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f13.net  |  f13.net General Forums  |  Gaming  |  Topic: Index/Oculus/Vive/PSVR 0 Members and 3 Guests are viewing this topic.
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MahrinSkel
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Reply #140 on: March 28, 2016, 08:34:28 PM

It also can't deal with a dual-chipset system like my laptop. It insists it has an Intel 4800HD and 0 frames per second, even though I have forced it to use the 870M (and my fan spins up to 'jet engine' mode) and can see that it is getting decent frames per second.

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Baldrake
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Reply #141 on: April 01, 2016, 07:26:46 AM

I've played with VR quite a bit, and motion sickness is a complete blocker for me. I'm good for about 10 minutes in a session, and then am feeling seriously ill. I tend toward motion sickness with other activities, so this isn't a complete surprise.

I'm going to be really interested in whether this early work from the Mayo clinic goes anywhere. The basic idea is to use vibrators to stimulate the vestibular system so your inner ear's perception of movement matches your eye's perception.

And given the date I'm posting, I think it's worthwhile mentioning that the date on the article is March 31.
Mandella
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Reply #142 on: April 28, 2016, 01:58:26 PM

Minecraft on the Gear VR is kinda intense.

Just sayin'...
« Last Edit: April 28, 2016, 09:47:12 PM by Mandella »
Sky
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Reply #143 on: April 28, 2016, 08:54:08 PM

Is it good enough to make it worth playing vanilla minecraft beyond the initial wow factor?
Mandella
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Reply #144 on: April 28, 2016, 09:56:44 PM

Is it good enough to make it worth playing vanilla minecraft beyond the initial wow factor?

I miss my mods, but yes, yes it is, although that initial wow factor is worth the seven bucks in any case.

It really is running smoothly on my S7, and the slight blurriness that plagues "hi-def" games is hardly noticeable while rendering Minecraft's pixelated blocks. You need a controller, of course, and I would suggest sitting in a swivel chair until you get past that early survival horror phase -- although part of my problem is that I'm not used to using a controller for Minecraft so my muscle memory betrays me during crisis. And with one of the movement options (there are two, with room to customize each a bit) you move the direction you look, so be careful at turning your head to check out that cool lava pool you're running by...
apocrypha
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Reply #145 on: April 28, 2016, 11:24:21 PM

I'm going to die from vitamin D deficiency if I get a VR setup.  awesome, for real

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
Bungee
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Reply #146 on: April 29, 2016, 01:20:59 AM

I'm going to die from vitamin D deficiency if I get a VR setup.  awesome, for real

Tanning beds for VR players. Who's with me?

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apocrypha
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Reply #147 on: April 29, 2016, 02:45:33 AM

Then I'd just die from skin cancer instead!

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
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Reply #148 on: May 29, 2016, 09:49:44 AM

I'm going to be really interested in whether this early work from the Mayo clinic goes anywhere. The basic idea is to use vibrators to stimulate the vestibular system so your inner ear's perception of movement matches your eye's perception.
That may help with the motion sickness (momentum) issue but it doesn't address nausea caused by the depth perception issue:

https://www.quora.com/How-big-an-issue-is-the-nausea-problem-for-Virtual-Reality-products/answer/Steve-Baker-9?share=1
Sky
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Reply #149 on: May 29, 2016, 12:18:16 PM

I'm sensitive to FoV weirdness, but with a properly set FoV I rarely had issues with the nvidia 3d vision setup. I usually played with a very deep, eh, forget the term. The thing that makes things look more deeperer. Some folks had issues and had to play with it very shallow. Convergence?

Some games were unplayable, though. Not sure what the deal was, always felt like a wonky FoV but could've been other factors I'm unaware of.
« Last Edit: May 29, 2016, 12:19:59 PM by Sky »
Bunk
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Reply #150 on: May 30, 2016, 09:03:36 AM

So I've now had the Rift for about a week. Rather than just writing up another generic review, if anyone has any specific questions, please feel free to ask.

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Malakili
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Reply #151 on: May 30, 2016, 09:08:38 AM

The main question is whether or not it really feels like it adds something to gameplay or if it is just a novelty.  Is this going to change the way I play first person shooters, or am I going to just want to go back to what I'm used to after a few hours of "that's neat."
apocrypha
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Reply #152 on: May 30, 2016, 09:49:03 AM

Do you feel like your money was well spent?

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Reply #153 on: May 30, 2016, 11:11:44 AM

I feel like my money was potentially well spent? The tech demos available are still way more impressive than the games. We'll see what happens when Minecraft releases.

Based on what I've done I see it being really effective for slower paced 1st person games, less so for shooters. Really want to see a good mystery type game for it, but most of whats out there now are horrors - not my thing.

