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Thinking of getting a VR headset. Which one has the best games?

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Thinking of getting a VR headset. Which one has the best games?
>>
Oculus and Vive has various pros and cons. Personally I think it's better to wait until they bled into eachother with the next generation.

For example, Vive has the best tracking but Oculus' Touch controllers are much better for working as 'hands' in VR. Vive are going to copy that along with other features like the rigid headstrap.

Just wait.
>>
Buy a second monitor and mirror the first.

Then cross your eyes and it will be vr
>>
>>379439740
which is the best for vr porn?
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>>379440972
I will never understand the appeal of cross-eyed porn.
>>
>>379441295
Oculus DK2, but a lot of the old demos from its heyday are starting to go extinct (or very hard to acquire). otherwise Rift and Vive are mostly the same, with maybe a very slight edge to Vive. it's mostly still all just SBS 180/360 3D videos, there were several hopeful 3DCG ventures started back around launch but afaik very few are still around (mostly free community-developed stuff)
>>
>>379439740
I own a PSVR but I like how this guy doesn't even mention games in his response, even when that was the OP's question.

Bottom line is there's nothing worth playing right now, other than RE7, and it won't come to the better VR sets until next year. The rest are shovelware and shooting galleries and tech demos that are praised as being much more fun and interesting than they are.
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>>379441419
>>
The rift was around 300 dollars cheaper when I got mine, so I'd say that. There isn't a massive difference between the two. The room scale tracking isn't amazing with the rift but I don't have much room and only 2 tracking stations.

>>379441295
Videos aim for phone VR, so either. Both would work fine for VR Porn games.
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>>379440972
>yfw anon is probably serious.
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>>379442280
>nothing worth playing
wrong

onward
superhot
rec room
the lab
space pirate trainer
raw data

then we have all serious sim games
japan is finally picking vr games up for real
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>>379438516
In my opinion, the the vive has the best motion control tracking with the lighthouse sensor meme, so when it actually fucking works its pretty damn good.

There are tons of cool exclusives both on occulus and on vive
but to list a few on SteamVR theres:

Raw Data
Onward
Sairentro
Serious sam the first and second encounter
NewRetroArcade: Neon
Rec room
Spell fighter VR
VR Chat
Ect

Quite a few of these you can use with either headset but one of the things worth noting about the controllers is that the vive has two identical controllers and the Occulus has two unique controllers, meaning:

if you smack your vive controller on the wall like a retard and break it like everyone who plays heavy VR will inevitably do at some point,

you can buy 1 (one Vive) controller and it will be the exact same as your other vive controller. whereas if you break your occulus touch you have to buy a set and those things aren't cheap. (neither is the vive controller but you probably get what I mean)
>>
>>379443969
All of those games fall under the "shovelware, shooting galleries and tech demos" category.
>>
the rift does. Downside is you have to use the shitty rift store.

There's a lot more utility oriented applications for the vive, but oculus is getting more games proper. Robot recall, I will say, is one of, if not THE best VR game i've played so far. I still play it pretty much every day, fucking around trying to get high scores.
>>
>>379443969
Real shit my dude, when valve drops their next hot VR project they've been teasing I think people will finally respect VR for what you can do in it and stop making meme cash-in games.

legit, ONE good game is all it will take to save VR, count on it.
>>
>>379444142
tell me why and i tell you how you are wrong

>>379444278
we already have good games however the entry point price is too high for most people
they wont drop something in the area of $2000 for a pc which can actually run it and the headset it self
what we need is a AAA title which will happen soon enough seeing as both sony and valve got a horse in that race
>>
>>379444226
eh, wave based shooters and games with actual progression and objectives are cool are cool but I wish there was more fleshed out games like Hotdogs Horseshoes and Handgrenades that just let you fuck around with grownup toys in a sandbox environment.

I play h3 like every other day because its like having a shooting range in your house and that shits rad as fuck.
>>
>>379438516
Vive by far (because it's default is better), but it's honestly still very slim pickings all around. Oculus and PSVR moneyhatting exclusives really fucked everyone. Thankfully that seems to be over (or at least for Oculus), and some of the timed exclusives are starting to go free.

Basically;
Vive - wave shooters (both stationary and teleport locomotion, 180 and 360 degrees) and escape the room type adventure games, and a handful of tower defense and weird unique puzzle games.
Rift - some stationary, 180-degree wave shooters, a few weird unique puzzle games, a whole bunch of VR music videos and CG films, a whole ton of shit that doesn't need to be in VR at all.
PSVR - a whole bunch of shit, and RE7 (but basically nothing but the pack-in freebies and a few weird unique puzzle games actually make use of being VR).

the big difference is what percentage of the content is actually making use of being VR, or needing to be VR. and that's where Vive stands way ahead. Rift and PSVR both target 180-degree seated experiences with a basic console gamepad as the primary input, whereas Vive offers 360-degree standing/room-scale with motion controllers as the sole SKU, and nearly all games do make use of them.

hopefully after this E3 things start looking better on the software side. Valve and Bethesda both have multiple VR games due out this year, and if they're half as successful as they probably should be it will hopefully encourage more AAA devs to enter the market.
>>
yeah, the price point is a legit issue if you don't already have a Beefy pc, thank god I've been building mine over the years but I had to get a job just to afford my vive and even if you have all the shit you need to run it its still expensive as fuck.

