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The High-end VR Discussion Thread (HTC Vive, Oculus Rift, Playstation VR)

Thanks for informative answer.
So can you "convince" Oculus software that you have touch using Revive (like with Lucky's Tale) to get the games?

No. I would assume the ReVive dev wouldn't be interested in doing that either given (most of) the games still work if you buy them.
 

Seiru

Banned
Thanks for informative answer.
So can you "convince" Oculus software that you have touch using Revive (like with Lucky's Tale) to get the games?

I would assume that Oculus would be doing a license check with the serial numbers of your Touch controllers, but who knows.
 

SimplexPL

Member
This would mean that if you buy touch second hand you won't get access to the free games - this was not the case with Lucky's Tale.
I'm planning to log with my oculus account at a friend's who has touch, we'll see if I will get the free games.
 
Thanks for informative answer.
So can you "convince" Oculus software that you have touch using Revive (like with Lucky's Tale) to get the games?
No. I would assume the ReVive dev wouldn't be interested in doing that either given (most of) the games still work if you buy them.

Yeah, and this just generally strikes me as somewhat dishonest. It's one thing to break DRM to so that a game will run on your hardware—it's another to do it so that you can download a game for free.

Oculus developed these games to show off their new hardware. If you don't actually have your hard, it seems fair to pay for it.

I'm intending to buy a bunch of stuff for my Vive as soon as I move into my new apartment.
 

Zalusithix

Member
Just a reminder that The FOO Show Kickstarter is in its final ~6 hours for anybody that was interested in it. It's already fully funded, so there's no need to back, but I figured it's worth mentioning just the same for those that might have forgotten about it (or not known about it).
 

Tain

Member
Posting general VR game talk in here now in an attempt to bring Vive and Oculus discussion on new games together a bit.

Anybody try Fly to Kuma Maker? I didn't realize it was on Steam (I think the original is Oculus-only). The original looked like a neat Japanese Lemmings-style game, but the new version here with the motion controls looks nuts, frankly. I might have to try this out.

ss_1848c3fb7893618ec5a9c69c26e1265d6c9bdd15.600x338.jpg


http://store.steampowered.com/app/517860/
 

Zalusithix

Member
Posting general VR game talk in here now in an attempt to bring Vive and Oculus discussion on new games together a bit.

Anybody try Fly to Kuma Maker? I didn't realize it was on Steam (I think the original is Oculus-only). The original looked like a neat Japanese Lemmings-style game, but the new version here with the motion controls looks nuts, frankly. I might have to try this out.

ss_1848c3fb7893618ec5a9c69c26e1265d6c9bdd15.600x338.jpg


http://store.steampowered.com/app/517860/

I swear, there's so many games released on Steam for VR that stuff just slips through undetected. That said, this looks like it could be fun. If I didn't already have a backlog of stuff I needed to play, I'd probably pick it up. For now I'll wait and see if it goes on sale in the Steam holiday sale.
 

SimplexPL

Member
High end devices (vive, oculus) are vastly superior in virtually (heh) every aspect, maybe except the display (resolution/screendoor).

They have better tracking, better games (more complex graphics and gameplay wise) with better framerate (90fps) and motion controls. There's no comparison.

Mobile VR is good for watching movies and/or vr porn, and some light gaming experiences, but that's about it.
 

Dracil

Member
Smashbox Arena is legit. Just got done playing about 4 matches and it's really fun. Basically multiplayer dodge ball meets Mario Kart power ups. Has a lot of maps too. Definitely recommend it.

I'll echo that sentiment. This has become my favorite multiplayer VR game. Games are fast and intense. Even if teams aren't full and there are bots, they can still be quite good.
 

cakefoo

Member
I missed the Cowbots and Aliens VRLFG meetup yesterday because the event coordinator doesn't understand the concept of GMT time. But a few minutes later a handful of VR arcade players came in and I kicked their asses.
 

Delt31

Member
Just got oculus and wish the wire to the headset was longer. Anyone using extensions successfully and which ones?

Also for those with a third camera you need a usb 3 extender right and how do you hide the wire if it goes to your PC?
 

Delt31

Member
that's perfect. I was thinking of getting a 3rd camera but hate the idea of having a usb extension cable on the floor across my room.
 

cakefoo

Member
Smashbox Arena is legit. Just got done playing about 4 matches and it's really fun. Basically multiplayer dodge ball meets Mario Kart power ups. Has a lot of maps too. Definitely recommend it.
This is happening in just over one hour:
Come shoot some balls with the devs on the U.S. East server Dec 11th @ 1:30pm EST, 10:30am PST! If you are not automatically connected to the U.S. East server, take the Region Shuttle to change regions from the multi-player lounge.
 
So, my local public library has an oculus with touch (man these feel good compared to vive to be honest), a vive, and a microsoft hololens available for public use. They have it because they have something like a makerspace but more geared to providing tech to the local community. pretty awesome, tbh since I'm too poor to afford using most of what they provide.

