Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
Consumer VR has been out for several weeks now, so it's probably time for a new thread. The last thread was very old and was originally about using 3D glasses and monitors, not specifically VR. There are several different kinds of VR, so it's important to choose the one that's right for you. There are many different platforms and different headsets. There are many different opinions on which setup is best. I'll try to keep this as objective as possible and I won't compare my thoughts on which headset does what better. I will also request that you check any console warrior posts at the door. Criticism of a headset or platform is always welcome, but don't take it too far. The previous thread was already host to a few probations and a mod challenge due to people being console warriors for a computer peripheral.

Discord
Join the Goon VR Discord and you can talk to another human being once every few days.

Virtual Vocabulary
  • Virtual Reality (VR) - Thing we are talking about
  • Head Mounted Device (HMD) - The headset/goggles that you put on your face
  • Field of View (FOV) - How much you can see. It is measured in degrees either vertically, horizontally, or diagonally
  • Screen Door Effect (SDE) - When you can see the black void between pixels. Was very bad in early headsets, not as bad now
  • Shill - Anyone who says anything remotely nice or even someone who doesn't say enough bad things about a device you don't own



SteamVR

SteamVR is the headset agnostic platform by Valve. They aim to support as many headsets as possible which will make them the most money. If you use a headset on your PC, chances are SteamVR will support it at some point. It currently supports the HTC Vive, which it launched with, the Oculus Rift, and Hydra motion controllers. Steam has helpful icons in the store that will tell you what devices work with what game. It also lets you know whether a game is room scale, standing, or seated.

In order to use SteamVR, you have to go to steam and click the VR button to start it up. Once inside, the experience is pretty much as it says in the name. It's Steam just with VR. You can buy, install and play games all without leaving your headset. When you are in a game, you can access the Steam overlay by pressing your system button. You can customize SteamVR with environments using photospheres or fully 3D scenes. You can also have custom base stations, cameras, and controllers that show up to show where your various devices are.

Like with normal Steam, SteamVR games are kind of buy at your own risk with no guarantee on quality. Luckily there isn't much risk because refunds have been a thing for a while. What you are risking is your lunch. There's no vetting process so if someone gets their game on the store, you either have to try it or hope there are decent reviews. While there are great games on SteamVR, there's also some real stinkers that can give you VR sickness.

Oculus Home

Oculus Home is the proprietary platform for the Oculus Rift. It's very existence is a matter of controversy for some. Many people are upset that Oculus is trying to compete with Steam with what is arguably a worse product. Compounding this is the fact that Oculus store has exclusives as well as HMD specific DRM. In order to play a game with Home, you have to use an Oculus Rift. Some say this is akin to locking a game to a certain brand of monitor. It's currently a hot topic in the VR community. It is also sort of pointless as there are methods for making the games work on the HTC Vive as well.

Home is an "always on" experience. You simply place the Rift on your head, the screens turn on and you're good to go. While you can buy games from inside the headset and mostly install them, you still have to take the headset off and click a windows UAC prompt to fully install. It definitely has a lot less features than SteamVR. There is a friends list but it doesn't have much use. There's no customization so far. You are presented with a giant living room type setup with the store and library hovering in front of you.

Unlike Steam, Oculus Home has a comfort rating system for its games. It is not perfect but it will give you an idea of what to expect from the experience. The ratings are kind of arbitrary so take them with a grain a salt. Also unlike Steam, there are no refunds. Once you buy a game, that's it. Some people have had luck with truly bad games but it was made clear that they were given a one time deal to get a refund. Buy games at your own risk. And finally, there are no consumer ratings or reviews of games. There's no way to know how good a game is on the Oculus Store without looking it up somewhere else.

Playstation VR

Not much is known about PSVR as it does not come out until October. I include it here only because it is all but guaranteed to be the most popular VR platform as many people already have a PS4, some already have the motion controllers, and PSVR is the cheapest of the headsets. I can only assume that like Oculus Home and SteamVR, you will be able to buy games both on your TV and in the headset.




Oculus Rift

The Oculus Rift costs $399 USD. It comes with the headset, two tracking cameras, a remote, and two touch controllers. For people who previously bought a standalone rift, Touch can be purchased for $99 USD. It comes with the two controllers and another camera. Another camera can be purchased for $59 USD, and you can have up to four cameras. In ear headphones can be purchased for $49 USD, and they have the proprietary connector the current Rift headphones use. The Rift no longer comes with an xbox controller or wireless dongle, though some stores still might have old stock that does come with it.

The Touch controllers each have a trigger, a grip button, two face buttons, a joystick and an Oculus Home button.



