>>323127357 Tried it, rented Rift for a week - it's fucking awesome. I think every game that includes player sitting in something (racing, elite dangerous, mecha, various sims) should be played in vr goggles.
>>323128323 Well it's not a gimmick that's just you being moronic and trying to play it safe. You're one of the sheep here. It is a pretty substantial improvement and provides an experience you just can't replicate with traditional or 3D monitors.
The question is though, 'is the market ready for it?'
Are enough people going to buy into it to justify developers investing large sums of money on VR games and software. That's what people who know what's going on are waiting for. Are enough of you sheep going to buy it to make it worth investing in or are you all going to sit around on your hands waiting for it to die.
If I was to bet I'd say it's probably going to die, not because it was a gimmick or the experience wasn't good enough, but rather it just doesn't catch on with the masses of sheep like you.
>>323129470 This. Maybe VR won't fit in everywhere, but it's so easy to implement in game that basically anyone can do it with minimal amount of work - and this is super important, it ensures that device will get large game library. Also valve is shilling VR, and valve even managed to shill Linux a little for devs despite fact that linux porting requires shitload of work.
>Want to develop something for it >A guy already made a home theater >Another already made a virtual desktop >Some are doing recordings where you can see bands or go places with 360 degrees of vision >Dozens of people have already made porn
I'm going to buy one anyway, because I'm retarded out the ass and have wanted this shit for my whole life. Also don't expect a Rift 2 until at least 2018. http://www.gameinformer.com/b/news/archive/2015/06/22/oculus-brendan-iribe-on-the-rift-s-price-and-expected-life-cycle.aspx >"This isn’t going to be the console five, six, seven year life cycle... There’s that happy medium between the console life cycle, which is far too long, and the smart-phone cycle, which is every six months or so. That’s a little too short for where VR is going to begin. It’s somewhere in between,"
>>323130318 It was pretty obvious. People are already bitching at requirements, making new VR headset soon (with proper resolution this time) would restrict it to 0.001% gaymen mustard race elite with four 980tis in quadsli.
>>323130047 >It won't flop, i'm sure of it. It could flop, very easily in fact.
VR is enough of an improvement that it is inevitable the question is when VR will take hold however. Will it be now? Will it be with the next version of the rift? Or will the rift tank, VR goes away for another decade only to be reborn again, better and cheaper than ever and then catch on.
It will happen, VR is inevitable, but it flopping is not out of the question.
>>323130715 >People are already bitching at requirements two screens that add up to a 2160x1200 display. Running at 90 FPS. There's no reason to make a Rift 2, when it'll be years before there's mid range video cards that can run that shit.
until those treadmil things and gloves and shit become a cheap standard, it's just a different way to look at the game. i don't understand how it's more immersive if you're still fucking sitting down playing with a mouse and keyboard
i tried it. It had some kind of little tilt and i felt kinda nauseous after playing it for a while - It's not very compatible if you ask me. And i don't have any kind of motion sickness, also i tried other FPS games (hl2) and everything was working fine.
Most everyone complaining about the Oculus's being a gimmick seems to always be those who haven't tried it, while many of those who have say it's great. I have yet to try it but I do see potential in it for this reason. The technology is unarguably in it's early stages though and I strongly believe $600 is pretty steep.
It's cool and all, but with the exception of some atmospheric FPS adventures like Metroid Prime or STALKER, it literally adds nothing to my favourite genres like RPGs, RTS, platformers, action or adventure games.
Just like motion controls it's going to lead to a lot of shallow shitty games that try to coast by on the gimmick for the first few years.
>>323139752 More than a decade ago we couldn't put 5 polygons on the screen. Now they're adopting it. For example Standford football team has adopted it and it's useful for simulations at arcades, Dave and Busters, and golf-courses and so forth . It's useful for training people for operations. Even without a great computer you can enjoy things like virtual desktop and watching porn and movies for it.
It must be hell for marketers, they have no way of showing anyone what it's actually like to wear one of those things. Unless you went out of your way to try it at one of the few designated spots, you just have to believe others that "it's cool".
>>323127357 It's going to take off and become a big thing eventually. That much is inevitable. I think the resent $600 debacle is going to make matters more difficult this early on, but it's not going to kill VR by any means. Too many people, companies and money invested into it for it to fail.
>>323142314 Like it or not, E:D is finest example of proper Rift integration you can find. It even adds new ways of interacting with things just by looking at them and you can walk inside your ship with really good movement tracking.
