i dont understand the price... it says over 900 bucks, but i picked the NZ region.. is it giving me NZD or USD? it doesn't say anywhere what $ its in?
For some reason they show the price as USD for NZ. But it ends up being similar to everywhere else if you convert $799USD to NZD, add the 15% GST + the entry fee. Then convert it back to USD and you get pretty close to the $949 from the list (it was with a dollar when I did it the other day).
Yes, that seems to be one solution. The forward locomotion could also be done on horse back. Maybe that helps.
However I wonder how well a fight in Skyrim would work like this. You would be doging your enemies, which seems cool. But you would also avoid walls not present in the game world, which seems jarring and depending on the situation its impossible to combine these two goals.
Then there are teleportations which actually is in that video above as well... imagine skyrim with portals
Obviously, there is the possibilty of mapping the controller to walking as well. As what the Oculus is intended for. But again, I dont see how you can combine this really well with room vr.
A lot of room mapping will be done on the basis of exaggerated movement - you rotate by 45 degrees, the game rotates 90 - you move 10 inches, the game moves 30. It would be quite like headtracking but in 360 3D space - might take a short time to get used to, but it does work (UK BBC Click did a segment on this very thing, it showed a guy in a small space with hin a large game world, and the computer compensating for it by fooling the brain by changing the rotation angle ratio.)
In reality though, IMO, VR is much more suited to cockpit based gaming, something where your body is stationary, which will be easier for your brain to adjust to and accept - moving your body around is bound to cause motion sickness issues.
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Well apparently the pre orders sold out in 15 mins here, so guess I will wait and see at release.
Edit: In terms of VR gaming I really think it comes down to one solid, exclusive VR title like a multiplayer FPS to dominate the masses. Just needs to get that "have you played?" buzz job done.
Also VR is DOA!! they're only forced to limit sales with how fast they can manufacture and distribute them lol.
A lot of room mapping will be done on the basis of exaggerated movement - you rotate by 45 degrees, the game rotates 90 - you move 10 inches, the game moves 30. It would be quite like headtracking but in 360 3D space - might take a short time to get used to, but it does work
But this seems like it would only postpone the problem
Kaltern wrote:
(UK BBC Click did a segment on this very thing, it showed a guy in a small space with hin a large game world, and the computer compensating for it by fooling the brain by changing the rotation angle ratio.)
Yeah, i've seen a video on this as well, where the simulation simply redirected the player ever so slighly. If he wanted to walk straight forever, he'd just walk in circles. However they needed a big room, nothing even close to the ones i've seen for the vive so far.
Was the space of your clip comparable to the ones here?
Kaltern wrote:
In reality though, IMO, VR is much more suited to cockpit based gaming, something where your body is stationary, which will be easier for your brain to adjust to and accept - moving your body around is bound to cause motion sickness issues.
Yeah, that one works obviously, but im not sure I can accept this limitation yet
Since Oculus is using their facebook money to get some exclusive games to only work with their sdk, I'm wondering how likely it would be that those games somehow get hacked to also work with the Vive?
That's one of the reasons why I switched from Rift to Vive, as I don't want to support the platform war Oculus is trying to bring to PC.
Have you tried it? I had tons of people from different age ranges trying out my DK2 and everyone was amazed by it.
It's something that you really need to experience, no video on youtube can do it justice.
I pre-ordered a Vive and a Rift, I'll probably cancel the rift because it's a weaker offer than Vive, but this stuff is revolutionary.
And another thing, VR porn will sell this like candy.
Exactly, I have a DK1 and DK2 sitting at home here. Just ordered my Vive.
The sense of scale an immersion in VR is just awesome. I spent alot of hours in Elite dangerous. You actually get to see/feel how big every space station is, its amazing.
Tested some VR porn as well. Also really nice. The challenge lies in actually hitting the napkin
Have you tried it? I had tons of people from different age ranges trying out my DK2 and everyone was amazed by it.
It's something that you really need to experience, no video on youtube can do it justice.
I pre-ordered a Vive and a Rift, I'll probably cancel the rift because it's a weaker offer than Vive, but this stuff is revolutionary.
And another thing, VR porn will sell this like candy.
Exactly, I have a DK1 and DK2 sitting at home here. Just ordered my Vive.
The sense of scale an immersion in VR is just awesome. I spent alot of hours in Elite dangerous. You actually get to see/feel how big every space station is, its amazing.
Tested some VR porn as well. Also really nice. The challenge lies in actually hitting the napkin
That's why the Vive is the superior product! That front facing camera is the solution to that problem!
I'm staying with Oculus ... not sure if I care to walk around my room at all ... I dont like the controllers for the vive, the oculus ones seem just more natural. Content wise, we will see ...
controllers are just stupid with this, just like ps3's move controllers, they should use something more natural like develop some gloves with sensors on it
controllers are just stupid with this, just like ps3's move controllers, they should use something more natural like develop some gloves with sensors on it
I'm sure glove stuff will come but it's not ready yet I think.
Controllers are still a pretty big deal. Move on it's own wasn't very good, but in VR it's a different story because it suddenly allows you to move your hands around which greatly enhances immersion.
I have a razor hydra and it's pretty amazing in VR while I wouldn't really consider using it without VR, so I think it'll work just fine for now.
Half-Life VR with the razor hydra was one of the best VR experiences for me so far...maybe even the best.
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
Yes, that seems to be one solution. The forward locomotion could also be done on horse back. Maybe that helps.