HTC Vive

The HTC Vive costs $599 USD. It comes with the headset, two motion controllers, two base stations, and a lot of cables. It also comes with a breakout box. The breakout box sends power to the headset and will also convert minidisplayport to HDMI. With its motion controllers, Accesories are available on the HTC Vive website. This includes replacement controllers ($129.99 USD each), base stations ($134.99 each), a deluxe audio strap ($99.99), facial interfaces and cables.

Each motion controller has a trigger, two grip buttons on the side (though both act as the same button), a menu button, a system button for opening the SteamVR overlay, and a trackpad that can be just a trackpad or four separate buttons.

The Vive also has a forward facing camera. It can be set up so you can press the system button twice and a tron-like image appears on screen which shows a camera feed of what is in front of you. You can also set it up so it shows up as a normal color image attached to your controller while in the steam overlay. This is helpful for finding where you need to put your controllers down to take off the headset or if someone is in the room and you need to see them.

Those are the two main first generation headsets that are currently out. Each has pros and cons with the hardware and software. They both have the same resolution of 2160x1200, run at the same framerate of 90hz, and mostly do the same things. They are both pentile screens and have somewhat of a screen door effect. In the end it doesn't really matter, they both play VR games. Buy whichever you think is best. The following headsets aren't out yet (or maybe ever?) but have been announced.


PSVR

The PSVR will be released in October 2016 and costs $400 USD. You get the headset, two of the playstation motion controllers, and a PS4 camera. It also comes with a breakout box like the Vive, though it seems to do more than just transmit power and signals. The PS4 will be doing all the heavy lifting with VR while the breakout box will send signal to the headset as well as an unwarped image to the TV. While this headset is only 1080p compared to the 2160x1200 of the other two headsets, it is full RGB stripe and is 120hz vs 90hz. This means there shouldn't be much of any screen door effect, color range should be more balanced and a smoother picture. Because of the ease of entry, this is likely to be the most successful of the three headsets despite technically having some weaker specs. While the other two headsets are great, this is the headset that needs to gain traction with average consumers if VR is going to take off for real this time. There are rumors that the PSVR might also work on PC. If this is true, expect it to also be supported by SteamVR.


Open Source VR

OSVR is releasing a new version of their headset, HDK 2.0, in July, and it will cost $399. This new headset has a lot of parity with the two major headsets currently out. It has a 2160x1200 resolution across two screens, 90hz refresh rate, an a 100hz tracking camera. They are also applying a coating to the lenses which is supposed to lessen screen door effect. It also appears they are adding some sort of per eye focusing. This seems to be a great way for someone to get a headset that is pretty close to the experience afforded with the more expensive headsets at a more affordable price. They currently have no motion controller solution but there are some third party controllers that should work with the OSVR software.


Acer/Starbreeze StarVR

StarVR is aiming to be a high end headset. Like the Vive and Rift, it has a separate screen for each eye except the screens are laid out in a landscape orientation. This gives a 210 degree field of view. Due to the high resolution, this headset will need a monster of a machine to run. While Acer is said to be designing desktops and laptops to run StarVR, it is most likely going to be used mostly in theme parks and VR arcades. If it makes it to the consumer market, this should be the most immersive headset available, if you have a PC that can run it.


Fove

The main feature of this device is foveated rendering which is basically eye tracking and dynamic resolution. This headset tracks your eye movements which it then sends to the SDK which changes the resolution of whichever part of the screen you're looking at. The basic idea is that only a very narrow range of your vision is actually sharp. Your peripheral vision is very blurry and can't see details. This can be used to render the entire scene at a low resolution to save on graphics power and then render whatever you're looking at at a higher level of detail. This allows for better performance and higher quality graphics than a normal headset can offer. It features a single 1440p display running at 60 hz and it does eye tracking at 120hz. No word on what kind of positional tracking will be used whether it be SteamVR Lighthouse or Oculus Constellation or even their own tracking.

This headset started off as a kickstarter and is currently in waitlist stage. According to the timeline on their website, it should have already started shipping developer kits. It could end up being vaporware at this point. I only include it because of the foveated rendering. This is an important technology that the other headset manufacturers are already working on which hopefully will be available in the second generation HMDs. If this headset ever makes it to market, it will be interesting to see how eye tracking works out.



GearVR

GearVR was the first mobile VR device. It is made through a partnership of Oculus and Samsung that only works with Samsung phones. It uses its own version of Oculus Home and has some onboard IMUs which are better than the IMUs already installed in phones. The resolution and pixel density is that of whichever phone you place inside it. There currently is no positional tracking solution for the GearVR so it is a seated only experience with only rotational tracking. You can either use the controls on the headset or a bluetooth controller.

