Those of you who have VR:

Those of you who have VR:

1)How often do you use it?
2) Do you think it was worth the purchase, honestly?
3) Do you see yourself using it a year from now?
4) How would you rate your first experience?
5) Vive or Oculus?
6) Do you think game devs have a good amount of freedom to create something unique for VR?

Thanks

Other urls found in this thread:

youtube.com/watch?v=Rs48W8AZiE0
youtube.com/watch?v=d00I_3THLBQ
fudzilla.com/news/graphics/39762-nvidia-shows-off-its-light-field-vr-headset-at-vrla-2016
store.steampowered.com/app/584170/Freedom_Locomotion_VR/
youtu.be/c8Ge08MwSLQ?t=347
twitter.com/NSFWRedditGif

We're not doing your market research for you.
Do your own homework faggot.

HAHA DISREGARD THAT, I SUCK COCKS

1. Not often. Few hours a month tops.
2. Yes, because it was a very unique experience that can't really be replicated.
3. Not unless some better software comes out.
4. Fucking MINDBLOWING. Like full on "omg this is the future" laughter.
5. Vive. Oculus is limited to sitting down only and is cucked by Facebook.
6. Absolutely - they just need to fucking come up with a killer app. There isn't one yet.

bump.

>Oculus is limited to sitting down only

Hasn't been like that for like a year now. You can do room scale with the Rift. It's just kinda a pain with USB extenders.

>come up with a killer app. There isn't one yet.
Nigga... It's here!
youtube.com/watch?v=Rs48W8AZiE0

Jacked off earlier with GearVR, it's like just 100 bux, so def worth it. First exp was with Vive. Would consider upgrading when something 8k comes out.

Pimax has one that's "8k"

Really 4k per eye though

>kickstarter

You mean the thing Oculus came from?

I'd be more wary that it's a chinese start up but the response from people that have tried it have been all positive.

1 - it's in the box in a closet and has been for over a year
2 - no, not 1st gen
3 - not the headset I have now, maybe a new one
4 - left me wanting more but mostly because it was lacking content
5 - oculus
6 - the technology isn't there to create something truly compelling

I'd have more faith in a Chinese company to deliver than any other, they live where the product is going to be made and likely have first hand experience

Still using this badboy

>they live where the product is going to be made and likely have first hand experience

Huh? That's not how it works. China is just for mass production. You do prototypes in house so that literally doesn't matter.

Also there was already a chinese startup previously called AntVR. It failed miserably.

Why don't more regular games just integrate "VR" mode with headtracking/turning? A lot of games used to with TrackIR, why did we take a step back?

It's not that simple.

- VR headsets have a huge refresh rate and a huge resolution, so you either need a god-tier computer or, more realistically, the settings turned down on the game.

- Some shit doesn't translate well to VR. Just mapping movement controls onto a keyboard/pad doesn't work, people will become nauseous. And that's before we get into things like HUDs.

Because decent VR also needs to incorporate motion controls. M/KB and even console controllers are terrible input devices for VR.

What you describe already pretty much exists with 3rd party injectors like VorpX. It works poorly compared to actual VR games.

Then I really can't see VR going anywhere since the majority of its primary market (young men) probably don't have the space to walk around. Everyone I know either lives with their parents or rents small apartments with multiple roommates, hardly any room for a VR space in a furnished room. A finished basement would be the ideal space but what guy 20-35 has complete control over that?

You don't need a fuckton of space. 10 square feet will do nicely, and cockpit games like space/racing/etc are fine seated.

youtube.com/watch?v=d00I_3THLBQ
skip to 7:10 for relevant part

also I have personally witnessed kickstarters where the creators were not prepared to work with manufacturers in China

VR is still usable in just a standing area, it's just not ideal.

But part of what you say is the reason why Microsoft and Oculus are investing heavily into inside out tracking so you can basically take it anywhere like your backyard or something.

I can see your point for unknown kickstarters that have no real backing behind it. I was comparing it more to established companies.

