Valve's VR headset is called the Vive
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sabathius___




Posts: 557

PostPosted: Tue, 16th Aug 2016 23:16    Post subject:
So. Is that confirmed that VR is dead again?? Like in 90's because it's to expensive. The next big thing and Vive and Oculus. I haven't heard anything about any new big titles being released.


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red_avatar




Posts: 4567

PostPosted: Wed, 17th Aug 2016 00:26    Post subject:
mtj wrote:
Soe guises.

Is this (Vive / Oculus) any good?

Mainly for Elite or some such? (and shits and giggles with zombie scares)

To me these have so far looked as bad as Kinect back in the day. (I have not tried VR at all)


I had a blast using it - it's such an incredible experience and it can catch you off-guard. like wanting to lean on something that isn't there, or trying to grab something that isn't there. It's very surreal. But the apps need to mature a little - after a dozen fun but ultimately small games, I'd like something chunky to get my teeth into now.

I'd never get the Oculus though - the entire reason I love the Vive is exactly what the Oculus does not have yet: motion controls and movement tracking. From what I can see, devs are also favoring the Vive now because of its freedom.
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bart5986




Posts: 662

PostPosted: Wed, 17th Aug 2016 05:16    Post subject:
sabathius___ wrote:
So. Is that confirmed that VR is dead again?? Like in 90's because it's to expensive. The next big thing and Vive and Oculus. I haven't heard anything about any new big titles being released.


The only thing stopping EA and other companies releasing their games in VR is performance.

Many people couldn't run Battlefield 4 with all low graphics in VR at the required 90fps, and this would look horrible anyway.

Companies have to make new games from the ground up or heavily change existing games which is a waste of money at the moment.

It will be interesting to see how different Fallout VR is.
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AmpegV4




Posts: 6248

PostPosted: Wed, 17th Aug 2016 05:52    Post subject:
The userbase would be too small right now for balls to wall production as well. I think valves the only studio ballsy enough to deliver a kickass VR title right now. Its still early days though.
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red_avatar




Posts: 4567

PostPosted: Wed, 17th Aug 2016 08:10    Post subject:
AmpegV4 wrote:
The userbase would be too small right now for balls to wall production as well. I think valves the only studio ballsy enough to deliver a kickass VR title right now. Its still early days though.


If Valve had been smart, they'd have done just that. They knew the weak point was gonna be proper software so why not make a proper game yourself? It would have pushed people to get the Vive AND would have given us a good game to play. As it is, the games I have played are still fun since - pool is actually great and so on - but for some people it won't be enough.
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AmpegV4




Posts: 6248

PostPosted: Wed, 17th Aug 2016 10:12    Post subject:
Well they gave us the lab for free which is still better than 95% of everything released so far. I've been using the vive every couple of days since release pretty much so i feel i got my moneysworth. Horror and room puzzle games are excellent, as is H3VR they are my must haves..

Still i am itching for soma vr, alien iso vr, or a grimroxk game where each grid is room scale or something. Next up checking out dolphin emu VR with metroid prime aa its supposed to be pretty good.
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shole




Posts: 3363

PostPosted: Fri, 19th Aug 2016 01:02    Post subject:
look at the sales numbers on steamspy
vr developers are doing shit right now
so no surprise there's no money and proper games going for it at the moment
that's why we're focusing boring on B2B vr products first, which we're really successful in
i'm sure there's a lot of good stuff sony funded for psvr
i guess sony money & cheaper headset makes psvr the first "good quality content" platform
i'm sure valve is working on something proper for later down the line
i do like that they take their time and not push out shit like oculus does
the lab already set the bar so damn high that nearly all games after just look shit with their interaction design
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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Fri, 19th Aug 2016 02:11    Post subject:
The ONLY reason it isn't taking off as much as hoped is the ludicrous prices of the devices. As soon as the PSVR hits, expect many more VR games to come out, but don't expect PC ports right away.


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jackasshole




Posts: 1433

PostPosted: Fri, 19th Aug 2016 04:11    Post subject:
http://store.steampowered.com/app/451010/

Top 5 VR games I've played on the Vive

GREAT gameplay, crazy as shit!
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consolitis
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PostPosted: Thu, 1st Sep 2016 15:04    Post subject:
http://www.shacknews.com/article/96585/htc-vive-wireless-vr-prototype-in-the-works-to-be-shown-this-fall

Wireless version in the works, prototype will be shown this fall:

Quote:
Virtual Reality is the next frontier for gaming and we are already seeing some pretty cool games with the technology. At least for now, though, the larger headsets and wires are a minor stumbling block to a feeling of full VR freedom. However, a joint venture between Valve and Quark VR appears to be solving part of that problem now.

The two companies are working on a wireless prototype for the HTC Vive that should be unveiled some time this fall. According to a release from Quark, a small gadget is connected to the headset and a transmitter can be placed in the pocket of the user "that sends and receives the signal between the PC and the HTC Vive through Wi-Fi."