Plus i think it's undeniable how comfy E:D is in terms of model/sound design, and Rift makes it even better.
having goggles which remove all peripheral distractions, integrated surround sound, depth perception and a field of view that moves where you face, head bobbing with your footsteps and a refresh rate higher and smoother than the average tv
if possible, try it out at some point. These things can't be given verbal justice
>>323135530 Hey retard, that's their fault for fucking up. When the Xbox One came on the old continent, it wasn't + tax + shipping or else nobody would have bought it AT ALL. They didn't ship it massively in a or many distribution points for the Eu region and are being bitchy about it because "it's our fault" if we have taxes.
The only way i see now to improve VR performance is to find a way to make the game engine render the scene more intelligently.
It's not like i know coding, but i'm sure they can improve it so it's not like asking the gpu a full render of 2 scenes like it's 2 completely different things.
The way the 3D camera is put has to be (?) .. well 2 cameras that are distant the same way our 2 eyes are .. right ? So basically, you don't need to render every single object on a large angle of exposition unless it's very close. I'm pretty sure it's possible to improve this shit in that way.
>>323148030 I think you're saying only use stereo camera setup for close objects and use single camera for far-away objects... that's actually clever. never thought about it that way. Although that solution would require you to set up multiple cameras for various distances (which is already done in some setups, but still complicates things)
>spending 700$ on a 4k monitor >complaining about VR device for 600$ that is potentially better
Most people who buy peripherals for games that work well with VR like racing games and flight simulators, spend a lot more than 600$. The price is fine, people are just butthurt because they're poorfags.
>>323154981 They said that they added all these extra things because they're inexpensive and don't really add to the price, just adds to the things you are getting for 600$. I'm sure if you wait after the pre-order you'll be able to get a non-bundle version for maybe 5$ less.
>>323141960 Every major engine supports Rift out of a box, plus rift itself is just a screen with camera position coordinates. It's easy to implement by design. Of course, as >>323156621 said, it can be hard to find a proper way to use it in certain kind of games - rift isn't universal and many genres will still do better on classic display. But implementation itself is super easy, devs don't have to do any serious work there.
>>323127357 I bought an Oculus DK2 a while back. Every experience I had on it was staggeringly amazing. I believe the hype, but I'm not buying a CV1 until there's decent game support. It's a novelty at the moment. I respect those who are willing to put their money into an unproven product, but I'm not willing to part with 1100 australian dollarydoos for it.
>>323141960 Well, if game has no UI They did it with flight sims, say it's not hard, sort of like eyefinity+custom resolution fov tweaks - if engine supports it it's not hard. I think it was done even for some third person games, can't remember. But if it actually improves experience or not - who can tell? for all we knows it's like glueing small screen to your eyes nothing more, if game is not designed for VR.
>>323155301 I hate to cut it to you but at this rate with a select few enthusiasts adopting the technology many developers are going to double dip to turn a profit. That means plenty of gimmicks to be had.
many devs might end up taking a lower risk designing games that work for both VR and your traditional monitor. So they will cut corners, it is already happening there is a fair amount of titles with "VR support" that are not designed for VR from the ground up.
This means plenty of gimmicks to be had until VR adoption rate is large enough for it to justify going all in. All these gimmicky games could be off putting to newcomers.
There has to be a clear an concise way of informing people which games are VR exclusive (6DOF motion controller support,standing or sitting experience etc...) and which are traditional games supporting VR as a feature.
Steam will probably work on that once vive is out, it would be crazy not to.
>>323156986 cv1 is dk2 with almost unchanged resolution, slightly larger view angle and framerate. it is an improvement of course, a serious one, but i'm not sure if it's worth a switch since biggest dk2 problem is resolution
>>323157117 Do we even know what the CV1 resolution is? And yes, resolution was a big problem on DK2. Couldn't read almost any text. The virtual desktop program was awesome, but couldn't browse the web without squinting horribly. I also got a little motion sick in games that weren't really optimised for VR, like Alien Isolation. Great game to play in VR, but I used to get sick within an hour of playing. I've heard the sickness goes away after a period of getting used to it though, I just couldn't be bothered.
Someone suggested taking anti-sea-sickness medication to get past it, fuck that
>>323157362 Yes, we know. 2160x1200 (/2, so 1080/1200). Of course i understand the reason (current gpus are simply not powerful enough, i mean everyone is bitching about requirements already) but god, it's just bad. Sometimes i had troubles reading text in E:D, although it was kinda cool to lean forward and read it.
I also got motion sickness with Alien Isolation. Weird shit, i never got motion sickness before. It's probably because everything was slightly tilted.
>>323157394 I don't know about that, there seems to be an awful lot of platformers coming out and many seem to be enjoying them.