1)everyday for a couple hours
2) yes definitely, but you have to spend money on games or dev for it
3) yeah hopefully fallout & Doom or something with good online mode
4) 10/10 very intuitive and saw possibility instantly
5) vive
6) it's not perfect vr yet, but there's a lot to do with all of our new forms of input

when will complete hand tracking become a thing? i'd get on the hype train if i could play some fps with just my hands and a gun joystick

doesn't change the fact you're handing your money over to a reptile with a chinese wife who's already become rich off violating your privacy, selling your personal info, and poisoning the self-esteem and values of millions of youth who're now too addicted to a system manipulating their dopamine functions to form healthy habits and digest information

is vr win10 only?

>gun joystick

?

Why do you need hand tracking if you're going to hold something anyway?

switching guns and other items, reloading

certain aspects are. virtual desktop only works in win10. I'm sure that future hardware will be entirely win10 only.

>switching guns

Which would need other physical items right? This exists but it's much more fit for arcade environments.

The current oculus controllers and the upcoming (who knows when) vive knuckles controllers both have full hand/finger tracking. The knuckles controllers are designed to fasten to your palms so you can let go of them completely

no, windows 7 works well for everything I have tried

what game is that used for?

>How often do you use it?
Maybe once per month

>Do you think it was worth the purchase, honestly?
No. I should have waited for next gen devices. I won't upgrade until I can have a battery powered device with higher resolution displays. I've been meaning to get into VR development but I'm a lazy fuck and so that hasn't happened. If I did get into VR development it might be worth it.

>How would you rate your first experience?
Great. I had a lot of fun playing VR games at first.

>Vive or Oculus
Vive

>Do you think game devs have a good amount of freedom to create something unique for VR?
Just as much as without VR

1. Almost daily for an hour or two.
2. Yes. Have you seen the porn?
3.Definitely.
4. My first experience was a hassle getting shit to work with the DK2. The Vive was plug n play essentially.
5. Vive
6. Possibly more so than they do in normal gaming currently.

1. Every day pretty much
2. For sure though I can only say for myself
3. Yes maybe not the same headset
4. Absolutely incredible. It hooked me when I tried the demo at a game stop that happened to have one
5. Vive since oculus got but fucked by Facebook
6. Very much so. I've even looked into creating a vr demo myself

vive owner since a year
> 1)How often do you use it?
once a week maybe, to watch my virtual idols and/or fap
> 2) Do you think it was worth the purchase, honestly?
I got what I came here for
> 3) Do you see yourself using it a year from now?
I hope there's something better a year from now
> 4) How would you rate your first experience?
amazing
> 5) Vive or Oculus?
vive
> 6) Do you think game devs have a good amount of freedom to create something unique for VR?
i dunno lol

Is fapping in VR better than fapping to just a 2D screen?

Wish I could try it, but it's not available anywhere within a 10 mile radius of me.

Got a vive as a gift from a friend with more money than he knows what to do with.

VR is generally bad and incredibly underwhelming. Anyone that disagrees with that sentiment has shit taste and probably likes anime.

Not really. 100% of the 360 degree porn I have seen so far is garbage. The only mildly intertaining thing I have found so far is the game Honey Select because when I use mods I can fuck lolis. Got pretty boring after a couple hours though.

1) Had a Rift for almost two months now, played it for maybe 6-8 hours total in the first week, but haven't touched it since.

2) Strictly speaking, no, it doesn't really feel like it was worth the money to me. There aren't enough interesting games to justify it yet, and the tech is still too immature.

3) Maybe, if some more compelling games are out by then.

4) I was pretty impressed by the sense of immersion. It felt like a genuinely new experience - something that doesn't come along often. For the novelty factor, I'd give it an 8/10. Technically, it had a few niggles, but nothing I couldn't get past.

5) Oculus

6) I'm not sure. The limitations on movement are significant, and it's not clear to me that the workarounds they've come up with lend themselves to good gaming experiences. It definitely seems like it's more restrictive than developing conventional PC and console games in most respects.

There will never be any good games for VR because VR is not fun to use.

