Why isn't anyone here talking about virtual reality?

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Lordnine
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Re: Why isn't anyone here talking about virtual reality?

Post by Lordnine »

TiLT wrote:Yeah, that's the definition I'm using, and it definitely doesn't apply to any of the three main VR headsets. And it certainly has nothing to do with this quote:
Without a killer app or wide scale integration into games or other media it IS a gimmick though.
I guess that depends on if you consider VR necessary or not. I consider it unnecessary because the software on the market for it (games) do not offer a compelling reason (killer app) to purchase the hardware. If it were to receive wide scale adoption from mass market game producers that could change.
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Re: Why isn't anyone here talking about virtual reality?

Post by Rumpy »

Lordnine wrote: Touchscreens used to be a gimmick. Now they are a feature.

Well, to its credit, touchscreens were around as early as the 90's, maybe even earlier, but it took a long time for the tech to mature and become mainstream accessable, just like VR is doing now/about to do. I remember touchscreen information kiosks in malls in the early 90's.
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Re: Why isn't anyone here talking about virtual reality?

Post by TiLT »

Lordnine wrote:I guess that depends on if you consider VR necessary or not. I consider it unnecessary because the software on the market for it (games) do not offer a compelling reason (killer app) to purchase the hardware. If it were to receive wide scale adoption from mass market game producers that could change.
That is a more relevant point, and here I will agree that VR isn't necessary, at least not yet. This is also why I'm saying that it's perfectly okay not to buy into this generation. There are rough spots right now (not least in terms of price) that will scare people off, but they will gradually disappear over the next few generations of hardware, just like the evolution of cell phones, TVs, computers, and so on, all of which are considered absolutely essential these days.

There are killer apps though, games and software where you can choose between using a VR and non-VR version, and trying the VR version means you refuse to ever use the non-VR version again. Elite: Dangerous is the most well-known example. I listened to a podcast less than an hour ago where someone said that they simply would not play E:D without VR again, for any reason, and it's something I've heard a lot since the game was released. I share that attitude too. I haven't played the game for a year since it hasn't supported my DK2 properly, but I'm going to jump right back into it when I get my final Rift.

Then there are games like Lucky's Tale. Would it be a good game on a monitor? It would be decent, but nothing special. In VR however, it's an entirely different type of experience. VR is necessary for that game to be any good, but it also means that the game is actually very compelling when you do use a Rift for it.

Opening up Oculus Home, I can see dozens of titles, big and small, that would either have much less value or be completely unplayable without VR. Not all of these are good titles, but there are standouts. Some genres here will quickly have VR become essential, such as racing games (here represented by Project Cars). You're going to be left behind in multiplayer when racing against players using a Rift or a Vive, given that you're both at the same skill level. The game Adrift is one I almost exclusively see people talk about in terms of "yeah, I have Adrift, but I have no interest in touching it until I get my Rift/Vive". That's "necessary".

As for motion controls, while I'm lukewarm about them right now, there are "necessary" experiences for them too. Job Simulator in particular, is considered a complete, proper game where both VR and motion controls are an absolute necessity.

But "necessary" is a nasty word, because it's very relative. What level of necessity is the one which would trigger your interest in VR? That's going to be very individual. If it's a choice between eating and getting a VR headset, then of course you're going to choose eating. If it's a choice between a new gaming monitor and a VR headset, then you should absolutely, definitely choose the VR headset, unless your monitor is completely broken. If it's "necessary" in terms of "can't function in society without it," then come on! Let's be realistic here. We're probably 10+ years away from that happening, no matter how successful this is.
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Re: Why isn't anyone here talking about virtual reality?

Post by TiLT »

Rumpy wrote:
Lordnine wrote: Touchscreens used to be a gimmick. Now they are a feature.

Well, to its credit, touchscreens were around as early as the 90's, maybe even earlier, but it took a long time for the tech to mature and become mainstream accessable, just like VR is doing now/about to do. I remember touchscreen information kiosks in malls in the early 90's.
Heh, I remember trying touch screens when I was just a little kid. It was like technology porn at the time.
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Re: Why isn't anyone here talking about virtual reality?

