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1-D_FE

Member
Oct 27, 2017
8,252
I don't agree. 2020 is a long ways off in the tech world. You've got Apple's rumored AR/VR monster coming in 2020 (8K X 8K). Google and LG are about to show off the 120hz @ 5k X 3k OLED panels. The big players are getting close to entering the market and they're coming in hard with tech that's been worked on for many years.

https://www.roadtovr.com/google-mobile-6dof-vr-controller-tracking-inside-out/

Google has recently shown off cheap (expense and computationally) controllers that are inside out. That's only going to get better in the coming years.

I suspect a lot of this hand/body tracking is going to use the same cameras that are used for inside out tracking. It really wouldn't provide any additional expense.

And forget about set-up (which I don't concede isn't an issue. It's cumbersome and in the case of Rift, takes a ton of bandwidth running all those cameras), there's the cost of it. Valve was crowing about selling Lighthouse 2.0 wholesale (to OEMs) for 60 dollars a pop + shipping. That's 120+ for two lighthouses. And never mind the cost of all the tracking chips that need to be embedded in controllers and HMDs. I don't know what Valve plans on doing, but I fully expect all the other major players to be inside out with everything with next-gen VR. Not only will it also allow hand/body tracking, but even if it has expense, I don't really see it being any more expensive than the already really expensive solutions we're using. To me it'll be insane if anyone releases something in 2020 that isn't inside out based. The coming competition is going to be to advanced to get away with that.

P.S.

WiiFit being played in VR:



In the year 2040, when Nintendo finally releases a VR system, it'll be glorious.
 
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Bookoo

Member
Nov 3, 2017
970
That looks good on paper but realistically I think we'll get only half of it for gen 2 due to the cost. I hope I am wrong of course, and that we get all of these with an affordable price tag by then.

I thought that at first, but it seems like like it's a mix of hardware and software features.

Resolution, FoV, eye tracking and inside-out tracking seem like a given for CV2.

I am not super familiar with differences in the tech, but I imagine inside out tracking also opens the door for the gloveless hand tracking. Also I went back and watched the video on the facial tracking and it looks like it is being done in software (Lip sync). This isn't necessarily new except it looks really good.

The clip below starts when they show off people prototyping photorealistic avatars. (Timestamp 1:04). I imagine this is far off, but it looks insane.

 

Durante

Dark Souls Man
Member
Oct 24, 2017
5,074
I don't agree. 2020 is a long ways off in the tech world.
That's the one part of your post I fully agree with ;)

Regarding inside-out tracking, I'll use it if/when it actually manages to match or outperform lighthouse tracking in my use case.
That means you have a room with 3 mostly featureless walls and can move the controllers almost anywhere in that and have them reliably be absolutely positioned, with no drift, no perceptible latency, and no jitter.

I'd hate to be forced to accept a downgrade in tracking reliability because the market decided to go that way wholesale.
 

Deleted member 22585

User requested account closure
Banned
Oct 28, 2017
4,519
EU
Also a small thing but it adds to the feel of "awesome controllers": When you switch batteries, you can very easily just pull open the handle of each controller, which in your hand feels like it's totally closed, but can be opened without a problem and then to close it you can just kinda let it fall into place because the magnets that hold it tight will just pull it back to position with a "SNAP" sound. SO satisfying and well made.

Haha yes it was a little "wow" moment for me. They deserve more respect for the controllers. They feel better and have more tech than the Playstation and Xbox controllers in my opinion. And it was their first shot.
 

1-D_FE

Member
Oct 27, 2017
8,252
That's the one part of your post I fully agree with ;)

Regarding inside-out tracking, I'll use it if/when it actually manages to match or outperform lighthouse tracking in my use case.
That means you have a room with 3 mostly featureless walls and can move the controllers almost anywhere in that and have them reliably be absolutely positioned, with no drift, no perceptible latency, and no jitter.

I'd hate to be forced to accept a downgrade in tracking reliability because the market decided to go that way wholesale.

I don't know that everyone one will be there, but I truly expect there'll be at least one of the big tech power-houses that will have gotten there. And it'll set a standard that everyone else will be forced to match.