"Getting the experience to feel seamless through Wi-Fi, keeping in mind the inevitable connection delay, was a huge challenge, but we’re getting extremely close to being able to show it in action," said Georgi Georgiev, a Quark VR co-founder.

The Bulgarian company started working on a wireless version after trade show attendees showed tremendous support for the Vive, but expressed frustration with the wires. The company has been working directly with Valve for at least the last five months to get the protype ready to show.

No official date for an unveiling has been released, but it will be interesting to see how well it works and just how small the necessary components are when added to the Vive headset. We loved the Vive already, but wireless would make it even better.


That's a major step for VR, cables are a major downside as far as I am concerned.


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"...like nothing else on television."
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bart5986




Posts: 662

PostPosted: Thu, 1st Sep 2016 15:17    Post subject:
consolitis wrote:
http://www.shacknews.com/article/96585/htc-vive-wireless-vr-prototype-in-the-works-to-be-shown-this-fall

Wireless version in the works, prototype will be shown this fall:

Quote:
Virtual Reality is the next frontier for gaming and we are already seeing some pretty cool games with the technology. At least for now, though, the larger headsets and wires are a minor stumbling block to a feeling of full VR freedom. However, a joint venture between Valve and Quark VR appears to be solving part of that problem now.

The two companies are working on a wireless prototype for the HTC Vive that should be unveiled some time this fall. According to a release from Quark, a small gadget is connected to the headset and a transmitter can be placed in the pocket of the user "that sends and receives the signal between the PC and the HTC Vive through Wi-Fi."


"Getting the experience to feel seamless through Wi-Fi, keeping in mind the inevitable connection delay, was a huge challenge, but we’re getting extremely close to being able to show it in action," said Georgi Georgiev, a Quark VR co-founder.

The Bulgarian company started working on a wireless version after trade show attendees showed tremendous support for the Vive, but expressed frustration with the wires. The company has been working directly with Valve for at least the last five months to get the protype ready to show.

No official date for an unveiling has been released, but it will be interesting to see how well it works and just how small the necessary components are when added to the Vive headset. We loved the Vive already, but wireless would make it even better.


That's a major step for VR, cables are a major downside as far as I am concerned.


I disagree, cables are generally not an issue for me and other people that I've had use it.

Wireless does sound great as I can imagine doing more types of movements if it was, but then I remember that both the HTC Vive and Oculus don't sit on your head like its part of you and therefore doing crazy combat maneuvers for example isn't going to work very well anyway.
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red_avatar




Posts: 4567

PostPosted: Thu, 1st Sep 2016 15:24    Post subject:
If they were half the weight they are now, fast head movements would be feasible - right now I catch myself having to adjust my headset just a tad to be more comfortable. It's a minor inconvenience - especially if you're used to wearing glasses - but of course, if it was lighter and more firmly fixed to the face, it would improve immersion.

About the wireless version: seems to be they're gonna work on a type of Steam Link system to transfer the image data but I bet this will introduce lag and artifacts, won't it?
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bart5986




Posts: 662

PostPosted: Thu, 1st Sep 2016 15:35    Post subject:
red_avatar wrote:
If they were half the weight they are now, fast head movements would be feasible - right now I catch myself having to adjust my headset just a tad to be more comfortable. It's a minor inconvenience - especially if you're used to wearing glasses - but of course, if it was lighter and more firmly fixed to the face, it would improve immersion.

About the wireless version: seems to be they're gonna work on a type of Steam Link system to transfer the image data but I bet this will introduce lag and artifacts, won't it?


Reducing weight is one method.. but the current weight is fine if it was actually fixed to your head.

Wireless will just make it heavier.
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Big_Gun




Posts: 3017
Location: My mother's womb originally. . .
PostPosted: Thu, 1st Sep 2016 16:11    Post subject:
All i want to hear about is a new version with higher screen resolution.


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bart5986




Posts: 662

PostPosted: Thu, 1st Sep 2016 16:24    Post subject:
Big_Gun wrote:
All i want to hear about is a new version with higher screen resolution.


Honestly if its not 4k per eye I really don't care.

If you've tried the HTC Vive most of the issues you probably noticed were not related to screen resolution but because the game had a lot of aliasing. This is solved with supersampling that is adjusted in steamvr config.

The main issue reason I want higher resolution on my HTC Vive is for looking at very far distances, however this isn't an issue in most games, its just obvious in games like Onward (its like Arma/Squad) because you need to look long distances and shoot people.

The problem is that 2k per eye will not fix that and would be such a waste of money.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Thu, 1st Sep 2016 18:50    Post subject:
So how long will the device last on battery?


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consolitis
VIP Member



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PostPosted: Thu, 1st Sep 2016 18:58    Post subject:
Magic 8 ball says ask again later.


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Thu, 1st Sep 2016 19:06    Post subject:
Ok, thanks for the helpful answer.


