Oculus Rift
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silviu1505
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PostPosted: Sun, 23rd Jun 2013 09:09    Post subject:
nice device, what was the price of the whole shabang shole ? Smile


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iep




Posts: 392

PostPosted: Sun, 23rd Jun 2013 09:37    Post subject:
Dat DIY diffuser! Way cool! A shopping bag smoothing filter Very Happy I'm going to try that right away.

What sort of project do you want to do? Something Unity-based? Any particular experiments you want to try? Have you used your Hydra's for tracking your head's position yet (taping it to the Rift's headband or similar)?

BTW, full-fledged Garrysmod support would be amazing wouldn't it? The dev seems enthousiastic: http://garry.tv/2013/05/19/oculus-rift/
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inz




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PostPosted: Sun, 23rd Jun 2013 14:14    Post subject:
shole wrote:

Mouse & keyboard control is useless.
Xbox controller is better, but still awkward.


Which do you normally play games with? Is it not possible to disable the head-tracking and just treat them as 3D glasses - let mouse do all the movement like usual?
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Ashok0




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Location: Ohio
PostPosted: Sun, 23rd Jun 2013 14:31    Post subject:
inz wrote:
shole wrote:

Mouse & keyboard control is useless.
Xbox controller is better, but still awkward.


Which do you normally play games with? Is it not possible to disable the head-tracking and just treat them as 3D glasses - let mouse do all the movement like usual?


Yeah I was curious about this too. I can't play shooters for crap using analog sticks on a 2D monitor. I can't even fathom trying to aim using analog sticks with the Rift. Kinda hoping Valve will release the SDK soon so we can add Hydra controls to HL2 VR.
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shole




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PostPosted: Sun, 23rd Jun 2013 14:57    Post subject:
The low resolution of the screen is not that big of an issue because you can turn your head around so pixels constantly move around on the screen.
If i just disable headtracking, the low res would be much more apparent and the 3d effect much diminished.
Disabling head tracking in general is a bad idea since the brain expects to see movement when you move your head.
Using a mouse to do superhuman turns is also not a comfortable sensation.
If something like this were to be implemented, it should be like a virtual monitor floating in a virtual room. (room itself can just be blackness)
I still need to go through some games with trackir support though, like dirt 2 and the arma series (when i get them to launch with the rift)

It's a bit like that Henry Ford quote, "what most people want is a faster horse".
This isn't an advancement in display technology with head tracking.
It's a whole different interaction paradigm.
It will not replace existing gaming genres, and will probably not be compatible with most of them.

I play most games with kb&mouse and use xbox controller only for games like batman or other third person or platformer games where i don't need to shoot at stuff

I'm doing an unity project. (unity integration is ridiculously easy)
I'll post it when I'm done.

Rift was the usual $300 + mail, so $345
Hydra was about $50
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nerrd




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Location: Poland / USA
PostPosted: Sun, 23rd Jun 2013 15:24    Post subject:
shole wrote:
Razer hydra however, when hands are properly implemented ingame, is fucking amazing.
It's slightly laggy, but it's hard to describe how natural it feels when i can pick up items and play with them.
Unfortunately there's essentially only the tuscany hydra demo that does this properly


Thanks for saying this. I was hoping that my purchase of the Hydra would be justified when I get my Rift, even If its only for few titles.
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iep




Posts: 392

PostPosted: Sun, 23rd Jun 2013 15:31    Post subject:
nerrd wrote:
shole wrote:
Razer hydra however, when hands are properly implemented ingame, is fucking amazing.
It's slightly laggy, but it's hard to describe how natural it feels when i can pick up items and play with them.
Unfortunately there's essentially only the tuscany hydra demo that does this properly


Thanks for saying this. I was hoping that my purchase of the Hydra would be justified when I get my Rift, even If its only for few titles.


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sabin1981
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PostPosted: Wed, 3rd Jul 2013 01:49    Post subject:


So Much Win
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shole




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PostPosted: Wed, 3rd Jul 2013 14:26    Post subject:
the whole virtuix omni thing is a fucking scam
i haven't tried it, but it's just a slippery surface, and KINECT SOFTWARE
I could fucking code that.
all it does is detect leg movement
that's what they ask the big bucks for - sheets of plastics, a pair of running shoes and a bit of simple software
you can't strafe
you cant go backwards
same with the other products

i'm pretty sure i could do a better job with a bunch of magnetometers
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PumpAction
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PostPosted: Wed, 3rd Jul 2013 14:38    Post subject:
Thanks for the explanation shole, didn't even look that omni thing up.