I'm straight up surprised how many people I see in multiplayer VR games because its weird to see so many people can afford a vive.
>>
>>379444142
>If I keep saying this, I'll win my internet argument.

The funny part is many of /v/'s favorite are just as short and shallow but loved regardless.
>>
>>379444548
>tell me why
How long have you been playing games for? This should be second nature to you. Look at any of those games compared to a real game, like Prey for example which just came out. It is fully featured, has high production values, a properly driven story with animation and a full acting cast to support it, more gameplay systems in general... it's an average game, and yet it makes everything you listed look like a college student's end of semester project.

It doesn't matter if those games work well with the VR, because as games they are just subpar minigames regardless. Thinking they're anything above that means you think mobile games are also on the same level as real games, because they're just as miniature, feature-less and derivative by comparison. The VR is not a novel enough experience to make them anything else. And this is coming from someone with roughly 30 years of gaming experience and who has played in VR and wants to see VR get more real games like RE7.
>>
>>379444789
was for
>>379444548

either way, one of the other things that I think is killing vr is like one anon said here>>379444584


People are also making stupid crap that is turning people off from VR and I think theres really no dealing with that for a while. No good company wants to throw their hat in the pot because the possibility of making profit is low right now due to a low adoption rate thanks to price points.

The only possible way to make people interested is for good games to come out, but the only way good games will come out is if they can sell games to a lot of people so its kind of a catch 22 right now.

This shit is like neonatal tech right now and even valve who went all in didn't expect much and are surprised with how well its doing so I think it might get better on that logic when a fire-ass game comes out.
>>
>>379445304
>>379444760

fml forever I was agreeing with the shit this guy
said about PSVR and Occulus moneyhatting
>>
>>379445086
age has nothing to do with it, old man
as i mentioned earlier we currently do not have any large titles which is also why a major breakthrough has not happened so far
in general many of the games which have been released so far have been consisting of very small teams and even a single guy at times
games do not need a story, just gameplay


>mingames
okay how many of the games listed have you actually tried?
im under the impression you want this to be fully fledged right way despite non-standardized schemes for controls and ways to handle inputs in general for this
also fuck off with the "real games" bullshit
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>>379445304
its all the stupid crap which makes people shy away from it and some do it just to prove how stupid it is, remember watch paint dry? this is the very case happening right now
again the tech is there but not many is developing for it and until more people buy it not many people develop for it, yes thats catch 22 alright
things will improve as the games already existing becomes closer to finished products, most of the games listed earlier is not considered done, so give it more time
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Vive owner/developer here. Vive's controllers do pale in comparison to the Oculus, but the Vive is better in every other way.

>Full room-scale tracking
>Native Steam support
>ReVive allows you to play Oculus-exclusive titles on the Vive regardless

To me, the Vive is to PC's as the Oculus is to Macs: Oculus is easy to set up and easy to use, it all comes in one neat little package, but if you want to do ANYthing with it, or take a single tiptoe out of its comfort zone, it'll shoot you in the foot. Vive is slightly more complex in terms of setup, but at the same time allows for more freedom.

>>379441295
As for VR Porn, I think Vive's room-scale capabilities also dominate the competition, especially for things like Waifu Sex Simulator. Just last week WSS got an update to use the Vive's camera so you can do mixed reality with the models. Pretty neat stuff.
>>
>>379446582
>games do not need a story, just gameplay
That has been false for a very long time. For games to feel complete, they now need to have a story, because they've had full fledged stories with a full cast supporting them for decades now. Age has to do with experience, which has to do with everything. Our standards are defined by our experience.

>im under the impression you want this to be fully fledged right way despite non-standardized schemes for controls and ways to handle inputs in general for this
No need to get so defensive. I'm just interested in playing good games. I haven't tried all of the games there, but I don't need to. It's very clear by footage alone what level they're at.

>also fuck off with the "real games" bullshit
There is no way in hell I am ever going to consider these games as proper games. That would be the equivalent of castrating my own standards.
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>>379438516
Vive can play Oculus exclusive games with Revive, so Vive.
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>>379447796
Except Vive actually works on Macs.
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What games let me play as a Walmart associate, /v/?
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>They "trust me". Dumb fucks.
>>
What happens if you fall asleep with it?
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>>379448769
>>
>>379448558
Oh yeah. That too. All the more reason to get a Vive.

The meat 'n potatoes of this argument is this: VR is still blossoming as a medium. We don't even have 4K displays in them yet, so if you're looking to jump into VR now and be an early supporter of the platform, then you may as well get the best one that you can: the Vive.

>>379448769
I actually did last night by a virtual campfire. It was very nice. I didn't stay asleep, o'course. I made myself get up and turn the computer off, but still.
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Oculus Rift is $200 cheaper and has much better controllers. People citing the Vive's superior tracking are exaggerating. The Rift's tracking is just fine, even in room-scale scenarios. If for some reason your room setup prohibits a good room-scale experience, you can buy an additional Rift sensor for $80 and still come in $120 under a Vive. Rift integrates with Steam VR out of the box, plus it has its own store and exclusive games.
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Vive is better for obvious reasons but the price adds up quickly.