I don't understand why people think VR is at all realistic. Hold your finger a foot in front of our face. Focus on your finger. Now look beyond your finger and focus on the wall. That's something you can't even do in any VR now or in the future.

Actually you can do that, because thats exactly how stereoscopic illusions work.

Yeah, except the tracking even with the third sensor still fucking sucks.

>Got pretty boring after a couple hours though.
Well yeah I imagine you'll get bored of the same 10 or so stock animations.

Feels like you have to be a content creator/programmer if you want actual use out of VR, not just a consumer.

Great for the first week. Then you'll go back to the normal shit because it's too much fucking work.

No, stereoscopic illusions work by the exact opposite way. If your don't focus your eyes at a precise distance, they don't work at all.

just needs more development

As in software or hardware?
I don't mind software limitation of VR. I'm a game dev, so I can fill that hole myself. In fact I have something I'm working on now which I might want to make VR exclusive.

From what I can tell, the only hardware limitation seems to be movement. Has any VR game really nailed fluid exploration style movement yet?( Not teleporting)

Exact opposite of what?
Regardless of the actual distance the perceived distance will be further in the background of a stereoscopic image while you focus on the foreground, you will need to "re-focus" your eyes on the background making the foreground out of focus, that's how the illusion of depth works.

The real depth doesn't matter, it isn't part of the effect at all and I have a difficult time seeing how you consider what I'm saying the opposite of how it works.

Looks like my PC is VR capable lads, though I think I might get TITAN Xp just to future proof myself for the next 2 years.

Nope - and there never will be. Your best bet is a warehouse or large gym, but even then, you're confined to the physical size of the structure and will have to use hacky methods that break immersion.

1) once a month
2) yes
3) yes
4) amazing
5) both
6) no

The only time I will ever recommend vr is if you play sim games like racing or flying.

When did you try it? It was pretty buggy before the 1.12 patch but now it's pretty hard to tell the difference between it and the Vive. Only major difference is range.

1)3-5 times a week
2)yup
3)yea
4)got real dizzy but had a lot of fun 8/10
5)Vive
6)not a dev but I don't see why you would have any less freedom than when making any other game


the tech is good we just need more stuff built to do with it

Full body immersion is possibly thousands of years a way.

Anyway, what's wrong with a movement pad? It'd feel like you're actually moving in the environment without physically moving out of place.

>what's wrong with a movement pad?
Its uncomfortable and requires walking when you could just be using wasd.

I know what he's saying even though I can't quite explain it myself. There's still a fixed focus. The lenses are basically set to infinity. True depth needs Near Eye Light Field displays that Nvidia is working on. I actually got to try it and it indeed as depth. "Re-focus" is current VR headsets doesn't work in the same way. You can test this yourself by sticking a object close to your head, you cannot focus on it.

Here's an article that can explain it better than I can.

fudzilla.com/news/graphics/39762-nvidia-shows-off-its-light-field-vr-headset-at-vrla-2016

>requires walking when you could just be using wasd.
Fatass.

>Its uncomfortable
the only uncomfortable thing about it is that you have to physically move your legs?

>when you could just be using wasd.
>anons wont be able to finish games because it requires too much walking

gaming wont be for the fat and lazy anymore kiddo.

...

I'm neither fat nor lazy.
Moving my head around and walking around sucks ass for gaming compared to mouse and keyboard and it will never be better.

store.steampowered.com/app/584170/Freedom_Locomotion_VR/

>Moving my head around and walking around sucks ass for gaming compared to mouse and keyboard and it will never be better.

Opinions. This is like comparing chess to baseball or something.

>and it will never be better.
Never say never.
We just need something that can connect your mind to VR so that it'd feel just like reality, except more safe. But like I said, that's potentially thousands of years away so there's not much point discussing that.

>compared to mouse and keyboard
The next big leap in gaming will be VR. It doesn't matter if the graphics mimic real life if you still have the ancient 5-button input setup. I think we're quickly reaching out limit as far as what traditional gaming can do.