Take those google inside out controllers I linked too. Obviously they're far from perfect right now. But they're also computationally light (using a single mobile CPU core). They're also markerless and using hands and arms as reference points. And they're using AI to get things better and better.

I just feel like we're in the preamble of a massive tech war and we're about to be shocked by what happens when the mega-corps throw massive money at the problems. I don't really like the reason why they're doing it (Apple, Google, Facebook all fighting over that walled-garden money), but I think we're going to have our minds blown by what the end results are.
 

Arthands

Banned
Oct 26, 2017
8,039
I thought that at first, but it seems like like it's a mix of hardware and software features.

Resolution, FoV, eye tracking and inside-out tracking seem like a given for CV2.

I am not super familiar with differences in the tech, but I imagine inside out tracking also opens the door for the gloveless hand tracking. Also I went back and watched the video on the facial tracking and it looks like it is being done in software (Lip sync). This isn't necessarily new except it looks really good.

The clip below starts when they show off people prototyping photorealistic avatars. (Timestamp 1:04). I imagine this is far off, but it looks insane.



I think eye trackings is one exciting thing to happen in the future. Besides foveated rendering, eye tracking is going to make VR even more immersive as the game can tell what you are looking at now, and have the characters react based on what you are looking at. This should open up more unique gameplay possibility
 

1-D_FE

Member
Oct 27, 2017
8,252
I think eye trackings is one exciting thing to happen in the future. Besides foveated rendering, eye tracking is going to make VR even more immersive as the game can tell what you are looking at now, and have the characters react based on what you are looking at. This should open up more unique gameplay possibility

It'll also make social experiences much better. It really is a mandatory tech that's going to have massive consequences.

Unfortunately, of course, one of them is pretty chilling. It really is quite scary to think of what the big data companies are going to do when they can read, track, and manipulate what your emotions are. I think we're kind of fucked.
 

Durante

Dark Souls Man
Member
Oct 24, 2017
5,074
I just feel like we're in the preamble of a massive tech war and we're about to be shocked by what happens when the mega-corps throw massive money at the problems. I don't really like the reason why they're doing it (Apple, Google, Facebook all fighting over that walled-garden money), but I think we're going to have our minds blown by what the end results are.
I do think that might happen in some regards, but I'm not as positive about major breakthroughs as you are.

Computer vision has been a topic with quite a lot of money behind it for some time (for e.g. robotics or automotive use -- I was at a computer vision conference in 2008 that had major corporate presence), so I don't believe that throwing even more money at it alone is going to accelerate progress radically. It always helps of course.

What I don't want to happen is that I get my MegaCrop VRizer Extreme in 2022, and am blown away by its ergonomics and wirelessness and everything, and then I play some core games for some more time and realize that my vintage 2016 Vive has more reliable and accurate absolute positional tracking :/

It'll also make social experiences much better. It really is a mandatory tech that's going to have massive consequences.

Unfortunately, of course, one of them is pretty chilling. It really is quite scary to think of what the big data companies are going to do when they can read, track, and manipulate what your emotions are. I think we're kind of fucked.
I'd hope we get more legislation regarding that, the GDPR is a good first step.

And of course I'm always going to try and get hardware from companies that have a business model which depends less on selling my data and more on selling hats other stuff.
Or ideally, get hardware from people who make money by selling hardware, rather than using their "ecosystem".
 
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Paganmoon

Member
Oct 26, 2017
5,586
It'll also make social experiences much better. It really is a mandatory tech that's going to have massive consequences.

Unfortunately, of course, one of them is pretty chilling. It really is quite scary to think of what the big data companies are going to do when they can read, track, and manipulate what your emotions are. I think we're kind of fucked.

Hmm, too true. Which is why I'm both very excited about the technology shown for Half Dome, and at the same time scared if Valve doesn't start a new push with SteamVR and it's ecosystem. I'm not going to go into a Facebook owned ecosystem, so if Oculus "wins", or maybe a better wording would be if SteamVR doesn't hold it's own so we have two players, I don't see myself sticking with VR.

I'm one of those holdouts that doesn't even want to use ReVive.
 

Bookoo

Member
Nov 3, 2017
970
I think eye trackings is one exciting thing to happen in the future. Besides foveated rendering, eye tracking is going to make VR even more immersive as the game can tell what you are looking at now, and have the characters react based on what you are looking at. This should open up more unique gameplay possibility

Yea one day all these pieces will come together.