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Big_Gun




Posts: 3017
Location: My mother's womb originally. . .
PostPosted: Thu, 1st Sep 2016 23:32    Post subject:
bart5986 wrote:
Big_Gun wrote:
All i want to hear about is a new version with higher screen resolution.


Honestly if its not 4k per eye I really don't care.

If you've tried the HTC Vive most of the issues you probably noticed were not related to screen resolution but because the game had a lot of aliasing. This is solved with supersampling that is adjusted in steamvr config.

The main issue reason I want higher resolution on my HTC Vive is for looking at very far distances, however this isn't an issue in most games, its just obvious in games like Onward (its like Arma/Squad) because you need to look long distances and shoot people.

The problem is that 2k per eye will not fix that and would be such a waste of money.


Actually the reason i haven't jumped onboard was due to people saying text was very hard to read. Does super sampling fix that?

Nevermind. i just answered my own question and found a video of it on Elite Dangerous. Wow. Big difference. Might have to get one after all.


1 stripe purple belt in JiuJitsu (good grief this takes FOREVER hahah)
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bart5986




Posts: 662

PostPosted: Fri, 2nd Sep 2016 05:16    Post subject:
Big_Gun wrote:
bart5986 wrote:
Big_Gun wrote:
All i want to hear about is a new version with higher screen resolution.


Honestly if its not 4k per eye I really don't care.

If you've tried the HTC Vive most of the issues you probably noticed were not related to screen resolution but because the game had a lot of aliasing. This is solved with supersampling that is adjusted in steamvr config.

The main issue reason I want higher resolution on my HTC Vive is for looking at very far distances, however this isn't an issue in most games, its just obvious in games like Onward (its like Arma/Squad) because you need to look long distances and shoot people.

The problem is that 2k per eye will not fix that and would be such a waste of money.


Actually the reason i haven't jumped onboard was due to people saying text was very hard to read. Does super sampling fix that?

Nevermind. i just answered my own question and found a video of it on Elite Dangerous. Wow. Big difference. Might have to get one after all.


Elite Dangerous has a huge improvement but it's actually a poor example. The game itself needs many improvements so it matches others in Vr clarity and performance.
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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Fri, 2nd Sep 2016 14:24    Post subject:
The amount of misinformation, incorrect 'facts' and unrealistic expectations is high in this thread Laughing


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scaramonga




Posts: 9800

PostPosted: Wed, 14th Sep 2016 04:55    Post subject:
Let's see what all the fuss is about, lol. Ordered, and on it's way Smile
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Interinactive
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PostPosted: Wed, 14th Sep 2016 05:03    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 22:59; edited 1 time in total
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scaramonga




Posts: 9800

PostPosted: Wed, 14th Sep 2016 05:42    Post subject:
Interinactive wrote:
Sold mine yesterday, going to wait for a wireless one, if it ever happens.

It sold for $50 more than I paid for it 5 months ago Very Happy


Yeah I will prob expect the same, but hey, I have 14 days to 'demo it', before money back Very Happy Wink
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bart5986




Posts: 662

PostPosted: Wed, 14th Sep 2016 06:00    Post subject:
scaramonga wrote:
Interinactive wrote:
Sold mine yesterday, going to wait for a wireless one, if it ever happens.

It sold for $50 more than I paid for it 5 months ago Very Happy


Yeah I will prob expect the same, but hey, I have 14 days to 'demo it', before money back Very Happy Wink


Make sure you play Onward
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Silent_Lurker




Posts: 7513
Location: France
PostPosted: Wed, 14th Sep 2016 14:44    Post subject:
bart5986 wrote:
scaramonga wrote:
Interinactive wrote:
Sold mine yesterday, going to wait for a wireless one, if it ever happens.

It sold for $50 more than I paid for it 5 months ago Very Happy


Yeah I will prob expect the same, but hey, I have 14 days to 'demo it', before money back Very Happy Wink


Make sure you play Onward


He can also play Backward as VR is actually 360 vision, you now ?

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Werelds
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PostPosted: Wed, 14th Sep 2016 15:24    Post subject:


 Spoiler:
 
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scaramonga




Posts: 9800

PostPosted: Fri, 16th Sep 2016 12:16    Post subject:
This little box arrived this morning Smile



VR piss-up organized for tonight to test this out
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red_avatar




Posts: 4567

PostPosted: Fri, 16th Sep 2016 12:41    Post subject:
It looks quite a bit smaller than the one I got a few months ago - it was easily 50% bigger. Still, if it's all the same gear, it's handier to have a smaller box but the big one is very very sturdy at least.
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bart5986




Posts: 662

PostPosted: Fri, 16th Sep 2016 12:48    Post subject:
red_avatar wrote:
It looks quite a bit smaller than the one I got a few months ago - it was easily 50% bigger. Still, if it's all the same gear, it's handier to have a smaller box but the big one is very very sturdy at least.


They changed how they packaged it recently.
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