Are you hyped? Vive or Oculus?
I really hope that's not all
Even though I'm never going to buy it, I'd still be disappointed
It supports games I really want to play. What's the problem with that?
And it's the only option for me that won't cost me 800 to 1000€ for the headset + PC upgrade (my 860
Mwon't run shit)
I already have a PS4, I'll pay 400€ for PSVR and will be able to run it without any fuss. headtracking in AceCombat7 and GT are enough to push me over, what can I say?
>New Vive has a front facing camera for AR and to prevent bumping into things
who the fuck is going to walk with that thing on his\her\its eyes
are you fucking nuts
>lets add more and more shit and make it even more expensive
I thought that was the whole point of the Vive. Oculus is a sit-down kinda VR headset, while the Vive is all about being able to move around. That's why they say you need 20 square meters of clear space to use it and install two cameras in your room corners to track you everywhere.
Nope, I would have to clear out my living room to get the space needed, which is why I'll most likely get the Oculus Rift. I'll wait till both are out however and then decide. No need to jump on it right now since my DK2 will most likely support all games anyway.
Oculus you can walk around with as well. I can do that even with the dev kit. It's just that to avoid controller occlusion you need to add the second camera behind you. Oculus and Vive are functionally almost identical, only difference is Oculus cameras require connection to the PC so you need a usb extender to put a camera behind you. And Vive's front-facing camera.
Oculus "works" as a room experience but it's not designed for that, the tracking is far inferior and it has occlusion problems.
Also Palmer said they don't want developers doing it because it limits the audience into too many subsets and shit.
So don't get a Oculus if you want room scale, it's designed purely as a seated experience and most likely won't support any major game with room scale.
>the tracking is far inferior and it has occlusion problems.
No it doesn't. They both use optical tracking. Stop being a fanboy. It's the same shit.
>Also Palmer said they don't want developers doing it because it limits the audience into too many subsets and shit.
Correct. It's useless while the VR market is this tiny.
>it's designed purely as a seated experience and most likely won't support any major game with room scale.
Pure lies. Oculus demos everything standing in the same size as Valve rooms and there are several games with standing and walking already out. Many have already said they would have Oculus support even the games Valve used in their demos. An
Vive is not optical tracking senpai, it uses laser emitters which calculate how long it takes for the lasers to hit the photosensors in the HMD and controllers to pinpoint exactly where they are in 3D space. It's far more precise than optical.
Vive is probably going to be more expensive so if you don't care about room scale you should go for the Rift anyway, but don't expect it to be an amazing experience if you want room scale.
>but don't expect it to be an amazing experience if you want room scale.
i just want live 3d 90 hz Presence technology breasts and pussies
>Vive is not optical tracking senpai, it uses laser emitters which calculate how long it takes for the lasers to hit the photosensors in the HMD and controllers to pinpoint exactly where they are in 3D space. It's far more precise than optical.
I've used the Vive, kouhai. I've seen the lighthouses. Lasers are light and are still optical tracking and subject to the same point of sight concerns like all optical tracking. Photosensors are just simple cameras.The only difference is where the light is emitted and where the cameras are. It feels great and is1:1 stable head tracking. Just like Oculus. They are practically the same except for their lenses, and Oculus is slightly wider FOV and not circular like Vive's.
Also I should add that unless you want VR RIGHT NOW you should wait for both headsets to be released and read direct comparisons between them, pure specs don't mean much in the end since there are several factors to account for like lens quality, comfort, durability, software openness and game library.
>tfw desperate for VR to finally be in my hands
>Vive won't confirm a fucking launch date or price
>Still don't even know the Oculus price
>That temptation to just buy the Oculus tomorrow and be done with this shit
Oculus uses a camera to monitor infrared LED emitters in the HMD very much like the Wii controller for example.
Vive is not "optical" because it calculates the timing between light reflections rather than their visual position.
I can't say the difference in tracking quality is even detectable since I don't them, but post-release reviews should clarify that.
The Vive AR camera will possibly allow you to see yourself and your own arms with 3D skeletal tracking in virtual space like the Kinect, which would be another level of immersion.
And you will be able to do cool shit like walk in a 3D space in a GTA-like game and then sit down in a chair which could represent a car for example.
>Vive is not "optical" because it calculates the timing between light reflections rather than their visual position.
Again I know how they work, you don't have to explain. I've used both Vive and Crescent Bay and have a DK2 and GearVR.
Lighthouse still requires line of sight between light emitter and photosensor, Screaming it's "not optical" is mainly pedantry to make lasers sound cooler. One isn't really optimal to the other and the difference between tracking is undetectable. The main difference is Lighthouse stations only need batteries and can be mobile. I much like lighthouse better as a mobile solution and think that's what they should have done instead with the desire for room-scale. A mobile headset with battery run light houses so there are no wires at all is better for room-scale even with the graphics reduction.
>The Vive AR camera will possibly allow you to see yourself and your own arms with 3D skeletal tracking in virtual space like the Kinect, which would be another level of immersion.
It's a single non-depth camera. It can't do that and actually be useful.
Leap motion, you mean. Magic Leap is something different. And Oculus bought Leap motion's competitor that did way cooler depth stuff. Leap motion is nice to play with but you have to get the hands in a very narrow spot, and it fucks up fingers quite often.
>oculus backers faces when they got what they payed for and more
While I don't know for sure the specs of the camera it should be doable with some clever programming, it would be extremely useful for positioning your hands in a racing game for example.