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sabin1981
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PostPosted: Wed, 3rd Jul 2013 14:55    Post subject:
Yes you can strafe and it's not that you "can't" backpedal it's just that the developers said it's difficult due to the way you stand in the machine. You need supports to hold your weight and they only work on forward motion, it's not "impossible" to backpedal, just difficult. The machine also comes with its own motion sensor, it's just "compatible" with Kinect.

Quote:

i'm pretty sure i could do a better job with a bunch of magnetometers


Go ahead then. I'll wait Smile



PumpAction wrote:
Thanks for the explanation shole, didn't even look that omni thing up.


At least look up the official information, watch the videos, check out the Kickstarter. Don't just dismiss it because of one person that claims to do better Smile I'm not saying this is perfect but considering a full mechanical omnidirectional treadmill will run you several thousand, if not several TENS of thousands, I'd say this idea has some serious merit for the home gamer.
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shole




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PostPosted: Wed, 3rd Jul 2013 22:22    Post subject:
Smile
I'm not saying it wouldn't work - they're just seriously misrepresenting its capabilities.

I haven't seen or heard mentioned any technology of their own anywhere.
Just the static base and shoes with kinect pointing at it.
If there is more tech there, I would be very interested to learn of it.
If it's just kinect/kinect-alike sensors then it's just as much of a scam as microsoft did with their marketing for kinects capabilities.
I think this video has the most tech information on the thing.


Their base design is pretty solid and i'd love to have it as a base to hack a proper platform on, but i'm not paying that money for a plastic box.
I won't be spending time on this (at least yet) since I'm focusing on my rift unity project at the moment.
And currently I personally see more potential for a free roaming VR solution, like red rovr here:

He is currently employed by oculus, so i'm hoping they'll put something like this out for the consumer version

Now when sixense's wireless controller comes out, it supports two controllers and three clip-ons.
One clip would obviously be for your rift, and the other two could be for your feet, so you could do real, accurate walking movement on this base.
THAT would be something I would be onboard for - real, proven technology that can actually deliver what is promised here.
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sabin1981
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PostPosted: Wed, 3rd Jul 2013 22:32    Post subject:
The difference is that Rovr requires, as evidenced by the video, a freakin' football field grinhurt That's why I specifically said "home gamer". A free-roaming VR environment will, quite honestly, pretty much never work until we have technology such as the "holodeck" You need infinite amount of space in order to translate into proper game movement. It's smart tech and far more "natural" than Omni, but the drawbacks are significant; such as not being able to see where you're walking, I can't imagine THAT being much fun when you walk HMU-first into a pole or down a step and end up breaking your ankle or even your neck.

VR can only really work on treadmills, specifically omnidirectional ones. At least the Omni is offering something tangible, something applicable. There was something a short while back about a new arcade centre planning to be opened in America where they had huge rooms with floors that were omnidirectional treadmills. THAT would be work great but the cost would be astronomical.
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readonly




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PostPosted: Wed, 3rd Jul 2013 23:00    Post subject:
shole wrote:



Wait till you get robbed and raped playing that outside. Way too gimmicky for real world application. Like Sabin said, a business could build an arena for customers but personally I would try it once and go back home to play video games.
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jackasshole




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PostPosted: Thu, 4th Jul 2013 04:05    Post subject:
Imagine him and 19 of his friends playing Chivalry together on that field
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Kamikaze666




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PostPosted: Thu, 4th Jul 2013 10:14    Post subject:
nice you can play some footy like that, oh waiit...Razz


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Nui
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PostPosted: Thu, 4th Jul 2013 11:15    Post subject:
sabin1981 wrote:
VR can only really work on treadmills, specifically omnidirectional ones.

Or a suspended exo-skeleton. You would be carried by it and could pretty much do any motion you want. The exo-skeleton could even dampen your movement to simulate obstacles, give a sense of touch and even simulate a feeling of strength of your ingame character.

Im sure such a thing would be easy to make and very welcome in every home Laughing
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GuerrillaM6




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Location: DE
PostPosted: Thu, 4th Jul 2013 11:31    Post subject:
oh i thought the floor plate in combination with the pins would detect the motion with the virtuix omni Wink With Kinect this will probably not feel that great due to the latency, since you would have the kinects latency on top the rifts latency :/ He keeps moving for like 1-2 seconds after actually stopping in the video shole posted. But it's a step in the right direction, and if this is doing well, we'll probably see some better tech soon after...

So will the 1080p version of the rift be the Dev Kit2 planned in Q3 2013 on the time line? I need one of those now!
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shole




Posts: 3363

PostPosted: Thu, 4th Jul 2013 13:59    Post subject:
sabin1981 wrote:
I can't imagine THAT being much fun when you walk HMU-first into a pole or down a step and end up breaking your ankle or even your neck.