I've off and on played with VR at my library, but I do have to say the touch controls on oculus win as my favorite. As a programmer and visual artist, the touch controls feel way way more intuitive than even the vive wands and are great for creating. I barely got to use the gesture based programs, but even the little I've messed with I can say I want one now not for gaming, but for modeling and for making games.

the hololens is cool, primarily the gesture based stuff, but the viewing window is so small it makes it hard to use. Cool, but nothing useful until that window opens up.

just thought i'd chime in. Plus, check with your library if they have or if they may be open to having VR setups. It's totally doable if the interest and funding is there.

p.s. since the VR setups are open to public, I get to watch homeless people on VR every so often when I come to the library to work. thankfully the library sanitizes the headsets.
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
So, my local public library has an oculus with touch (man these feel good compared to vive to be honest), a vive, and a microsoft hololens available for public use. They have it because they have something like a makerspace but more geared to providing tech to the local community. pretty awesome, tbh since I'm too poor to afford using most of what they provide.

I've off and on played with VR at my library, but I do have to say the touch controls on oculus win as my favorite. As a programmer and visual artist, the touch controls feel way way more intuitive than even the vive wands and are great for creating. I barely got to use the gesture based programs, but even the little I've messed with I can say I want one now not for gaming, but for modeling and for making games.

Yeah, I hope we see some cool stuff come out of Medium and whatnot. Being able to export your models and get them 3d printed is pretty awesome.

https://www.youtube.com/watch?v=z3Mb7RwNHD8
 
Yeah, I hope we see some cool stuff come out of Medium and whatnot. Being able to export your models and get them 3d printed is pretty awesome.

https://www.youtube.com/watch?v=z3Mb7RwNHD8

Yeah, I spent most of my time in Medium and made some weird ass stuff... mostly monsters with green goo pouring out of their bodies. I enjoy sculpting more with the touch controls than painting with vive. Medium felt more intuitive than Tilt Brush even.
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
Yeah, I spent most of my time in Medium and made some weird ass stuff... mostly monsters with green goo pouring out of their bodies. I enjoy sculpting more with the touch controls than painting with vive. Medium felt more intuitive than Tilt Brush even.

Did you get a chance to try Quill? That feels more like a standard artist tool than Tilt Brush does IMO, but as it's still in beta it's not quite polished yet.
 

Tain

Member
Medium is probably my favorite non-game VR software. I'd highly suggest it for anyone, regardless of which PC headset you own and how much of an artist you consider yourself to be.

I can't wait to hear about updates for it.
 
Did you get a chance to try Quill? That feels more like a standard artist tool than Tilt Brush does IMO, but as it's still in beta it's not quite polished yet.

After I finish programming today here at the library I'll see if I can get that up and running.

I'm still more sold on VR as a tool for creating more than even gaming.
 

Widge

Member
Gaming is just one part of VR's future market; it just happens to make a good starting point. It's not like Facebook spent all that money on Oculus because they thought it'd make a great gaming device.

Also for sales. I've seen it hooked into Salesforce where someone walks around a virtual car showroom customising their car... as they do it, it builds up a quote in the Salesforce's opportunity object, ready for checking out.
 
Just got done playing about an hour of The Unspoken and that game is pretty damn cool so far. Did the (lengthy) tutorial, a ranked match, and some practice matches. It's like a Dr Strange simulator minus the verbal callouts lol. Actually in a lot of ways it reminds me a bit of a simplified Phantom Dust for VR.
 

cakefoo

Member
There's a new wireless add-on for Vive and Rift coming from a company called Rivvr.

VpkZiO4.png


Compressed 40-80mbps
Weight: 300g
Latency: 11ms
~$200 for 3 hour battery model
~$300 for 6 hour battery model
Launch: End of spring 2017

According to the previewer, latency "wasn’t noticeable in the slightest" but it had a couple signal drops during his few minute demo.
 

Zalusithix

Member
There's a new wireless add-on for Vive and Rift coming from a company called Rivvr.

VpkZiO4.png


Compressed 40-80mbps
Weight: 300g
Latency: 11ms
~$200 for 3 hour battery model
~$300 for 6 hour battery model
Launch: End of spring 2017

According to the previewer, latency "wasn’t noticeable in the slightest" but it had a couple signal drops during his few minute demo.
Nope, not interested. That latency and compression level make it a nonstarter. I can only assume they're going for that level of compression so it'll be compatible with their parent company's streaming VR garbage and basic WiFi. (Latency was shit for internet streaming of traditional games, let alone dynamic VR content.)
 

Alexlf

Member
Nope, not interested. That latency and compression level make it a nonstarter. I can only assume they're going for that level of compression so it'll be compatible with their parent company's streaming VR garbage and basic WiFi. (Latency was shit for internet streaming of traditional games, let alone dynamic VR content.)

Keep in mind that there's nothing saying it's not lossless compression, and 11ms is less than a single frame of lag at 90fps. I'll probably get one depending on the final price/specs, at least to see if it's viable or not.
 

Zalusithix

Member
Keep in mind that there's nothing saying it's not lossless compression, and 11ms is less than a single frame of lag at 90fps. I'll probably get one depending on the final price/specs, at least to see if it's viable or not.