The difference is that it can track anything if you just slap some photosensors on it, it allows for cheap peripherals like a VR glove for example without having to upgrade your tracking.
this is great and all but what about the long ass cable dangling behind you that you will wind up tripping over while immersed in vr?
>it just wont be a problem
yeah right you retards cant stop your mouse cable from getting caught in your chair wheels and that's without being blindfolded by an hmd.
>it allows for cheap peripherals like a VR glove
Nope it only works for rigid bodies, Valve was very clear on that, a bendable thing like a glove can't use lighthouse effectively. The battery power for the photo sensors vs an IR light aren't that much different so I don't see how it's any better for add on peripherals.
Nowadays the trend is to make engines as optimized as possible, a lot of newer games run better on my GTX 460 than 8 year old games for example, I don't think the required specs for VR will increase THAT much in the medium term.
>And it's probably the "buttery smooth ultra high settings on the latest games" kind of recommended.
It isn't. A 770 isn't enough, I know from experience. It's not like there are a whole lot of cards in between a 770 and 970/290 that could possibly work.
A Vive would work better for a virgin simulator unless it's a lapdance simulator. :^)
The webm reminded me of this manga which deals with a VR system pretty similar to the Vive, shit is depressing but so interesting.
I was thinking about getting both too, but Hover Junkers really isn't worth that much to me. I'll wait and see if there really are a decent amount of room-scale games that don't support Oculus.
Might as well go occulus. Vive has way too much tacked on stuff. I'm getting a vive though since I'm waiting for dx12 cards and I tried both and vive is the better fit for me even with all the extras.
>I'll have to raise the thing every time
not him but i can easily type over 100wpm and have concerns over data input methods. i feel like the headset is the easy part. they haven't solved the input issues. vr is not ready until they do.
They also had support for 3-D Displays. Remember how well that investment went?
I prefer the option to use either. It is a lot easier to turn with a controller in native VR games.. Injected games, I use kb+m like normal in VR, but in native VR games I tend to use a controller.
hello my fellow redditbros.
Valve fanboys are downvoting en masse. Please help restore the balance by upboating my comments.
it sucks dick. touchpads are not accurate. it uses a low quality motion controller. the abxy buttons are atrociously placed. the software implementatio is about as bad ad it gets. the haptics feel nothing like a trackball in any way and a real trackball would in fact have been a better input method. the shape of the thing alone is terribly uncomfortable compared to my ds4
you are pondscum
Voice commands are really good now. I just use voice attack now instead of taking my hands off my stick to press a button. Oculus has a built-in mic so that makes it even easier for those rare key presses in a sim.
Why is it only one camera though? Because it's expensive to have 2 or because it's some fancy 3d camera?
HTC smartphones are known for their excellent premium-feel build quality, one of the best in the android market, in fact.
They just suck at PR/marketing and price which is everything in the phone market.
Because you couldn't do all that much more with two, would be my guess. Apparently, just dumping the image from each of two cameras to the screen will result in weird shit because the cameras are like 5cm in front of your eyes, so when you rotate your head, the distance to the axis of rotation is wrong.
>be rich fag
>build a exclusive 100m^2 (~1000sqft) padded room for VR
>comminting yourself to your your own private luxury looney bin
>just as planned
also a bit jelly, tbqh senpai
>Tell her not to speak
>Use front camera for AR
>have a real life warm waifu
My dreams. Since I was a child are about to be realized. Hold me /v/. This feeling what it's called? Hope...
I never used one but from my understanding it only failed because the specs were kinda outdated and it was expensive compared to the competition.
It's still known for its build quality tho.
Only because every other manufacturer discovered that no one buys a metal phone anymore.
Hell the Iphone doesn't even have aluminum bezels anymore, its mostly glass and plastic..
Ah, I see you were replying to a comment to hardware design only. Although to be fair he mentioned controllers specifically, and HTC doesn't have experience, while Oculus has the people who made the 360 controller.
Wow what a breakthrough. Already done on the rift.
Yes, it's a leap motion on top a Rift. Funny how all the devs who use it, say it's kind of pointless and don't like Leap Motion. A single non-depth camera isn't all that useful for real AR. It's a nice gimmick, but not much else. You need actual depth for AR to become useful and precise for real usable AI.
Is that front mounted camera a light-field camera?
If it's just a shitty regular webcam without depth perception, I don't see it being all that useful. Light-field cameras are pretty damn expensive though.
DIY tech projects are always more advanced than commercial products because they don't need to worry about price and mass production, there's some amazing sci-fi shit being developed by random guys.
>Pricing was also not discussed, but Mcree stated that HTC is focusing on making the most premium home VR experience possible, which the final price will likely reflect.
Vive confirmed for $799
vr wont be good until i can effortlessly motion control with mouse tier speed and precision while voice typing over 100 wpm. the technology isn't there yet. the gimmick will wear off. you will crave the control, functionality, speed and accuracy of your desktop. vr isn't the mouse to the kb it's the answer to a casual's question.
>doing no fap because /fit/
>been clean for over a month
>know I'll fuck it up eventually because of vr porn
It's the clear winner in specs.
Whether it's worth the higher price is another question, but real patricians still prefer PC games over consoles even though a PC is more expensive.
you're misplacing importance. vr headsets are easy to make. your mom is making one. the limiting factor is the controls. if vr doesn't take me away from my desktop, the only place it will take is back in the box for a refund. controls are essentially everything.