I was playing Orbus VR a few weeks ago and you start conversations with NPCs by waving at them. Can't wait for the days where you can walk up to them and speak to them. I think even just simplistic commands would be neat.
 

Brau

Senior Artist
Verified
Oct 26, 2017
283
Finland
Latest news on Downward Spiral: Horus Station.

http://www.3rdeyestudios.fi/blog/2018/5/3/horus-station-may-update

Now we can confidently say that Horus Station is on its final legs of development. Next week we will have visual content locked down, which means that even our talented artists will focus on testing the game instead of producing more visual assets. What is best we can soon announce the release date, price and other details.

and 2 new screenies to share.

horus_lasers

Horus_research
 

Tickling

Banned
Oct 29, 2017
961
I played the Star Wars experience at Disney springs which totally and utterly sold me on our VR future. I know it was completely tailored experience but playing be wireless, seeing my hands, see the other people, walking about freely and feeling getting hit with the body suit and I was just left the experience with my mind totally blown. It was like Ready player one. I know the experience was setup and adapted to the situation and we are years and years away from that happening but I'm at the stage where I'm thinking of putting the money down. I already have a psvr and have found it very hit and miss with a lot more misses than hits. Is the step up to pc vr much bigger? Should I wait till version 2 comes out whenever that is?
 

Chairmanchuck (另一个我)

Teyvat Traveler
Member
Oct 25, 2017
9,077
China
I played the Star Wars experience at Disney springs which totally and utterly sold me on our VR future. I know it was completely tailored experience but playing be wireless, seeing my hands, see the other people, walking about freely and feeling getting hit with the body suit and I was just left the experience with my mind totally blown. It was like Ready player one. I know the experience was setup and adapted to the situation and we are years and years away from that happening but I'm at the stage where I'm thinking of putting the money down. I already have a psvr and have found it very hit and miss with a lot more misses than hits. Is the step up to pc vr much bigger? Should I wait till version 2 comes out whenever that is?

I would honestly wait for rev 2 in 2 years or so.
 

Rygar 8Bit

Member
Oct 25, 2017
15,852
Site-15
I played the Star Wars experience at Disney springs which totally and utterly sold me on our VR future. I know it was completely tailored experience but playing be wireless, seeing my hands, see the other people, walking about freely and feeling getting hit with the body suit and I was just left the experience with my mind totally blown. It was like Ready player one. I know the experience was setup and adapted to the situation and we are years and years away from that happening but I'm at the stage where I'm thinking of putting the money down. I already have a psvr and have found it very hit and miss with a lot more misses than hits. Is the step up to pc vr much bigger? Should I wait till version 2 comes out whenever that is?

PCVR is a next step higher than PSVR. VR requires roomscale and better tracking like PCVR to get the most out of it, the resolution and fov are also slightly higher so that also helps.
There is no telling when gen 2 will hit right now that stuff is in a prototype phase and could be several years off. If you have a computer VR ready right now, and the money for it PCVR is worth it.
 

Heid

Member
Jan 7, 2018
1,807
I simply do not understand how they did all that and kept the prototype the same size/weight as CV1. How.

edit: they need to fix the headstraps though, hopefully it's the same in the photo just because it's a prototype.

Whats wrong with their headstrap design? You don't like adjusting velcro straps 20 times every time someone else uses it?

The mechanical springs were inspired but yeah they need some sorta redesign. PSVR halo sounds great but just looks so bulky. Vive pro is a wide boi.

I wonder if in the future it'll be a super simple elastic band since the hmds will be so light or if they'll be super high tech with a micro conveyor belt that measures HMD-tightness.
 

Quample

Member
Dec 23, 2017
3,231
Cincinnati, OH
I simply do not understand how they did all that and kept the prototype the same size/weight as CV1. How.



Whats wrong with their headstrap design? You don't like adjusting velcro straps 20 times every time someone else uses it?

The mechanical springs were inspired but yeah they need some sorta redesign. PSVR halo sounds great but just looks so bulky. Vive pro is a wide boi.