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TiLT wrote:Some genres here will quickly have VR become essential, such as racing games (here represented by Project Cars). You're going to be left behind in multiplayer when racing against players using a Rift or a Vive, given that you're both at the same skill level.
Project Cars impressions from elsewhere:
So I got Project CARS up and going. ... I was able to play at max settings on a 980 Ti no issues, and it looks down right gorgeous. I cannot imagine ever wanting to play a driving game outside of VR ever again. I took about 15 laps around Dubai in a Formula A car, and it was amazing. Being able to judge distance and depth is just so far beyond what you can do on a 2D screen. I didn't even need the track guides, because once I understood what the braking force of the car was, I could visually judge my speed and distance to the corner. Speaking of speed, the sensation of speed in VR is amazing. When you go zipping by the grand stands at 300 KPH you feel like you are really moving.
It's so hard to stay patient. Did you get a shipping notice for yours yet, TiLT?
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Re: Why isn't anyone here talking about virtual reality?

Post by TiLT »

wonderpug wrote:It's so hard to stay patient. Did you get a shipping notice for yours yet, TiLT?
Sadly, no. Still waiting.
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Re: Why isn't anyone here talking about virtual reality?

Post by wonderpug »

Here's a bit from the Tom's Hardware Vive review regarding whether or not VR is a gimmick:
Tom's Hardware wrote:The truth is, I’ve never in my life had this kind of experience, and I mean that. I can't compare it to anything I've ever done before. Playing games on one monitor is fun. A bigger, higher-resolution screen is incrementally cooler. And gaming across multiple displays seems like the most immersive window into that world possible the first time you sit down in front of three screens. But none of that compares even remotely to being inside the game.

The Rift almost gets there. And it'll likely deliver a similar experience when Touch arrives later this year. But without hands, today I still feel like a spectator. Intuitive controls and the ability to walk around are indescribable assets to a virtual reality experience. Really, you need to find a rich friend who bought the Vive, sight unseen, and try it out for yourself. That's the only way you're going to fully comprehend the magnitude of what VR can be. If you emerge on the other end and claim this is a gimmick at risk of a quick death, I'd be surprised.

At $800, the Vive is far from an affordable toy. But I insist the price is well worth paying. Don’t compare this to a mouse, keyboard or joystick. Don’t even compare it to a racing wheel. The Vive and Rift signal the beginning of a new era in gaming. When 4K displays first surfaced, they sold for thousands of dollars. New technology always commands a high price. And what you're paying for VR is actually quite reasonable in that context. You just can't quantify the level of entertainment the Vive delivers.
His bits against the Rift are more against the Rift without the Touch controllers. By the end of the year, all 3 VR platforms should have access to walky aroundy hand interactiony stuff.
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Re: Why isn't anyone here talking about virtual reality?

Post by Nightwish »

TiLT wrote:Your claim that it's a gimmick is something I disagree very, very, very strongly with though, and it certainly doesn't logically follow the first part of your post. I'm not sure if you even intended it to though.

VR is not a gimmick. Not now, not 2 years ago, not 2 years in the future.
It's probably not the best word to use with all the negativity associated with it. I just meant that it doesn't fundamentally change gaming or it's quality, but it can be a valuable addition.
Like I said in a previous comment, I found that I liked gaming gimmicks like the 3ds, motion controls, touch controls and I'm sure VR will eventually join them. I just don't think it's an entertainment revolution unlike, say, robotic sex dolls. :P Just like when I finally saw IMAX I didn't think of going to the movies more frequently or just on IMAX.
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Re: Why isn't anyone here talking about virtual reality?

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Personally, I want Omnimax feature films.
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Re: Why isn't anyone here talking about virtual reality?

