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vr thread

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Thread replies: 26
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I haven't seen a vr thread on here in a while, and with the vive trackers being sent out there are some really interesting things in the works.

Anyone get theirs yet? So far all I have seen is a tracked keyboard, a tracked mug, and someone did a tracked dragon dildo. Also feel free to post about games/tools you are using/developing.
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>>59012042
>there are some really interesting things in the works.
>So far all I have seen is a tracked keyboard, a tracked mug, and someone did a tracked dragon dildo.
>>
>>59012042
M E M E
E
M
E

Abandon ship. VR is kill like "3D"
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>>59012042
I bought it about 8 months ago and enjoyed it for maybe 2 months. Now I just use it for porn.

I'm gonna put it up on craigslist desu senpai. I don't use it anymore.
>>
>>59012577
To add to this, I found that VR to me just feels "unfinished".

I do like the experimental aspect of it, but the small budget games feel like shit to me and boring after a few tries.

The Vive is really accurate, though, so I'll give them that and Steam VR is easy to use.

It's a goddamn chore putting on a VR headset. It needs to be light, wireless and games need to be real and finished.
>>
This is my take on VR

It's too hard to create good looking games and applications.
The resolution is still not high enough for realism..
Even if the resolution was it would take a monster GPU to render it.
The headsets are still too heavy.
You look like a dick when you wear them.
They are only good for lonely virgin neckbeards fapping to their waifus.
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VR is an enthusiast thing, the Vive was marketed as an enthusiast device, enthusiasts enjoy VR. Of course there's no normie appeal.
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>>59012701

The tech wasn't ready for mass market.

Too expensive.

No killer app.

Porn will keep it alive until the technology matures.
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>>59012851
PSVR is supposed to alleviate that and I played RE7 VR and it's scary as fuck -- but of course quality isn't like a full PC game it has to render at 90fps and you need crazy GPUs for that shit.

I really don't think VR is like 3D movies, cuz they tried that in the 30s, 80s, then 2000s and it still failed.

VR and AR are it's own thing, but it's really not mature yet to be honest.
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/vir/
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>>59012851
That's literally how it always works m8, computers were mostly bought by enthusiasts above all even to the advent of the personal computer, normies always stand to gain from enthusiasts in the end.
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I'm buying a Pimax 4K in about a weeks time, primarily to fuck with, and not necessarily just games. Anyone have any experience with this particular HMD?

My primary concern is the wire. It seems to be molded into the HMD casing, so if it fucks, then that's just gameover.
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>>59012042
Meh. Cool to see at game/tech events and crap, but it's not practical.
I can understand it - under the assumption that in 10 years it'll be less clunky. I keep saying shit like this is only interesting if it can go full controlled by your brain cyberpunk plebbit wet dream.
Until then it's kindof ok, but I'm not going to hold my breath.

That being said, I'm in a class at my university where we're trying to do something using Unreal Engine 4 and the Vive. My hopes for it crashed and burned when the easiest concept - out of what was proposed - was ignored (basically a Titanfall-style level where you can shoot things and maybe do a puzzle). Redout is the only game I've seen so far that I would like to try with the Vive or something.

I've heard some wishful thinking that it can be used for educational purposes, or things like getting 360-degree views of locations. I mean sure, but you're still not physically THERE, so I don't see the point. Again, I think you'd have to make it just a small headset without the controllers to make it appealing.
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I don't own anything VR, but it's just too pricey for me for something that'd only be used for gaming at this point.

Also, all the gameplay footage I've seen looks pretty amateurish. So many games seem to use that retarded mechanic where you just teleport from spot to spot because they can't seem to figure out how to do movement.
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I have a vive for the purpose of game creation primarily.
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>>59016034
The teleport mechanic is purely there because general movement you normally see in video games will make you vomit in VR. Strafing, too much head yaw, and not having a static reference point, all massively increase motion sickness for a lot of people.

Job Simulator works because you can't even move much, you can just turn around in a circle and mess with things around you. There really isn't a good way to get it to a point where it can mimic a real FPS game where you can freely move around the level, while remaining within the bounds of your room.
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>>59012605
>>59012657
Apparently a framerate of at least 1k, probably 2k is necessary. Light field displays are also required for a natural feel.
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>>59016138
I really doubt that. I've used VR headsets and have had no problem with any kind of nausea from any kind of movement. You're talking a fringe number of people who have issues like that.
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>>59016156
The hell are you smoking? There is absolutely no benefit to any display exceeding ~250 FPS, and even that is the extreme end of human perception, most humans won't notice even if the FPS is significantly less.
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>>59016162
Whether it affects you or not isn't the point, it's literally Epic Games' excuse for not doing anything more interesting with movement.
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>>59016188
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>>59012851
just like the internet

>thank god for porn
>thank god for not downloading 3MB clips from websites updated once a week
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>>59016138
>There really isn't a good way to get it to a point where it can mimic a real FPS game where you can freely move around the level, while remaining within the bounds of your room.

Onward exists though.
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>>59012577
disgusting, i'd never buy used headwear.
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>>59016179
It's a lot more complicated than that.

http://electronics.stackexchange.com/questions/64073/implementing-a-very-high-frame-rate-1khz-oled-display
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>>59012042

The VR scene has been somewhat quiet lately as no new headsets or any new impressive tracking or display tech have come out. Everyone's still waiting for Gen2... There are MicroOLEDS right now with a pixel density that can make the screendoor effect invisible to the human eye, but they're expensive and the GPUs to drive them don't exist...
Thread posts: 26
Thread images: 6


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