SteamVR and HTC Vive | Star Wars: Trials on Tatooine VR Out Now

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That
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by That » Sat Mar 07, 2015 6:06 pm

I will pay literally any price any time for the Vive when it launches (with Portal 3).

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Rog
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by Rog » Sat Mar 07, 2015 6:09 pm

If it is £500 or less at launch I can see myself jumping on this. Presumably games that support rift will also support SteamVR and hopefully older games will get headset support like what has happened with the rift. I want VR Metro and Mirrors Edge.

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Super Dragon 64
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by Super Dragon 64 » Sat Mar 07, 2015 6:15 pm

Karl wrote:I will pay literally any price any time for the Vive when it launches (with Portal 3).

I'll pay £500, maybe £600, for a GPU boost and a headset for this when it launches with Half-Life 3, as well as Portal 3.

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NickSCFC

PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by NickSCFC » Sat Mar 07, 2015 6:21 pm

VR Mirrors Edge just wouldn't work, jumping around and rolling about in-game while you're sat in your chair will make you seriously nauseous. I couldn't think of a single game less suited to VR!

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Rog
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by Rog » Sat Mar 07, 2015 6:26 pm

NickSCFC wrote:VR Mirrors Edge just wouldn't work, jumping around and rolling about in-game while you're sat in your chair will make you seriously nauseous. I couldn't think of a single game less suited to VR!


Don't you like rollercoasters? Standing on those heights and making skin of the teeth jumps in VR would be amazing.

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Super Dragon 64
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by Super Dragon 64 » Sat Mar 07, 2015 6:29 pm

Rog wrote:
NickSCFC wrote:VR Mirrors Edge just wouldn't work, jumping around and rolling about in-game while you're sat in your chair will make you seriously nauseous. I couldn't think of a single game less suited to VR!


Don't you like rollercoasters? Standing on those heights and making skin of the teeth jumps in VR would be amazing.

This is why the Orange Cube with Portal 3 and Half-Life 3 would be a great way to launch the HL3 Vive.

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Mogster
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by Mogster » Sat Mar 07, 2015 6:48 pm

NickSCFC wrote:VR Mirrors Edge just wouldn't work, jumping around and rolling about in-game while you're sat in your chair will make you seriously nauseous. I couldn't think of a single game less suited to VR!

There's an unofficial OR mod for it, which apparently works well enough for a hacky solution. I imagine the rolls and stuff are really jarring though like you say.

Fast paced on-foot stuff works far better than you might imagine though, as long as it's done well. There's an incredible Quake 2 OR mod that feels like second nature in no time, and I've never felt nauseous playing it.

I'm Let's Playing my way through the Tomb Raider series: https://www.youtube.com/c/JevanMoss
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by NickSCFC » Sat Mar 07, 2015 7:44 pm

Rog wrote:
NickSCFC wrote:VR Mirrors Edge just wouldn't work, jumping around and rolling about in-game while you're sat in your chair will make you seriously nauseous. I couldn't think of a single game less suited to VR!


Don't you like rollercoasters? Standing on those heights and making skin of the teeth jumps in VR would be amazing.


I love rollercoasters, but I didn't enjoy being on one in Rift DK2 as I couldn't feel the g-force match what my eyes were seeing, the slow paced demos were fine though.

The only way games like Half-Life and COD will work in VR is if you have an 8way threadmill and jump tracking. Jumping around in VR while being sat in a chair just feels nauseating, regardless of response times.

VR games need to build from the ground up for VR, you can't just map your head to the right stick and expect it to work.

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Peter Crisp
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by Peter Crisp » Sat Mar 07, 2015 8:04 pm

Karl wrote:I will pay literally any price any time for the Vive when it launches (with Portal 3).


You do realise this is the internet and they can read that :dread: .

This will now cost whatever you have in the bank after they hack in and take a gander.
Thanks a bunch :x .

Vermilion wrote:I'd rather live in Luton.
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Xeno
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by Xeno » Sat Mar 07, 2015 8:13 pm

If he's lucky it's money, if not...

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Xeno wrote:Chewing takes effort. What he needs is Emma Watson to chew his food then transfer it to him for him to swallow.

I dont know why, but that sounds strawberry floating incredible.

Wuijibobo wrote:You're a funny man Xeno. I like you... That's why I'm going to kill you last.
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Rog
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by Rog » Sat Mar 07, 2015 9:30 pm

NickSCFC wrote:
Rog wrote:
NickSCFC wrote:VR Mirrors Edge just wouldn't work, jumping around and rolling about in-game while you're sat in your chair will make you seriously nauseous. I couldn't think of a single game less suited to VR!


