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f13.net  |  f13.net General Forums  |  Gaming  |  Topic: Index/Oculus/Vive/PSVR 0 Members and 2 Guests are viewing this topic.
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Author Topic: Index/Oculus/Vive/PSVR  (Read 213718 times)
Bungee
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Reply #105 on: February 22, 2016, 03:11:26 AM

One of the guys in our LA office has the Samsung phone that does that with their headset. It's pretty awesome. He went to Fountain Square the night before the last quarterly meeting and took a shot. With the headset on it was the full VR experience of the space with only a phone. Phenomenal.

Ed. Also:

I'm confused as to how his hand motions are being reflected in the headset; he doesn't seem to be wearing any gloves or anything that would sense what his hands are doing, so how does the game or whatever he's doing recognize what his hands are up to?  Or is he just gesticulating for effect and this is just meant to be funny?

He has a Leap Motion strapped on to the front of the headset.
« Last Edit: February 22, 2016, 03:13:08 AM by Bungee »

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Mandella
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Reply #106 on: February 22, 2016, 08:54:18 AM

One of the guys in our LA office has the Samsung phone that does that with their headset. It's pretty awesome. He went to Fountain Square the night before the last quarterly meeting and took a shot. With the headset on it was the full VR experience of the space with only a phone. Phenomenal.

Ed. Also:



And this is why I will be playing with my first headset alone in a room.

So very, very alone.....

 Ohhhhh, I see.
Sky
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Reply #107 on: February 22, 2016, 09:26:51 AM

At first I thought he was going to porn.
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Reply #108 on: February 22, 2016, 09:37:30 AM

I'm not sure it would have been any more embarrassing if he had.

Baldrake
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Reply #109 on: February 22, 2016, 11:17:29 AM

There's a camera in the device that renders things captured in the real world (like your hands) into the screen. Similarly to how the xBox Kinect works. Not sure the video is authentic, but the technology is there.
It's a Leap Motion taped to the front.
apocrypha
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Reply #110 on: February 22, 2016, 10:43:15 PM


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Jeff Kelly
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Reply #111 on: March 04, 2016, 02:30:25 AM

Palmer Luckey did an interview with Shacknews recently. When he was asked if Rift support would eventually come to the Mac he said that it was "is up to Apple". Specifically, "if they ever release a good computer, we will do it,". "You can buy a $6,000 Mac Pro with the top-of-the-line AMD FirePro D700, and it still doesn’t match our recommended specs." (http://arstechnica.com/gaming/2016/03/oculus-founder-rift-will-come-to-mac-if-apple-ever-release-a-good-computer/).

That guy desperately needs a PR department that handles communication. This is not a flame war on system wars and so his reply should be a bit more mellow than that.
Merusk
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Reply #112 on: March 04, 2016, 05:34:16 AM

Yeah, a bad way to state a valid argument.

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apocrypha
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Reply #113 on: March 04, 2016, 05:44:15 AM

Top comment on the article: "He's not wrong but damn can he find a way to make himself sound like an asshole. "

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Jeff Kelly
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Reply #114 on: March 04, 2016, 06:43:29 AM

Oh he is definitely correct.

No Mac currently meets the recommended specs. Not even the MacPro. Firstly because the MacPro hasn't been updated sinnce 2013 and secondly because the MacPro is intended as a design/CAD workstation and therefore usually uses the AMD FirePro or NVidia Quadro chips. The way he states it makes him indeed sound like a collossal dick though. Whcih is probably fine, some people like that.

The bigger problem is what part of the message sticks with consumers and its the fact that even a $6000 computer is to weak to run Oculus enabled games. Tech specs are lost on most people. Except for enthusiasts and enthusiasts already know if they want to buy a Rift or not and what upgrade they need to meet the specs. The rest sees that even a prohibitively expensive computer is too weak to use Oculus.

The way he should have phrased it is that Apple's design philosopy focuses on other aspects and therefore makes their computers not suited for VR. It says essentially the same without badmouthing a company you might need to work with again in the future (and Apple has the resources to make their own VR system to compete with you). It also doesn't give consumers or reporters any hard data that they could misunderstand.
Merusk
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Reply #115 on: March 04, 2016, 06:57:59 AM

See, I took it with a different bent from the uninformed consumer angle.

"Macs are expensive crap that look good but they can't run things."

I suppose which view the uninformed consumer will take depends on a swath of things we can't know.
« Last Edit: March 04, 2016, 09:55:27 AM by Merusk »

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Pennilenko
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Reply #116 on: March 04, 2016, 09:37:35 AM

I showed my wife his quote and asked her what she thought he was saying. She is the least tech savvy person I know. She thought he was saying that macs are over priced and under powered.