With Eve Valkyrie for example, the 3d on the cockpit is really cool as you are launching, but once the game starts going you kind of forget its there because you are paying attention to the enemy ships, which are too far away to have any sense of depth. That said though, using head tracking to target your missile locks does add an interesting new dimension.

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Reply #154 on: June 24, 2016, 12:02:30 PM

I feel like my money was potentially well spent? The tech demos available are still way more impressive than the games. We'll see what happens when Minecraft releases.

Based on what I've done I see it being really effective for slower paced 1st person games, less so for shooters. Really want to see a good mystery type game for it, but most of whats out there now are horrors - not my thing.

With Eve Valkyrie for example, the 3d on the cockpit is really cool as you are launching, but once the game starts going you kind of forget its there because you are paying attention to the enemy ships, which are too far away to have any sense of depth. That said though, using head tracking to target your missile locks does add an interesting new dimension.

Have you had the chance to try a Vive? I have to say that roomscale is where VR shines and shows that it can be more than a gimmick. I've tried a few games sitting down with my Vive, but in most cases it feels like I'm putting in more effort for very little gain. I'd highly recommend any Rift owner seriously consider getting Touch once it comes out.
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Reply #155 on: August 16, 2016, 04:26:51 PM

This may come across as a bit of a duh statement, but Minecraft should have launched with the Rift.

Holy crap is that cool. I played for about half an hour today, and I was quite impressed. It's still only for the Windows 10 edition, but supposedly that will soon be on feature parity/merging with the Java version.

The whole scale of the game feels different because the blocks are literally 3 x 3 feet each. They didn't do teleporting, or any of that crap. Basically, your body turns with your head, but you can use the thumbstick to turn in jump increments as well. It sounded bad, but in practice, I found I did most of my turning naturally by just looking, only using he stick when I needed to go 180 degrees. The click turning keeps the nausea to a minimum, and lets you reorient so that you don't wrap yourself in the cable. That said, I was still facing completely away from my desk when I took the headset off.

The menu/inventory interfaces pop up on a flat plane in front of you, and take a little getting used to because fine aiming with your head isn't as smooth as using a mouse.

I am very much dreading my first creeper.

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apocrypha
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Reply #156 on: August 16, 2016, 10:17:58 PM

If the win10 version ever does get actual mod support, and if the VR hardware ever comes down in price to vaguely within my reach then I'll probably just abandon life in the Real World and eke out my remaining years building fantastical follies in virtual space until my emaciated corpse is found, VR helmet still strapped to my face.

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Reply #157 on: August 16, 2016, 10:40:51 PM

Yeah, the biggest downer is that everyone I know playing MC is of course playing the full version. I'm hoping they merge enough that I can go in to that existing Realm via Oculus.

Played a little more. Doing the standard walk backwards and putting blocks at your feet to make a bridge is a little more work when you have to physically tilt your head straight down.

It seems pretty well designed as far as VR sickness goes, I've been able to play close to an hour at a time with little or no issue so far.

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apocrypha
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Reply #158 on: August 17, 2016, 03:45:31 AM

It seems pretty well designed as far as VR sickness goes, I've been able to play close to an hour at a time with little or no issue so far.

Cool. I suspect that'd change with mods and high speed movement and jetpacks and concussion creepers.  Oh ho ho ho. Reallllly?

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Reply #159 on: August 17, 2016, 07:53:43 AM

I used some anamorphic 3D glasses with Minecraft and that is a load of horseshit.

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Sky
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Reply #160 on: August 17, 2016, 08:23:00 AM

Wish opengl worked with nvidia's 3d vision.

But yeah, if they finally get vr working with 'real' minecraft.  ACK!
Mandella
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Reply #161 on: August 17, 2016, 10:33:55 AM



I am very much dreading my first creeper.

Spiders. And I don't even have arachnophobia, but the damn spiders man. They can get under your field of view, and the sounds they make...

*Shudder*
Sky
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Reply #162 on: August 17, 2016, 11:21:44 AM

Spiders. And I don't even have arachnophobia, but the damn spiders man. They can get under your field of view, and the sounds they make...

*Shudder*
And again, better with mods. Shader mod makes spiders in a cave creepy as hell.



(also, a torch in hand casting light is awesome)
apocrypha
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Reply #163 on: August 22, 2016, 10:35:21 PM

Bunk, I can't remember if you've got a Rift or a Vive? Is there any way of typing in-game? Can you enter console commands?

I know that the Win10 Minecraft port has only just got (or is about to get) customisable keyboard bindings, so I'm assuming that in VR you have no way to type. Which basically means modding ain't gonna happen. I run out of keybinds in a full modpack all the time, and without console commands you can't even do Command Blocks.

Also, does VR Minecraft have creative mode? How's the flying feel? Nausea inducing or OK? And the thought of trying to build in creative without being able to search for blocks makes me shudder, let alone the lack of NEI/JEI.

