/vrg/ - Virtual Reality General

Saturday morning shilling right here. All text is a WIP.

>Where the tech is at, where it's going in the near future, and the products involved
pastebin.com/1PqZfhAW

>Setup guides, resources, tips
pastebin.com/3D60jpFb

>Recommended games and applications (includes NSFW)
pastebin.com/KgBr4kCh

>Last thread

Other urls found in this thread:

support.oculus.com/help/oculus/170128916778795?helpref=uf_permalink
youtu.be/OjXt9xPYj2E?t=49
youtube.com/watch?v=deI1IzbveEQ
roadtovr.com/go-touch-vr-haptic-feedback-vr-touch-hands-on-svvr-2017/
twitter.com/NSFWRedditImage

The wait is killing me.

bump

The only reason I don't buy one right now is because my pc can't handle it.
Makes me wonder how many they would sell if it wasn't for the retarded requirements

I'm still on the fence about buying one, I'm liking the AAA titles on the psvr and it's the comfiest which is major but the rift is better in most ways.

A 960 is a retarded requirement?

call me when it's 199€ and has eye tracking and games

ooh i haven't seen a lot of those games in that pastebin. I've only been getting shit on steam.

Have any of you played Detatched?

Last I checked the minimum was a GTX 970 / R9 290 or GTX 1060 / RX 480

They lowered it to 1050 Ti/960/470 with the release of ASW. Rec specs are what you listed.

support.oculus.com/help/oculus/170128916778795?helpref=uf_permalink

Even then 970 / 290 isn't high either.

Should I just get the touch controllers for my rift already, or is everything still gimmicky shit? Pavlov and Onward sound fun, but I would only have two sensors, and have to pay for the games to boot.

I wish I had a vive. Oculus is never going to have a sale/bonus on the touch controllers either.

I play vive with a gtx 780, 16gb ram, i7 4770k and i have only had one poorly optimized vr game not work smoothly

Motion controllers are pretty much a necessity for VR unless all you're doing is sims.

Couple threads ago, someone said that Obduction was terrible in VR. How so? I was really looking forward to it.

I heard the optimization was poor but I haven't tried it myself. I think they might have patched it recently too.

This seems to be a good vid that lists what's wrong

youtu.be/OjXt9xPYj2E?t=49

That's cute.

It might have been me, I mentioned the other day that it was a great game, but not so much in VR. This might just be the case for the vive, but im not certain. The game is super choppy, even with the latest hardware. Also the text was super hard to read. So from the brief moment I played it in VR and the reviews I read about it, it sounds like the VR functionality is more of a port at the moment and they need to fix optimization and make the gameplay feel more native to the medium

VR gen2 when

>Bought Vive nearly a year ago
>Finally get around to installing it
>Supplied HDMI and USB cables are 30cm long

What the FUCK
This is a 900$ device
Why the FUCK would they skimp on the goddamn cheap as fuck cables?

I think the biggest disappointment with the hardware was the non detachable cable hooked into the headset. What the fuck am I supposed to do when that innevitably wears down? It's already kinked to shit. They didn't even bother making it carbon fiber ffs

2019 at the earliest, according to an Oculus rep at GDC

The short cables are only for the break out box. It doesn't matter where that is and the Vive cable is already 16 feet. It is detachable too. Why are you people so dumb. Do you people even own the Vive?

oh thats pretty cool, i didn't know that. What is that braided red cable being attached?

No idea, just grabbed it from google images. Most people use it with a Leap Motion. There's also some fans you can use with it called the ViveNchill but it looks pretty dumb.

Apparently nVidia and a few other companies are working on techniques so that you'll be able to focus your eyes in VR identically to the way your do in real life, as opposed to the simple lenses currently in use.

I'm skeptical of anything that adds latency on the real-world side of the device, like eye-tracking or active lenses.

Yeah, it's actually been around for a while.

youtube.com/watch?v=deI1IzbveEQ

I guess they're trying to get around the extra rendering overhead and the microOLED density issues.

Limited selection of games so far but now that I have a pair that is all I look for

Been wanting to get a vive for awhile and right now got some extra funds from working summer job, but my thoughts so far have been that it would be better to wait for the next gen of headsets. Should I wait or not? Would it be worth the wait?

You could always buy the combo itself and then sell the headset with the sale ends for more than you paid.

Did hickok45 make this game?

Now that you mention it, I see that it's set up exactly like his shooting range.

Are you just looking at Oculus Home games? You do realize you can play almost everything on Steam right? Motion control games outnumber games that use a normal controller now.

Why would you get a vive now when a rift is half the price? Do you not value money? You can spend that extra $400 on something else. Not to mention you get more value with it being half the price too. Remote and xbox controllers, and a bunch of games that comes bundled.

