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HTC Vive is $799, ships early April 2016

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Theonik

Member
It's awesome that lighthouse tech is so expandable. Someone needs to create a method of tracking feet. I have a bunch of gameplay concepts in mind that would benefit from knowing where your feet were in space, mainly for accurate pose detection.

I wonder how feasible it would be to create a slip for your shoe that has valve's photosensors all over them to track.

I'm actually pretty excited about my Stems coming now, because I can experiment with foottracking by the end of april. I have an idea for a game where you ride a board like a surf board or skate board.
I think sensor placement is key in Valve's system and their arrangement must be known in advance. Thus, something that goes on something of varying rigidity and size like a shoe might not work that well. Making custom shoes for tracking should be feasible however. provided the sensors have a clear view of the lighthouse stations which may be harder than one would expect since they are quite high up in relation to the player's feet.

I'm fine if someone doesn't want to talk about it out of respect.
People aren't annoyed because they don't want to talk about it. NDA teasing is obnoxious as is. If they don't want to say anything they should just not say anything not tease, especially when they are not actually under an NDA and are almost just doing it to be obnoxious.
 

Bunta

Fujiwara Tofu Shop
My only concern is setting up the lighthouses and space. I'll need to measure but I think I have plenty of room right now. I cannot mount the lighthouses into the wall so I'll have to look into tripods or another solution.
 

murgo

Member
Holy shit at those Holodeck comparisons from Destructoid. Having a personal Holodeck has been one of my dreams since I saw TNG for the first time.

I hope the Vive drops in price relatively soon. I want this thing so much right now but can't spend that much :(
 

Wallach

Member
My only concern is setting up the lighthouses and space. I'll need to measure but I think I have plenty of room right now. I cannot mount the lighthouses into the wall so I'll have to look into tripods or another solution.

The setup guide recommended a pair of 3rd Hand support poles, with pipe clamp 1/4-20 camera mounts on them for this kind of thing:

http://www.amazon.com/dp/B000067S12/?tag=neogaf0e-20

+

http://www.amazon.com/gp/product/B00E5M39AW/?tag=neogaf0e-20
 

libertytoast

Neo Member
As I am only running a 970, I hope most games come with a performance test to set an graphics levels to best performance.

I think most games run by default at settings that work with the SteamVR min requirements. So Hover Junkers, for example, runs at Medium, and you can modify the settings on your own once you're in game.
 
I have a question about Elite Dangerous and the Vive. AST was added to the game at the time when they added Oculus SDK 1.3 support. Do we know if that was implemented for both Steam VR and Oculus? A user in the Elite OT is getting an exceptional experience with the DK2 now even on planetary landings, even at max settings and he only has a GTX 680 (even considering the refresh rate and resolution differences, that is a huge surprise to me). It seems like that makes a hell of a difference for that game and that would be amazing because the recommended specs are soooo much higher.
 
Anyone else have a pending charge that disappeared?

I got hit for the $878 last week but it's no longer showing as a pending or charged payment.
 

Wallach

Member
I have a question about Elite Dangerous and the Vive. AST was added to the game at the time when they added Oculus SDK 1.3 support. Do we know if that was implemented for both Steam VR and Oculus? A user in the Elite OT is getting an exceptional experience with the DK2 now even on planetary landings, even at max settings and he only has a GTX 680. It seems like that makes a hell of a difference for that game and that would be amazing because the recommended specs are soooo much higher.

No, asynchronous reprojection is only still available in the Oculus SDK. Valve recently enabled interleaved reprojection in SteamVR, but their implementation is a bit questionable and at the moment sounds like it is better disabled unless they sort things out with it in the next couple days.
 
I have a question about Elite Dangerous and the Vive. AST was added to the game at the time when they added Oculus SDK 1.3 support. Do we know if that was implemented for both Steam VR and Oculus? A user in the Elite OT is getting an exceptional experience with the DK2 now even on planetary landings, even at max settings and he only has a GTX 680 (even considering the refresh rate and resolution differences, that is a huge surprise to me). It seems like that makes a hell of a difference for that game and that would be amazing because the recommended specs are soooo much higher.
I am very much interested in knowing all there is about Elite and Vive. Loved the duct taped DK2 support, and have been eagerly awaiting the consumer class experience.
 