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
Sky
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Reply #164 on: August 23, 2016, 07:27:06 AM

Can you do a sitting VR with a keyboard? There should be a VR-enabled keyboard where you can see it in-engine, kind of a mo-cap type thing with wireless positioning units in the keyboard :)

Also, since I found my 3d vision glasses I want to try to get them working with the new tv and stumbled across this...

https://forums.geforce.com/default/topic/769009/minecraft-in-3d-vision-updated-to-1-8-x/

Guy does opengl wrapper stuff, basically.
apocrypha
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Reply #165 on: August 23, 2016, 07:33:52 AM

Cool, let us know if you get it working :)

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Reply #166 on: August 23, 2016, 08:03:27 AM

Wait, you can't use a keyboard with these VR headsets? I'm interested in the immersion factor (once the price comes down) but not in using a controller.

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Reply #167 on: August 24, 2016, 04:07:30 PM

I've gotten pretty used to the controller, but all the actual aiming is with your head. Currently no keyboard on the rift, but mind you they still haven't shipped the motion controllers. There is creative mode foe mc, but ive barely touched it. Playing survival is a principal thing to mw in mc.

Best app for the  oculus so far is probably virtual desktop, which a guy wrote in his spare time and now has hit it big on steam

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Sky
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Reply #168 on: August 25, 2016, 07:10:22 AM

Aiming with your head seems not good?

edit: I guess in minecraft where your cursor is glued to the center of the screen it makes some sense.
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Reply #169 on: September 09, 2016, 09:40:42 AM

So I just went out and bought an HTC Vive.  Was a bit fiddly to set up, especially when I eventually found out I needed a firmware update on the headset itself before it would track.

First impression:  Shock and Awe.  But I have barely scratched the surface, so I will try not to jump ahead to a final conclusion.  One thing for certain, the movement and tracking of the controllers in 3D space is exquisitely precise.  Amazingly so.

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Reply #170 on: September 09, 2016, 10:38:01 AM

Post a pic.

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Reply #171 on: September 10, 2016, 12:13:30 AM

Been posting here forever, and not one pic.  Not gonna start now!

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Reply #172 on: September 10, 2016, 01:18:08 AM

I too tried the HTV Vive while back in the US at a friend's house, and...it was pretty magical. One of the coolest things I did was play through part of a fairly simple RPG. The acts of physically exploring and looting were great. And the ability to physically block or dodge projectiles was unreal. There's a ton of potential here, and the tech may finally be mature enough to do some great things.

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Reply #173 on: September 10, 2016, 02:40:58 AM

Okay, a few more impressions, and like Fox News, I will try to be fair and balanced.  Now that initial setup is out of the way, there are no more problems getting things up and running once the PC is running and you go into Steam VR.  It will basically auto-detect the controllers and headset if they are in range of one of the lighthouses (and the headset has to be woken up).  Then you just put the thing on and go straight into the steam menus and do whatever you want.  It's not a big hassle, is the point.  Anyway, a few comments on some of the noteworthy stuff....

The headset:  Putting 500 grams of plastic, elastic and foam on your head for any length of time and then working up a minor sweat is never going to be totally comfortable.  I doubt anyone will solve this problem any time soon, those other technologies that are cordless and/or having you sitting in your chair the whole time probably have some advantage here.  The cables are annoying and often distracting.  You will get used to it to a degree after a short period of use, but you will be reminded every so often that you are tethered as you try to untangle your feet.  The headset sits okay on your head, but I wouldn't call it a nice fit.  Finding the sweetspot for the lenses is also often an exercise of frustration, which would could probably be fixed somewhat by tightening the whole thing, but that would make it even less comfortable.  The point is, you would wish it was more comfortable than it is.  Some of these problems are simply inherent to the technology, and specifically Vive's technology which has you actually moving around yet tethered at the same time.

The display and graphics:  The different VR techs all advertise their fancy double OLED screens and high resolution running at 90hz and upwards.  What this fails to convey is that you have that shit REALLY close to your face.  It is pixelated and grainy as hell.  You are looking at it through these weird fish goggle lenses.  If you have not tried this tech before, you may have seen videos of other people using it with a helpful monitor along side them showing you the visuals they are seeing.  What you see on the monitor is crisp and clear, but what you see through the headset looks like dogshit in comparison.  That is, if you are only considering the graphical quality on an apples-to-apples level.  ON THE OTHER HAND, what you sacrifice in visual fidelity is more than made up for in the indescribable immersion you get.  Honestly, some of this shit is utterly mind blowing.  The best way I can sum up what you see through the lenses is this:  If you want to see some beautiful scenery and immerse yourself in it, you will not get it here.  I doubt either modern PCs or the headsets can pull that off yet.  What you get instead is a feeling that you are dumped right into the middle of whatever it is you are doing, and they have pulled that off incredibly well.  I want it all to be crisper and clearer, but I think we are years away from that even being possible.