Close to $900 w/ shipping/tax
$40 for new 3-in-1 cable
$100 for deluxe audio strap
$100 for Vive tracker
$270 for new and improved light houses
$200 for eye tracker
$250 for wireless TPCast
$100 for leap motion w/ mount
$2000 for backpack gaming laptop

and then they come out with a lighter version of the vive and you have to buy an all new headset
>>
>>379447796
okay you you tell us what you made, hell link to a video of it

>>379448359
age is still not relevant, you will not gain any creed for saying "im older than you", buddy
yes past exprience is important however for this reason you must understand story is indeed not important however its a nice addition

>No need to get so defensive
what i said is entirely true however, if you are the age range you proclaim then you know early 3d games had the same kind of issues

>There is no way in hell I am ever going to consider these games as proper games. That would be the equivalent of castrating my own standards.
they are proper games yet you didt tell what games you have played, before that happens you are only talking bullshit
allow me to undermine your argument entirely; tetris, tennis for two and a number of others where some of the first "computer games" to come out yet by your demands they wouldt qualify
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>>379449528
>plus it has its own store and exclusive games.

>implying that's a good thing

stopped reading there

and the shorter length of the non-replaceable cables for the rift implies that it's worse for room scale

not to mention that you would need USB 3.0 extension cables and all the problems that brings up (power, multiple USB 3.0 root controllers etc.)

it's hardly an exaggeration when the lighthouses work better and are a more elegant solution

although desu I'd wait for another $699 sale w/ $100 gift card for the vive
>>
>>379448769
you know those red marks you get where the headset was placed on your face? yeah they are going to stick around longer this time
>>
>>379449864

The cable is shorter, but you can buy a $20 extension cable from Best Buy, so it's not a huge issue. You're still coming in $100 cheaper than Vive, and honestly most users probably won't find those upgrades necessary.

The USB ports vs. power outlets comes down to individual preference. In my case, power outlets are at a huge premium, so having everything powered via USB was actually a selling point.
>>
>>379449583
>Vive is better for obvious reasons
I can only recommend Vive if you have plenty of play space.
>>
>>379449864

Also that image ignores the alternative sensor placement options as well as the option to buy a third sensor.
>>
>>379449528
>People citing the Vive's superior tracking are exaggerating. The Rift's tracking is just fine, even in room-scale scenarios.

Even as a Rift user, I'm not so sure. I've set my cameras up on the wall and the coverage is good but controllers will randomly spaz out out for a moment for no reason. Don't know if that happens with the Vive too.

Vive's tracking method doesn't require a whole bunch of USB3.0 ports and cables either.
>>
PSVR has Rez, that should be enough for you to decide
>>
>>379449528
>Rift's tracking is just fine
Can you lie in bed and watch movies with it without it losing signal? That's not a sarcastic quip. I'm genuinely curious.
>>
>>379450319

If your sensors are pointed towards your bed, absolutely. You could even just rotate your sensors towards your bed when you want to do that.
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>>379450157
If you care about games like OP does, Vive is objectively the better choice because of ReVive.
I don't know any developers that aren't drowning in Facebook money that go out of their way to make games for Rift exclusively.
>>
>>379450137
$100 is worth it for not having to use Facebook desu, and obv it's going to be cheaper when it's backed by Facebook and losing sales

http://www.roadtovr.com/htc-vive-sales-units-oculus-rift-comparison-compared-tim-sweeney/

>>379450157
you can still use the vive standing/sitting
>>
Just wait. A new and inproved headset will come around either at the end of the year or sometime in 2018, with better tracking (maybe full body), better controllers (tracks individual fingers and possibly giving force feed back, feeling like your are actually holding something), better resoulution (eye tracking with foveated rendering make this possible), lighter weights, wireless, and more.
>>
>>379450315
this is the one game that I'm really disappointed isn't on Vive, it looks amazing

RE7 is coming eventually, I've heard.

>>379450462
>full body tracking
>haptic feedback
>foveated fucking rendering
>wireless
in a year from now

no

maybe 2020
>>
>>379450313

I had that issue at first, but firmware updates have fixed it for me. Seems like maybe your Touch controllers are malfunctioning.

>>379450428

>muh facebook boogeyman
>>
>>379450378
>>379450428
I can't recommend Vive because of price + the exclusive VR games on PSVR.

Vive exclusives are generally of lower quality than PSVR exclusives.
>>
>>379450378

>If you care about games like OP does, Vive is objectively the better choice because of ReVive.

Literally what are you talking about? There isn't a single SteamVR game that Rift cannot play.
>>
>>379450578
im not that guy though does it not appear strange a social media company buys a hardware company?
i initialy had hope they would make vr popular due to mass appeal yet i cant think of a single thing they did do make it happen
the facejew is bad news for everyone
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>>379450659
>Supporting walled gardens when you can completely avoid them
Neat
>>
>>379449851
>then you know early 3d games had the same kind of issues
Why are you comparing these to early 3D games? These games were from the 90's. It's been a long time since then, and many games have come out in between.

>tetris, tennis for two and a number of others where some of the first "computer games" to come out yet by your demands they wouldt qualify
Again, you don't grasp what I'm saying at all. You're comparing these games to old ass games. Your logic is flawed. Standards were different then, because people had less experience then. As someone who has played games released in the 80's all the way to present year, these VR games don't even match up to the of quality of 80's games, if we take into consideration the difference in standards within their respective time period. That's not a good thing at all. That makes these VR games on the level of some of the lower quality games from the 80's back during the 80's.