>hyped for a $600 piece of hardware with NO GAMES
This is PC 2.0, why the fuck are people hyped? The thing has no good software yet and never will because it lacks the infastructure to support proper software development. 99% of Oculus's adopters run pentium 1 PC's, good games for tis pipe dream-tier level of hardware simply isn't feasible, Facebook is just going to port farmville over and call it day.
Those who buy Vive too are also part of a minority who own high-end hardware, there's simply not enough people with $1000+ PC's running the most bare minimum specs to build an install base that'll allow for high end software development.
Come back when Rift/Vive actually gets games that aren't low-budget Facxebook jewed indie titles. Hopefully by then people will collectively drop the device realizing in reality it actually costs $1600 to even fucking run properly.
You can use kb+mouse with VR, and there's absolutely no way a mouse (a 2D controller) matches the precision and usefulness of the Vive controllers (extremely precise 3D controllers which represent your hands in 3D space).
Full body controls IS the gimmick, you moron.
The only way it won't just be a gimmick is if it remains usable for extended periods of time, which isn't gonna happen if you need to walk around and flail your arms every time you want to do something.
conversely, sitting at your desktop on a keyboard and mouse with a display strapped to your face will turn into a cumbersome activity and after the gimmick factor wears off you will be left with nothing more than a difficult to drive display device with limited functionality
controls are everything to vr. vr in its current state is the worst case of cart before horse ever
They're pretty much the same as someone that has tried CB and the Vive. It's going to come down to games. Oculus seems to be winning there but all their games currently are without motion controls which is boring as shit. I've had enough of that with my DK2 already.
Vive might have less launch games but at least they're putting a foot down and launching with motion controls as Oculus should. Gamepad feels shitty in VR unless it's some simple 3rd person game.
I'm also very disappointed about Touch's delay, but I like Touch a lot better. Would have it worth better for them to wait another year for Touch games? Probably. Valve and the screaming kiddes claiming Oculus is vaporware probably forced their hand.
The fuck are you talking about? VR is not meant to replace the desktop workflow, it's for games and other 3D stuff.
And even then it will have a big advantage in 3D modelling or really anything that benefits from 3D vision and control if you want "serious" uses.
You have your so far up your ass about muh hardcore gayming that you can't see games are purely entertainment and VR brings that to the next level.
Remember when people said Wii motion controls would fail?
Also good consumer-grade VR is only possible now thanks to cutting-edge technology which simply wasn't available before.
>You have your so far up your ass about muh hardcore gayming that you can't see games are purely entertainment and VR brings that to the next level.
the only entertainment to be found will come after your cheap gimmick wears off and you're forced to reckon with the fact that there aren't that many simulator autists like you
"Been done before, video electronic games will fail.
I'll be watching the lawnmover man.
VR is not only for simulation senpai.
Would you say a better, bigger screen and better sound is only for documentaries?
If you ever used a good VR you would know just how amazingly immersive it is even in the most simple and game-like environments, you are not just watching and controlling a character, you ARE the character, it's a huge perspective shift.
>VR is not only for simulation senpai.
In terms of gaming, and keep in mind we're on /v/ not on your other autism chan board, yes, that's all it's good for without the next level controls it needs.
>If you ever used a good VR you would know just how amazingly immersive it is even in the most simple and game-like environments, you are not just watching and controlling a character, you ARE the character, it's a huge perspective shift.
this doesn't require a headset be strapped to your face. it can be done at a software level with head tracking on a common desktop display. the amount of immersion you lose only applies when you get out of your seat and you're not getting out of your seat and doing anything interesting without some seriously next level input devices. motion control, voice activated futuristic data input...it's not there breh.
I considering getting the vive before the delay, but now I am ordering the rift instead granted it is within my budget.
They both seem similar in terms of specs with the vive likely being a fair bit more expensive, I can barely afford the rift as it is.
It seems like HTC is playing catch up, the camera could be useful but I don't really care much for it. The improved ergonomics and optics is a step in the right direction however.
Oculus seems like a better bang for buck option right now, it all boils down to price.
>20% UPS shipping fee because fuck you
>3% bank foreign transaction fee
better than yurop VAT at least
ONLY 665 YOO ESS DOLLARS, straya cunt
All consoles support motion control nowadays, they are just tilt controls and not as all-in as the Wii nunchuck but it's still there.
Also just because it's a fairly niche controller it doesn't mean it's a fad.
Racing wheels for example are expensive peripherals and are only good for a specific kind of game but they are not fads, they are simply the ideal kind of controller if you are serious about racing games.
VR will probably be fairly similar in this aspect at least for a while, but it has the advantage of working with pretty much any game because it's simply a 3D screen.
Did anyone get their free oculus cause they backed the kickstarter?
It's not only about the head tracking, it's about the perspective shift that happens when the display fills your vision.
You instinctively start to "believe" what you see once you have a display attached to your face and low-latency tracking, it's not just a matter of control schemes or photorealism or whatever.
not that guy, but none of these displays come close to filling your vision. you are left with black all around and then the screen in front.
not to mention 4k is the minimum resolution where this would even come close to beating a normal computer monitor, and who the fuck wants to spend the money on a 4k machine for high framerate and then use one of these? the $600 would be better off spent on a normal 4k computer monitor
>it's about the perspective shift that happens when the display fills your vision.