However I wonder how well a fight in Skyrim would work like this. You would be doging your enemies, which seems cool. But you would also avoid walls not present in the game world, which seems jarring and depending on the situation its impossible to combine these two goals.
Then there are teleportations which actually is in that video above as well... imagine skyrim with portals
Obviously, there is the possibilty of mapping the controller to walking as well. As what the Oculus is intended for. But again, I dont see how you can combine this really well with room vr.
A lot of room mapping will be done on the basis of exaggerated movement - you rotate by 45 degrees, the game rotates 90 - you move 10 inches, the game moves 30. It would be quite like headtracking but in 360 3D space - might take a short time to get used to, but it does work (UK BBC Click did a segment on this very thing, it showed a guy in a small space with hin a large game world, and the computer compensating for it by fooling the brain by changing the rotation angle ratio.)
In reality though, IMO, VR is much more suited to cockpit based gaming, something where your body is stationary, which will be easier for your brain to adjust to and accept - moving your body around is bound to cause motion sickness issues.
redirected walking works but it requires an area the size of a basketball court
it does not work in a vive size area without making people ill
there's a lot of locomotion ideas being researched at the moment
most are based on a form of teleportation
scaled movement works to a small degree (less that 2x) but it's better to just accept the limited movement area and work around it in game design
necessity is the mother of invention after all
controllers are just stupid with this, just like ps3's move controllers, they should use something more natural like develop some gloves with sensors on it
Gloves with sensors would work how? You still need buttons for proper games.
And I caved and pre-ordered it. A friend of mine pushed me to pre-order it with the thought "you can always cancel it" but having watched a ton of Youtube vids, I don't think I will. Everyone who tried it, says it beats the OR by a mile and just the 3D painting part will make it a lot of fun for me.
I pre-ordered both Rift and Vive, presumaby with a delivery in May for both.
I wonder which one I will cancel in the end.
I might wait for the feedback for the guys that will get their VR in late March / early April.
This is not so bad to be in the waiting queue.
For the steam controller I realized the initial feedback was fairly negative so I decided to cancel mine.
For now I would say people that tested both devices at CES 2016 give a slight advantage to Vive (full room motion and higher FOV).
I like my DK2 but Facebook seriously...
Also Valve supporting the Vive with a native integration of SteamVR, that sounds like a big plus for me.
I pre-ordered both Rift and Vive, presumaby with a delivery in May for both.
I wonder which one I will cancel in the end.
I might wait for the feedback for the guys that will get their VR in late March / early April.
This is not so bad to be in the waiting queue.
For the steam controller I realized the initial feedback was fairly negative so I decided to cancel mine.
For now I would say people that tested both devices at CES 2016 give a slight advantage to Vive (full room motion and higher FOV).
I like my DK2 but Facebook seriously...
Also Valve supporting the Vive with a native integration of SteamVR, that sounds like a big plus for me.
I watched almost every "hands on" vid of the past few months that I could find and the same elements always get mentioned:
RIFT
+ cheaper (although it's rumoured that the motion controls will end up bridging that cap VERY easily)
+ more games announced
- Xbox One controller included which is pretty standard
- closed SDK meaning games using it will not work with other VR devices unless they are incorporated
- requires 8GB memory
VIVE
- more expensive
- less games announced so far
+ the room-VR makes the experience a LOT more immersive
+ the controllers are a lot more tactile too, allowing for wildly different games but it also supports a standard controller
+ SteamVR = very solid platform considering other headsets can be made to work with it as well so in the long run = more games
+ more comfortable to wear compared to Rift according to those who tried out the consumer version
+ higher field of vision = more immersive
+ front facing camera = very good idea
+ slightly better lens adjustment compared to Occulus
+ requires only 4GB memory (minor positive since I got 16GB)
- "sit-down" games may require some effort if your room isn't ideally set-up (basically, if the IR boxes can "see" your desk you're fine - if not, you'll have to move the IR boxes and reconfigure them
For me, it's a no-brainer since I don't like a closed eco-system and the room VR allows for digital painting and so on and being a graphic designer, this gives it a lot of potential.
I watched almost every "hands on" vid of the past few months that I could find and the same elements always get mentioned:
RIFT
+ cheaper (although it's rumoured that the motion controls will end up bridging that cap VERY easily)
+ more games announced
- Xbox One controller included which is pretty standard
- closed SDK meaning games using it will not work with other VR devices unless they are incorporated
- requires 8GB memory
VIVE
- more expensive
- less games announced so far
+ the room-VR makes the experience a LOT more immersive
+ the controllers are a lot more tactile too, allowing for wildly different games but it also supports a standard controller
+ SteamVR = very solid platform considering other headsets can be made to work with it as well so in the long run = more games
+ more comfortable to wear compared to Rift according to those who tried out the consumer version
+ higher field of vision = more immersive
+ front facing camera = very good idea
+ slightly better lens adjustment compared to Occulus
+ requires only 4GB memory (minor positive since I got 16GB)
- "sit-down" games may require some effort if your room isn't ideally set-up (basically, if the IR boxes can "see" your desk you're fine - if not, you'll have to move the IR boxes and reconfigure them
For me, it's a no-brainer since I don't like a closed eco-system and the room VR allows for digital painting and so on and being a graphic designer, this gives it a lot of potential.
Pretty much agree with all your points, maybe except for Vive being more comfortable than Rift. In fact, I read the opposite: Rift is supposedly lighter weight, whereas Vive feels more heavy and causing neck strain on long play sessions. Or maybe that was about the Vive Pre and not the consumer version.
Also read a couple of times that the Occulus Touch were noticeably better designed than the Vive controllers.
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