An existing VR game blows your argument out of the water: RE7. That already exists, and just look at the difference between that game and all the ones you listed.
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>>379449851
Can do. First is a VR dog park:
https://www.youtube.com/watch?v=JPUj24UJk_w

Second is Serpent Sphere X, a DBZ-style prototype I'm planning on expanding into something more robust when I get the time:
https://www.youtube.com/watch?v=B_KIzhdFQ8s

Pic related was my first VR project for my college capstone. I don't have any really good footage of it, but it's a wizarding dungeon-crawler.

If you have a Vive you can actually give the second one a try.
>>
>>379450831

>does it not appear strange a social media company buys a hardware company?

No? Large corporations diversify all the time. Facebook probably owns a bunch of random shit you don't even know about.

Also Oculus is a software company too.
>>
>>379450831
because all of their consumer hardware has been a flop

remember the facebook phone?
>>
>>379450593
>Vive exclusives are generally of lower quality than PSVR exclusives.
Won't argue this, but the hardware is behind. If you've already got a PS4, it's a legitimate consideration depending on what you're looking for.
The tracking is a real issue for PSVR. Plenty of judder/drift.

>>379450659
>go to steam
>click on games / virtual reality
>select games for HTC Vive
>1734 results
>games for Rift
>974 results

also fuck any vr company who doesn't try to promote an open standard
headsets should function like monitors, not game consoles
>>
>>379451165

Games get tagged with Rift support if, 1) The devs tested it with the Rift, and 2) The devs give a shit. Every SteamVR game will launch with an Oculus Rift attached, even if the devs didn't intend to support it.
>>
>>379450551
Why not? There are already gloves that provide haptic feedback, with a few of the vive's pucks you can have full body tracking, there are attachments for the vive that allow eye tracking (which would then allow foveated rendering), and the vive already has a tp cast attachment. All that needs to be done is to make the technology we already have better, and cheaper.
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>>379451165
>headsets should function like monitors, not game consoles
This, I'm glad Oculus is dying. I'm glad that they lost the Bethesda lawsuit. Finally something good happens for a change.
>>
>>379451365
Meanwhile, Revive is actively developed and tested, and works with every game on Rift worth playing.
>>
>>379451658
Those being Super Hot, Lucky's Tale and... That's about it, right?
>>
>>379451770
Super Hot VR is on Steam now
>>
So, i had an Oculus DK2 and sold it. Is there a way to use PSVR as a visor on PC?
>>
>>379451658

That's good. I welcome it. Both headsets should be able to play any game, and that's exactly the way it is.
>>
>>379450551
>full body tracking
Kinect already exists.
>>
>>379451598
Because while all that tech exists, it's going to take longer to integrate it into a single, cost-effective headset.
The big players know they can't keep releasing hardware at the >600$ level. It's not sustainable, especially when most of their devoted consumer base has already invested 800$ into their tech.
Plus:
>Vive Trackers cost a hundred dollars EACH as it stands
>Haptic feedback exists in the form of prototype glove devices which are only just now coming out with developer kits
>Same for eye tracking
>TPCast costs like 200$
Again, this is all gonna happen eventually, just not in 2018.

>>379451619
While I am glad Oculus has to pony up, I'm bummed that Carmack had to watch lawyers blatantly misrepresent some of the technology involved. Like, it was straight-up warping the truth.

>>379451770
Robo Recall, too.

>>379451851
Not that I'm aware, although it is the year 2017 and internet search engines abound.

>>379451909
Then it comes down to hardware. If OP is confined to a chair, then Rift may be viable, but if he has any room to move around, Vive is a better choice.
If he has a PS4 and wants to play games like Rez, Farpoint, or one of the several VR games Sony will announce at E3, plus is significantly concerned about cost, then he should consider PSVR.

>>379452014
Kinect has occlusion problems, and is another sensor you have to mount outside of your play space.
>>
>>379438516
If you are asking that already then you are better off waiting for a few games that catch your eye before committing to purchase. Better off demoing it somewhere or getting a friend who has one to demo it for you. I have more fun guaging people's reactions to it than playing it these days.
I've had the Vive ever since the first batches shipped, and love it but the games are too short and quality control on steam is fucking garbage. Once the novelty wears off you crave after quality content. It takes a lot of time and money to develop such games and these HMDs haven't been in the market for long enough to add insult to injury the install base is still too small for third parties to even bother investing a serious amount of resources on game development for them.
Haven't tried the rift so I cannot comment there, I like the touch controllers more until Valves new prototype controllers come out.
Oculus seem to have invested more money into game development instead of relying on shoe string budget Indies to keep the market afloat, but I dislike roomscale on rift because of all the USB extension cord spaghetti you'd have to setup with the 3 cameras, Vive's tracking system is far more elegant in comparison.

Few upcoming games I am interested in are Budget Cuts, and whatever the three titles Valve will be announcing are since they did a good job with the lab. Bethesda will apparently be releasing a Fallout 4 VR port don't know if they will be releasing Skyrim and Doom ports, heard mention of it somewhere. Considering how poorly optimized and buggy all the titles they develop are I'd be quite surprised if they pull it off without a hitch.
For now I mostly just play a bit of H3VR once in a blue moon to mess around in a shooting range, really need a gun mount for the sniper range.
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>>379450831
They wanted to move social media into VR. Let people meet and talk in virtual rooms and such.