>You instinctively start to "believe" what you see once you have a display attached to your face and low-latency tracking, it's not just a matter of control schemes or photorealism or whatever
i think you know, not having a display strapped to my face would also add to the sense of immersion.
and having controls that don't have me sitting at a desk using a keyboard and mouse
all you have is a more difficult to drive display device that requires you mount it to your head to use with a limited software library that will likely be part of some mega jews walled garden utopia
Everyone is aware.
They are not comparable. You don't get a sense of actually existing in the world with head tracking on a monitor. It just makes it seem like you're looking through a window.
but even with miniaturization it will be shit.
In 10 years an aio system will handle what now will handle a [email protected], but in the future monitors will be at 8k. And going from 8k to 2k will be like playing the snes when the ps3 is available.
>just makes it seem like you're looking through a window
a window where you can go through it and get behind the objects you see through it? okay that's exactly what vr is you fucking mongoloid. the only difference is "muh fov" so get a bigger monitor dumpass
How can someone misunderstand how VR works this hard? The screen follows your head, it essentially replaces the real world with a virtual one, it's not an object you look at.
You are probably not aware of how the human brain works, it makes a HUGE difference even if you are "aware" it's not real.
The difference is scaling. In order to get an equivalent 3D experience with Vertical FOV and proper scaling you need high resolution panels that cover the entire room. This is called a CAVE, has existed for years and cost 100s of thousands of dollars. Still technically better than HMDs, yes,but so? Way too pricey.
Yes dumbass, I know it uses infrared cameras. I'm talking about this which doesn't even need to use the tracking because it's just a passthrough.
Reminder that if you haven't tried proper VR then your opinion means jackshit and you're talking out of your ass.
The only way to "get" it is to try it.
if a monitor is big enough, you effectively can't look away without getting out of your seat. the main difference here is you're a retard with a monitor attached to your head.
>The screen follows your head
this is meaningless unless you're not seated which is the entire problem with input devices: they're shit unless the assumption is you will be seated. or your neck is capable of horizontal 360 degree movement.
>You are probably not aware of how the human brain works, it makes a HUGE difference even if you are "aware" it's not real
you can place a monitor with vr desktop in front of your face and unless your neck has some surreal movement capability, will encompass your entire meaningful fov, especially with the advent of those cancerous curved display.
>you can place a monitor with vr desktop in front of your face
No because you won't have the necessary lenses for the realistic field of view and you won't have a headset blocking the light coming out from the real world.
Oh and the screen stays in place so unless you stand completely still it won't be immersive at all.
Here, this is actually the example I was looking for
and just like that, the shills come out of the woodwork.
these things are nothing but tunnel vision goggles. absolutely nothing close to peripheral vision, its literally just like moving your monitor closer to your face. only now you get a gimmick called head motion which is only useful in select situations, and you get a resolution that is terrible
How are you this stupid?
It's for quickly looking behind or to the side of you, of course you wouldn't play while constantly looking over your shoulder.
>play with VR headset
>hear a sound behind you
>quickly turn your head to check
>play with big monitor and head-tracking
>hear a sound behind you
>see basement stairs
i dunno about you but i very rarely look behind me, i instead, turn around or turn to my side then glance. i can do all of these things on a desktop vr display without an hmd.
again, the issue only surfaces when you get OUT of your seat which you won't be doing because the controls are shit tier.
Because that will ruin your sense of presence and possibly make you sick.
Also, because emulating the way you perceive the real world is the entire point of VR. And in the real world, you react to sounds by turning your head towards them.
no like that's what I do in the real world because it's the comfortable way to view things.
you're desperate to push the "i can turn around guise" meme because it's the only objective feature it has, which crumbles to pieces in real world use.
if i have to be constantly looking behind me in a game, or at all really, i'd rather not play it.
think of all the people happily playing simulators on triple display setups right now. how often are they going "gee if only i could turn my neck at an ass backwards awkward angle
>silky smooth 24fps dating sim with literally whos featuring no sex (Sony)
>lifelike 120fps dating sims with your favorite recognizable Neptunia, Touhou, Evangelion, Persona, etc. girls featuring lots of sex (Valve)
Reminder that with VR we open up the possibility of foveated rendering which will be the biggest breakthrough in computer graphics in decades.
With proper eye-tracking it will only be necessary to render 1% of a scene in full resolution and detail instead of 100% meaning that the performance cost is drastically reduced. Aside from the obvious increase in immersion, VR games will also look significantly better at a fraction of the performance cost compared to a traditional 2D display.
The tech is already here, expect it on the 2nd generation HMDs.
>novelty memes are literally the only reason people are pushing this shit
i just posted a video which shows exactly how head tracking works and it works without attaching a display to your head like a fucking tard. i couldn't be any more clued in. you're promoting a fucking gimmick dude.
i'm slightly anticipating AR if anything but not really.
Wouldn't that create artifacts when you look around with your eyes rather than head movement? It would constantly have to adjust which spot to render at full capacity almost instantly.
nobody is quibbling that VR isn't a quantum leap in entertainment technology. simply it require a lot of resources and at the present state of the art the market can't provide a good hardware base to run decent VR.
plus nobody actually wants to walk in their rooms. but if Facebook, Valve have Disneyland as their main customer this might work, but how much they can pay?