Google Daydream

Google recently announced Google Daydream which will be a VR platform for the new version of Android. It appears to be a beefed up cardboard. They have shown off that there will be a device that is expected to work with the new Nexus phones and maybe other phones as well. There will be a controller that appears to be a more powerful Oculus remote. It has a couple buttons, a touchpad and some rotational tracking built in. Daydream will also include a home screen much like SteamVR and Oculus Home that allows you to find and access content.

Cojawfee fucked around with this message at 18:22 on Nov 16, 2017

Adbot
ADBOT LOVES YOU

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius


Motion controllers

Motion controllers are by far the best way to interact with a game in VR (unless it is the type of game that lends itself to a different piece of niche hardware like a joystick or steering wheel). This is how you get true immersion because you can interact with the virtual world by picking things up and hitting buttons and switches in the world.

The Vive is the only headset with official motion controllers out at the moment. The Rift will have Touch when it releases later in the year. There is also the Razer Hydra which was released years ago. You can use this as a hacky way to have motion controllers with the rift while using SteamVR. There could maybe be the STEM Sixsense some day which is basically a better hydra. To be honest though, their ship seems to have sailed. By the time they release, Touch will probably already be out and there won't be much demand for third party motion controllers.

Gamepad/Joystick/Steering wheel/Oculus Remote

For games that don't necessarily require motion controllers, you can use any other kind of input device that other games would use. While this is a no brainer for flight sims and racing sims, there are some games that seem like they really should have used motion controllers but were released with gamepad support instead. The Oculus remote is just a D-Pad, and a few buttons. It is most useful if you are watching a movie with your Rift and need to do something but you don't want to turn a controller on. It is also great for using with the joystick or steering wheel. It's always on so you can quickly hit the oculus button to switch to something or reset tracking.

Leap motion

Leap motion is a way to turn your hands into motion controllers. It is a stereo IR camera that you mount to the front of your headset. While the tracking isn't perfect, it is pretty good and lets you have very accurate finger tracking. The big downside is that it only tracks your hands while you look at them.



There are two main types of tracking, inside-out and outside-in. While these methods are used for positional tracking, the main tracking is still done by IMU on both major headsets. IMUs have a higher refresh rate and are a lot more accurate than the various tracking solutions. The only problem is that they suffer from drift. Over time they will lose orientation and will drift away from center. Each tracking solution corrects this drift but neither is as fast as the IMUs.

Lighthouse

Lighthouse is the tracking technology created by Valve and is used by the HTC Vive. It is also free to be used by anyone else who decides to make a headset. It is inside-out tracking. There are two base stations that each flash IR LEDs and lasers. The headset and controllers have sensors that pick up the IR light and use the timing to figure out where in the play area they are. With this setup, mulitple sets of HMDs can use the same play area as the light house base stations do not communicate with the PC (except via bluetooth for starting up and shutting down).

As each base station is placed on either end of the play area, this allows for 360 degree tracking. This can end up with some occlusion issues though. The Vive only has sensors on the front of the HMD, so if you block too many sensors with a controller or your arm, you will lose tracking.

Constellation

Constellation is the tracking technology created by Oculus and is currently only used by the Rift though it may be possible for other hardware to use it as well. It is outside-in tracking. The headset and controllers are covered in IR LEDs. Each LED flashes out a coded ID number over time which is picked up by the tracking camera.

Constellation allows for 360 degree tracking of the headset with just one camera. The Rift has LEDs on both the front and the back of the headset allowing you to turn around while using it with just one camera. When touch is released, it will come with a second camera. Oculus has stated that this second camera will also be placed in front of you and not on the other side of the tracking area, unlike the Vive. While this will allow for more accurate tracking while facing front, this leaves no tracking for the controllers if you happen to turn around and they get occluded. Some unofficial testing as shown that the cameras work just fine when set up like a Vive, but it is not offically supported by oculus.

PSVR

PSVR tracking is much the same as it is with the sony motion controllers. It uses a color camera to track the location of the colored balls on the controllers as well as the colored faceplate on the headset. As it only has one camera, the PSVR will only ever support a forward facing environment. This means that many games will probably be designed from the ground up to work natively with PSVR/Oculus and have room-scale tacked on for the Vive/maybe Oculus.


You have a few choices for your play area limited only by how much physical space you have.

Room Scale
This is the most immersive of the three choices. You define your tracking area based on how much room you have in your physical space. Now you can walk around this area in VR to interact with your game. This is great for games that don't require you to move around a lot. You're going to want at least a 2 meter square area for this.

Standing
Like room scale but you just stand in place. You can move around a little bit don't don't stray too far. This isn't so much an option as it is a last resort. If you have the room, set up room scale. If you don't, then set up standing only.

Seated
This is more for games where you will be using more traditional controller. Third person camera games and cockpit games. Games using this play area will either keep everything in front of you, or you will need a swivel chair to turn around to look at other things.