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Sky
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Reply #117 on: March 04, 2016, 10:00:15 AM

I like Macs but agree with what he said, and how he said it. Apple should get their shit together and make better hardware.
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Reply #118 on: March 04, 2016, 10:05:12 AM

She thought he was saying that macs are over priced and under powered.

He was, among other things.
Merusk
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Reply #119 on: March 04, 2016, 10:20:09 AM

I like Macs but agree with what he said, and how he said it. Apple should get their shit together and make better hardware.

But then why would you buy the new model in 2-3 years?

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Venkman
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Reply #120 on: March 05, 2016, 05:36:46 PM

Yeah, a bad way to state a valid argument.
Jobs effectively used the same tone about Adobe Flash.

Palmer isn't wrong. I think only super die hards disagree. But also, it doesn't matter at all.

If you want high powered VR, you've already got the PC to run it or are waiting for PSVR this Fall.

If you want experimental interesting VR, you've got the Samsung VR and an S6/edge (or now 7) to run it.

And if you just want to dabble for cheap/free, you've got a Cardboard, one of those plastic equivalents, or will wait for the McDonald's Happy Meal from Sweden.

Macs are not, have not, and will not be where interesting things in games happen. The last time Apple was associated with interesting things in games was jailbroken iPhones in 2007 and Apple //e-c in 1986-ish.

Palmer's comments are non-news.
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Reply #121 on: March 05, 2016, 07:22:19 PM

Apple cares a lot of games even right now, just not on Mac OS X.
Venkman
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Reply #122 on: March 06, 2016, 08:24:10 AM

Apple's very happy to make their share on games. But it's only a portion of their iTunes revenue which itself is bucketed into "services" net sales which includes Mac App Store, iBooks, Apple Music, AppleCare, Apple Pay, licensing and "other services" as reported net sales. If games was a material portion of their sales, they'd break it out.

They're hardware and the platforms to service them. Only recently have they started openly talking beyond just hardware in investor calls.

Curious to see where it goes. smiley
« Last Edit: March 06, 2016, 08:26:08 AM by Darniaq »
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Reply #123 on: March 06, 2016, 08:58:45 AM

If you've ever been to a WWDC or looked at how the iOS App Store is setup you would know that Apple focuses a lot of attention on iOS games.

Edit: to put it another way, nobody is buying iPhones just to make phone calls -- they are buying them for the apps. Yes Apple makes its money on hardware but the reason why people are buying the hardware is because of the apps.
« Last Edit: March 06, 2016, 09:40:49 AM by Trippy »
apocrypha
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Reply #124 on: March 20, 2016, 04:51:22 AM

If anyone is interested there's a Steam VR Performance Test available now. Almost annoyed that my PC got the green light, makes me want in on this more. Still can't afford this iteration at the moment though, even without needing PC upgrades.

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Father mike
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Reply #125 on: March 20, 2016, 07:35:54 AM

That performance test is 4 gigs!  ACK!

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Sky
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Reply #126 on: March 20, 2016, 07:54:26 AM

Still waiting for java version minecraft support from any of these offerings. It's literally the only application I even care about for VR at this point.

Also, more keyboard+mouse usage, I've seen a lot of controller support. Seems trivial to have a shadow keyboard visible with little code dots you could glue to the corners or something (like measuring counters). Just make that rectangle more transparent.
« Last Edit: March 20, 2016, 07:57:01 AM by Sky »
Venkman
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Reply #127 on: March 20, 2016, 09:08:41 AM

It's a crazy wild west out there. Last time both the screen and the control methods were this diverse was arcade machiens  Oh ho ho ho. Reallllly?

I think it's early yet though. I won't buy any of the current setups. I'm also not sure what would be the tipping point though. Wearable AR is really what I want, but to use it on, like, the train or something seems five years out.

If you've ever been to a WWDC or looked at how the iOS App Store is setup you would know that Apple focuses a lot of attention on iOS games.

Edit: to put it another way, nobody is buying iPhones just to make phone calls -- they are buying them for the apps. Yes Apple makes its money on hardware but the reason why people are buying the hardware is because of the apps.

We kinda deviated away from the core debate about Macs and games. My fault for going broad. Apple doesn't not care about iOS games of course. Something like 40% of all uses for iPhones is games, and something like 75% of all games-related app store revenue in the U.S. is on iPhone. And Mac OSX edged past Linux as development platform for choice, a chunk of which I imagine is because of games.

Macs just aren't the go-to platform upon which to play games.

Hence, Oculus' point.
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Reply #128 on: March 20, 2016, 09:44:04 AM

That performance test is 4 gigs!  ACK!
The download is only 1.9 GB.
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Reply #129 on: March 20, 2016, 09:52:36 AM

If anyone is interested there's a Steam VR Performance Test available now. Almost annoyed that my PC got the green light, makes me want in on this more. Still can't afford this iteration at the moment though, even without needing PC upgrades.
Results on my non-OC'd gaming PC
apocrypha
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Reply #130 on: March 20, 2016, 10:09:29 AM

Yeah that's pretty much exactly what mine looked like, same graphics card, Core i7-6700.