I don't know, probably it's gabe and that...Yale thing
>not understanding the concepts of ecchi and male-oriented romance
the head tracking is literally what enables immersion which gives you the "objects coming at you" capability which as the video shows is fully possible with strapping a display to your head like a retard.
>he fell for the look behind you simulator meme
Look this guy isn't going to comprehend until you force it on him. Then he'll get real quiet and avoid looking you in the eyes. That was funny when I put mine on a guy who insisted it was just a gimmick and that he didn't want to try it.
That needs almost instant latency to work well, and in the demo the guy never does snappy eye movements, as if he was avoiding ugly edge cases which tells me the tech is not perfect yet.
just like all gimmicks, your initial impression is you were wrong. then it's only a matter of time before it wears off and all the shortcomings begin to surface.
this is exactly what they shitters are banking on. you being completely enthralled for a few weeks then telling all your friends. months later when you realize you're not using your ShitVR(tm) device and that you've been lied to and begin contemplating suicide, you can thank me for trying to stop you from making a terrible mistake.
vr is nothing without next level controls but a gimmick. the headset is the EASY part, everyone is fucking making one. the reason why they suck ass is they require extremely limiting input devices. how do you inpuit data? how do you control shit? if you're strapped to a desk it's nothing more than a more difficult to drive display that requires you constantly be swapping between a proper desktop monitor with the meat of the gimmick being fully capable of achieving without strapping a display to your head like a retard.
>just doujin/indie work
That is what dating sims are. There aren't AAA dating sim games, they're all really small studios and the ones with 3D experience all care about Oculus and don't care about Vive.
>nothing more than a more difficult to drive display that requires you constantly be swapping between a proper desktop monitor
>and the ones with 3D experience all care about Oculus and don't care about Vive.
It's not that they don't care about Vive, it's that Valve literally has no presence in Japan. How are they supposed to even get a devkit? Oculus on the other hand has a branch in Japan to promote VR and you can easily purchase a devkit.
The next thing you're going to claim is that the more than two hundred thousand people who have had these things for over a year are only acting like they enjoy them because of buyer's remorse, right?
Also, it's kind of weird how ordinary controllers and stuff like the Vive wands and Oculus Touch don't seem to exist in your universe.
because you still need to be able to input data. for those of us who are used to inputting data on a keyboard at 100 wpm, the only way to simulate this in motion is with some seriously next level voice activated controls.
motion is okay, it's almost there even but it's only one part of the picture.
you VRtards are SERIOUSLY underestimating the importance of the controls and it's depressing is all i can say. it's not even anywhere remotely near there yet.
>look guise i can be a retarded version of a desktop
again, regular desktop monitor with vr software achieves the same thing.
>b-b-but i can strain my neck in vr
eric, simply eric
Its mostly their trainwreck PR, The vive looks decent now. my biggest complaint before was the controllers being too large and chunky and they seem to have fixed that. But fuck me If I am going to wait another 3 months for similar specs.
The camera is not a huge deal to me, neither is the tracking system, both seem adequate to me. Roomscale tracking won't become a thing for me until the HMD is wireless.
I still prefer oculus touch's design and gesture recognition. I haven't tried either HMD so I won't be able to know which one's a comfier fit.
>The next thing you're going to claim is that the more than two hundred thousand people who have had these things for over a year are only acting like they enjoy them because of buyer's remorse, right?
argumentum ad populum, much?
i'm thoroughly convinced there are millions of retards who eat shit and convince everyone else that shit eating is good.
the simple fact is controls are the most important part of vr and i've seen nothing to indicate they've solved the problem in fact there's a fairly recent post by a valve dev indicating such. look it up.
That was my point, I was implying that smaller studios in Japan will be working with Oculus over the Vive on PC, and mid to large size studios in Japan would be working more with PSVR.
>for those of us who are used to inputting data on a keyboard at 100 wpm
I still type just fine in the Rift, I don't know what your problem is. Yeah, it's a little slower, but not significantly. It's not like you are going to use it for data processing, it's perfectly fine for a broker to input his trades at the end of the day which is the only business use I can think of for using the Rift for a ton of information around you while still needing data entry capability.
>easily purchase a devkit
Absolutely. When the Oculus was first shipping their dk1's back when it would take like 3 months to come in Japan was getting theirs weeks later. I don't know what kind of shady background deals were going around but Japan got priority shipping.
Now that I think about it Palmer's quite the weeb. It would suprise me if Japan's exclusive "early access" was to give them a leg up on vr dating sims while the rest of us were too busy building shitty unity physics games.
i want to be able to input text as proficiently as a keyboard, without a keyboard.
this would require perfect touch typing on an OSD like piece of shit or voice control to evolve overnight.
it's not gonna happen. vr is still a niche gimmick that will succeed a little more this time because of how impressionable retards are.
i could also just use a desktop and say fuck strapping a display to my head like a gigantic mongoloid
>tfw don't know if I should invest in Facebook or HTC for that delicious VR future money
>why do you want to input text in VR
because I don't foresee myself wanting to swap between an hmd and a desktop display.
what's more is I don't see sitting at a desk as a compelling vr experience. it's a gimmick.
because i do it proficiently in every online game i play to date. it's an important feature and the only reason you're discrediting it is because vr controls are trash unless you're using the thing like a cumbersome desktop monitor.
the only mmo games that i think that need an extensive use of a keyboard are eve and wow.