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What's your updated shipping estimate, TiLT. My "April estimate" preorder, put in 9 minutes after the hour, has been updated with an estimate of 5/16/2016 - 5/26/2016. I'm disappointed, to say the least. They should have stockpiled units and finished the Touch to have a clean and complete September launch instead of this disaster.
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Re: Why isn't anyone here talking about virtual reality?

Post by TiLT »

Mine is 5/2/2016 - 5/12/2016, ie. 3-4 weeks from now. It'll probably get here sooner than that based on reports online though. People who got late April estimates in their email received a shipping confirmation hours later, so I suspect the new dates represent a worst-case scenario.

I do believe they did stockpile units and have them all ready to go, but that something went wrong or that one important third-party component failed to deliver in time or in sufficient quantities. They may be in a position where they have to manually open every box and replace something inside it. The most likely culprit is, in my opinion, either the Xbox One controller or the wireless dongle for it, as Microsoft would definitely have a clause in their contract with Oculus that forbids talking about problems with delivery on their part.
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Re: Why isn't anyone here talking about virtual reality?

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My rift order is bumped to 5/23/2016 - 6/2/2016. Really sucks. I was super fast to get mine ordered, but as I metioned previously, when I got to the check out portion, it would not process the payment, so had to log all the way out and back in and re-place my order. Cost me a good month or more. Very frustrating. Once I get update on my Vive order, will probably cancel my Rift.
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Re: Why isn't anyone here talking about virtual reality?

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Toe wrote:My rift order is bumped to 5/23/2016 - 6/2/2016. Really sucks. I was super fast to get mine ordered, but as I metioned previously, when I got to the check out portion, it would not process the payment, so had to log all the way out and back in and re-place my order. Cost me a good month or more. Very frustrating. Once I get update on my Vive order, will probably cancel my Rift.
I wouldn't blame you, and I just put in a Vive preorder as insurance against another Rift delay, but I'd highly recommend reading up on the latest Rift/Vive comparisons to make sure you really want the Vive in the long run. This one from Tested is one of the good unbiased ones.

It's looking like the Vive's main advantage right now is that its motion controllers are actually released. Secondary advantage is that it has the front facing camera.

Other than that, the Rift seems to do everything as good or better than the Vive. It's noticeably more comfortable, the integrated headphones are a big benefit, it doesn't have as big a nest of cords sprouting from your head, the Oculus Store exclusives are especially nice to have access to in these early days when there's not a lot of content.

If you're very eager for motion controller games and don't want to wait for the indeterminate Touch release date, switching to Vive makes sense, but in the long run I think you'll be happier with a Rift + Touch.

Personally, with the way the Rift launch is going I can't help but think the Touch launch will be equally delayed or otherwise disastrous. I'm tempted to let my bank account weep for a while and have both a Rift and a Vive for a while. Whenever I finally get my Touch controllers, I'd sell my Vive at that point.
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Re: Why isn't anyone here talking about virtual reality?

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From what I hear, the Vive launch is doing just as poorly as the Rift launch in actually shipping the headsets, and Valve has been even less communicative than Oculus up to this point. The grass always looks greener on the other side of the fence, though.
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Re: Why isn't anyone here talking about virtual reality?

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Toe wrote:My rift order is bumped to 5/23/2016 - 6/2/2016. Really sucks. I was super fast to get mine ordered, but as I metioned previously, when I got to the check out portion, it would not process the payment, so had to log all the way out and back in and re-place my order. Cost me a good month or more. Very frustrating. Once I get update on my Vive order, will probably cancel my Rift.
Can you not reap some benefit by reselling the rift to someone that didn't get a place in line.
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Re: Why isn't anyone here talking about virtual reality?

Post by Ralph-Wiggum »

I only have an N of one, but my friend that pre-ordered the Vive received it the week it released. Of course, I'm pretty sure he got his pre-order in within a few minutes of them being available.
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Re: Why isn't anyone here talking about virtual reality?

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I'm listening to that review, and it seems like the Rift has good "inside" screen technology - better text, cleaner images - but the Vive does better "external" tech - tracking cuts out safely so you don't get VR sickness, among other things like Steam integration and controllers... but the Vive is less comfortable and may wear you down easier.