Even if a console came out that could do 8k res at 144hz, 140 fps which looked ultra real, I really don't think I'd be impressed since it'd just play like every other game. Nothing new

>you cannot focus on it
It just moves the two images further apart, thats how a stereoscopic image gives the illusion of something being close. If you have trouble focusing on it isn't it just because its making you fucking crosseyed?

I don't have VR now so I can't test it, but have you played it?

How do you move around?

Wait three months for the Xp to drop.

>It just moves the two images further apart

Except it doesn't.

Just watch the video in the link starting here youtu.be/c8Ge08MwSLQ?t=347

That'll only happen if something better than the Xp comes out.

I used the headset once, this is a very real issue. Your brain still perceives it as real, so you think you're climbing but then you fall.

Its not going to happen kid.
There will be an even bigger skill gap then there is with gamepads and keyboard/mouse. You will basically be playing ULTRA crippled versions of games with uncomfortable shit strapped to your head and or body with exaggerated unnecessary movements.

The amount of hardware required to make shit like this feasible would require entire indoor stadiums with physical recreations of levels and all of the players would need to either be in recreations or in the same location, then you might be able to do something sporty or fun with it but as it stands now its a fucking gimmick with a userbase so small that there will never be any investment into games that will make it worth the purchase.

3d movies also suck.

I'm talking about stereoscopic images dude, when you move something closer to your face shit gets further apart. I didn't bother clicking your link because I don't really care about some experimental VR tech that is supposed to make shit better, it won't.

>this is a very real issue
>Your brain still perceives it as real
Isn't that really good?
Hell if people are falling and getting motion sickness then that means it's working.

I know you are. If you click the link maybe you'd learn something. It has just as much to do with the ways our eyes interact with VR than the tech itself. I think you just want to pretend you know everything and stay "right"

I consider it off topic and irrelevant.

I wasn't interested in learning about unreleased VR tech that supposedly improves on stereoscopic VR that everyone uses now.

It's entirely relevant. So relevant it 100% supports the post you seem to be so against to admitting could be right.

Dude if it gives real depth it isn't a stereoscopic illusion such as the one I was discussing so it isn't relevant to me, regardless of whether or not you believe it relevant to the overreaching discussion of VR.

> it isn't a stereoscopic illusion such as the one I was discussing so it isn't relevant to me, regardless of whether or not you believe it relevant to the overreaching discussion of VR.

Then you'd the one bringing up something irrelevant to the thread then wouldn't you? Keep talking yourself into circles. Makes me wonder why I even see you in these threads.

I came tell you why I'm right that VR sucks.

I have this issue when playing driving games with a steering wheel. Every time I brake I feel like I am falling forward. It's rather disturbing if I am being honest.

My post could actually be used as a supporting argument to that claim. You really are mentally deficient.

Improving depth perception is entirely irrelevant to any of my claims as to why VR headsets blow ass and you would know that if you weren't a VR worshiping assclown.

I never said it was. I was supporting this claim
>Hold your finger a foot in front of our face. Focus on your finger. Now look beyond your finger and focus on the wall. That's something you can't even do in any VR now or in the future.

Which is true and you said is not.

Actually now that I re-read it, the future part is obviously wrong.

I said it wasn't true because stereoscopic images simulate depth and cause you to either focus on foreground or background objects. Its a pretty simple concept that is obviously beyond you, especially if you are the same user that stated that close objects in vr were impossible to focus on. A totally asinine statement that holds true in real life as well due to you needing to cross your fucking eyes to focus on said object.

>A totally asinine statement that holds true in real life as well due to you needing to cross your fucking eyes to focus on said object.

I assume you don't even own one given your stance on VR. It's pretty easy to test. Also yeah, I guess the guy that explained the whole reasoning why at Stanford is wrong too. But it seems that's still irrelevant to our conversation.

It isn't their explanations that are wrong, its your understanding of any of them. Posting graphs and citing universities isn't going to save you from sounding like a fucking moron.

Also if you didn't immediately and intuitively understand how stereoscopic images worked the first time you encountered them then you are a fucking idiot.

So you watched it then?

Did I watch a video to see how you are proving me right by proving me wrong at the same time while not explaining why I was wrong in the first place by saying that you couldn't focus on close objects?

Yeah, sure, I'll get right on that, fuck off retard.

Well jeez, how did you figure out it was my understanding? Rhetorical question btw

1) Every other day, a lot when I have friends over
2) no, purely because the experiences are not consistent and even the most popular online multiplayer games have extremely low player count by normal standards
3) Can't wait for the new gen of controllers, gonna be individual finger tracking I'm already saving up
4) 9/10
5) own both, Vive by a long shot. Oculus makes you draw out your play area yourself, vive has cameras so if someone or something is in your play area or you're near a wall you can tell through subtle "vignette" style guardian. That and the sensor style is better, Oculus camera means when you are turned physically away from the camera your hands in game will suddenly be really glitchy.
6) No, not game devs. You're stuck with either making the player aim and shoot at shit (with guns or bow and arrow) or you make the player swing in the air at shit. Sometimes you get different games like Lucky's Tale but then it's like "why am I playing this shit in VR this would be a meh tier console game".
That combined with the fact that each player's room constraints are gonna be different means the dev can't really code stuff in that will work for every player. I was playing in a tighter playspace (the system knows where the wall is and there's a lttle mark on the ground in game for it) and I spawn in a very open area that has small cover beyond my wall. The only way I can survive is by taking cover, and I can't because my playspace is small and even though the system knows that the map is not made accordingly with a room that size

I hear there's big bucks in VR for military and government training. Seen those cool self contained VR computer backpack systems? THAT shit is gonna be the future

1. 3-4 hours a week. I spend around twice that again on other games.
2. Yes, it cost me around 1 months disposable income.
3. Absolutely.
4. I was absolutely blown away. My first experience was the oculus demo thing in the trailer and the whole time I was just thinking, o shit, games just got real! (( I was a little high at the time, this makes a huge difference to my enjoyment)
5. I have the rift, cant say wether this is better or worse than thhe vive as I havent tried that.
6. As much freedom as devs have for non VR titles.

I absolutely love my rift, its great fun and somme of the games are really mindblowing, that being said I start to get uncomfortable after about an hour of use when playing certain games, killing floor in particular is guilty of this.Performance is better than I expected but the games dont hold up to inspection as well as non VR stuff. If your playing the game its great, if yyour mosying around looking for details youll notice cut corners more than on non VR titles. I guess its to keep frame rates up.

VRPORN.COM

Rift user here and tracking is fine with 2 sensors unless I get completely turned around, then it gets a little jankyy but I plan on adding a third sensor at some point.

Those movement pads are not easy to come by, the VVirtuix and Cyberith are both only available for business and the ROVR looks like a piece of shit (slide your feet instead of walking and it connects through a mic jack, wtf)
also I think the bigger problem here is Inertia, Your feet are moving and yyour eyes will confirm it but your body wont feel it....I tried minecraft like this and i honestly couldnt stand up straight. VR is best when seated atm, IE space trucking, racing games a nd flight sims.

Lol me neither, just thought it looked cool
Got a Vive in the post tho so I'll report back in the next VR shill thread in a week

>1)How often do you use it?
Ńot often, but I would like to. Too busy with the other stuff but after when get those things done I will resume creating VR experiences.
>2) Do you think it was worth the purchase, honestly?
Yes.
>3) Do you see yourself using it a year from now?
Yes
>4) How would you rate your first experience?
I was skeptical about the graphics, but they were fine so bought it straight away from ebay.
5) Vive or Oculus?
Vive
6) Do you think game devs have a good amount of freedom to create something unique for VR?
Tech is too expensive and games lack innovation.

OP here, thanks for all the feedback.I think I have enough to warrant purchasing a vive.
Is anyone here actually a game developer though?

I'd like to know just how accessible the SDK for the HTC Vive is. I tried asking /vg/agdg but not too many anons are making VR games.

I hope this is sarcasm. Looks like shit