the new smaller box would hold up, presumably the drop in size came from reducing the padding (which is admittedly overkill).

wolrah
May 8, 2006
what?
https://www.youtube.com/watch?v=22KZBhrksbk

Next-level immersion.

wolrah
May 8, 2006
what?

CapnBry posted:

The problem with doing it generically means that associating a marker with an object, the VR engine doesn't know what sort of model to display in 3D to represent the marker so they'd also need a gallery of 3D models for common objects.

He had a decent idea for this too though, to just overlay the camera feed in the area around the object so you're looking at the actual thing in roughly the right place, basically like a targeted version of tron mode.

wolrah
May 8, 2006
what?
Just to stack another anecdote on the pile, I smoke weed all day and usually have a few drinks in me when playing VR. It has the expected effects on my ability to play really physical titles for an extended period of time but that's about it. Never had the feeling that either was affecting any "VR sickness" type symptoms one way or the other.

wolrah
May 8, 2006
what?

Hadlock posted:

Can you use the Vive lighthouse controllers with the CV1 headset? Can you hook up the Rift wands with the Vive wands at the same time (each using their own tracking system) for four tracked controllers?

Looking forward to low cost third party full body motion capture systems, and whatever crazy obscure uses people come up with for them.

As a general rule you can't get accurate tracking across multiple tracking systems without putting some serious effort in to calibration. Relative positioning within the systems is easy, relative positioning between them is really hard.

wolrah
May 8, 2006
what?

Hadlock posted:

I'm still waiting for a quality smart phone with a quality keyboard that's not a blackberry. If one were available that was halo phone quality I'd sell this one and buy that tomorrow.

Unfortunately a high-quality modern smartphone with a keyboard is a tough thing to make.

If you put a normal "widescreen" display on it a fixed keyboard is out of the question because in portrait mode it'd end up larger than a home theater remote control and a landscape design would be wide enough to require cargo pockets.

To offer a fixed keyboard in a standard format you have to go with a square screen like a Blackberry Passport or Classic, but a lot of apps make assumptions about having a "widescreen" display and won't look or work right with something different. On Android there are still way too many apps that don't even support a normal phone being used in landscape mode, including the default launcher. Square displays are likely to be a perpetual source of application compatibility issues unless they became a significant part of the market, so they're out.

Now we're left with shape shifting phones, the sliders, the flips, and many other more obscure configurations. Those solve the compatibility problem but introduce a trickier one for a modern "halo" class phone, the quality feel. Sliders and hinges will always be a point of flexibility. They're likely to get loose, creak, get jammed up with crud, etc. and the flexible connectors that link the two pieces are prone to wear. They also split the chassis volume in half, replacing usable space with more case material. Even ignoring the keyboard assembly itself the same size phone has less capacity for hardware and battery. When closed components on the back of the screen portion are effectively dissipating their heat in to the keyboard portion. A chip that may have been right on the edge of usable in a normal phone is now unusable in the keyboard model without making it a lot thicker.

Can it be done? Of course, but it's hard and the market who'd be willing to pay more for it is limited.

To try to bring it back around on topic, while the standard format of modern smartphones has effectively killed the hardware keyboard we have to at the same time give it credit for enabling VR to finally become a real consumer product this time around. Small, high quality displays are relatively cheap because the smartphone market demands so many of them. Rift DK2 literally using Galaxy Note 3 panels is of course the most obvious example, but also the fact that Cardboard basically eliminated the barrier to entry. Almost anyone can try VR basically for free without leaving their house and at least decide if they're interested in pursuing it further.

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wolrah
May 8, 2006
what?

Mordaedil posted:

I dunno, I can't wait for technology to make VR headsets obsolete in the same way Tvs are obsolete in my living room.

The world of HoloLens trailers is basically that, AR with full FoV and the ability to go anywhere between transparent and fully opaque can do everything VR can do plus more. Too bad the current reality falls pretty far short of that (though it's still drat impressive).

Not really an obsoletion type thing though, more of another generation, kinda like color TV replacing black and white TV. We'll still be wearing some form of nerd goggles until we figure out how to directly interface with the brain or optic nerve, and I don't think I'm going to jump to be an early adopter there...

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