I don't touch the facebook stuff but AltspaceVR and Recroom are pretty good experiences of that.

https://www.youtube.com/watch?v=oYlNg7dMnok
>>
>>379450462
>>379450551
>>379451598
>>379452467
Why do you guys want full body tracking? Do you really want games to devolve into cockpit-style, on-rails teleportation shooters and shit party games like Kinect? That's all it will inspire.
>>
>>379452712
>why do you want full body tracking in VR
hmm
that's a real fucking stumper
why the hell would I want to have my body with me in VR?
immersion?
a greater sense of presence?
more potential for interactivity?

...

....
....

nahhhhh
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>>379452614
VRChat is also a good one. I've had some good times there.
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>>379452614
My favorite so far would have to be bigscreen. You can have a virtual LAN party with up to 4 people currently, and watch 3D videos on the bigscreen.
https://www.youtube.com/watch?v=8eXFE1_ds5s
JanusVR has an interesting concept but was still crude the last time I tried it. Altspace didn't appeal to me but I love how they had leapmotion support to track your physical hands in game.
>>
>>379453130
Seconded on BigScreen that was where I nearly fell asleep by the campfire last night. It's a great social app as well as a great way to just chill in VR, enjoy a drink and watch livestreams on a huge screen.
>>
>>379453014
>immersion?
>a greater sense of presence?
>more potential for interactivity?
None of which will actually happen, the reality being that it will just generate shit games like the Kinect had. Even if the Kinect's tracking was good, this wouldn't have affected the quality of the games that were made for it.

Video games are supposed to be a mental activity. The less mental based they are, the less they are video games and more just some retarded shallow exercise or sport.
>>
>>379452614
I went in TheWave once.

Came out a changed man. That's some real cyberspace shit right there, kind of stuff you just can't do in real life. Rec Room was fun, I played dodgeball with some guys for an hour and got my ass kicked at paintball.
Haven't tried Altspace on Vive, but I did it on GearVR for a bit and that was cool.
How's Janus these days? It seemed dead.
>>
>>379452712
JanusVR is pretty limited in function but I do respect it for being an actual browser with a code that any website can use. No logging onto a main server like the other social apps.
>>
>>379453289
bigscreen has leapmotion support as well btw, I hope leapmotion tracking equivalent gets integrated into HMDs.
>https://www.youtube.com/watch?v=uPiS7HEtJ3Q
>>
>>379453501
Have you gone back to Rec Room lately? They've got some cool new co-op action games.
>>
>>379453489
this post makes my head fucking spin

do you feel MORE immersed in VR games when you're just a floating head and hands? existing VR games won't be made fucking worse by the addition of full body presence. there's a fuckton of glaringly obvious situations that objectively benefit 99.9% of VR games, not to mention being able to look down and see your fucking body where it actually is

>it will just generate shit games like the Kinect had.
imagine actually thinking this. imagine not being able to tell the difference between a flat screen traditional gaming console and virtual fucking reality
imagine having so little imagination that you actually can't understand why people would want to feel transported into a virtual world

>Video games are supposed to be a mental activity.
says fucking who? just because it uses a control method you don't like doesn't mean it's not a video game >wwaaaahhhh I have to MOVE this game SUUUUCKS
lmao
if you don't like the current trajectory of VR, that's fine, but don't pretend like full body tracking is objectively a bad fucking thing

>>379453731
I would, but my PC is chronically broken because I apparently destroy every motherboard I touch.
>>
>>379454341
>do you feel MORE immersed in VR games when you're just a floating head and hands?
Full body is not inherently more immersive, because the games need to support the higher immersion too. Right now, I have no reason to believe that full body would lead to games that would do this. Kinect certainly didn't, I don't give a shit about Warioware tier crap.

What games do you think full body will lead to? Do you really think a lot of money will ever get sunk into games that support this? I can't imagine the amount of people interested in full body to be that significant, since you need to

A) have the room space and appropriate living arrangement for it
B) not have a full time job and other interests (some physical like sports) which usually render you too tired to jump around for several hours straight on your time off

I mean it's a nice thought, but personally I think it's a wrong one. Too ambitious with little thought put into it, which is exactly why VR has repeatedly failed.
>>
>>379449583
>$40 for new 3-in-1 cable
not necessary, it's already totally replaced the old ribbon cable in new units being shipped.
>$100 for Vive tracker
primarily for tracking cameras for video content producers interested in using mixed reality effects. I honestly doubt there will ever be any commercial gaming accessories that actually use it (or games that support them used as additional body capture points) rather than something purpose-made. this could change if HTC/Valve pushes them harder, eg. redesigning the stock controller around them or including some in a new single standard SKU, but neither of those seems likely.
>$270 for new and improved light houses
what? that doesn't exist. the new lighthouses are just a manufacturing efficiency improvement, they're functionally identical to the original. they'll just start replacing the old ones in new units being shipped some day.
>$200 for eye tracker
so pointless it's surprising it's actually happening. needs to be a standard feature or it will never be supported. maybe Valve plans to support foveated rendering by default in Source 2 or something (and update their SteamVR Unity plugin to do so as well?). otherwise there's going to be literally nothing but a few tech demos.
>$250 for wireless TPCast
really cool but I gotta say i honestly doubt these add-ons will ever be anything but extreme-niche-within-a-niche, at least until after the actual 2.0s release. I don't think I'll even be bothering with one and my life is VR.
>$100 for leap motion w/ mount
zero reason to own one, sadly. it's yet another wonderful thing caught in an adoption:support catch-22.