Destructoid Reviews:

Virtual Desktop VR - "Without a doubt, this non-gaming software has been the killer app for me during the launch of the VR revolution."

Tilt Brush - "Tilt Brush has a huge number of tools available, which are really easy to wrap your head around. It's free, and you get to draw 3D art with your hand. That's pretty amazing, but you will look like a bit of an idiot to onlookers."
 

Wallach

Member
Destructoid Reviews:

Virtual Desktop VR - "Without a doubt, this non-gaming software has been the killer app for me during the launch of the VR revolution."

Tilt Brush - "Tilt Brush has a huge number of tools available, which are really easy to wrap your head around. It's free, and you get to draw 3D art with your hand. That's pretty amazing, but you will look like a bit of an idiot to onlookers."

Every HMD user should be planning to buy Virtual Desktop on PC. Shit's mad good, it's $15 and made by one guy who is doing god's work. Pay the man.
 
Question for people who have used the Pre. Is there a USB port on the headset for USB based headphones? I see reviews mention a 3.5 jack but nothing about USB.
 
ugh when preorders for the vive went up I had my hand on the button but decided "I don't need both this and an oculus"

due to oculus' shenanigans last week I cancelled it and ordered a vive and now I have to wait :|

lesson learned.
 
ugh when preorders for the vive went up I had my hand on the button but decided "I don't need both this and an oculus"

due to oculus' shenanigans last week I cancelled it and ordered a vive and now I have to wait :|

lesson learned.
:(

Question for people who have used the Pre. Is there a USB port on the headset for USB based headphones? I see reviews mention a 3.5 jack but nothing about USB.

No
 

dumbo

Member
I have a question about Elite Dangerous and the Vive. AST was added to the game at the time when they added Oculus SDK 1.3 support. Do we know if that was implemented for both Steam VR and Oculus? A user in the Elite OT is getting an exceptional experience with the DK2 now even on planetary landings, even at max settings and he only has a GTX 680 (even considering the refresh rate and resolution differences, that is a huge surprise to me). It seems like that makes a hell of a difference for that game and that would be amazing because the recommended specs are soooo much higher.

Valve use 'interleaved' (basically dropping to 45fps and re-projecting). In practice, if you are "consistently" missing frames then the 2 systems would appear to have similar outcomes.
 

Exuro

Member
I'm pretty sure that's wrong. Theres 2 usb ports on the pre, one of which is for 3rd party accessories(hopefully leap motion works on it).

HTC-Vive-Pre-20.jpg
 

arit

Member
Looks like today is the day I have to face the reality that I'm not in wave 1. But that's fine, since I don't have to wade through day 1 shovelware like the wave 1ers have to do.

Curse you transatlantic telco which prevented me from going home early.
 

Zalusithix

Member
I think sensor placement is key in Valve's system and their arrangement must be known in advance. Thus, something that goes on something of varying rigidity and size like a shoe might not work that well. Making custom shoes for tracking should be feasible however. provided the sensors have a clear view of the lighthouse stations which may be harder than one would expect since they are quite high up in relation to the player's feet.

High up shouldn't matter. The controllers track right down to the ground when the area is properly set up. That said, they'd need sensors on the top and bottom of both the front and back to be occlusion proof in all the various poses a human can make. That's a fair amount of cable routing through a shoe, and wouldn't come cheap. An ankle ring would be far easier to implement if you didn't mind giving up tracking of the foot's angle.
 

Exuro

Member
No reason leap motion shouldn't work as long as sensors aren't blocked.
It's more of a question of bandwidth. On the DK2 apparently it wasn't recommended to hook up directly to the headset due to bandwidth limitations. That was more of an experimental thing for Oculus, so I'm expecting it to work here, but I haven't seen anyone try it out.
 

Yoritomo

Member
Anyone else have a pending charge that disappeared?

I got hit for the $878 last week but it's no longer showing as a pending or charged payment.

Mine stayed pending all weekend. Just called in this morning to confirm that the charge is set to clear.

If you have any question whatsoever call your bank to authorize the pending charge.
 
Mine stayed pending all weekend. Just called in this morning to confirm that the charge is set to clear.

If you have any question whatsoever call your bank to authorize the pending charge.

Well the pending charge was there last Wednesday. It has since disappeared and didn't move to charged either. Just gone.
 
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