Yes, wait.

Aren't the bundles with the Xbox controller sold out now?

Most likely, it depends where you get it from. It's still hundreds cheaper though. Even if you have to buy a 3rd sensor, a USB3.0 PCI-E card, and a few 5-15ft USB3.0 extension cables.

>and a bunch of games that comes bundled
Those get activated when you connect a Touch to your computer, they're not actually part of the bundle but part of the Touch itself. The only game you may have missed out on is EVE Valkyrie; Robo Recall and those others still come with it.

>next gen
You'll be waiting until 2020.

More like the end of this year but people will argue about what's considered next gen.

Oculus said they they wouldn't come out with a next generation RIFT any time soon. That doesn't mean there will be next gen devices being released from other companies.

>More like the end of this year but people will argue about what's considered next gen.
hardware refresh with slightly more fov/resolution is hardly next gen.

>other companies.
next "big" thing is the LG headset (which is vive compatible), maybe with valve's knuckle controller, and iirc samsung or one of the other big ones is working on a HMD, but that's pretty much it.
besides, the tech works so far, if they can reduce costs (and thus prices) to increase adoption next-gen will profit from it too, right now it doesn't really make sense.

How does the PSVR fair compared to the rift/vive?
I've planned on getting into VR for awhile now and Sony's attempt is sitting at a good price.

I just hope I won't be missing out on heaps and be left with regret if I go the console route.

>More like the end of this year but people will argue about what's considered next gen.
People don't have to argue, Oculus has already laid out that next gen will be in 2+ years

The Knuckle controllers are what's really next gen. Higher res HMDs that will work with it are just the pudding. But yeah, like I said people will just argue what's considered next gen. There's a new generation of hardware that's coming out with SteamVR Tracking 2.0 and that's what I'm talking about.

Also saying Vive compatible doesn't make sense. It's Lighthouse compatible.

Sorry, didn't know Oculus had the end word of what's considered a next generation headset. Did you even read what I posted?

I did, but all the thread discussion in the world can't say for sure. The only people who get to dictate the terms of what each generation is are the people making the hardware. Need evidence? Look to the console market.

Valve has been more innovative in the space. They label the Knuckle controllers as "next gen". Do you need more evidence?

Fair point, but VR is more than just controllers.

Which is why we're getting new Basestations and HMDs too. LG said they will release in 2017. It's quite literally a new generation of hardware.

>There's a new generation of hardware that's coming out with SteamVR Tracking 2.0 and that's what I'm talking about.
that's just a refresh, specs will most likely be the same - they'll just use the new chip which makes production cheaper.

>o saying Vive compatible doesn't make sense. It's Lighthouse compatible.
matter of habit, lot more people know "rift" or "vive" than the name of valve's tracking tech. don't blame me, that's just how brands work.

>Do you need more evidence?
valve using buzzwords hardly means anything. that's like saying oculus touch is already next gen because it's not using a 360 pad.

imo it's stupid anyway how everybody is jizzing itself over knuckle controllers while shitting on proper gloves + feedback like roadtovr.com/go-touch-vr-haptic-feedback-vr-touch-hands-on-svvr-2017/

PSVR feels like a tech demo compared to the others, the games look and run fine but the lack of a good tracking system and the fact that you're sitting most of the time takes out the immersion factor. Farpoint with he aim controller was neat but that's literally the only game for it.

If you're fine with sitting then go ahead. It does have a lot of good exclusives and devs who will make VR games for playstation.

>they'll just use the new chip which makes production cheaper.

Did you even read the information where that image was posted? 2.0 allows for more than 2 for huge tracking volumes. New prototype Basestations are higher FoV as well. It's not just the production costs being lower.

>shitting on proper gloves + feedback

Because nothing about that is consumer ready. We've had gloves and haptic feedback posted about for years prior. I've tried them. Gloves just don't work for consumers no matter how much you try to convince yourself.

>valve using buzzwords hardly means anything.

Still more meaning than anonymous posters on the internet.

>2.0 allows for more than 2 for huge tracking volumes.
which is nice but hardly anyone will use except for business solutions and even that's debatable until wireless HMDs are on the same level as cable (which would much more "next gen" than just higher numbers). for consumers a bigger tracking area is highly irrelevant.

>New prototype Basestations are higher FoV as well. It's not just the production costs being lower.
and I already said that's hardly next-gen.

>Because nothing about that is consumer ready.
why? because you don't have stick for "feedback" in your hand? the most common argument contra gloves is "I want to feel the thing I touch", except a gun/apple/tit all feels like a fucking vive controller and soon knuckle.
the tech already works well enough.

so, what makes it next-gen then? or are you saying oculus touch is already next gen because it's not using a 360 pad?