>$100 for deluxe audio strap
this one is TOTAL FUCKING BULLSHIT. no way it should be $100, and no way it shouldn't be going out free to all early adopters with an apology note, and no way it shouldn't be added as the default to all new units shipping. total fucking bullshit. i'm boycotting it out of spite because it's such bullshit.
>>
>>379454962
Jesus fucking Christ.
>>
>>379454962
>Full body is not inherently more immersive, because the games need to support the higher immersion too
How? At the most basic level, it's just another physical object in space for the game to track, of which there are three already. You don't have to worry about anything from the developer side if you don't want to, the same way you can just stick in default SteamVR controllers. Hands often clip through walls in VR games, there's no issues with collision detection. If you're creating a situation in which the user seeing their whole body would actively make the game worse, you've made a bad VR experience regardless (height changes in playspace that aren't accounted for, etc)
Inherently, being able to see your whole body is more immersive, because you can fucking see it. Games don't have to have it - god games could get away with head-and-hands stuff. But it should be there if people want it.
Imagine how much better the social experiences we have right now would be if you had full-body tracking. That's a step closer to the Metaverse.

>A) have the room space and appropriate living arrangement for it
So, people who bought a Vive?
>B) not have a full time job and other interests (some physical like sports) which usually render you too tired to jump around for several hours straight on your time off
Full-body games do not have to make significant use of your body. Like I said above, it's not any more significant effort for developers to support it. You do not need to design games around full-body interactions. All that matters is that your arms, legs, and torso get treated the same way your controllers and headset are. Which, since SteamVR already provides an existing framework for using controllers in game, wouldn't be an issue if full-body tracking becomes standard. Are you so blinded by /v/ cynicism you think the only way you can use your body is in Kinect-like bullshit?
You lack imagination.
>>
>>379455671
Not an argument, and you're only making me respect your opinion less.
>>
>>379456109
What's to argue? You clearly have your head up your ass.
>>
>>379456082
If it's just used to show your full body in first person, that's fine. I'm just afraid that's not all it would be used for. Kinect had a lot of gimmicky shit due to the full body tracking, and it ended up mostly just pushing dance games and garbage like that.

The other problem of course is that VR games still encourage you to stand up while playing, which is another thing contributing to its low popularity for video games at the moment. Full body would encourage that even more I feel like. Standing up is a problem because I'm sure most people don't want to stand for hours straight - I don't mind doing it but I'm not most people. The solution then would be making games you can play in shorter sessions which means making worse games. This is all theory, so it's not automatically true, but it's not false until proven so, and no VR system has proven it false yet.

>You lack imagination.
No, I'm just practical.
>>
>>379455228
>this one is TOTAL FUCKING BULLSHIT. no way it should be $100
>foam deteriorates after a week
FUCKING HTC
>>
>>379450462
>>379450551
>>379451598
>>379452467
There are going to be TONS of new HMDs in 2018, including from Oculus and HTC - just very few or none will be proper 'state of the art', even in one particular area. Rather they'll be a slew of Windows Holographic partnership program HMDs from laptop companies, all basically DK2s but with cameras, and relying entirely on the same software-based inside-out optical solution for their positional tracking (which M$ has been hyping hard but has never satisfactorily demonstrated). a few of these may be prematurely AR/'mixed reality' focused.

Oculus and HTC both have competing 'standalone' concepts which may be coming 2018, basically the same kind of hopeful inside-out optical tracking, but running on totally integrated mobile hardware (true wireless and portable with no worrying about latency - again, if the tracking actually works).

finally there MAY be a few new 'full PC VR' HMDs which each advance the state of the art in one particular area, eg. FOVE has talked about doing their own SteamVR HMD with eye tracking, a few companies have talked about pushing forward resolution and FOV.

However, it also wouldn't surprise me if one or both (Oculus and Valve) were quietly planning on a surprise early 2.0. That's the way this game is played. If so I'd expect resolution/FOV improvements and wireless to be the major features, possibly a big shift to a more modular form factor if it's Valve (eg. tracking, screen, and wireless all as discrete modules).
>>
>>379456567
>If it's just used to show your full body in first person, that's fine. I'm just afraid that's not all it would be used for. Kinect had a lot of gimmicky shit due to the full body tracking, and it ended up mostly just pushing dance games and garbage like that.

You're comparing pcs to consoles. Kinect and other console based gimmicks are limited by the company that own the platform. There's a finite amount of games they'll publish at a time and they're hardly ever creative with them.

PC is free for anybody to dev and experiment. The dev community for the DK1 and 2 alone are prove of how far people can push hardware uses when they're allowed to.
>>
Pick up an HTC Vive. 3 VALVe games releasing in October.
>>
>>379457703
Really? Is one of them Budget Cuts? Please tell me one of them is Budget Cuts.
>>
>>379456567
> it ended up mostly just pushing dance games and garbage like that.
Well, of fucking course there's going to be games that make you KICK THE SOCCER BALL or FOLLOW THE DANCE MOVES or whatever, but the essential difference is that one is on a flat screen meters away from you and the other is taking place in a full to-scale 3D environment that you're present in. Even Penalty Shot Simulator 2020 could be a compelling experience, and if Rock Band VR is any indication, dancing on a virtual stage for a virtual crowd could be compelling.