Hardware
The Rift and Vive both take a different stance on audio. The Rift provides you with removable headphones. They are decent enough quality for use but they are on ear and not over ear. This means that sounds from outside the headset will creep in. They are also a proprietary connector and there is no onboard audio jack. If you want to roll your own audio on the Rift, you will need to either use wireless headphones or run a cable all the way back to your computer which means another cable.

The Vive comes with some questionable quality earbuds and a cable that comes out the back of the Vive that you can plug whatever headphones you want into. Keep in mind that this jack is on the headset, so if you have a long headphone cable, you have to find your own way to deal with that. Either get a shorter cable or use wireless headphones.

Software
When you launch a game in Oculus Home, it automatically sends the audio to the Rift headphones. If you want to use your own headphones that don't use the proprietary connector, you'll have to mess with some settings to get the audio to your headphones.

By default, SteamVR doesn't reroute any audio, it just comes out your normal speakers. If you use wireless headphones, no problem, you're good to go. The SteamVR settings allow you to have it change your audio settings when it starts up and shuts down. When SteamVR starts, you can have it set the default audio device to your headset. This does not mean "whatever headset," this means whichever headset you choose to be the audio device. If you have more than one headset and you have SteamVR change to the vive audio and then you try to use your Rift, it will still try to send audio to the Vive until you change the setting. This isn't ideal.

Microphones
Both the Rift and Vive have a microphone built in. I personally haven't used the Rift microphone but I have tried the Vive microphone. While it was decent enough quality, it's location meant it kept picking up my breathing as if I was blowing into microphone. Maybe that was just me though.



For running the PC based headsets you will need a modern i5 and a GTX970 equivalent or better. The new Pascal cards by Nvidia claim to have a lot of VR related features so that might be the biggest bang for your buck if you wish to focus on VR.

The Rift requires two USB3 ports (and a compatible USB3 chipset), and HDMI port and a USB2 port if you want to use the included xbox one controller. If you don't have a compatible USB3 chipset, you will have to buy a USB3 card that works with the Rift. Setup is pretty easy. Install the software, place the camera on your desk, go through the setup process and you should be running within minutes.

The Vive requires a USB 2 or 3 port (though you will want to use USB3 if you want to use the onboard camera), HDMI (or mini displayport, but bring your own cable), and three power outlets. Setup is not as easy as the Rift. You will have to mount the lighthouse base stations which requires drilling into your wall, mounting them to tripods, clamping them to something high, or using double sided tape (which has been known to fail). Once you've done that, you have to go through room scale set up which can take some time. SteamVR is a bit buggy and you might have to go through set up a few times. Vive setup can take anywhere from 30-90 minutes.

Hardware Issues

I don't really want to add this section but it might be useful information for people who are trying decide which headset to get. There have been some issues with each headset hardware wise. Some rifts have been shipped out with red tinted screens. Some people have both screens red tinted, others have only one screen red tinted. This can cause headaches and Oculus isn't exactly being very helpful with solving the problem. Another issue is with there being stuck vertical lines on some screens. This seems like an even bigger nobrainer RMA, but people are still having issues getting it fixed.

The Vive is also plagued with issues. Some people are reporting dead and stuck pixels. You might be thinking "it's just a dead pixel, who cares?" But then imagine your monitor has a dead pixel and then it's blown up to be 10 times its original size. A dead or stuck pixel in the center of your vision on a VR headset is going to kill your experience. While some people have gotten RMAs for it, others are still having trouble. Some HTC support reps are using a monitor dead pixel policy where just one isn't going to get you a replacement. While one dead pixel on a monitor might not be a big deal, one dead pixel on an HMD is a huge deal. There have also been reports of people receiving broken controllers but that's an easy RMA.

Oculus Screens

If the screens on your Rift look like they have a lot of backlight bleeding through, that could be due to the mura used to fix black smearing. If you want to get rid of this, try the following.

Steps to follow:
1- Disable OVRService from Task manager (Services tab)
2- Open Regedit.exe and go to HKEY_LOCAL_MACHINE > Software
3- Right click on the Software folder > New > Key and name the new folder "Oculus"
4- Right click on the Oculus folder > New > DWORD 32bit Value and name it UseSpud
5- Set the value to 0
6- Start OVRService again and put on your headset
7- (Probably) be amazed at how everything looks clean and black
If it doesn't work for you or don't like it just delete the UseSpud file from Regedit and reboot

Keep in mind that editing your registry is done at your own risk. This shouldn't really damage anything, but always be careful.