I don't see anywhere near as many first person games, especially if it does not involve you walking since it could induce motion sickness in some people if their vastibula is telling them one thing you are not moving , but their eyes are telling them something else.
>>323157892 ah, okay basically you'd need 1440p horsepower even slightly less, 90hz is still quite a number for that, have they ever talked about variable refresh rate? would it even work with rift like it does with monitors? smoothing things out
>>323157112 Not really, all you need for VR support is for the game itsel fo be in 1st person. It's not brain surgery or rocket science. Sure it's gonna work better for certain games more than others, but it's not gonna be a gimmick, just a built in feature.
Yes there are games made specifically for the occulus rift, but that's the game designers choice to limit the target demographic for his game.
>>323157782 It was nowhere near the level it is at now. >1:1 6DoF motion tracking >2160x1200 resolution >90Hz refresh rate
Even then it is barely passable, you'd need at least 4K per eye @120Hz for it to start becoming decent. Hopefully in the next generation of HMDs when eye tracking and foveated rendering becomes a thing, granted it picks off and doesn't flop in the first place.
Frankly I don't have high hopes either, it is like they haven't learned from the 90s that making it this cost prohibitive without any decent mid range option to encourage market growth will result in the technology failing to achieve critical mass.
Smart phone VR will probably kick off since its just $90 for a plastic box with lenses and many people already own high end phones that they pay over time through contracts.
PC VR will be a niche of a niche until they manage to hit the $300~500 sweetspot
>>323158106 They set up higher refresh reate in CV1 - DK2 was running at 75hz. But yeah, you definitely need this 1440p machine for this framerate.
You can set any refresh rate you want, or even have framerate drops, it's not that bad (its breaking immersion though). This 970 they talked about is basically standard they set up so any even remotely well-written game can reach stable framerate on it.
I think the price lets it down at the moment, but it's about as cheap as they can sell it without losing money. I have a DK2 and i think i will wait until the next version is out. Other than that it's really an amazing experience and i can see it becoming common place once they get the price much lower.
>>323158715 I don't own any VR HMDs so hopefully they will drop a bit in price before next year.
600 without motion controllers is pushing it but still somewhat manageable. The problem is the shipping cost paired with taxes jacking the price up insanely.
I am hoping HTC would do a better job with shipping and manage to land somewhere close like $700 or less. But I doubt that will be the case, I hear 800+ being touted a lot.
I don't want to spend more than a 4K monitor's worth on one, especially if I have no guarantee whether the tech will take off to begin with. A 4K monitor would be a safer bet.
500 would have been perfect at this point without motion controllers to gain more early adopters since that seemed to be the pain threshold for many. A few reviewers are more interested in Vive now after testing both at CES.
makes you look like a god damn asshole will bring gaming south for a few reasons >another hardware gimmick everydev is gonna force themselves to use at least once, see what motion controls led to >waifu sims are gonna roll out in full force >get ready for the CINEMATIC EXPERIENCE: now walking sims are gonna be able to convince a whole lot more people that they're "immersive" >the jumpscare "horror" genre is about to explode
>>323127357 I've used one and it was admittedly very good, but I don't see why there's THIS much hype around it in the gaming world. Past the pomp and circumstance you're literally just getting a new means of delivery; it's more akin to a flashy new monitor than a next-gen console. And that's fine, people buy monitors all the time, but let's not pretend like it's groundbreaking in what it offers. In essence it's just a TV strapped to your face. If it had its own slew of worthwhile exclusives? Fine. But it doesn't, it has combat/walking/chat sims we've all seen in arcades in the early 90's or games OTHER PLATFORMS HAVE, further bolstering that it's not the next step in gaming's evolution, just a handy entertainment nick-nack like a 3D TV. I don't see it being widely commercially viable to gamers. It's not even its own hardware, it requires a decent PC rig to use it. There has been that definitive shift TOWARDS PC gaming in recent years but it's still just a shift towards, not a big shift to. So it appeals to a subset of gamers (PC Gamers) and a subset within them (dedicated ones with decent rigs) and a subset within THEM (who give a fuck).
Long post so I'll tl;dr it >They're a pair of fucking telegoggles
>>323163928 >hurr i used one but i still think it's just a tv strapped to your face despite fact that depth perception, having it *strapped to your face* and therefore moving it with your head and overally vision range makes generated picture work on exactly same rules as we perceive world around (except obvious flaws like resolution)
>>323165526 I'm not even saying it's not fine desu. It is what it is, I just don't like the notion it's some huge next-step in gaming. It's certainly not a gimmick, but right now it's not really worthwhile, either. It's just the patchy groundwork of early tech that provides nothing more than a different viewpoint on many things we already have.
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