I wonder if in the future it'll be a super simple elastic band since the hmds will be so light or if they'll be super high tech with a micro conveyor belt that measures HMD-tightness.

I would just find it extremely funny if they kept the headstrap the same while having screens that move in miliseconds based on where your freaking eyes focus, haha. Just ultra advanced tech but they can't figure out how to make it comfortable to wear for more than an hour. I still do wear it for longer sessions than that, but I definitely notice the pressure on my face at that point, even after getting the fit perfect (and for the 2 years I've had it I've tried literally everything to make it better including buying VRCover and of course scouring the internet).

I'm almost certain they'll come up with something better though. I want some Ready Player One no strap shit, look into it Oculus!
 
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Bookoo

Member
Nov 3, 2017
970
Well Nate Mitchell popped up on r/Oculus and said "Maria covered a bunch of areas of long term research for us. This is just a peek into some feature prototypes we've been working on. However, don't expect to see all of these technologies in a product anytime soon."

So who knows what tech will make it into CV2, but it's strange since the majority of things seemed feasible for a CV2 release except maybe the varifocal displays.
 

Laser Man

Member
Oct 26, 2017
2,683
Played through Thumper, despite having to sit down and playing with a gamepad I enjoyed the game. Sometimes it felt like the environment could have been a lil bit more varied , I don't wanna say it was on the brink of dragging but it was dangerously close on some tracks.

I really like the artdesign and sounddesign.... I'm not sure if there is more to the game (storywise) or if it doesn't mean anything but I thought the diamond shaped "boss" felt like the Hellraiser Leviatan God and you had to escape from hell... but you're a metal beatle racing on a one way track. Weird but cool.

_

Also, Steam VR had patched artwork/screenshot for Steam VR Home back in today (or better, it's working again) but it seems kinda buggy. It's always searching for apps when you hit the community button, takes ages and it doesn't show all games like it did before a few months ago. Lot's of games are shown double/thrice and more.
 
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extralite

Banned
Oct 28, 2017
217
I would just find it extremely funny if they kept the headstrap the same while having screens that move in miliseconds based on where your freaking eyes focus, haha. Just ultra advanced tech but they can't figure out how to make it comfortable to wear for more than an hour. I still do wear it for longer sessions than that, but I definitely notice the pressure on my face at that point, even after getting the fit perfect (and for the 2 years I've had it I've tried literally everything to make it better including buying VRCover and of course scouring the internet).

I'm almost certain they'll come up with something better though. I want some Ready Player One no strap shit, look into it Oculus!
Have you tried completely loosening the strap? It still holds well in place but without the pressure. Which builds up over time and whatever seems not so bad at first is very bad after 30 minutes or so. Rift can be a veritable torture device when fastened even only like a third. But when loose, it's the most comfortable I've worn. No pressure on the face or nose, which is the source of discomfort with Gear VR. No pressure on the back of the head either, which sometimes can occur with PSVR.
 

Quample

Member
Dec 23, 2017
3,231
Cincinnati, OH
Have you tried completely loosening the strap? It still holds well in place but without the pressure. Which builds up over time and whatever seems not so bad at first is very bad after 30 minutes or so. Rift can be a veritable torture device when fastened even only like a third. But when loose, it's the most comfortable I've worn. No pressure on the face or nose, which is the source of discomfort with Gear VR. No pressure on the back of the head either, which sometimes can occur with PSVR.

Brah, read my post again. I tried everything (but I appreciate you taking the time to try to help lol). When I say everything, I mean I've probably tried moving it in every little velcro notch front to back, up and down. The problem is also the focal point; if I loosen the top to where it feels more comfortable, the headset is too low on my face and hits my nose. I know you can angle the headset but that puts more pressure on the top of the head and messes up the FoV. I could have a misshaped head, but Oculus should account for that...it's not that misshaped, I wear a size 7 1/8 ball cap and it fits fine. I'm doing research in VR, a big part of my life is VR. I've bought VRCover for more comfort, tried a million things over the last 2 years. Loose, tight, everywhere in between. Low on the head, High on the head, everywhere in between. It just gets annoying on my face/head after an hour or so. It's not terrible, but it's definitely noticeable, and it shouldn't be. PSVR is way more comfortable to me, so I know it can be done right. I may just have high standards, it's definitely usable, but since I play so much I wish it was a little more comfortable for long sessions.
 