There are already so many games available that it would be difficult to list all the good ones. I would list some, but after a few months there might be some even better games to start out with than the ones available now. It's best to just look through the catalogs of whichever storefront you wish to use and check out videos and reviews. To be honest, you just can't get an idea of how a game will play in VR until you actually play it in VR. A lot of games that seemed totally stupid when the concept was explained or when shown off in a video are actually a lot of fun when played.

I know I promised to remain objective but in this case, I think it's for the best. If you want to buy a game and it is available on both Steam and Oculus, buy it on steam. Some games sold on steam also give you the option of getting a key for the Oculus Store as well. Steam is just a better storefront at the moment. It is safer for you as a consumer because it allows for refunds.

Thanks to the wonders of nerds on the internet, there is now hacked in support that allows Rift users to use a Leap Motion or Hydra to play Vive games and Revive allows Vive users to play games made for the Oculus SDK. While the former is somewhat official, the latter is super unofficial and maybe somewhat illegal. Revive was designed to just let people play Rift games (that were purchased legally) with the Vive. Unfortunately, Oculus added in headset DRM which blocked an earlier version of Revive. The creator of Revive has since bypassed the DRM which allows Vive users to play Rift games again though this technically allows for piracy now. Before it only bypassed the headset check, now the check is built into the DRM so now it also bypasses the actual game DRM. The creator didn't want to do this but had to in order to allow Vive users to play games they legally owned.

Hopefully over time this all gets sorted out and HMDs will stop being treated as consoles. Once Touch comes out, the Rift and Vive should be about equal and all the console warriors can go away for ever. After all, locking a game to a specific HMD is almost a dumb as making an entire thread for one brand of monitor.

Cojawfee fucked around with this message at 20:57 on Dec 19, 2017

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
Here is a list of current popular games as of July 2017. Thanks to mellowjournalism and Tom Guycot for doing the legwork of compiling it.


Apps/Social:
Google Earth VR Steam | Oculus | Google - (Free)
Star Trek: Bridge Crew Steam | Oculus - (PC/PSVR crossplay)
Werewolves Within Steam | Oculus- (PC/PSVR crossplay)
Iron Wolf VR Steam
Rec Room Steam | Oculus - (Free, PC crossplay)
VRChat Steam - (Free, PC crossplay)
Keep Talking and Nobody Explodes Steam | Oculus - (PSVR supported)
SportsBar VR Steam | Oculus - (PSVR supported)
Kingspray Graffiti Steam | Oculus

Vehicles:
Elite: Dangerous Steam | Oculus | Frontier
DiRT Rally Steam | Oculus - (PSVR supported)
Eagle Flight Steam | Oculus- (PSVR supported)
X-wing VR Mission PSVR - (PSVR exclusive, requires Battlefront)
Everspace Steam
DCS World Steam | DCS - (F2P, you pay for vehicle modules)
Project CARS Steam | Oculus
Assetto Corsa Steam
iRacing Steam | iRacing (Subscription based, signing up on their website is most preferable)

I deleted the old post because it had a bunch of old games no one cares about anymore. Here is a list of games compiled by mellowjournalism

mellowjournalism posted:

Apps/Social:
Google Earth VR
Star Trek: Bridge Crew - (PC/PSVR crossplay)
Werewolves Within - (PC/PSVR crossplay)
Iron Wolf VR
Rec Room - (Free, PC crossplay)
VRChat - (Free, PC crossplay)
Keep Talking and Nobody Explodes - (PSVR supported)

Vehicles:
DiRT Rally - (PSVR supported)
Eagle Flight - (PSVR supported)
X-wing VR Mission - (PSVR exclusive, requires Battlefront)
Everspace

Exploration/Adventure:
Portal Stories VR - (requires Portal 2)
Narcosis - (Horror)
A Chair In a Room: Greenwater - (Horror)
Scanner Sombre
The Solus Project
Obduction
FORM
Detached
Subnautica
Wilson's Heart - (Oculus exclusive)
Edge of Nowhere - (Oculus exclusive)
Lone Echo - (July 20, Final Echo Arena Beta July 6-10) - (PC crossplay)

Novelty/Unique:
Rick and Morty VR
The Unspoken - (Oculus exclusive)
Minecraft VR / Vivecraft
Richie's Plank Experience
Lathe Safety Simulator
Surgeon Simulator VR - (PSVR supported)
Arkham VR - (PSVR supported)
Catlateral Damage - (PSVR supported)
Darknet - (PSVR supported)
Statik - (PSVR exclusive)

RPG
The Mage's Tale - (Oculus exclusive)
Vanishing Realms
VR Dungeon Knight
Fallout 4 VR - (Q4 2017)