Future games could simply integrate voice chat. I don't write in games since 2005 when i founded my gaming club and we have a teamspeak server.
you know how I know you don't care about the quality of VR?
you're undermining input controls, the most important factor in VR's success.
overlooking the fact we constantly input text in online video games on the PC means you don't care about the quality of VR which means chances are you've already given your money to them and are thus suffering from post purchase rationalization or are a shill who realizes now they must do or say anything they can to deflect the very problematic aspects of VR, which are factually the input devices.
the display is cool, nobody is disagreeing but it's hampered too greatly by needing a basic kbm or gamepad to use. motion controls and data input methods BOTH need to be there, they're not. it's a fucked of desktop monitor, nothing else.
Not him but as an non-native English speaker it's really hard to get into voice chats for me, that said I have no idea what is the difference between typing in a HMD or typing looking at a monitor
HTC is in deep shit right now, they are betting everything on the Vive and if it fails they are down under but if it succeeds then they are kings of gaming for a while.
Facebook already peaked and it can only go downhill now.
definitely a shill. to assume that the only game PC gamers play is WoW means you're utterly clueless of the culture of PC gaming which is not anywhere near limited to any one game but rather strewn across thousands of games.
voice chat is also awful. multiple people speaking at the same time sucks. being able to input text is a basic requirement of PC gaming and you're denying it because it's a serious limitation of VR.
things won't get better for you until you embrace the limitations and demand they improve. all you're doing now is shilling a gimmick and you look pathetic as a result of it.
I care about the quality of devices I will be using for the foreseeable future. Data input is important. VR disregards a staple of PC gaming to sell you shit. They have to sell you their walled garden software. That's all they care about and you fell for the meme.
I will get a mic when I can use it to proficiently input text like a keyboard, yes.
Join any online game these days retard 99% of the people are not using a mic. Your clan is gay and most people aren't in clans nor using teamspeak.
Alright, let's actually be real here.
The most powerful VR experiences, and the strongest candidates for something like a VR killer app, are going to be social experiences. As in, you can talk to people. No keyboard needed for that. In fact, it would be detrimental.
Only a very very tiny amount of games "require" text and the audience for these games don't overlap at all with the target audience for VR, maybe you should realize you are a niche customer at best.
i totally see a 16y old paying thousand of euros for teamspeak and website and gaming host.
find a gaming club in your language. we don't speak english either (90% of the times whatever) we are italian.
tell me the games u plays that require extensive text input.
talking to people and text are equally important
think of how popular text messaging is. people prefer text dipshit and the only way they are going to make text work without tethering you to a desktop or some slow ass on screen keyboard is through improving voice text input methods.
no idea if it's good or bad. Looks uncomfortable.
the whole point is to not be tethered to your desktop. learn to read you fucking retarded shit eating faggot.
do not want but I already have that on my desktop. what I don't have is a VR device that makes any sense. it's a cumbersome desktop display that requires old school controls to use effectively that shills are okay with even though it undermines the entire immersion concept of VR.
I know this is going to sound stupid, but even though I can't verbally speak English I prefer to play games in it, hell, even though I'm awkward when using English I'm much better at it than what's supposed to be my native language, it's just that I can't speak English and I certainly don't understand people's insistence on voice chats in games
I bet the guy complaining about using a mic sounds like this guy
Most of this discussion is so asinine I stopped reading.
As a someone who has invested in VR "research" I have several of the current gen devices so I'll put a few things to rest:
The Vive's "Lighthouse" uses lasers (a form of optics, for the illiterate), but due to the design it is more accurate than the id'd led optical tracking used by the Oculus design, especially at range.
Having forward facing cameras added is cheap, and necessary for AR and those who aren't into sensory deprivation, that 1080p camera in your phone just isn't expensive any more.
Wearing full headsets is a niche, but not a small one, expect to see a huge market for everything from stock traders to automotive engineers, and of course hard core gamers.
Sony is going to make a sony device cover anything for their consoles, and while it's frankly not as good as the other headsets you won't care because you games will make you look like a heroin junky passed out on your couch, enjoy the ride.
Microsoft's offering is currently a bad joke, please no one go there.
Plenoptic projecting headsets are where it's at, they will eliminate most vr sickness while making environments much better looking without faking focus and motion blur. They aren't small enough, but Google and a few other companies are working on it.
Plenoptic cameras will allow real vr imaging and already work, there simply aren't good ways to view the output yet without rendering it to a flattened image, projection will give us native playback for your vr porn.
Foveated rendering will allow the above at decent performance on soon to be current hardware, getting devs to do it well will take a while.
>the whole point is to not be tethered to your desktop
No it fucking isn't. No one wants to walk around their living room for hours to play a video games.
Sit the fuck down, literally.
when was the last time I texted somebody who was in the same room with me interacting with me virtually while I'm sitting at a regular desktop computer?
dunno, good question. It's almost like an apples to oranges comparison!
>I'm a proficient typist!
>types like shit
Oculus and here's why
>probably cheaper cos no bundled motion controls
>1 sensor instead of mounting lighthouse basestations on my walls
and best of all
>motion control is a meme with no games
VR support can be slapped onto most games and work fine, but games must be developed from the ground up for motion controls and / or room scale VR that the vive focuses on. Hence. motion control is a meme and vive gets no games.
Wii, kinect, playstation move, all showed us that motion control was a gimmick that's shit for actual games. Learn your lesson
>No one wants to walk around their living room for hours to play a video games
I'd be content with not having to be tethered to a desk but you have to keep overlooking that because you're desperately defending a GIGANTIC FUCKING CRITICAL FAILURE of VR.