Mainly people want full-body tracking for being able to see your full body, not so they can wave their arms around like retards. Putting hitboxes and colliders on YOU, as opposed to your head, arms, and some weird blobby approximation of where your chest might be, is infinitely more compelling for people. Imagine looking down to see an arrow in YOUR chest, and then having to pull it out. It's also a boon for interactive systems in general - imagine playing Elite: Dangerous, but you can actually interact with the pop-up screens with your hands. Imagine swordfighting with someone, and actually kicking them to stagger them. Imagine having to step over a crack in the ground, and actually being able to see where your feet are being placed. Imagine watching your body change in real time. Imagine having a touchscreen or some kind of console on your arm in a sci-fi game. Imagine you're on an alien planet, and a bug jumps on you, and you have to pull it off your leg. Imagine playing Star Trek: Bridge Crew, but instead of the awkward proxy avatars, the other players look and act like real people. There's plenty of ways to apply it to seated and standing experiences, even if it doesn't become a mechanic in and of itself. It's an objective improvement for VR, a medium which exists first and foremost on the idea of presence and immersion.

>No, I'm just practical.
You can't see the forest for the trees, is what.
>>
I want to buy one of those 20lbs of pussy and ass and boot up my favorite VR porn game. Shit must be good, just fapping is already great with vr
>>
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>>379457808
I do think that full-body tracking has loads of potential, but only if its implementation is easy to use and not cumbersome.

In my opinion, just have the HMD, the two controllers and two additional trackable ankle braces. Even VR avatars with just the Vive can actually predict where the rest of your body is pretty well. Two extra trackers for your feet would really be all you need to have avatars that follow your movements pretty precisely. It's not that crazy of a notion at this point to say that we may be seeing trackable foot accessories this year.
>>
>>379457750
Budget Cuts seems to still be it's own thing, not acquired by Valve. Either that or they're REAL dicks. The original devs explicitly reassured people that they HAD NOT joined Valve or sold them the game, back when they announced the latest delay.

Left4Dead 3 seems assured, aside from that at least one of them is confirmed to be set in the Half-Life/Portal universe, and there is some evidence they were working on a seated VR, cockpit-based game (before The Lab was announced).
>>
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>>379458246
HOLY SHIT WANT
>>
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>>379458186
Amen, brother.

>>379458303
Neat.
>>
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>>379458246
Get VRChat. There's even a non-VR version if you don't have a VR system. You might even see me running around.
>>
>>379458686
Can I be a Braixen and have tons of guys jizz on my face virtually? no homo
>>
>>379458686
Oops. Meant for >>379458394
>>
>>379458246
Ankle bracelets are a good start for IK, but you run pretty quickly into uncanny shit if you do full-body tracking without 100% accuracy. You need something along the lines of
>hands
>elbows
>knees
>chest
>feet
for perfect tracking. I mean, when you really get into it, it's easy to notice that your forearm isn't twisted that way, or your foot isn't moving the way it should, or your legs are slightly misaligned, or your torso doesn't quite match up. Raw Data tries doing forearm IK, but it looks weird because it doesn't have a point of reference for the elbow.
>>
>>379458751
If you know how to use Unity well enough to make an avatar then yeah. Totally. I mean, you'll likely not have that happen, but you could totally be a Braixen.

https://www.models-resource.com/3ds/pokemonxy/model/9175/

>>379458898
I just don't see players wanting to put on a million trackers just so they can play. The more individual parts you have the greater risk of something desyncing.
>>
>>379458686
so what in the world are you guys doing in there? the other gay fag aint me
>>
>>379459089
>I just don't see players wanting to put on a million trackers just so they can play.
Of course. Vive Trackers aren't a consumer ready full body tracking solution. Nobody's gonna strap twelve plastic bits to themselves to play games.
It'll likely be something more elegant if/when it becomes practical. Maybe a suit, maybe snap bracelets. In this thread, I've just been arguing that if it is an option, it's always preferable for VR

I've also been doing some development work outside of the consumer sector, working on ways to implement live theater in VR. Full-body tracking would be a huge boon for us.
>>
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>>379459540
I have no idea what those 3 were doing. Looking at their menus, perhaps?

>>379459704
You don't say. What're you working on now? I always love seeing theater combined with tech.
>>
>>379459862
We just presented this short little piece with an Alice in Wonderland theme. Two actors, three or so audience members, all in the same space, with Vives and those MSI backpacks. They can all see each other in VR, but we're using some other in-development software that allows the different backpacks to be in the same virtual space, with the same relative positions. So it's like extreme mixed reality.

We've been doing some cool stuff in the show, like shrinking the actors avatars as they kneel down to give the audience the impression of seeing someone shrink, then as they stand back up, growing the room to make the audience feel like they've all shrunk too.

You can do all sorts of awesome stuff with entrances, exits, sets, and props.
Our actors were great, too - there's so much interactive potential. As an acting student myself, it's interesting to see how the constraints change one's performance.