Start mid field, calibrate surrounding 20 meter radius as playing field, game world slowly rotates toward center of play area if you go near the edges (gps or other absolute location device).
Redirected walking has been studied quite a bit, and it works.
Human navigation is notoriously inaccurate and dependent on eyes to do corrections.
On large play areas players won't see the difference.

Omnidirectional treadmills are obviously the way to go if you want to do it at home, but frankly until something comfortable comes along I rather use a controller.
That's why i said 'currently'.
None of the currently existing tech offer a comparable alternative.
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shole




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PostPosted: Wed, 17th Jul 2013 17:52    Post subject:
Looks like they ARE getting proper tracking in the omni.
http://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game/posts/541203
Too bad they're running a kickstarter without telling us what it is.
They really should have got this down earlier and tell and show how it works.
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sabin1981
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PostPosted: Tue, 30th Jul 2013 16:27    Post subject:
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sausje
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PostPosted: Tue, 30th Jul 2013 16:37    Post subject:
http://www.kickstarter.com/projects/62367895/atlas-virtual-reality-made-real


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sabin1981
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PostPosted: Tue, 30th Jul 2013 16:39    Post subject:
Oh man, VR is really starting to make a push! I hope the Rift is successful, and there's every reason to believe it will be, because this looks set to be the start of a new gaming revolution --- like the joystick was from the paddle and the joypad was from the stick.

sausje wrote:
http://www.kickstarter.com/projects/62367895/atlas-virtual-reality-made-real


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Last edited by sabin1981 on Tue, 30th Jul 2013 16:57; edited 1 time in total
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sausje
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PostPosted: Tue, 30th Jul 2013 16:42    Post subject:
Indeed, i'm just glad that this means we are still going to be able to see the proper next-gen in gaming Very Happy


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moosenoodles




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PostPosted: Tue, 30th Jul 2013 18:05    Post subject:
sausje wrote:
http://www.kickstarter.com/projects/62367895/atlas-virtual-reality-made-real


But isnt virtual reality supposed to be so you can go anywhere in a world thats not real, but seems that is limited to space set out initially by markers on a floor etc.. how does it work when you get to the end of ones living room and the virtual space has a door u need to walk through lol.. do you just jump through ones living room wall to get to that place the other side :O
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sabin1981
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PostPosted: Tue, 30th Jul 2013 18:14    Post subject:
moosenoodles wrote:
how does it work when you get to the end of ones living room and the virtual space has a door u need to walk through lol..


I saw that in the video, he walked towards the end of the markers and got to a door that goes outside......................... then the video cut to something else without showing how they addressed the issue Facepalm Very Happy
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moosenoodles




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PostPosted: Tue, 30th Jul 2013 18:25    Post subject:
sabin1981 wrote:
moosenoodles wrote:
how does it work when you get to the end of ones living room and the virtual space has a door u need to walk through lol..


I saw that in the video, he walked towards the end of the markers and got to a door that goes outside......................... then the video cut to something else without showing how they addressed the issue Facepalm Very Happy


thankyou for noticing and not shooting me down in flames Very Happy

my point was made Very Happy
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shole




Posts: 3363

PostPosted: Tue, 30th Jul 2013 18:29    Post subject:
that cover shooter thing is a lot of fun
i kept punching my table leg a lot though Smile
the wireless sixense controllers can't come soon enough!
also, walking with a controller is still really awkward.
Had a bunch of friends play it yesterday and it's frustrating how conditioned people are to playing games sitting still, facing forward.
I almost had to push them to physically duck behind a barrel.

yea, the atlas thing is crap
they should have it be open software and track without markers with accelerometer, camera, gps sensor fusion
without that it is limited to indoor areas, iphone only and the few games that bother to integrate it, and it will become a development dead end
A stepping stone at best, if it were open.
for near location the new wireless sixense sensor is way superior
also, the RF-based system in development by a mtbs forum member promises huge play area

he's in talks with valve about the tech so maybe there'll be something soon
still limited to indoors though
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shole




Posts: 3363

PostPosted: Tue, 30th Jul 2013 23:48    Post subject:
Oh btw.
Oculus is holding a VR gamejam the whole of next month.
http://www.oculusvr.com/vrjam/
I will be done with my current project around 15th so if I can get a doable good idea by 9th to submit maybe I could have a go at it.
Problem is I have some ideas but none that fit the limited timeframe and controller requirements.
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pyongftw




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PostPosted: Thu, 1st Aug 2013 08:39    Post subject:
sabin1981 wrote:
http://www.dsogaming.com/videotrailer-news/the-future-of-vr-gaming-is-here-hydradeck-cover-shooter-v0-2-showcased/



Ho~ly shit So Much Win


I got the oculus & hydra so I decided to try this out.

Pretty cool, calibration is a bit weird but when you get used to it its really fun Smile

Also, the oculus works great for TF2 & hl2 & hl2dm
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