>Sit the fuck down, literally.
Haven't seen the tough guy routine in a long time, you pathetic little dweeb. I won't be sitting the fuck down but I guess we both know who will be :)
>The Vive's "Lighthouse" uses lasers (a form of optics, for the illiterate), but due to the design it is more accurate than the id'd led optical tracking used by the Oculus design, especially at range.
Also less latency
>Microsoft's offering is currently a bad joke, please no one go there.
Microsoft's offering is the Oculus Rift. Facebook and Microsoft are tight, how do you think they are getting the Xbone controllers at a crazy discount?
>Wearing full headsets is a niche, but not a small one, expect to see a huge market for everything from stock traders to automotive engineers, and of course hard core gamers.
nah, mostly just porn
so you can do what? all those tech demos they keep showing?
motion control is a confirmed MEME that''s good for nothing but tech demo's like "job simulator".
And if by some miracle, motion control does take off, then oculus touch is the far superior motion control method.
>vive motion controls
>1 trigger for each hand, 1 touch pad for each hand, motion control stick for each hand
>two triggers for each hand, abxy buttons, dual analogue sticks (basically an entire controller without the dpad), as well as actual motion control.
when you type 3 wrong words the corresponding keystrokes after the one wrong letter all fall out of place, even though they would be correct if the preceding letter typed was. it's a meaningless statistic. you can type 16 words incorrectly with 16 keystrokes incorrect with the last letter of each word is only wrong.
Preording Oculus then gonna watch the Vive announcement, then reconsider.
Probably going to go with Rift though, Vive is confirmed as a premium product and it's probably gonna be closer to $1000 than the Rift.
because rendering the same game from a slightly offset vantage point at 90 fps is the same as rending 2 games at 90 fps each
if that were the case, the game creators should be fired for such a terrible fucking job
>most popular console of the generation
I'm pretty sure that popularity died off
There's a big difference from a dildo controller and a regular controller with motion capabilities - hate to break it to you nintoddler
Except, I'm not talking about the tech. I'm talking about the shape. The controllers are dildos. Whether it's the move or whatever the vive is coming with, both look like hideous dildos. BAN IT
Capitalizing is easy. It's generally one letter out of every sentence and the person reading your post always know what you're saying whether you capitalize or not. It simply saves time skipping capitals but you're too autistic to grasp such a powerful concept as time and your wrongful assumption just fell flat on its face so now all your'are left with is grasping as straws.
>not even english native
Are you even trying?
There are people with 200 wpm there
>your'are left with is grasping as straws
It's a fucking chore to read badly formatted text with typos everywhere, the time you save is cancelled out by the time the reader needs to waste deciphering your shit.
because the leap motion always works so well
>being baited this easily
if you touch type much faster than 100 wpm you're a tard for using a keyboard when stenography rapes your feeble method of input.
100 wpm is as fast as you will ever need for PC gaming input and conversely anything south of around 80 wpm is unbearably slow.
you must be really, really bad at reading to struggle with capitalization. i reckon 99% of the posts on 4chan aren't formatted properly, like mine and i have no trouble reading it.
certainly easier to read typos then listen to 10+ children talking simultaneously on voice chat in le epic vr
But which one is more like an holodeck?
the same model as this webm actually
The reason Oculus touch will be absolute shit is because the latency will be horrible. There will be an entire extra step of lag where the camera will need to process the image to determine where your hands are.
Motion controls will be great for any game you use your hands. Pick up shit, swing swords, shoot guns... Do you really have this fucked up of an imagination
Yes, currently people are rendering each frame twice. Read this page and search "entire scene twice" to see why you need to do it. Has nothing to do with the game designers
VR is still in its infancy, some guys figured out only recently that if you add a fixed frame of reference (like a nose) the nausea is pretty much gone.
So I would wait until the second or third generation of HMDs because there's still a lot to figure out.
it's using the leap motion supplied DLLs
even on the latest ones it has problems
also you see me taking my hand hands in and out of the scene to recapture and hopefully fix it but it was not having any of it.
while mocumocudance has weird mappings causing some strange stretching, the tracking itself has problems in most programs
its just not the right solution. If they could widen the range of it and increase detail at the same time, it could have been a good product. But the low resolution of the scans and limited FoV just ruins it.
>I'll be looking at a simulated nose for the next twenty years before another tech leap so that normies dont get sick
I've used both touch and Vive. You are bullshitting the latency thing.They are just as good as Vive's latency wise.. The camera is not doing pose tracking, if that's what you are thinking, gestures are done by capacitive sensing which is much faster. Location is by IR LED, same as the headset, which is just as fast.
Vive is vastly superior technologically. They can only screw it up with the pricing and marketing. So far, the HTC marketing has been weak, but they simply don't have the wallet that Facebook does.
>Motion controls will be great for any game you use your hands. Pick up shit, swing swords, shoot guns
OH IS THAT SO? THEY WHY HASN'T IT ALREADY TAKEN OFF :^)
we've had the ps move and the wii and they were both gimmicks.