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Heid

Member
Jan 7, 2018
1,807
wow you've never been able to wear it for more than an hour? o.o thats crazy

I know the back triangle thing is unintuitive. Its supposed to cup the bump low in the back of your skull, but even in Oculus' own adverts the people wear it wrong lol
 
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ninjaboyjohn

Member
Oct 30, 2017
291
California
wow you've never been able to wear it for more than an hour? o.o thats crazy

I know the back triangle thing is unintuitive. Its supposed to cup the bump low in the back of your skull, but even in Oculus' own adverts the people wear it wrong lol
So uh... I've had a CV 1 almost since day one, I dev on it daily, and I even used to work at Oculus and... I've never tried to wear it that way. You sir have opened my eyes! Headset adjusted and feels comfortable in the short term. Will report back :D
 

Deleted member 22585

User requested account closure
Banned
Oct 28, 2017
4,519
EU
Two or three weeks to go until I have my dedicated VR space and can use my Rift again. Will get some wall mounts, I've read that the tracking is better when the sensors are a bit higher. Bought some VR Cover to fight against the Beat Saber sweat. Can't wait to jump back into VR, it already has been around two months of moving, living at my in-laws, renovate our new home etc.
 

extralite

Banned
Oct 28, 2017
217
Brah, read my post again. I tried everything (but I appreciate you taking the time to try to help lol). When I say everything, I mean I've probably tried moving it in every little velcro notch front to back, up and down. The problem is also the focal point; if I loosen the top to where it feels more comfortable, the headset is too low on my face and hits my nose. I know you can angle the headset but that puts more pressure on the top of the head and messes up the FoV. I could have a misshaped head, but Oculus should account for that...it's not that misshaped, I wear a size 7 1/8 ball cap and it fits fine. I'm doing research in VR, a big part of my life is VR. I've bought VRCover for more comfort, tried a million things over the last 2 years. Loose, tight, everywhere in between. Low on the head, High on the head, everywhere in between. It just gets annoying on my face/head after an hour or so. It's not terrible, but it's definitely noticeable, and it shouldn't be. PSVR is way more comfortable to me, so I know it can be done right. I may just have high standards, it's definitely usable, but since I play so much I wish it was a little more comfortable for long sessions.

Don't loosen the top. I didn't even remember you could do that, lol. I just had to check my Rift to see what you were talking about. If you tighten the top enough, there won't be any pressure on your face or nose. You'll feel the foam on your face but it doesn't push against it. There isn't any pressure on the back of the head either, as opposed to PSVR.

My recommendation is to completely loosen the side straps, because even if you think the pressure is fine, it won't be after a while of wearing. PSVR is very much inferior to the Rift as a potential torture device but if I'm tense, it can become an ordeal to keep wearing the PSVR as well. For PSVR, a slightly tight fit can be ideal but it's hit and miss for me. Letting it loose usually makes the pressure worse in PSVR's case (since it has an elastic pull to begin with and the tightening fixates it to some degree).
 

low-G

Member
Oct 25, 2017
8,144
I will say with Rift, I get zero discomfort even with my large glasses frames, if I tighten the top strap as mentioned above, such that the Rift earphones can't even cover my ears fully (like 75% even when aimed down properly.

Perfect alignment with the lenses and it literally never hurts. If I had the top strap loose enough for the headphones to cover my ears as someone would probably wear headphones, it will hurt the bridge of my nose area.
 

Laser Man

Member
Oct 26, 2017
2,683
Played a bit of BallisticNG, was never the biggest WipeOut crack and only played the PS1 demo of the first and WipeOut HD on PS3 (mostly Zone Mode). This feels like a PS1 clone, it's actually pretty good from the handling and how it looks like a higher res PS1 game in VR without the texture warping of the original.

(I wonder why the game can exist like that without any legal trouble?)

It feels better to me than RedOut and RadialG in VR, only the music is a bit generic imo. From the 3 perspectives (cockpit and two third person views) in VR the close behind the ship-perspective is my favorite, all 3 are manageable tho.