Shooters:
Robo Recall - (Free, Oculus exclusive)
SuperHot VR
Resident Evil 7 VR - (PSVR exclusive, Horror)
Hot Dogs, Horseshoes, and Handgrenades - (aka H3VR)
Quell 4D
Pavlov VR
Doom 3 BFG - VR mod
Doom VFR - (Q4 2017)
Onward
Raw Data
Serious Sams
Bullets and More VR - (Free Demo) - Technically designed for PVP but I'm surprised how much mileage I'm getting out of this due to PVE workshop content and the dev keeps adding guns
Arizona Sunshine - (PSVR supported)
Lethal VR - (PSVR supported)
Until Dawn: Rush of Blood - (PSVR exclusive, Horror)
Farpoint - (PSVR exclusive, best bundled with Aim controller)
The Art of Fight/Hover Junkers - are dead? confirm/deny?
Aeon? Compound? Bullet Sorrow? Sairento VR? - not sure if they have the goon seal of approval, have not personally tried much

"Fitness"/Melee/make u sweat:
Climbey - (Free Demo)
The Climb
To The Top
Holoball
The Golf Club VR
Fruit Ninja VR - (PSVR supported)
Gorn - (July 10) - Early prototype still free on itch.io
Gladius
Deus Vult
The Thrill of the Fight
Knockout League

Music/"Videos"
Audioshield
Soundboxing
Rez Infinite - (PSVR exclusive)
Thumper - (PSVR supported)
Fantasynth - (Free)
The Chainsmokers Paris VR - (Free, PSVR exclusive)

Cojawfee fucked around with this message at 17:38 on Jul 10, 2017

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius

TomR posted:

Need some truck sim reviews up there.

Did they ever make it so you can just do VR from the main game without having to choose a beta build?

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
While Valve has some dynamic resolution stuff going on with SteamVR, eye tracking will allow them do it even more. Right now, they lower the resolution on things they think you won't be looking at but with eye tracking, they will know you aren't looking at something and can lower the detail even more.

The Walrus posted:

Can I use the PS Gold headset wirelessly with the Vive? has a little usb bluetooth dongle that plugs into the PC. Or do I need to use the 3.5mm jack and connect directly to the headset?

You'll probably be better off using it wirelessly. While the Vive has an audio jack, you still have to set the vive to be the default sound device in windows. There's ways to do this via SteamVR but doing it that way sends all your computer's audio to the Vive. So if you have wireless headphones, just use those like normal.

edit: I guess I forgot to add audio to the OP, I'll fix that.l

Cojawfee fucked around with this message at 18:33 on May 24, 2016

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius

Kazy posted:

Speaking of audio, both headsets seem like half of a whole. I want the Rift to have the automatic audio switching off the Vive, and the Vive to have the built in headphones of the Rift.

That isn't a feature of the Vive, it's a feature of SteamVR. You can go into the SteamVR settings and choose whichever device you want to switch to when SteamVR starts. Games launched through Oculus Home already automatically play audio through the rift.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius

Knifegrab posted:

Hey man just wanted to say this is actually a good and well done OP!

My only nitpick (and what is a vr thread without nit picking):


While I actually really really appreciate what you have posted for Oculus Home, the good and the bad, the criticisms and concerns, I gotta say I don't think the last point is fair. Its not pointless because Oculus is starting some kind of arms race to try and add DRM and block out Vive users. I do think ultimately the hackers will be more clever, as shown in this latest update that added the DRM, but its far from pointless when Oculus is trying to lock people out of a store and only niche in-the-know users will know how to download a third party github program to allow cross-play.

Other than that, and I mean this, this is a rock solid OP. If you wanna grep some of my game reviews from the vive thread be my guest.

I meant that it was pointless for Oculus to lock the vive out because there will always be ways to get around it.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius

The Last Poet posted:

Thanks for the responses.

USB is connected and i've been through most of the available ports and done the dev remove all drivers thing many times.

I can run Vive home so i guess thats the software.

When i start SteamVR i get the 208 error which i believe is the HDMI connection error rather than the USB one.

The reason i asked about the monitor was one of the errors in the logs says

"VR_Init failed with HMD detected over USB, but Monitor not found (208)"

and i found a setup video that showed it appearing but that may have been a temporary/old setup.

SteamVR is pretty buggy so you might need to try a bunch of things. First off is a restart. A few weeks ago, SteamVR would sometimes refuse to recognize I had the vive HDMI plugged in until I restarted. Next is bypass the link box and plug the HDMI directly into your video card. If none of that works, see if you can get it to work on someone else's machine. Last resort, see if you can use a different HDMI cable to plug into the Vive headset. Where top strap is attached, you can slide that bit of plastic forward until it comes off and unplug the HDMI cable and see if you can get a different one in there.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius

Knifegrab posted:

I have been both cursed and lucky. Cursed because SteamVR fails a lot, like randomly when I start it it says a key component has stopped working and it won't work right. I have been lucky because every time this has happened a reboot has solved the issue.