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
Sky
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Reply #131 on: March 20, 2016, 10:26:15 AM

Ditto, same 970 with a Core i5-2500k. All but the longer flatline in the middle section are just slightly not flat on mine, which is probably where the old cpu and mobo ever so slightly impact things. Otherwise identical.

Turns out good minecraft rigs are good for VR  Oh ho ho ho. Reallllly?
Torinak
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Reply #132 on: March 20, 2016, 04:18:37 PM

Ditto, same 970 with a Core i5-2500k. All but the longer flatline in the middle section are just slightly not flat on mine, which is probably where the old cpu and mobo ever so slightly impact things. Otherwise identical.

Turns out good minecraft rigs are good for VR  Oh ho ho ho. Reallllly?

It's too bad that hands-on reviews of Minecraft on the Oculus Rift are mixed, and that's on the version with fairly major VR-specific changes. That it has to get at least 90 fps steady for a "minimally OK" VR experience means that pretty much no modded versions will work, if there's even ever Java support (my supposedly "VR ready" rig of an I7-2600 at 3.7GHz and a GTX970 has problems keeping above 30-40 fps for decent bases on any real modpack, and large bases can drop framerates below 20-30). Issues with nausea, the UI, and the crappy control schemes are apparent in the reviews where they played for more than a couple of minutes; I can't find it now but one reviewer was only able to play it for more than short intervals by switching it to the "virtual big screen" mode where the normal 2D view is projected on what looks like a big screen in front of your face.

Facebook's recently announced push on "social features" means that the Oculus Rift may end up being a non-starter, just as many people (like Notch) feared.
apocrypha
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Reply #133 on: March 21, 2016, 04:09:57 AM

Well there's 2 options for VR Minecraft - wait and hope that the Windows 10 version matures beyond it's current iteration as 'mobile Minecraft on Windows' and grows to include modded support, or rely on 3rd party mods like Minecrift. Either possibility is a long, long way from being a reality any time soon.

And yeah, controls would be a huge issue for a fully modded MC pack in VR, it's hard enough choosing which keys not to have bound to avoid conflicts as it is, without being limited by the lack of an easily visible keyboard. I do like the idea of a virtual keyboard though and wonder if anyone's working on such a thing.

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
Sky
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Reply #134 on: March 21, 2016, 07:34:51 AM

It's too bad that hands-on reviews of Minecraft on the Oculus Rift are mixed, and that's on the version with fairly major VR-specific changes. That it has to get at least 90 fps steady for a "minimally OK" VR experience means that pretty much no modded versions will work, if there's even ever Java support (my supposedly "VR ready" rig of an I7-2600 at 3.7GHz and a GTX970 has problems keeping above 30-40 fps for decent bases on any real modpack, and large bases can drop framerates below 20-30). Issues with nausea, the UI, and the crappy control schemes are apparent in the reviews where they played for more than a couple of minutes; I can't find it now but one reviewer was only able to play it for more than short intervals by switching it to the "virtual big screen" mode where the normal 2D view is projected on what looks like a big screen in front of your face.
That's all the same stuff that was said when nvidia's 3dvision came out. Some people just can't handle the perspective, a few of my friends simply couldn't wear the glasses while I played. And the UI stuff is a constant hassle, some games supported it amazingly (and integrated it, the UI was /better/ in 3d). I've always had DLP tvs, and I think checkerboard 3d on the physical surface is a bit faster than the other approaches. But it definitely has a large overhead in either doubling the scene or framerate, depending.

Anyway, my point is these aren't new issues.

I'm kind of hoping the Windows 10 version of MC plus Rift fails and there is a strong mod version (one already exists) that becomes the fan favorite. Question is, which hardware will be adopted by the modders.
apocrypha
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Reply #135 on: March 21, 2016, 08:04:30 AM

We should probably move this to the Minecraft forum. Anyway, in terms of MC performance for VR, 1.8.9/1.9 has some pretty huge performance improvements over 1.7.10 with an entirely new block rendering system, and this week has seen a flurry of 1.9 mod announcements. It'll be interesting to see if large builds in 1.9 modpacks can avoid the FPS drops that you get in 1.7.10 packs.

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Reply #136 on: March 21, 2016, 08:11:19 AM

Let me know when the matrix vr mmo gets released. Looking forward to jacking in and jacking off.
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Reply #137 on: March 21, 2016, 09:39:53 AM

Of course you are.
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Reply #138 on: March 28, 2016, 11:42:52 AM

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Reply #139 on: March 28, 2016, 06:52:04 PM

The test above doesn't measure USB. USB is going to be the weak link for most systems -- the typical mobo chipset doesn't cut it. Use Oculus' own tool to check your system.
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