I look forward to seeing the next few generations and how these things are refined over and over. I'm not sure when VR is something I'll get into.
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Re: Why isn't anyone here talking about virtual reality?

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Paingod wrote:but the Vive does better "external" tech - tracking cuts out safely so you don't get VR sickness, among other things like Steam integration and controllers...
What did you read about cutting out tracking to avoid motion sickness? I haven't heard of any differences between the two on that. The two headsets do have different approaches for handling the framerate dipping below the 90 FPS needed for VR. I believe SteamVR drops the actual framerate to a maintainable 45FPS and then doubles up on the frames, whereas Oculus uses asynchronous timewarp which appears to be a sort of black magic that improves even the old DK2 headsets.

Were you maybe seeing something about Steam's Chaperone mode? That doesn't cut out tracking at all, but rather pops up a grid wall inside the headset when you approach the edge of your play space. The Rift will also be able to have that when using SteamVR games, but there is currently no native Chaperone mode within Oculus SDK games.

As for controllers, from what we've read so far the only advantage the Vive controllers have is that they already exist. Once Touch comes out I think the better controller will depend on the application. Vive wands are better for simulating holding a stick-like object, whereas the Touch controllers will be better for simulating manipulating things with your hands.
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Re: Why isn't anyone here talking about virtual reality?

Post by TiLT »

Since we're comparing Rift and Vive, there's one aspect of them both that seems to be almost constantly ignored by pretty much everyone: The built in microphone.

Both headsets have a hidden mic for online interaction. I've only seen one site go into details on these, but it went so far as to record speech with both and upload the results to SoundCloud. Suffice to say, the Vive's mic was dreadful, producing noisy, metallic sound that was barely recognizable for those on the other end. The Rift sounded surprisingly good in comparison, especially for a mic you can't even see with the naked eye. Seeing as social interaction is likely going to be one of the big selling points for VR over time, the quality of the mic could turn out to be very important.
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Re: Why isn't anyone here talking about virtual reality?

Post by Paingod »

My post was essentially a summary of the review video posted a couple posts up from mine. I haven't gone very far out of my way to look for data on these since I'm not in the consumer race for them yet.
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Re: Why isn't anyone here talking about virtual reality?

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Paingod wrote:My post was essentially a summary of the review video posted a couple posts up from mine. I haven't gone very far out of my way to look for data on these since I'm not in the consumer race for them yet.
No problem, I'm just curious what it was you saw. I don't think I've heard anything about either headset cutting out tracking intentionally, or for motion sickness reasons.
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Re: Why isn't anyone here talking about virtual reality?

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My estimate shifted from April to late May as well. I looked hard at the Vive and thought about switching my order, but multiple reviews have mentioned how heavy the Vive headset is and how much more comfortable it is to use the Rift. Since I'm not planning on using room scale much (if at all), sticking with the Rift still seems like the better choice for me.
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Re: Why isn't anyone here talking about virtual reality?

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wonderpug wrote:
Paingod wrote:My post was essentially a summary of the review video posted a couple posts up from mine. I haven't gone very far out of my way to look for data on these since I'm not in the consumer race for them yet.
No problem, I'm just curious what it was you saw. I don't think I've heard anything about either headset cutting out tracking intentionally, or for motion sickness reasons.
In their video review, they mentioned that if the external sensors lose track of you, your head movements might not correlate anymore to your game movement - which causes VR sickness and you have to essentially stop playing for a couple hours to recover. The other headset goes to a gray screen if it loses tracking - so you reset your sensors, and don't get nauseated. This link skips you right to where they discuss that.
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Re: Why isn't anyone here talking about virtual reality?