Room Scale (or is it room space? fuckifiknow):  This is one of the things that makes the Vive different.  You put these "lighthouses" up in opposite corners of your space, and the bigger the space you have, the better.  This helps you designate a rectangular play space that the Vive tracks and lets you know when you get too close to the border.  It is not so much a way to let you move across significant distances, as you have a teleport function to do that for you.  Instead, it gives you total freedom of movement within that space where you can duck, dodge, sidestep, move forward and back and otherwise adjust your position as needed.  Issues with the cords aside, it is fantastic.  Utterly game changing.  The only negative is that you are very often aware of the virtual and real walls, but it is well worth the trade off.  The first couple of sword-fights you have in your space...you will say to yourself "this is what I have been waiting my whole goddamned life for".  The tracking of the headset and the controllers, which is what the lighthouses are actually doing, is totally perfect.

The controllers:  You can't really talk about the controllers without considering the role the lighthouses play, but the combination of these two things is easily the best part about the Vive.  It is uncanny how well these controllers work, and how well they are tracked.  In some applications, you hold it up in front of your face and it is a perfectly represented virtual controller, with pixel-perfect movement tracking.  In a game, it turns into a sword, or a shield, or a gun, and your brain is utterly convinced of it.  The haptic feedback...I don't know how to convey it.  When you have a bow-and-arrow and pulling back on the string actually feels like pulling back on a bowstring (minus the weight, but you won't notice), the feedback it conveys is unbelievable.  I'll just say it now, this has got to be the best game input device ever created.  My only wish would be for a second version of the same thing with a more cylindrical and slightly longer shaft, because that would make fancy swordfighting flourishes even awesomer.  But in general, it transitions perfectly from sword and board to bow and arrow, to dual wield pistols, or whatever.  Ingenious.  I feel I could go on forever about how great these things are.

The games:  I only have a few to talk about right now, but some things are already becoming clear already.  Super duper graphics intensive and otherwise AAA games...probably will never work here.  What we will probably see instead are much simpler games that make up for lack of graphics and complexity with immersion.  I feel forced to make a Wii comparison here...Wii worked by simplifying graphics and input and instead tried to immerse you into the experience.  In hindsight, it was shallow as fuck and not at all immersive, which is why many of us look back on it with scorn, or at least a missed opportunity.  The Vive takes the same basic paradigm and multiplies it by 40 billion.  You are THERE, and you are not just waggling your way through stuff with a semi-responsive dildo.  Vanishing Realms is a very simple RPG dungeon crawler.  If you were playing it on your 27 inch monitor with kb/m, it would be fucking horrible and never worth mentioning.  Instead, it totally, totally works.  Give me a dozen more games exactly like this, please.  Space Pirate Trainer is another, a game that has you standing in one spot and shooting down waves of increasingly difficult robot drones.  It is so ridiculously simple and shallow, it would never succeed on any other platform.  But it is tons of fun in short bursts, and demonstrates exactly the kind of game that works well with this technology.  And that is probably good news, because these games must be pretty easy to produce.  I downloaded the Trials of Tatooine as well, because lightsabers.  It is only about 5 minutes long, and it looks like shit.  Again, the concept feels similar to that Kinect nonsense they tried to do a few years ago, but in practice it just works here.  When you ignite the lightsaber and start swooshing it around, it looks and feels amazing.  That feeling of being there makes all the difference, even if the software and design itself isn't terribly good.  This technology seems to lower the bar for what will make a game work and be interesting.  Simple will work, as long as they can put you in the middle of the experience.  I think we will see a lot of old school stuff, and a lot of arcade style games.  A good zombie game would be killer on this thing.

Other things?  It was expensive, but I am not having any remorse so far.  You need space.  You need a powerful PC (though I don't think the games I am playing have been stressing it much yet), and there is a whole lot of cable mess.  There are some virtual desktop apps that I will probably download, but haven't had time for any non-steam stuff yet.  And no, I haven't tried any porn.

I'll answer specific questions if you have them.
« Last Edit: September 10, 2016, 02:45:10 AM by Cyrrex »

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Reply #174 on: September 10, 2016, 03:52:49 AM

Just one extra point on Venishing Realms. There's a part with some traps, with a treasure chest in the middle.

I actually got down on the ground so I could "crawl" under the blades, looted the chest, and crawled out. And this is possible because the system can track you so well as to realize that you're low enough to do that.

It's a pretty simple thing, but you could never do that in a normal game unless it was specifically programmed into character movement. Or I could peek around corners or my shield. Or in Pirate Trainer, I could hold my shield to the side (out of field of view) to block flanking shots while shooting stuff in front of me.

It opens up a lot of crazy possibilities. Now they just need to work on the hit detection for melee, and it will be glorious.

Fear the Backstab!
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