SteamVR 100% needs work.

I sometimes have issues where it says a component isn't working or the compositor stopped. Luckily the second one is just a link to start the compositor (why doesn't it just do this itself?) and the first works with a SteamVR reboot. I think they finally fixed the issue where it wouldn't recognize the HDMI no matter how many times you restarted the Vive, SteamVR or Steam itself.

Edit: Also, I added some info on play space and audio to the OP.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
I haven't really used either since I first got them. I do use Virtual Desktop with Assetto Corsa though. I can use Virtual Desktop to access the menus and get everything set up and when I hit the drive button, it automatically switches to Assetto Corsa on the rift.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
I think he just wants the challenge of making mobile VR be good. He's been working on an inside-out positional tracking system using the phone camera.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
Despite the fact that they used to make PCs, Sony has always ignored the PC market.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
You don't have to buy a cardboard, there are ways to get free ones. Google was giving out free cardboards back when Star Wars came out. There's currently a kellogs thing where you buy three kellogs products and then send in to get a free cardboard.

https://www.kelloggsfamilyrewards.com/en_US/promotions/captain-america-civil-war-promotion.html

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
http://augmentl.io/on-oculus-valve-and-revisionist-history/

This whole Alan Yates thing has been pretty interesting. He's always been an anti-oculus troll but I guess he completely forgot that Valve had no intention of making a consumer VR headset. If Oculus hadn't come along, we wouldn't be talking about VR right now. It was a concerted effort between a lot of different players.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
I've noticed that sometimes the headset or controllers will refuse to track until I show them both base stations. Then if it only sees one base station for a while, it will start tracking weird. My right controller does it the most. I'll go to grab something and the controller will just float off into the distance, but the left controller can track there just fine.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius

Flashbackjack posted:

Got my rift. Love the comfort, clarity of the screen and so on, even the god rays don't bug me much.
Only thing is, I get these faint blackish bars on both side of the view, like I can slightly see the edge of each lens, or a double border somehow. No matter how much i fiddle with the headset or change the ipd it remains the same.
I don't notice it that much in War thunder and Assetto corsa, and in other games i can sort of tune it out. Right up until I see them, then it's hard to take focus away.
Has anyone else noticed it?

I think it's some kind of weird artifact of how your brain blends the two images together. I notice when I look straight forward, I get a sort of boxed in kind of FOV. But if I close one eye and look to the outside, it seems fine.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
That would be pretty cool if they could get decent hand tracking. I think my ideal tracking would be something that could just track your hands in room scale, like a camera in the lighthouse base station that could get an overall idea of where your hands are and whether they are open or closed. And then a leap motion type deal on the headset that allows detailed gesture tracking for when you can actually see your hands. So I could grab an object and move my hand off screen but still be able to hold or throw that object with the less detailed tracking. But then I could also look at it and do detailed some detailed interaction. Maybe have a bracelet or something that securely attaches to your hand for accurate positional and just use the camera for seeing if your hands are open or closed.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
I saw that earlier. I haven't bothered to check if there's a difference between the oculus version of Showdown and the showdown available on the unreal marketplace.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
I think I'd be fine with a non 3d gta.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
It will probably be a couple months. We're currently in the scalper phase. Was production kicks into high gear, then the cards will be available normally.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
Don't install facebook on your phone, because it eats through your battery for no reason. I uninstalled facebook and I went from 1 day of battery life that was pretty much mostly standby to 2-3 days with moderate use.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
There's been various reasons. They used to (or maybe still do) play a silent audio file in order to keep the process running to constantly check for notifications.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
I saw it linked somewhere and someone mentioned "five finger tracking" but it's only three fingers being tracked. Tracked being used very loosely. You probably get some analog gripping with the index and middle fingers but the thumb is basically "is it touching a button."

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
I wish the vive had better grip buttons. If I have to hold the button, I often find myself accidentally letting go because it's awkward to get my middle finger there and it doesn't have much tactile feedback that a longer throw would give.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
Just reach deep down inside yourself, pull out your inner knifegrab and do it.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
If having a Vive thread is what makes Knifegrab post like a normal human being in this thread, I'm all for it.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
I forgot about that. I didn't put in too many oculus store games because so far it's all mostly crappy games and phone ports. I'll throw Eve Valkyrie in there.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
I'm also hesitant to add games to the OP right now because there just aren't any really good VR games yet. Most games are interesting concepts that needed more time to be developed, or they are tech demos that aren't long lasting, or they are just games that are supposed to be interesting just because they are in VR. Then you have the games that were quite clearly just ported from a phone. I might just wait until we start getting some really good games in.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius

ALFbrot posted:

I'm intrigued by the concept, I love the McElroys, but I'm not sure where VR comes into play. Is there going to be a later trailer that introduces the VR elements?