Don't you like rollercoasters? Standing on those heights and making skin of the teeth jumps in VR would be amazing.


I love rollercoasters, but I didn't enjoy being on one in Rift DK2 as I couldn't feel the g-force match what my eyes were seeing, the slow paced demos were fine though.

The only way games like Half-Life and COD will work in VR is if you have an 8way threadmill and jump tracking. Jumping around in VR while being sat in a chair just feels nauseating, regardless of response times.

VR games need to build from the ground up for VR, you can't just map your head to the right stick and expect it to work.


I think you're getting a little carried away here. While games that stick to the bespoke controllers will feel better than those without there is still a lot to gain from just headset support.

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Mogster
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by Mogster » Sun Mar 08, 2015 12:31 am

NickSCFC wrote:The only way games like Half-Life and COD will work in VR is if you have an 8way threadmill and jump tracking. Jumping around in VR while being sat in a chair just feels nauseating, regardless of response times.

VR games need to build from the ground up for VR, you can't just map your head to the right stick and expect it to work.

Again, that's not my experience at all. HL2 actually works pretty well on the Rift already with Valve's own support, and Quake II is sublime. That's not to say that you can simply replace the right stick and go, which neither of those do incidentally, but with a bit more work it soon feels natural.

Obviously games like that are never going to be as immersive as those in which you're sitting in something. Elite Dangerous works to the point where it feels strange when my in game hands stay on the controls when my real ones don't! That doesn't mean it doesn't add anything to other situations though, as it definitely does.

I'm Let's Playing my way through the Tomb Raider series: https://www.youtube.com/c/JevanMoss
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by NickSCFC » Sun Mar 08, 2015 9:47 am

I've only sampled two demos, rollercoaster and tuscanny, but the latter felt so much more right, I think when I get VR it'll be mainly for slow-paced exploration games.


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Pacman
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by Pacman » Mon Mar 09, 2015 2:00 am

NickSCFC wrote: slow-paced exploration games.

The Stanley Parable 2 :D :D :D

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That's not a growth
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by That's not a growth » Mon Mar 09, 2015 10:56 am

Pacman wrote:
NickSCFC wrote: slow-paced exploration games.

The Stanley Parable 2 :D :D :D


My dream game is The Stanley Parable mixed with Portal. Near the end of the first game, when you dodge death, felt like you were doing something you weren't meant to and I've love if they played with that concept a lot more.

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That
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by That » Mon Mar 09, 2015 11:21 am

Portal 2 on the Ryft works great without any fancy treadmills or jump tracking. I didn't get any motion sickness at all.

Imagine how exhausting it would be to actually "act out" an FPS, by the way. I don't think it would ever work.

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Wiggy G32
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by Wiggy G32 » Mon Mar 09, 2015 12:24 pm

Karl wrote:Portal 2 on the Ryft works great without any fancy treadmills or jump tracking. I didn't get any motion sickness at all.

Imagine how exhausting it would be to actually "act out" an FPS, by the way. I don't think it would ever work.


This! Im fat and lazy i dont want to actually have to run and jump in real life to play a game i thought motion controls proved that to people!

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Rog
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by Rog » Sat Mar 14, 2015 11:13 am

I'll just leave this here while I go get myself the piggybank my vive fund will use.


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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by NickSCFC » Wed May 20, 2015 3:02 pm

FOVE:The World's First Eye Tracking Virtual Reality Headset

https://www.kickstarter.com/projects/fo ... al-reality

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Immerse yourself in worlds that react to your gaze and emotions.

FOVE’s revolutionary technology reads subtle eye movements, translating them into emotionally powerful experiences. FOVE gives you more control than ever before in the virtual world and beyond.

"Make eye contact with characters in games or aim weapons much more quickly than with a mouse or keyboard.” - TechCrunch

“Eye-tracking actually stands to add a lot to the VR experience in both performance and functionality—it could represent a major competitive advantage.” - Road to VR

“Virtual reality appeals to us because it mimics the human experience. Anything that can be done to make that feeling even stronger—or restore it—is a worthwhile pursuit.” - ReadWrite

“FOVE could correct one of the key problems faced by VR users: when using a normal VR headset, you control the direction of your gaze with your head, not your eyes.” - Stuff.tv

“Not only does [foveated rendering] mimic human vision in the real world by blurring the areas that the user isn't looking at directly, but it also allows computing resources responsible for rendering a scene to be allocated more efficiently.” - Gizmag


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That
Dr. Nyaaa~!
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PostRe: HTC Vive - VR headset for PC, developed in collaboration with Valve
by That » Wed May 20, 2015 3:36 pm

The future has arrived.

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