I know there is also Formula Fusion on Steam which is supposed to be a clone/hommage in a more modern way (graphically) but I don't know if that also has some form of VR support, I don't think it has.
 

I KILL PXLS

Member
Oct 25, 2017
11,520
Someone managed to figure out how to hack in custom songs for Beat Saber:



Reddit Post. Apparently there's a json file with a text file that you can edit to do this. He's working on a tutorial.
 

I Don't Like

Member
Dec 11, 2017
14,895
Played a bit of BallisticNG, was never the biggest WipeOut crack and only played the PS1 demo of the first and WipeOut HD on PS3 (mostly Zone Mode). This feels like a PS1 clone, it's actually pretty good from the handling and how it looks like a higher res PS1 game in VR without the texture warping of the original.

(I wonder why the game can exist like that without any legal trouble?)

It feels better to me than RedOut and RadialG in VR, only the music is a bit generic imo. From the 3 perspectives (cockpit and two third person views) in VR the close behind the ship-perspective is my favorite, all 3 are manageable tho.

I know there is also Formula Fusion on Steam which is supposed to be a clone/hommage in a more modern way (graphically) but I don't know if that also has some form of VR support, I don't think it has.

How the fuck did I not know about this? I'm one of the biggest WipeOut fans ever and have been playing the shit out of RedOut and looking for similar games. Thanks. Grabbing this tonight.

Also, isn't there some other futuristic racer that's coming out soon for VR?
 

low-G

Member
Oct 25, 2017
8,144
Funktronics (makers of Cosmic Trip) just released a new small VR arcade game:





Played a little of this last night. It's definitely fun, but a 'small' game. It's really about controlling the little UFO with the intentionally awkward tilting controls to move him around a small stage getting targets & maneuvering well. It's basically a remote control UFO game.

Seems like it was designed so it could work perfectly on simpler VR tracking, as it's really only about the rotation of one hand controller.

It's very polished.
 

1-D_FE

Member
Oct 27, 2017
8,252
How the fuck did I not know about this? I'm one of the biggest WipeOut fans ever and have been playing the shit out of RedOut and looking for similar games. Thanks. Grabbing this tonight.

Also, isn't there some other futuristic racer that's coming out soon for VR?

I posted a link in this thread when the beta went live. Kind of got scared away by some Reddit comments talking about how rough the VR was, though. Kind of forgot about it. So it's good to know opinions are looking up.
 

Arthands

Banned
Oct 26, 2017
8,039
Yes. Its separate, and it is a 4vs4. There is also a horde mode.

ok, how big is the action component for the main campaign? am I right to expect that the main campaign emphasize on exploration, adventure and puzzle solving with some actions, while the multiplayer is entirely actions right
 

Brau

Senior Artist
Verified
Oct 26, 2017
283
Finland
ok, how big is the action component for the main campaign? am I right to expect that the main campaign emphasize on exploration, adventure and puzzle solving with some actions, while the multiplayer is entirely actions right
Like the length of the main campaign? for an experienced player... maybe 4 hrs? in coop maybe 5. For casuals i think around 6 would be it.

Is this what you're asking? i am not sure hehe.
 

I KILL PXLS

Member
Oct 25, 2017
11,520
Like the length of the main campaign? for an experienced player... maybe 4 hrs? in coop maybe 5. For casuals i think around 6 would be it.

Is this what you're asking? i am not sure hehe.
I think Art is asking how much of the campaign focuses on action as opposed to exploration, puzzles, etc.
 

Brau

Senior Artist
Verified
Oct 26, 2017
283
Finland
I think Art is asking how much of the campaign focuses on action as opposed to exploration, puzzles, etc.
ah, that's tough to say... i think its a bit more shooting than anything else. Horus Station is kinda big so traversing the ship would be second time-consuming thing. Puzzles are simple so i would not think those are a time sink.

There is quite a bit of narrative embedded into the station, so if you do explore and pay attention you'll probably get a better payout when it comes to understanding whats going on. There is a dev diary coming soon i think about the design, i'll post it here when its out. I think it talks about this.

EDIT:
To add an example. We have a preview of the first act where our designer flies by the whole main part in around 20 mins. But most people that have play tested the game have taken around an hr or a bit more. Some people do like to inspect and read things, others might have a different pace. In coop it'll usually be pretty long exp as well.
 