I'm still very much an amateur, but I contributed code to the project and helped with the design.
>>
>>379459862
the question was a general one, sitting in a chatroom for hours without end sounds weird
i play EVE, i should know about awkward chatrooms
>>
I dropped $800 on a Vive just to play Star Trek Bridge Crew. No regrets, this shit is absolutely amazing. Seriously this game is what VR was built for. My only gripe is that you cannot get out of your seat and walk around the bridge. If you could do that playing solo would be easier because then you could go full autism by setting up chairs and running to them to switch stations.

Not that big of a deal, though, since I play in a super small area. The headset works well in my small as fuck room that that I barely have enough space in. I thought that I would have to move my computer to another room to play, but nope, there is specifically a setting for fat fucks who don't want to get out their chair to play. The trackign is perfect, even in my cluttered room. As long as one of the sensors has line of sight of one of your controllers, you are golden. If you have to block the line of sight from one sensor to another, you can use a cable that'll allow that. Everyone who shits on the tracking of the vive is either a troll or an idiot who doesn't know how to set things up properly.
>>
I want to get it but should I wait for the next generation?
>>
>>379456567
>The other problem of course is that VR games still encourage you to stand up while playing

Nope. Star Trek Bridge Crew is literally meant to be played sitting down. Any VR game that doesn't really require a ton of movement can be played sitting down. The only games I played thus far that *really* require you to stand are sports games and VR demos.
>>
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>>379460479
The big draw of VRChat is that you can make your own worlds and experiences using their Unity packages. You can port in worlds from other games like I did here with Kokiri Forest, you can make your own worlds, or you can make games within them.

There are a few shooters like Steelin' Gold, there's a Tron disk battle game and there are live events and talk-shows like Gunter's Universe. I haven't actually played in awhile so there are likely some new experiences and worlds that I don't know about yet.

>>379460649
Dang. That good, huh? It looked cool to me, but I was worried that, as someone who knows dick all about Star Trek, I wouldn't know what I'm doing and my fellow crew-mates would hate me.

>>379460751
I say wait until E3 is over to decide
>>
>>379460751
Next gen of big PC headsets with an actual install base isn't coming until 2019 at the absolute earliest. Even still, 3 years for a massive hardware iteration? I don't think so.

Like the other guy said, wait for E3. Sony's got some big games coming for PSVR, which might justify looking past the poor tracking and lack of room scale.
>>
>>379455228

Eye tracking is something that you start desiring as soon as you play VR. You don't realize how much you rely on moving your eyes to examine an enviornment until you are forced to move your entire head to get a clear look at fast moving objects. The image gets a bit blurry if you do anything but look straight ahead.
>>
>>379461119
I have a PS4 pro so

>>379460970
>I say wait until E3 is over to decide

Noted. Forgot VR is at E3
>>
>>379461174
That's more a problem with the lenses, but the performance improvements foveated rendering will bring are worth it in and of themselves.

Just try not to think about the Orwellian level of psychologial metrics companies can discern from eye tracking. You'd be surprised.
>>
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Think that annoys me the most is people comparing VR motion controls to wiimotes and saying we should stay on controllers and M&KB forever.
>>
>>379461458
you cant blame them for seeing waggle shit and thinking waggle shit 2.0
I bought myself some razer hydras ages ago, and I exactly how that tech works, it shits all over wiimotes but this whole VR craze is entirely unmarketable to people with normal screens
so it will continue to be niche, and continue to have nogaems
>>
>>379460970
>as someone who knows dick all about Star Trek, I wouldn't know what I'm doing and my fellow crew-mates would hate me.

The game itself is extremely simple. The interactions between you and your human crewmates is what makes the game great. However, if you are a typical COD competitive dudebro who needs constant stimulation and unlockables, you would find the game extremely boring and frustrating since there is a lot of downtime. Every dudebro I played with just wanted to spout memes and act like a fool, only to be completely useless when combat started because the game couldn't hold their interest. Great for people who like this game though, because this means there are next to no kids who play the game.
>>
>>379461646
>buys razer hydras
>thinks he knows VR tech
lmao
>>
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>>379461458
Don't mind them. They clearly have never actually tried VR. Either they will eventually, or they won't, leaving us to our future. Have faith, VRBro: There are some great things on the horizon for the platform. Will it be everything we imagined as kids? Not for a very long time, but you and I are part of a whole new way to experience digital media and that's something to be excited about.

>>379461785
I just want to feel like a cool guy, pressing buttons, turning knobs, making things go "beep boop" and saying "Engage warp-drive" and shit. Can I do that?
>>
Don't buy either right now. Valve is releasing new Basestations (laser emitters for tracking) but it won't be compatible with the Vive. This means a new HMD is bound to be announced with it.
>>
>>379462106
>I just want to feel like a cool guy, pressing buttons, turning knobs, making things go "beep boop" and saying "Engage warp-drive" and shit. Can I do that?

You described like 80% of the people who choose Captain.
>>
>>379462268
Okay, but can I do it. This is important.
>>
>>379462131

Aren't those for like ridiculously large spaces? Like warehouse sized? Looks like those new basestations are for people who want to run a VR business.
>>
>>379462321

Yes.
>>
>>379462483
That's the biggest benefit since they let you use more than two but they're also going to be far cheaper than what HTC is selling them for. So say you want to have a second setup without having to move them, it's going to be a lot cheaper.

Key thing is that it means it's very likely we're going to get a new SteamVR HMD though and that's the bigger news.
>>
>>379462679
I'm sold.
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