Latency stacks. That ~1 frame is being added to existing latency in the system. As for the compression, there's no way in hell that's lossless. You can't compress a 2160x1200x90fps (~5.6Gbps) raw video stream to 40-80Mbps without major compression. Bluray is ~40Mbps and that's for 1920x1080x24fps with 4:2:0 chroma subsampling. While you could perhaps argue that Bluray is perceptually lossless (it sure isn't technically lossless), simply doubling the max bitrate isn't going to make up for 25% more pixels being updated 3.75x more frequently.
 

cakefoo

Member
Keep in mind that there's nothing saying it's not lossless compression, and 11ms is less than a single frame of lag at 90fps. I'll probably get one depending on the final price/specs, at least to see if it's viable or not.
40-80mbps isn't enough for lossless compression. I think I'm realistic in hoping it's as clean as a 1440p Youtube stream.

The real concern for me is stability. A visual glitch every ~60 seconds could get annoying. I wonder how the TPCAST will fare.
 
11ms really isn't bad - anything above 18-20ms would be noticeable to me. Not sure about the compression, though. Will be happy to get rid of the bothersome Matrix-like head jack cable. I'll be holding out for Vive 2.0.
 

TTP

Have a fun! Enjoy!
Despite TTP putting forth incredible effort to achieve these effects, the end result seems redundant and/or distracting.

I hear you. And I sort of agree.

In games not involving much hands (Move) interactions it doesn't seem to make much sense but I think showing where I'm looking at any given time from a 3rd person perspective adds "something" useful for the viewer.

It's hard to explain, and maybe I'm just biased, but when I look at standard PSVR vids I don't feel as "connected" to the player as I do with mine. Even with those providing a PIP view of the player.

That said, this solution does provide some benefits as it allows me to look down at the real controller and show the controls from within the cockpit. Which is cool, I think.


I also touch virtual stuff around me to provide an idea of the sense of scale the user perceives.


Also, from a technical analysis point of view, that sort of representation really helps highlighting drifting issues. I haven't done any tech analysis yet but it's very easy to show the amount of drifting going on when you can clearly see where exactly my head is oriented relative to the virtual world.

As for games involving Move interactions I think it works great, especially in games like Wayward Sky or Job Simulator where the virtual hands disappear while interacting.

Here is an example taken from my ongoing Wayward Sky playthrough:


If you try to imagine that shot without the overlays you'd have trouble understanding what exactly is going on as easily as you can with the overlays.

But that's all besides the point really. My system was conceived as a tool for my analyses. Everything will make more sense when I'll start going technical. I did a test video highlighting the controllers wobbling and I think it works great.

You can check it out here:

All that said, I appreciate the feedback so please keep them coming!

Lol. Can't believe the guy was wearing that suit thing the whole time.

LOL yeah. Just the upper part tho. :p
 
This is kind of amazing. VR puppetry: The Miracle of Awesome Show

From a Reddit comment:
It's not available to try out publically at the moment. We're making the show to test out various forms of VR animation - so the show is kind of our dev log. We want to open it up to other VR users and content creators as we nail out the kinks and add more features.
 

Alexlf

Member
Latency stacks. That ~1 frame is being added to existing latency in the system. As for the compression, there's no way in hell that's lossless. You can't compress a 2160x1200x90fps (~5.6Gbps) raw video stream to 40-80Mbps without major compression. Bluray is ~40Mbps and that's for 1920x1080x24fps with 4:2:0 chroma subsampling. While you could perhaps argue that Bluray is perceptually lossless (it sure isn't technically lossless), simply doubling the max bitrate isn't going to make up for 25% more pixels being updated 3.75x more frequently.

1 frame added to the chain shouldn't be to bad, or you're pushing the limit already :p

You're right looking up compression ratios though, lossless is definitely no go. After a bit of research however, it's not a stretch at all to think we could get relatively good looking compression at 1440p 90fps in under 80 mbps. Look at VP9 for example, more than 60% less size over H.264 while being pretty much visually indistinguishable. Plus more frames per second means better compression between key frames because of the smaller movements. Faster movements might end up looking funny, but it's at least worth checking out. I don't know if it's feasible encoding time-wise, but it's at least within the realm of possibility.

40-80mbps isn't enough for lossless compression. I think I'm realistic in hoping it's as clean as a 1440p Youtube stream.

The real concern for me is stability. A visual glitch every ~60 seconds could get annoying. I wonder how the TPCAST will fare.

Ya, it'll be good to get some more details about range and stability before ordering anything. It better at least have a 10 feet range without any error or it's pretty much worthless.
 

marc^o^

Nintendo's Pro Bono PR Firm
Smashbox Arena is legit. Just got done playing about 4 matches and it's really fun. Basically multiplayer dodge ball meets Mario Kart power ups. Has a lot of maps too. Definitely recommend it.
Finally got it todaynandnit's amazing. The way you can watch the match end from a top view once you're out is brilliant.

I also got SuperHot today and what can I say... VR is getting better and better. I haven't touched FIFA 17 in 2 weeks, this is the best compliment I can make to the Vive.
 
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