Vela

Alt Account
Banned
Apr 16, 2018
1,818
hi all, I am thinking of getting a VR headset once Mechwarrior 5 releases in December this year, but I also have a PS4. I see that it's possible to use a PSVR headset on PC as well with the proper software.

Shouldn't I just get a PSVR headset that i can use for both my PS4 and my PC, even though it has low resolution? Or is it that much better to play in higher resolution such as the upcoming Vive Pro?
 

Heid

Member
Jan 7, 2018
1,807
Bought a PCIE to get better 3 sensor tracking on the Rift.

With or without the drivers, my PCs performance tanks. GPU spikes from 25% to 99%. VR is unusable.

So I check my BIOS, see if an update can help. Hmm "support for more PCIE devices" ok maybe? Fucking somehow after checking my BIOS the first time suddenly the prompt screen just won't appear and pressing DEL, which worked 30 mins earlier, now hangs my PC in the boot phase. Black screen. No idea how I fucked it up.
 

iosefe

Unshakable Resolve
Member
Oct 26, 2017
1,932
Where the sun shines
Bought a PCIE to get better 3 sensor tracking on the Rift.

With or without the drivers, my PCs performance tanks. GPU spikes from 25% to 99%. VR is unusable.

So I check my BIOS, see if an update can help. Hmm "support for more PCIE devices" ok maybe? Fucking somehow after checking my BIOS the first time suddenly the prompt screen just won't appear and pressing DEL, which worked 30 mins earlier, now hangs my PC in the boot phase. Black screen. No idea how I fucked it up.
do an advanced startup to boot into BIOS

https://support.microsoft.com/en-us...mode-and-other-startup-settings-in-windows-10
 

GrubChub

Banned
Oct 26, 2017
1,106
hi all, I am thinking of getting a VR headset once Mechwarrior 5 releases in December this year, but I also have a PS4. I see that it's possible to use a PSVR headset on PC as well with the proper software.

Shouldn't I just get a PSVR headset that i can use for both my PS4 and my PC, even though it has low resolution? Or is it that much better to play in higher resolution such as the upcoming Vive Pro?

I have Rift and PSVR, and the rift is a million times better. The tracking on PSVR is really problematic. Only thing I choose the PSVR for is comfort. It is VERY comfortable.
 

HyGogg

Banned
Oct 27, 2017
2,495
Well Nate Mitchell popped up on r/Oculus and said "Maria covered a bunch of areas of long term research for us. This is just a peek into some feature prototypes we've been working on. However, don't expect to see all of these technologies in a product anytime soon."

So who knows what tech will make it into CV2, but it's strange since the majority of things seemed feasible for a CV2 release except maybe the varifocal displays.
Half Dome is absolutely a target for CV2. Not all the tech they showed in that presentation will be in, but the wide fov, eye tracking, and varifocal display in Half Dome are absolutely what they're targeting for Rift 2. This is obvious by the prototype. Their experimental stuff is always ugly looking, using repurposed parts and with wires and circuits hanging off (We saw a bunch of these in the presentation), but this not only looks nice, they're already making claims about size and weight, which is not something you really think about until you're working toward a product.

Equally telling is what's not in Half Dome. It still uses constellation tracking, Touch controllers, a wire, it doesn't have finger tracking, inside-out, body tracking, or other tech they've shown. While I doubt they've nailed down every detail (like resolution), it seems like they are somewhere along the path of transitioning a prototype into a product.
 

Synth

Member
Oct 26, 2017
3,202
hi all, I am thinking of getting a VR headset once Mechwarrior 5 releases in December this year, but I also have a PS4. I see that it's possible to use a PSVR headset on PC as well with the proper software.

Shouldn't I just get a PSVR headset that i can use for both my PS4 and my PC, even though it has low resolution? Or is it that much better to play in higher resolution such as the upcoming Vive Pro?

Do not buy a PSVR with the intention of using it as a PC headset. It's finicky as hell to set up, tracking is comparatively poor, and it won't have the necessary controller functionality for many games (no touchpad or analog stick on the Moves, no dedicated grip button, etc).

The resolution would be the least of your worries.