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Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Sun Apr 16, 2017 12:40 pm
by Victor Mildew
Quite why I needed a second one when I don't use the one I have and I've your a vive, but :x

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Sun Apr 16, 2017 12:58 pm
by Tafdolphin
Assuming they honour it, its going straight onto ebay. Should be a quick £25.

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Sun Apr 16, 2017 1:31 pm
by Victor Mildew
Master criminal

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Sun Apr 16, 2017 1:32 pm
by Jamo3103
I've used it quite sporadically, much like with any other system, when there's good content to play then it gets used but I have enough else to play that I'm never expecting it to be a thing I plug in and play every single day.

I played my Oculus a lot from getting it last July through to the start of September, experimenting with stuff like Vorp X and enjoying some of the earlier VR experiences, also spent a lot of time in Minecraft VR. After that it was rarely used again until the Touch controllers came along and I spent a lot of time playing the games that launched with that, along with some of the Vive games I'd missed out on from December right up until mid-February Since then though there's not really been any big VR releases, apart from Robo Recall, and I've been far too busy playing Zelda on Switch to play that.

VR is still missing a truly AAA experience although Arizona Sunshine with full-locomotion came fairly close, there's some great stuff coming though - Wilson's Heart launches on Oculus in 9 days and looks superb.

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Sun Apr 16, 2017 2:56 pm
by Tafdolphin
Ad7 wrote:Says 67 pounds when I click that link.


It's back up to £80 now. Someone done goofed.

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Sun Apr 16, 2017 4:43 pm
by jiggles
I bought another Oculus with touch only in January and absolutely do not use it regularly.

I'd say I'd be using it "occasionally", but with the huge amount of incredible time-sink non-VR games that came out this past quarter, it's down to "very rarely".

While the *quality* of the software is certainly higher than I anticipated over a year ago, the quantity is about where I thought, and the shortcomings are all still there. Almost every experience is little more than a funfair attraction, good for little more than a 20 minute strawberry float around at a time. And the games with more breadth to them show only marginal improvements over playing on a screen that become less and less worth the effort as time goes on.

It's cool, fun, and impressive tech. But the pre-release hyperbole of how it is THE future of gaming and would change everything? Nope.

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Sun Apr 16, 2017 5:22 pm
by NickSCFC
jiggles wrote:
It's cool, fun, and impressive tech. But the pre-release hyperbole of how it is THE future of gaming and would change everything? Nope.


It's not THE future, but it's certainly going to be a permanent part of it.

I'm really excited for next-gen VR with 4K visuals and inside-out tracking for free roaming 8-)

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Mon Apr 17, 2017 12:38 pm
by OldSoulCyborg
NickSCFC wrote:I'm really excited for next-gen VR with 4K visuals and inside-out tracking for free roaming 8-)


So you have no interest in tracked input?

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Mon Apr 17, 2017 12:43 pm
by Peter Crisp
Once they can get really good quality 4k HDR screens and no wires I think the cinema mode may become a real killer app.
The version on PSVR is good but the tracking problem (I have to re-calibrate every 5 minutes as I have pretty severe drift) does become frustrating.

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Mon Apr 17, 2017 1:46 pm
by NickSCFC
OldSoulCyborg wrote:
NickSCFC wrote:I'm really excited for next-gen VR with 4K visuals and inside-out tracking for free roaming 8-)


So you have no interest in tracked input?


Inside out tracking means that the cameras are built I to the headset which scan the room in 3D, making the need to have camera dotted around the room redundant.

The next Samsung Gear VR could potentially have this, making mobile VR actually useful.

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Mon Apr 17, 2017 3:20 pm
by OldSoulCyborg
NickSCFC wrote:
OldSoulCyborg wrote:
NickSCFC wrote:I'm really excited for next-gen VR with 4K visuals and inside-out tracking for free roaming 8-)


So you have no interest in tracked input?


Inside out tracking means that the cameras are built I to the headset which scan the room in 3D, making the need to have camera dotted around the room redundant.