>for consumers a bigger tracking area is highly irrelevant. and I already said that's hardly next-gen.

A higher tracking FoV is not irrelevant for consumers and is different than HMD FoV. Tell the people that need 3 Oculus sensors that tracking FoV is irrelevant for the consumer.

>the tech already works well enough.

It's a tech demo. Something that has been shown before too. Just because it works in that environment means little on it's actual readiness for consumer. I can't believe this even needs to be said. Do me a favor and look up Control VR. They showed a working prototype and then disappeared. Because it isn't that easy to go from a prototype to an actual working consumer product.

It's new better hardware with tangible benefits. It's not a refresh. A refresh is something like the Xbox Slim which is literally the same spec. None of this new hardware is. By definition it's next gen. Saying otherwise just gets into arbitrary standards that anyone can make up.

>It's new better hardware with tangible benefits.
So's the PS4 pro but that doesn't make it next gen.

so I ordered the rift combo deal and after charging my account $1 Facebook cancelled my order today

why

It's a fire sale, looks like they ran out. Tough luck.

it's still listed on their website though.

It might as well have been. It's really just Sony's excuse to push the generations closer with a new SKU. Microsoft is doing the same thing. Scorpio is neither here or there if you compare with previous generations.

it can potentially relieve a lot of performance issues, since there will be no need for high-res stuff at your peripheral vision

I'm a poorfag but have enough stashed cash to buy a Rift whilst on sale.
Should I buy a Rift?

I can't afford a Vive.

nice try, anonymous poster on the internet.
that said, I agree

Eye tracking reminds me of how DoF works in vidya, which was never good. There was always that delay between when you looked at something and when the blur kicked in, and it has never looked good. One of the options I always turn off, even if I have to edit cfgs to do it.

did vr get any good games yet?
any good non-western porn?

I hear VR Kanojo takes it to the next level.

CM3D and HS are the same game as they've always been, just with the ability to feel like you're in the room. They also get upwards of 50-100GB if you pick up all the recommended mods.

Dropped $460 last week for the rift bundle and 3rd tracker and I love it so far. This question probably has been asked a bunch of times before, but is their anyway to reduce the light rays?

No, but what you can do to not notice them as much is to try and avoid consciously staring at bright things against dark backgrounds. The worst offenders are loading screens, but otherwise they're not too bad most of the time. You'll stop caring about it after a while of playing.

Also make sure your lenses are clean. Use the micro fiber cloth and wipe in circles.

So, I get really shitty FPS in games despite my PC resources hardly getting used. Anyone know what is going on? It's really annoying me.

Ignore my shitty desktop, I updated GPU driver and it messed all the icons up.

>File Shredder

You got CP on your computer or something?

No. VLC glitched out and made a 1TB video file and windows wouldn't delete it

I want to get into VR, but I don't want to wait forfuckingever for Vive v2 to come out, so I'm ordering a Rift during the sale to tide me over. I'm still excited to play it regardless, but I know for a fact I'll be jumping to Vive when the knucks and wireless bits become commonplace, along with a price slash.

Am I being an autistic faggot or have other joined me in this endeavor?

>Also make sure your lenses are clean
This. 90% of the times I notice the blur, it's because the screen touched my forehead.

Make sure you and everyone you let use it puts the headset on the way it tells you to: from back to front.

I did the same. Oculus says their next headset is at least 2 years away, LG won't comment on a rough guess for the release of their not-Vive headset that will natively work with all Vive games, and HTC/Valve haven't said a peep about a new headset yet.

Plus the Rift was priced so close to their original Kickstarter goal of $200-300 (I got mine on Prime day), and I was excited enough for it back then that I figured I'd just do it now.

>the way it tells you to

The way what tells you to?

I didn't know you can run a leap motion through that port. When I got mine it recommended using the extension cable it came with to the the PC and not the Vive HMD itself since there is likely not enough bandwidth on their USB2.0 to support the Vive cam and leapmotion simultaneously.
doubt the 3 in 1 cable would work with USB3.0 since it seems to have a USB2.0 pinout.
Has anyone figured out how to change the Vive cam to the leapmotion one instead? Guess there aren't enough people out there with leap+Vive to warrant it.
Knuckles coming out will make it pointless anyway unless a leap motion pass-through camera quality is a sizeable enough improvement.

Seems that they were aiming for something similar to leapmotion back when they had 2 cameras on their prototype. Would be cool to see stereo cams that mechanically adjust to your ipd. Overengineered at that point though, better off and cheaper just making the HMD swivel up like LGs HMD prototype and using a single passthrough cam at most for basic situational awareness.

The Rift setup