>any game where you pick up shit
a picking up simulator? like that job simulator TECH DEMO :^)
what like chivalry? it's no where near that easy, the character would have to be animated in real time, and couldn't just be tacked on like HMD support has been to hundreds of games already. Instead, the game would need to be developed exclusively for motion control (which will never happen because it'll be such a tiny segment of the market)
>any game where you shoot
you mean "any game developed for and balanced around motion control shooting" which is nothing but the Unreal 4 bullet train TECH DEMO
You know Job Simulator is a real game, right?
If you are too worried about lack of games then just wait for the market to mature a bit, no one is forcing you to pre-order immediately.
HTC said that preorders open Feb 2016 and ship April 2016.
If you buy the Oculus you get an inferior product. That's the only reason why they're rushing to open preorders tomorrow, because they know they can't compete on actual product quality. Same reason they're pushing hard for exclusives.
>job simulator is a real game
incorrect. They are charging money for a tech demo, and taking advantage of retards who will pay for anything with motion control, since they will be so desperate for anything where their motion controls can be used (because no games). As a result, a "game" where you sit in 1 room, and fling around physics objects with motion controls. It's a demo that costs money.
>PRE-ORDER OPEN RIGHT NOW EVEN THOUGH WE DIDN'T FINISH THE CONTROLLERS YET
>F-FREE RIFTS FOR OLD KICKSTARTERS
It's pretty funny how desperate they are desu, I can't wait to see it cost more than Vive if you add the Touch controllers.
It's total bullshit. The controllers have to have the same location latency as the headset, or it wouldn't work. And if you want to talk about latency of the triggers down the cable to the PC, I'll trust the ones who made the 360 controllers and use USB 3.0 for their connection.
they'd buy the Oculus, even if it is inferior, which is something HTC doesn't want to risk. People don't have the kind of money to throw around buying two separate VR devices.
The camera IS doing positional tracking man, they use IR leds that are picked up by the camera.
It says it in there, what do you think the little spots are on the controller?
The oculus touch clearly wins on ergonomics though which is the priority for most people, I agree with you on that.
One advantage lighthouse tech has over oculus is that you can add random peripherals to your scene that have the lighthouse sensors and it wont slow down your machine because the processing done doesn't require processing an image.
It's not "bad" but it's obviously a PR move, that's the point.
They are giving free shit to costumers who were already loyal anyway so they can boost their image and attract new costumers.
In what way exactly?
>rift doesnt bundle the awful vive motion controls "stick with touchpad and 1 trigger on it" my sides
>rift bundles 2 games (eve Valkyrie and Lucky's tale)
>oculus is funding several other exclusive games such as edge of nowhere and rockband VR
>vive costs more (probably) due to front facing camera and dual motion controls
>vive has no built in super light weight clip on/off headphones
The only thing vive does better is room scale motion control tech demos
POSE tracking not Positional tracking.
You were claiming additional latency from the camera tracking which is untrue. Image processing of light is very fast now, a few years ago, you would be right, but today that is wrong. In addition it's easier to calculate prediction models quickly using image recognition, and prediction is what brings latency down.
Anyone used the GearVR? Preferably the consumer variant for Note 5. How is it? I'm hoping to get one in a couple days, and I want to know if SideloadVR and the other homebrew-y VR solutions work.
>GPU overheating in VR
>graphical artifacts in VR
>buggy drivers in VR
>game glitches in VR
Vive lighthouse set up requires mounts on wall and rift sensor doesn't. There is no evidence what so ever that lighthouse is some how "more accurate". Lighthouse is better for room scale VR which
is good for tech demos but has no games and will never ever get games because it makes up such a small portion of the market
It's falling into the same trap as Wii and move. Its removing normal controller features in return for motion controls, where as oculus touch simply adds motion control, while maintaining all controller features (except dpad), as well as supporting individual finger tracking, making it objectively superior (as a result they're selling it separately cos it'll probably cost $150+)
>In what way exactly?
you listed some of them.
>does not rely on exclusives to sell the product
>incredibly good tracking for controllers
>incredibly good tracking for movement
>(currently) superior visuals due to better panel technology (something you have to see for yourself to appreciate - the new panels shown at CES are much brighter and vibrant)
Anyone who has tried both seem to prefer Vive by a long shot. That should tell you something.
Its literally the only acceptable type of exclusive. The "it wouldn't exist without our funding" exclusive, like bayo 2. As well as that, they aren't rift exclusive, they're exclusive to the oculus store, and can be played with any HMD that modders (or developers) can make them work with
The motion control and room tracking is only better for tech demos. They better displays they revealed at CES are only brighter than their dk1. Rift uses custom OLED panels so there is no evidence that vive has better display.
>tfw no room scale VR tech demo about ducking under lasers to avoid triggering an alarm
Vive is bundled with two lighthouse censors, which are required for it to function. Don't think you can use it with just one censor.
>leaving the important plural(s) off
a little problem is easy to fix, they're practically identical when multiple driver issues are involved.
>Considering the nvidia userbase is larger makes this even funnier.
that's because amd has a larger presence in the motherboard and cpu market. they google amd for their amd cpu/mobo driver issues.
I don't know if I can trust the Vive. Their approach seems to be wanting to push for good hardware, but they've done little else in any other area, and even their main focus is in question since it would seem the Oculus catched up with them in that regard.
HTC vive is looking up to be nogames central, with oculus having more brand recognition and thus more support I think buying an oculus will be a far safer purchase.
>buy DK2 for $350, use for a year and a half
>sell last month for $500
>use money to pre-order CV1
can't say i'm too disappointed in missing out on the free CV1 for backers