The next Samsung Gear VR could potentially have this, making mobile VR actually useful.


You'd need so many cameras on the headset itself. Two at the front + IR blaster for tracking the headset in 3D space, then three or more super wide angle cameras for 360 degree controller tracking. There's still the issue of occlusion even if the headset can see 360 degrees around itself: controller behind back and head tilted forward / one controller in front of the other, blocking line of sight to the camera / right controller under left arm/... Those may seem like edge cases, but tracking needs to be as close to 100% reliable all the time as it can. Even with two SteamVR base stations it still isn't perfect, but it's better than inside-out could ever be while it requires line of sight to the controllers.

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Mon Apr 17, 2017 3:48 pm
by NickSCFC
OldSoulCyborg wrote:
NickSCFC wrote:
OldSoulCyborg wrote:
NickSCFC wrote:I'm really excited for next-gen VR with 4K visuals and inside-out tracking for free roaming 8-)


So you have no interest in tracked input?


Inside out tracking means that the cameras are built I to the headset which scan the room in 3D, making the need to have camera dotted around the room redundant.

The next Samsung Gear VR could potentially have this, making mobile VR actually useful.


You'd need so many cameras on the headset itself. Two at the front + IR blaster for tracking the headset in 3D space, then three or more super wide angle cameras for 360 degree controller tracking.


According to Microsoft, just 2 cameras.



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Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Mon Apr 17, 2017 4:11 pm
by OldSoulCyborg
NickSCFC wrote:
OldSoulCyborg wrote:
NickSCFC wrote:
OldSoulCyborg wrote:
NickSCFC wrote:I'm really excited for next-gen VR with 4K visuals and inside-out tracking for free roaming 8-)


So you have no interest in tracked input?


Inside out tracking means that the cameras are built I to the headset which scan the room in 3D, making the need to have camera dotted around the room redundant.

The next Samsung Gear VR could potentially have this, making mobile VR actually useful.


You'd need so many cameras on the headset itself. Two at the front + IR blaster for tracking the headset in 3D space, then three or more super wide angle cameras for 360 degree controller tracking.


According to Microsoft, just 2 cameras.


So then it's forward tracking only. Probably just hand-tracking ala Hololens and Leap Motion, which is definitely interesting in its own right but not exactly great for games.

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Mon Apr 17, 2017 4:21 pm
by NickSCFC
Microsoft claim it's "world scale" VR which is a step up from HTC Vive, we'll see.

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Mon Apr 17, 2017 5:00 pm
by Qikz
Well I've heard there's even porn about people wearing VR headsets these days, so it's doing pretty well I guess.

If there's a porn, you know it's a success.

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Mon Apr 17, 2017 11:31 pm
by Kezzer
The main thing stopping me from getting VR device is knowing what the resolution would be for a particular game...

Anyone want to download DCS World and give it shot for me? :shifty:

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Tue Apr 18, 2017 12:02 am
by Victor Mildew
Kezzer wrote:The main thing stopping me from getting VR device is knowing what the resolution would be for a particular game...

Anyone want to download DCS World and give it shot for me? :shifty:


The resolution would be fixed to that of the headset you buy. It's not great but you eventually mentally block a lot of it out and the immersion far outweighs the relatively poor current screen tech imo. You can supersample with a vr headset to increase image clarity and perceived resolution, but it's very hard on the pc and a performance killer.

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Tue Apr 18, 2017 1:14 am
by Kezzer
The issue I'd have is being able to clearly see the gauges on the cockpit or the HUD info of a combat flight Sim and also clearly being able to see the enemy aircraft.

Re: Peter Crisp's Signature (aka "How Is VR Doing Lately?")

Posted: Tue Apr 18, 2017 1:49 am
by Alvin Flummux
Qikz wrote:Well I've heard there's even porn about people wearing VR headsets these days, so it's doing pretty well I guess.

If there's a porn, you know it's a success.


Wouldn't that feel a bit too close to, you know, Peep Show?

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