The VR part is that you play a robot and play golf.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
It does seem weird since you would expect Valve to implement their own SDK on their own engine. I'm starting to worry about them. Every time I see something about Valve, it looks like they are just resting on their laurels as the creators of Steam. Sure they've made SteamVR but they expected a bunch of indie developers to fill up their store with VR games. All they've done was The Lab and that wasn't even in their own engine. The last game they released was Dota 2 in 2013. Besides that it's just The Lab which is a tech demo. I hope they announce something at E3 but I really expected them to have some big first party VR game come out.

Maybe they are just getting out of the game making business. With Unreal being totally free to start out with and Unity taking a similar path, they'd probably have to put forth a lot of effort to do something similar with Source 2.0. What's the point of releasing their own free or cheap to use engine to attract smaller devs when they can just take all the Unity and Unreal games and put them on their store with no effort of their own?

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius

ACES CURE PLANES posted:

I know that PSVR is kind of persona non grata here, despite what the OP says, but hey.

https://www.youtube.com/watch?v=bl5o-FqIRIQ

They're going all out for the retro look for the pilots. I can't wait for this dumb game.

I don't know why you'd think PSVR is persona on grata here. If anything, PSVR is the thing that can save the VR market. Find any place around the internet that is discussing VR and you'll still find doubters who think it is a waste of time and a fad. There's people who think it's interesting but is still years away from being mainstream due to how expensive it is. You've got people who have VR but are disappointed because there isn't much content. Finally there are the people who have VR but their device is defective or broken and they make posts complaining about their inability to get HTC or Oculus to do anything about it. That's a lot of people to be countered by the small number of people who both have VR and love it. It was mentioned earlier that only .09% of people on Steam have a Vive and .06% have a rift. This is a really small market made up of very vocal people. I really hope that PSVR is good and comes out without any hitches. We need a really good release that gets VR into regular people's homes to counter all the "VR is here, but it's actually dead" articles you see on various blogs and gaming news sites.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
Every "unlimited detail" graphics engine I've seen always seems to be based on the fact that they always a lot of the same model. It loads one model in and then duplicates it hundreds of times. I'm pretty sure rendering with polygons allows for cheaply duplicating one mesh several times these days. The last one was the guy (was it this same guy?) who said it definitely was NOT voxels it was pixel atoms and allowed for infinite objects in a scene. Then he basically just had endless rows of the exact same elephant statue and a few other things. His scene had lots of objects in it but only a few unique things. This guy's demo is the exact same. It's all the same character models all doing the same animation at the same time but maybe at different sizes. He doesn't seem to explain how he's able to have "infinite" just because it's pixel atoms. If anything, I would think that would require even more powerful hardware.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
Also, what the hell was his "holo room" supposed to be? Are those shutter glasses? Is he just projecting images on the walls and getting stereo with shutter glasses and tracking those balls on the glasses?

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
He never went to college

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
No guys, don't you get it? We have to make a thread for every individual headset so I never have to leave my echo chamber.

VIVE IS THE BEST
vive is the best
vive is the best

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
If you have a cardboard, you should check this app out. It's an interesting look into dementia. It runs kind of lovely on my HTC One M8 but it was kind of interesting.

http://uploadvr.com/alzheimers-research-vr-app/

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
Shipping on my rift was pretty cheap, don't know what you're talking about.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius

Mordaedil posted:

Naw, this is the Rift thread, because it's pretty nasty to read this thread if you own a Vive. You are basically told you are self-entitled douche, even when you just want to talk about what is actually going on in the industry and people would rather ignore the current standing for what-might-bes, because that is all the rift has going for it.

Maybe at some point, when cooler heads prevail can the threads consolidate, but as it is, it's pretty rough to be excited about VR if you're just spending time talking about how your choice of HMD is going to one day be made inferior, just you wait.

What the hell are you talking about? Do you live in some sort of fantasy world? This is the general VR thread and people talk about anything in VR. No one is disparaging you for owning a vive. As I stated in the OP, check your console warrior attitude at the door. This is like fighting over which CPU or GPU brand is better in a PC gaming thread.

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
If anyone is into sim racing, iRacing will have the latest oculus SDK in the new build next week. It's also going to have the pixel per display stuff that Assetto Corsa has so you can do some super sampling to get a clearer picture.

Adbot
ADBOT LOVES YOU

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius

HerpicleOmnicron5 posted:

can we please settle down

His entire post history his him trying to be Knifegrab Jr. He's either being serious or he's being a super lame troll. Neither of those things is needed in the thread.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply