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Author Topic: Virtual Reality  (Read 20381 times)

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Nephasth

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Re: Virtual Reality
« Reply #40 on: April 30, 2013, 02:44:31 pm »
Umm... unless I'm really misunderstanding something that's just a platform.  The project home bills it as an "omi directional treadmill" but seeing as how there are no belts or moving parts of any kind, they've just put a really slick bowl in the middle and you slide around in your socks.

"Special shoes." :lol

Quote
"The Omni's strongest part is that it has no electronics and no moving parts, which keeps the cost down," says Goetgeluk. "It has a low-friction surface with grooves, and comes with a pair of low-friction shoes that have a plunger pin at the bottom that fit in the surface grooves. As such, your foot is stabilized when walking, instead of sliding left and right as if you were walking on ice. The gait feels natural and effortless," he tells us.

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Re: Virtual Reality
« Reply #41 on: April 30, 2013, 03:13:58 pm »


Hey I've got a great idea you guys! Slick shoes!

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Re: Virtual Reality
« Reply #42 on: April 30, 2013, 03:37:34 pm »
Umm... unless I'm really misunderstanding something that's just a platform.  The project home bills it as an "omi directional treadmill" but seeing as how there are no belts or moving parts of any kind, they've just put a really slick bowl in the middle and you slide around in your socks.

"Special shoes." :lol

Quote
"The Omni's strongest part is that it has no electronics and no moving parts, which keeps the cost down," says Goetgeluk. "It has a low-friction surface with grooves, and comes with a pair of low-friction shoes that have a plunger pin at the bottom that fit in the surface grooves. As such, your foot is stabilized when walking, instead of sliding left and right as if you were walking on ice. The gait feels natural and effortless," he tells us.

Well that's even worse.  Sounds like a good way to break an ankle.  I'm not kidding, that seems inherently dangerous. 

Vigo:  that's pure awesome.

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Re: Virtual Reality
« Reply #43 on: April 30, 2013, 07:08:05 pm »



I'm holding out with the one that comes with wheels and a teething ring.  I will totally ride like a gangsta and terrorize the cat.

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Re: Virtual Reality
« Reply #44 on: May 01, 2013, 09:42:49 am »
Umm... unless I'm really misunderstanding something that's just a platform.  The project home bills it as an "omi directional treadmill" but seeing as how there are no belts or moving parts of any kind, they've just put a really slick bowl in the middle and you slide around in your socks.

"Special shoes." :lol

Quote
"The Omni's strongest part is that it has no electronics and no moving parts, which keeps the cost down," says Goetgeluk. "It has a low-friction surface with grooves, and comes with a pair of low-friction shoes that have a plunger pin at the bottom that fit in the surface grooves. As such, your foot is stabilized when walking, instead of sliding left and right as if you were walking on ice. The gait feels natural and effortless," he tells us.

Well that's even worse.  Sounds like a good way to break an ankle.  I'm not kidding, that seems inherently dangerous. 

Vigo:  that's pure awesome.

Good questions and concerns but if you watch the video, it doesn't seem like the guy is really "slipping" or struggling beyond the confines of the device itself.  It seems moderately fluid in it's inception but it is only a video at a lower resolution.  True to life tests will prove how safe/feasible it really it.

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Re: Virtual Reality
« Reply #45 on: May 01, 2013, 05:27:11 pm »
I watched the video, but I also kept in mind that they have people that worked on it's development doing the demo.  If you know the device inside and out you know how to walk on it.  Even then, it looked like he was kind of locked in place to me. 

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Re: Virtual Reality
« Reply #46 on: May 01, 2013, 08:52:35 pm »

That thing just screams "Michael Jackson 1984" VR game to me.  I could totally moonwalk the hell out of that thing.

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Re: Virtual Reality
« Reply #47 on: May 01, 2013, 09:36:16 pm »
I watched the video, but I also kept in mind that they have people that worked on it's development doing the demo.  If you know the device inside and out you know how to walk on it.  Even then, it looked like he was kind of locked in place to me.

It's a natural walk there isn't any learning to walk or get your balance on it or a possibility of the groves to make twist your ankle etc it really isn't any different than walking.

Also Palmer Luckey (Oculus Rift Creator), Chris Roberts (Wing Commander) and Paul Bettner (Zynga with Friends) tried the Omni at SXSW in Austin and loved it so much they allowed filming of them using it to  be used in the Kickstarter that is coming soon.

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Re: Virtual Reality
« Reply #48 on: May 01, 2013, 09:37:27 pm »
Just thought this would be of interest here :)

It uses the Razer Hydra controllers as well so it should be pretty immersive.

Sadly I still haven't recieved my kit they have only started to send a small batch overseas and even smaller batch for australia so I will have to wait to try this one.

But who knows maybe a Virtual Arcade could be created.

My Kit shipped, so hopefully I'll be getting it soon.  Also, don't forget to get this when it kickstarts - http://www.virtuix.com/





I want to get it when it Kickstarts but it might be too much to have it shipped all the way downunder :(

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Re: Virtual Reality
« Reply #49 on: May 01, 2013, 10:20:04 pm »
I watched the video, but I also kept in mind that they have people that worked on it's development doing the demo.  If you know the device inside and out you know how to walk on it.  Even then, it looked like he was kind of locked in place to me.

It's a natural walk there isn't any learning to walk or get your balance on it or a possibility of the groves to make twist your ankle etc it really isn't any different than walking.

Also Palmer Luckey (Oculus Rift Creator), Chris Roberts (Wing Commander) and Paul Bettner (Zynga with Friends) tried the Omni at SXSW in Austin and loved it so much they allowed filming of them using it to  be used in the Kickstarter that is coming soon.

Well considering I have zero faith in the OR, that doesn't really help me any.  People keep quoting this big time developers that are endorsing the OR, but if you look into it they are the very same developers that endorsed all the lame VR attempts in the 90's that crashed and bombed.  I'm sure it will be a serviceable device, but thus far there are zero games that support it, people have just hacked up existing games to work with the thing.  So unless it catches on, the thing will be devoid of support in just a short time.

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Re: Virtual Reality
« Reply #50 on: May 02, 2013, 12:53:37 am »
Umm... unless I'm really misunderstanding something that's just a platform.  The project home bills it as an "omi directional treadmill" but seeing as how there are no belts or moving parts of any kind, they've just put a really slick bowl in the middle and you slide around in your socks. 

Eh, looks cool enough
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Re: Virtual Reality
« Reply #51 on: May 02, 2013, 11:08:23 am »
Why is it always a first person "run around with guns and shoot anything that moves" game?   :banghead:


Granted, the answer is probably that this is far easier to design from a story point of view.  Drop everyone into an environment with a weapon and let them kill each other.  I'd much rather see a puzzle solving type game here or an Indiana Jones type quest with some randomization of item locations and such.

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Re: Virtual Reality
« Reply #52 on: May 02, 2013, 10:54:58 pm »
I watched the video, but I also kept in mind that they have people that worked on it's development doing the demo.  If you know the device inside and out you know how to walk on it.  Even then, it looked like he was kind of locked in place to me.

It's a natural walk there isn't any learning to walk or get your balance on it or a possibility of the groves to make twist your ankle etc it really isn't any different than walking.

Also Palmer Luckey (Oculus Rift Creator), Chris Roberts (Wing Commander) and Paul Bettner (Zynga with Friends) tried the Omni at SXSW in Austin and loved it so much they allowed filming of them using it to  be used in the Kickstarter that is coming soon.

Well considering I have zero faith in the OR, that doesn't really help me any.  People keep quoting this big time developers that are endorsing the OR, but if you look into it they are the very same developers that endorsed all the lame VR attempts in the 90's that crashed and bombed.  I'm sure it will be a serviceable device, but thus far there are zero games that support it, people have just hacked up existing games to work with the thing.  So unless it catches on, the thing will be devoid of support in just a short time.

I have looked and not one of the big time devs you talked about endorsed VR back in the 90's
John Carmack's company liceneced out their games to other companies that used them for VR but they didn't endorse them.
Michael Abrash played with VR but never endorsed anything.
Gabe Newell possibly played with VR but he was with Microsoft at that time.

You don't like it I get it but don't throw out wild speculation about these devs doing stuff they didn't. You obviously don't like it for whatever reason so chuff to you.

Also you do realise this is a Development Kit right? which only started shipping at the end of march and a lot of the dev's are still waiting (Only about 4000 how now been shipped I think) so don't expect games to pop up in a few weeks to be built for the OR give it some slack this is the whole point for the Dev kits so games can be built from the ground up to support VR.

There are a lot of great demo's out there for the Unit and Team Fortress 2 and Hawken support the rift and it works very well I think that's pretty good seeming how short the timeframe has been.

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Re: Virtual Reality
« Reply #53 on: May 02, 2013, 11:03:05 pm »
Why is it always a first person "run around with guns and shoot anything that moves" game?   :banghead:


Granted, the answer is probably that this is far easier to design from a story point of view.  Drop everyone into an environment with a weapon and let them kill each other.  I'd much rather see a puzzle solving type game here or an Indiana Jones type quest with some randomization of item locations and such.

Mostly cause FPS's are the easiest one's to have modded or made for the OR so far.

I think you will love The Gallery http://www.thegallerygame.com/

It's a puzzle solving game which lets you explore multiple worlds and environments and the world is randomized where you need to use a spray can to mark the way you come in cause you can get turned around.

Also the cool thing is it uses the razer hydra for hands so you can pickup planks of wood to lay across a bridge to get over broken boards so you don't fall etc

It's built for OR but also for normal displays too check out a few of the vids I think you will enjoy it :)

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Re: Virtual Reality
« Reply #54 on: May 03, 2013, 09:33:17 am »

You're right.  After watching those intro vids I have to stay seated for a while.  That looks amazing if it's real.   :cheers:


EDIT:  Meh.  The OR has no release date, development timeline, or anticipated price.  Not exactly promising.
 
« Last Edit: May 03, 2013, 11:34:47 am by ChadTower »

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Re: Virtual Reality
« Reply #55 on: May 03, 2013, 12:02:05 pm »
Why is it always a first person "run around with guns and shoot anything that moves" game?   :banghead:


Granted, the answer is probably that this is far easier to design from a story point of view.  Drop everyone into an environment with a weapon and let them kill each other.  I'd much rather see a puzzle solving type game here or an Indiana Jones type quest with some randomization of item locations and such.

I would imagine any game that supports nvidia 3d vision or AMD HD3D will support this device.

and hello?! Minecraft FTW! Minecraft would be absolutely wonderful with this.

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Re: Virtual Reality
« Reply #56 on: May 03, 2013, 04:39:30 pm »
There is not a single person that has put it on that has a single negative thing to say about it.. I have been looking.  Everyone goes on about not only the sense of depth but now everything has a sense of scale. There is no software that has been built to VR because there has never been a VR helmet that worked.  Now that there is and even more important it will be at a price that anyone can afford, VR is not going to go away like it did in the 90’, now it is just a question on how fast it will kick off.

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Re: Virtual Reality
« Reply #57 on: May 03, 2013, 05:14:20 pm »

I'll believe when they announce it for themselves.  They haven't even done that much.  Until it has at least a projected quarter for release it's just another product candidate.  Not an actual product.

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Re: Virtual Reality
« Reply #58 on: May 04, 2013, 11:06:30 pm »
The screwy manifest of human nature makes the world plenty puzzle-y. A lot of people don't want any more.....  I don't want any of it.
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Re: Virtual Reality
« Reply #59 on: May 05, 2013, 07:42:18 am »

You're right.  After watching those intro vids I have to stay seated for a while.  That looks amazing if it's real.   :cheers:


EDIT:  Meh.  The OR has no release date, development timeline, or anticipated price.  Not exactly promising.

There isn't a release date but they are aiming for the $300 or under goal for the consumer version and 2014 will most likely be the release date they have stated they want VR to happen but don't want it to have to wait so your got a company that's passionate and just wants to bring the VR dream alive and bring it fast. I was very impressed with the dev kit they produced for $300 it was just expected to be the headunit and control box but the added in lenses, moveable distance for the screen and a nice case too they at least how a lot of people view them a company that doesn't care about money but about making what they believe (They have a nice sized cache of cash from the kickstarter and a few investors who are the staff and have stated they don't want to sell the company they way to bring VR) I think that makes for a positive outcome :)


I'll believe when they announce it for themselves.  They haven't even done that much.  Until it has at least a projected quarter for release it's just another product candidate.  Not an actual product.

Very true but see above plus they have the whole gaming industry buzzing with support built or being built into most of the major game engines.
Compared to previous VR we have it where most devs can make a OR game that the engine supports it and a lot of them are adding it to the engine as well for their projects that don't support it.

I would imagine any game that supports nvidia 3d vision or AMD HD3D will support this device.

and hello?! Minecraft FTW! Minecraft would be absolutely wonderful with this.

The device doesn't use anything like nvidia or AMD's sort of 3D but you are right if your pc can support the 3D with 60FPS with v-sync on then you can most likely use the OR it all depends on the game.

I can't wait to try out Minecraft when it's released with OR for it that will be so awesome :)

There is not a single person that has put it on that has a single negative thing to say about it.. I have been looking.  Everyone goes on about not only the sense of depth but now everything has a sense of scale. There is no software that has been built to VR because there has never been a VR helmet that worked.  Now that there is and even more important it will be at a price that anyone can afford, VR is not going to go away like it did in the 90’, now it is just a question on how fast it will kick off.

This is why I am excited about it everyone has been positive even if they fell quite sick from it (Some people need to get their VR legs so to speak) because it's technology that's finally up to the VR standard we were told about in the 90's

This fills up your entire field of view so your in the game but it's not flat and it's not like standard 3D monitors either it's natural 3D it feels the same as it does in the real world you know the distance in the headset like you do in real life you can see and sense how far away the tree is in VR)

We also finally have latency down far enough that when you turn your head the world turns with you there isn't a break in the immersion like the 90's headsets which trailed behind you turning your head.

I am really excited cause I know what it was like in the 90's looking at VR and seeing the disappointment from what we were told or shown in movies to the actual experience and now we have it :)

Check out a lot of the rift reaction video's and you notice a lot of these people have there jaws open astounded by it (There is actually a thread with pics of everyone who did this)

It's sad though cause the rift really is a device that you need to try to truly try to understand how great it is even though we have a few people excited here and understand how it works that still doesn't prepare you for how fantastic it really is when you try it out :)

I'm rambling as im just so excited by this and I just got changed to processing which means I should have my rift soon so I will come back in and let people know what my thoughts are on it.

I'll just leave 2 new reaction video's here ;)



This is a great one and also shows you what happens when you aren't the one controlling movement.

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Re: Virtual Reality
« Reply #60 on: May 05, 2013, 09:45:47 am »
Very true but see above plus they have the whole gaming industry buzzing with support built or being built into most of the major game engines.
Compared to previous VR we have it where most devs can make a OR game that the engine supports it and a lot of them are adding it to the engine as well for their projects that don't support it.


I've been in R+D a long time.  Information on a product release only matters when they are comfortable enough to commit to it via public announcement.  Anything else is just buzz.  I'm not a fan, I'm a consumer, and the only thing that matters to me is price point and release date.   ;D

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Re: Virtual Reality
« Reply #61 on: May 06, 2013, 03:40:01 am »
Yeah that's kind of what I was getting at.  Good things and positive buzz don't get us actual games or an actual consumer level product. 

And like I said before these "industry giants" that are endorsing the thing... they are more or less the exact same ones that said the previous 12 attempts at VR were great and perfect and that they would make tons of games for it.  They are just older and fatter now.  ;)

And for the record, I've seen tons of negative comments about the thing.  Perhaps you just aren't looking in the right places.  Complaints of eye strain, disorientation, ect.... sounds like Virtual Boy stuff to be honest.  People say that it has a very impressive 3d effect, and that's great, but they also say that you can't play it very long for the aforementioned reasons and that the display is decidedly low-res, despite the developers ridiculous claims of "putting the pixels where eye sees them most".  Sorry guys, but if they were doing that they'd be manufacturing custom lcd screens, which would have made the dev kits cost thousands.  They just stuck a lens in front to distort the image. 

Until we see anything more than dev kits I equate this thing to the Ouya.  Boy you guys were excited about that one.  Don't hear much about it lately do you?  Perhaps it's because since then companies have been releasing "android on a stick" devices with twice the specs for half the price. 

I think the problem is people are used to product announcements from legitimate game companies.  When Nintendo, Microsoft or Sony announce a project you can pretty well count on it being released and it being a rough approximation of what they previewed.  When joe nobody and their friends do a kickstarter you won't know what the actual product is and if it will be released until it's actually released.   That isn't a knock on kick-starter, it's just that they use previews as hype to get funding... so the truth might be stretched, they might make promises they can't keep ect....you never know. 

I would genuinely like to be wrong on this, VR is really cool, but I'm pretty sure I won't be. 

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Re: Virtual Reality
« Reply #62 on: May 06, 2013, 09:17:27 am »

I think any completely immersive headset is going to have issues with eye strain and disorientation.  There are too many variations in focal distance, visual processing, inner ear shapes, etc among people.  No single fixed device is going to be comfortable for everybody.  Even passive 3D movie tech has these issues to a lesser extent.  I go to some 3D movies and it's great.  I go to others and it's like I'm watching two separate async images.  Ironically, it's usually the lower end horror movies like the Texas Chainsaw remake that are best for me.  The last Harry Potter movie was a total visual fail to my eyes.

If it matters I never had any of those issues with the VB.  I had an injury a few years ago and played through the whole US library lying on my back.  Not one headache and I was skipping the pauses.  I think a lot of those headache complaints were neck problems from the crappy stand.



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Re: Virtual Reality
« Reply #63 on: May 06, 2013, 09:39:03 am »
Yeah that's kind of what I was getting at.  Good things and positive buzz don't get us actual games or an actual consumer level product. 

And like I said before these "industry giants" that are endorsing the thing... they are more or less the exact same ones that said the previous 12 attempts at VR were great and perfect and that they would make tons of games for it.  They are just older and fatter now.  ;)

And for the record, I've seen tons of negative comments about the thing.  Perhaps you just aren't looking in the right places.  Complaints of eye strain, disorientation, ect.... sounds like Virtual Boy stuff to be honest.  People say that it has a very impressive 3d effect, and that's great, but they also say that you can't play it very long for the aforementioned reasons and that the display is decidedly low-res, despite the developers ridiculous claims of "putting the pixels where eye sees them most".  Sorry guys, but if they were doing that they'd be manufacturing custom lcd screens, which would have made the dev kits cost thousands.  They just stuck a lens in front to distort the image. 

Until we see anything more than dev kits I equate this thing to the Ouya.  Boy you guys were excited about that one.  Don't hear much about it lately do you?  Perhaps it's because since then companies have been releasing "android on a stick" devices with twice the specs for half the price. 

I think the problem is people are used to product announcements from legitimate game companies.  When Nintendo, Microsoft or Sony announce a project you can pretty well count on it being released and it being a rough approximation of what they previewed.  When joe nobody and their friends do a kickstarter you won't know what the actual product is and if it will be released until it's actually released.   That isn't a knock on kick-starter, it's just that they use previews as hype to get funding... so the truth might be stretched, they might make promises they can't keep ect....you never know. 

I would genuinely like to be wrong on this, VR is really cool, but I'm pretty sure I won't be.

Time will tell whether games are actually released to support it.  At the end of the day I would expect you to be more right than wrong as history has a strong indication of how these things go.  I've had a chance to play previous incarnations of VR headsets/systems and I've played TF2 on the Occulus and it's a big difference from the old.  Distortion and eye strain most certainly exist but it didn't take away from the play experience I had.  If I had to scale them the Occulus is definitely a revolution technology/experience wise compared to that of the old.

Ouya wise it wasn't ever really about the specs, but more the entire package and ecosystem.  The amount of money they generated provided them with a platform to launch a successful ecosystem that has the possibility to be something pretty fantastic.  I'm indifferent about the Ouya but having played TF2 on the Occulus I'm a happy campaign funder.

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Re: Virtual Reality
« Reply #64 on: May 06, 2013, 10:03:48 pm »
Yeah that's kind of what I was getting at.  Good things and positive buzz don't get us actual games or an actual consumer level product. 

I think this is where your wrong this has created so much buzz and and interest that there is huge demand for a consumer version and various game engines have support built in with many more coming along soon.

This isn't like the old days of VR where a product is released and then you need people to support it they have gone the right route to make sure it's available for devs and to create ties with Unity and Unreal to make sure their engines provide support (Which I have been using to create stuff and it's as simple as change a few variables and you now have VR) and we have many indie and big names who have already pledged or have VR working in their titles and it's just spreading like wildfire atm where most games are now integrating VR support.

As I said there hasn't been many dev kits in the arms of devs atm but the amount of demo's and game previews that have VR support is pretty large.

And like I said before these "industry giants" that are endorsing the thing... they are more or less the exact same ones that said the previous 12 attempts at VR were great and perfect and that they would make tons of games for it.  They are just older and fatter now.  ;)

You keep saying these industry giants yet the main ones who have supported the rift weren't the ones saying the last attempts at VR were great I am curious who these people are cause you keep saying it's the same people without saying who?

It seems to me you don't like VR which is fine I do hope you get to try a rift to at least see what all the buzz is but the people backing this are the industry giants and everyone who's tried it is excited it's pushed the whole gaming industry to look at using this technology it has done what previous VR hasn't got the people who make the games wanting to build for it.

And for the record, I've seen tons of negative comments about the thing.  Perhaps you just aren't looking in the right places.  Complaints of eye strain, disorientation, ect.... sounds like Virtual Boy stuff to be honest.  People say that it has a very impressive 3d effect, and that's great, but they also say that you can't play it very long for the aforementioned reasons and that the display is decidedly low-res, despite the developers ridiculous claims of "putting the pixels where eye sees them most".  Sorry guys, but if they were doing that they'd be manufacturing custom lcd screens, which would have made the dev kits cost thousands.  They just stuck a lens in front to distort the image. 

I have never seen anyone complain about real eyestrain and with good reason the lens will focus your eyes at infinity so it's the same amount of eye strain as looking at mountains far away in the distance there have been some people who had eyestrain but once they set the rift up with their correct IDP or even just wear glasses with it etc they didn't have issues so I think that would be more an issue with people aren't in the norm with the IDP range and might not have set it up for their eyes properly. I'm not saying it's not possible but a lot of the people who have the kits are on the oculus subreddit or the oculus dev forums and any issues they had have have been fixed with tweaking their settings to how their eyes are.

Honestly though It doesn't sound like you have really read up a lot about this product more just seen a few pics and are basing your opinions on old VR tech that had a lot of side affects from using it at least that's how it seems.

Yes there is possibility to be sick but we have seen with all these people who felt a bit sick in the stomach using it after 5 to 10mins they were fine once they used it some more. The saying goes you need to get your VR legs and once your try it a few more times you get acclimated to it and are fine.

There of course like all technology will be a few people who might not be able to use it but I think this would mostly be stuck to people who get motion sick playing games on normal monitors (Although I did read one guy who gets sick playing games on a normal monitor was totally fine using the rift)

I think the problem is people are used to product announcements from legitimate game companies.  When Nintendo, Microsoft or Sony announce a project you can pretty well count on it being released and it being a rough approximation of what they previewed.  When joe nobody and their friends do a kickstarter you won't know what the actual product is and if it will be released until it's actually released.   That isn't a knock on kick-starter, it's just that they use previews as hype to get funding... so the truth might be stretched, they might make promises they can't keep ect....you never know. 

True some kickstarters stretch the truth but when you have people who use this thing and even if they feel sick but still love it and want to use it more you know your got something great on your hands.  As kahlid74 said it is a revolution technology/experience wise compared to that of the old tech.


I think any completely immersive headset is going to have issues with eye strain and disorientation.  There are too many variations in focal distance, visual processing, inner ear shapes, etc among people.  No single fixed device is going to be comfortable for everybody.  Even passive 3D movie tech has these issues to a lesser extent.  I go to some 3D movies and it's great.  I go to others and it's like I'm watching two separate async images.  Ironically, it's usually the lower end horror movies like the Texas Chainsaw remake that are best for me.  The last Harry Potter movie was a total visual fail to my eyes.

This is very true everyone is different and there will always be people who may be unable to use it but with it focused to infinity and low latency headtracker it eliminates so many problems and allows a lot of people who couldn't use old VR tech before the only downside to the current dev kit is no positional tracking so if someone does lean forward quite a lot motion sickness will kick in as that isn't translated on the screen as movement but very few have had issues with it and it is being worked on for the consumer version.

If it matters I never had any of those issues with the VB.  I had an injury a few years ago and played through the whole US library lying on my back.  Not one headache and I was skipping the pauses.  I think a lot of those headache complaints were neck problems from the crappy stand.
I would say it is the neck issues that cause the rest of the problems but the screen probably did cause a few issues as well which just made it worse but there is a VB emulator for the rift which I am excited to play I am curious if you have any games you recommend to try out first seeming as your had a chance to play the whole US library of games :)

Time will tell whether games are actually released to support it.  At the end of the day I would expect you to be more right than wrong as history has a strong indication of how these things go.  I've had a chance to play previous incarnations of VR headsets/systems and I've played TF2 on the Occulus and it's a big difference from the old.  Distortion and eye strain most certainly exist but it didn't take away from the play experience I had.  If I had to scale them the Occulus is definitely a revolution technology/experience wise compared to that of the old.

Do you have a kit already? or did you get to try it out? Id like to hear more about your experiences :)

Also TF2 lets you adjust it to your exact IDP to make sure you see the picture clearly and don't have anything that's just outside your IDP range that might cause your eyes to get tired quickly have you had a chance to play around with that?

Ouya wise it wasn't ever really about the specs, but more the entire package and ecosystem.  The amount of money they generated provided them with a platform to launch a successful ecosystem that has the possibility to be something pretty fantastic.  I'm indifferent about the Ouya but having played TF2 on the Occulus I'm a happy campaign funder.

Glad to hear your a happy funder :) Have you tried any other demo's if you have your kit yet?

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Re: Virtual Reality
« Reply #65 on: May 07, 2013, 08:02:31 am »
I would say it is the neck issues that cause the rest of the problems but the screen probably did cause a few issues as well which just made it worse but there is a VB emulator for the rift which I am excited to play I am curious if you have any games you recommend to try out first seeming as your had a chance to play the whole US library of games :)


Best game for the system is Wario Land, IMO.  The game that probably makes best use of the tech is Mario's Tennis if it isn't Wario Land.  Not surprisingly the best games that were released in the US were first party Nintendo.

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Re: Virtual Reality
« Reply #66 on: May 07, 2013, 10:05:22 am »
Quote
I would say it is the neck issues that cause the rest of the problems but the screen probably did cause a few issues as well which just made it worse but there is a VB emulator for the rift which I am excited to play I am curious if you have any games you recommend to try out first seeming as your had a chance to play the whole US library of games :)



Quote
Best game for the system is Wario Land, IMO.  The game that probably makes best use of the tech is Mario's Tennis if it isn't Wario Land.  Not surprisingly the best games that were released in the US were first party Nintendo.

This guy is already making virtual boy like game for the rift, he says it looks great on it.


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Re: Virtual Reality
« Reply #67 on: May 07, 2013, 08:48:45 pm »
Best game for the system is Wario Land, IMO.  The game that probably makes best use of the tech is Mario's Tennis if it isn't Wario Land.  Not surprisingly the best games that were released in the US were first party Nintendo.

Sweet I will make sure they are the ones I play with first

This guy is already making virtual boy like game for the rift, he says it looks great on it.


Yep exact reason why I want to see what games are best to try first :)

Also this being arcade related and might be fun for some of you guys who live near it

VRcade

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Re: Virtual Reality
« Reply #68 on: May 08, 2013, 09:19:23 am »

Heh... if that ever actually happens it will be so expensive most people will never do it more than once if ever.  Sounds too good to be true at any sort of accessible price point.

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Re: Virtual Reality
« Reply #69 on: May 08, 2013, 10:05:39 am »
Quote from: NiN^_^NiN link=topic=129124.msg1357235#msg1357235
I can't wait to try out Minecraft when it's released with OR for it that will be so awesome :)
[/quote

THINE WILL BE DONE!

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Re: Virtual Reality
« Reply #70 on: May 09, 2013, 01:29:19 am »

I think any completely immersive headset is going to have issues with eye strain and disorientation.  There are too many variations in focal distance, visual processing, inner ear shapes, etc among people.  No single fixed device is going to be comfortable for everybody.

Hell, some people still can't handle 60hz display.....
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Re: Virtual Reality
« Reply #71 on: May 31, 2013, 12:03:29 pm »
So I've had a few days playing with my Occulus Rift.  I've got some pictures but am having trouble getting them to a computer so I'll post them later.  Here's the skinny from my perspective:

First thoughts:
It comes in a nice sturdy cardboard box with UPS requesting signature.  Happy about that.  The Occulus rift carrying case is hard plastic and very well designed.  Looks, feels and works great.  Opening it up everything is tightly/neatly packed.  Unboxing in a breeze.

I plugged it in, booted up TF2 and had a go.  To be brutally honest, it took my breath away the first time playing.  I played for roughly 7 minutes before having to rip it off my head because I felt like dry heaving and was covered in sweat like I had just run a few miles.  I had no eye strain or discomfort like that but I had a moderate headache and was still drenched in sweat.

So yeah, it's pretty awesome but from a play perspective everything people say about discomfort and weird affects are true.  It hits people differently.  I've now played four more times varying 5-10 minutes a time.  I don't have anymore dry heaving, I still break out in sweat and the headaches are significantly less than they were before.

PROs:
Great build quality, super easy to configure/connect and fantastic when gaming.  So much damn fun.

Cons:
Definitely get the sick feelings from it (I get motion sickness so this may be why it affects me more?).  Resolution is small, which is what Howard and many others have been pointing out often.  It is not noticeable in the game unless you are doing one of two things, navigating menus (which is literally impossible) or sniping, which the resolution really hurts you on.

The other big con is understanding how the Look to Mouse to movement transfers.  Literally while playing I was looking at the bottom left corner and firing at a guy and was like "WTF, how is he still alive" and then I heard people on voice saying "who is that moron shooting rockets into the sky?" and I was like heh, that dudes a noob.  Then the next guy the same stuff was happening to me and then I noticed that while I was looking in the bottom left my cursor was in the upper right aiming at the sky, I was the damn noob lol.

The Occulus rift is not a revolution of VR, but perhaps a new evolution?  I'm pleased with owning it and trying it out and having fun with it.






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Re: Virtual Reality
« Reply #72 on: June 01, 2013, 11:22:41 pm »
...then I noticed that while I was looking in the bottom left my cursor was in the upper right aiming at the sky, I was the damn noob lol.

Yeah, notice the people in the demos are doing 'locked in a Batman suit' visual directional movements.
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Re: Virtual Reality
« Reply #73 on: June 01, 2013, 11:52:23 pm »
Quote
The Occulus rift is not a revolution of VR, but perhaps a new evolution?  I'm pleased with owning it and trying it out and having fun with it.

I have heard some people say playing TF makes you think the Rift is not as good as it is. Have you tried the room demo what did you think of that?

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Re: Virtual Reality
« Reply #74 on: June 02, 2013, 11:40:57 am »
anybody hear? one of the founders of the Oculus company got taken out during a police chase??? CRAZY!

http://abclocal.go.com/kabc/story?section=news/local/orange_county&id=9122999

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Re: Virtual Reality
« Reply #75 on: June 03, 2013, 09:49:56 am »
anybody hear? one of the founders of the Oculus company got taken out during a police chase??? CRAZY!

http://abclocal.go.com/kabc/story?section=news/local/orange_county&id=9122999

I read that in Pulse last night, crazy.  Just another reminder of how short and fragile life is.

Quote
The Occulus rift is not a revolution of VR, but perhaps a new evolution?  I'm pleased with owning it and trying it out and having fun with it.

I have heard some people say playing TF makes you think the Rift is not as good as it is. Have you tried the room demo what did you think of that?

TF is amazing with the rift, it's fantastic.  Super fun.  The room demo is a different feel.  It's slowed down and feels much more comfortable.  No headache or stomach wheezyness but still sweating.

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Re: Virtual Reality
« Reply #76 on: June 03, 2013, 10:13:56 am »

No matter how cool the buzz makes it sound it is not a good sign when even those who are strongly advocating the device say things like "I don't have anymore dry heaving, I still break out in sweat and the headaches are significantly less than they were before".

I don't need a gaming device that gives me a hangover.  I already have ways of doing that to myself.

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Re: Virtual Reality
« Reply #77 on: June 04, 2013, 09:38:38 am »

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Re: Virtual Reality
« Reply #78 on: June 04, 2013, 11:25:12 am »
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$194,252
pledged of $150,000 goal
48
days to go

 :o

that didn't take long.

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Re: Virtual Reality
« Reply #79 on: June 04, 2013, 02:14:01 pm »
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736 Backers   $283,927 pledged of $150,000 goal    48 days to go