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gbasden wrote:My estimate shifted from April to late May as well. I looked hard at the Vive and thought about switching my order, but multiple reviews have mentioned how heavy the Vive headset is and how much more comfortable it is to use the Rift. Since I'm not planning on using room scale much (if at all), sticking with the Rift still seems like the better choice for me.
It's probably best to keep low hopes for your shipping date, but from what I'm reading today it sounds like our new shipping estimates are on the conservative side and if things stop going wrong we could see our units come earlier.

For example:
We’re delivering Rifts to customers every day, and we’re focused on getting Rifts out the door as fast as we can. We’ve taken steps to address the component shortage, and we’ll continue shipping in higher volumes each week. We’ve also increased our manufacturing capacity to allow us to deliver in higher quantities, faster. Many Rifts will ship less than four weeks from original estimates, and we hope to beat the new estimates we’ve provided.
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Re: Why isn't anyone here talking about virtual reality?

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Paingod wrote:
wonderpug wrote:
Paingod wrote:My post was essentially a summary of the review video posted a couple posts up from mine. I haven't gone very far out of my way to look for data on these since I'm not in the consumer race for them yet.
No problem, I'm just curious what it was you saw. I don't think I've heard anything about either headset cutting out tracking intentionally, or for motion sickness reasons.
In their video review, they mentioned that if the external sensors lose track of you, your head movements might not correlate anymore to your game movement - which causes VR sickness and you have to essentially stop playing for a couple hours to recover. The other headset goes to a gray screen if it loses tracking - so you reset your sensors, and don't get nauseated. This link skips you right to where they discuss that.
Interesting, thanks. I hadn't seen anyone mention that difference before.
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Re: Why isn't anyone here talking about virtual reality?

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Re: Why isn't anyone here talking about virtual reality?

Post by Ralph-Wiggum »

I got to try out the Vive at a friend's last night. He has set up a room that's about 10' by 10' which worked well enough but it was clear more space would be better. Most of the games I played were some variation on shooting and/or dodging/blocking. They were all pretty cool but not very deep. Perhaps my favorite was Audioshield, mainly since the game generates energy waves (? not sure what to call them) that you have to block using whatever MP3 you choose. I tried it with Radiohead's Creep which worked surprisingly well.

I also played a demo of The Abbot's Book which was short but looked promising. At the very least, the graphics were very immersive and the game seemed to try to include more than just a shoot/dodge mechanism (e.g. push open a gate, interactive conversations with NPCs, etc).

I watched (but didn't play) a friend play Budget Cuts, which is a sneaking game. The premise is that you're a spy doing, uh, something, and have to avoid being detected by guard robots. From the few games I played/saw, it required the most interaction with the environment, such as cutting cords or ducking behind walls to avoid being seen.

As for the Vive itself, I didn't have any problems with the headset. It felt pretty comfortable to me and I didn't have too much trouble getting tangled up with the cord. I don't know that I ever got the visuals completely calibrated for me, but once I got in the game they didn't bother me. The only exception was that text was sort of blurry. We used an external headset for audio that fit over the Vive and it sounded great. I didn't try anything with the microphone, though.

All in all I came away pretty impressed even though many of these initial games are pretty simple. It is clear that the interaction VR allows will be unlike anything people have experienced in games before. There are clearly some limitations, though; games that require walking all had some mechanism to allow teleportation, since room sizes are limited. I don't doubt that some company will figure out a way around this limitation soon enough.

I don't have the computer to run either the Rift or Vive, but the experience was cool enough that I'll keep an eye out on the PS4 VR set. If the reviews are favorable, this experience has been enough to convince me that it is at least worth considering.
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Re: Why isn't anyone here talking about virtual reality?

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Re: Why isn't anyone here talking about virtual reality?

Post by Toe »

Got my Vive yesterday, so thought I would post some comments here.

I set my vive up for room-scale stuff since I am getting a rift also, which will be utilized for sit-down stuff. The vive was relatively easy to set up, with the only initial issue being sound not going through the earbuds. A quick internet search and that was resolved. I had to do the room setup a few times to get everything how I wanted it, but it is easy and quick enough.

I had to make some ugly room modifications to set up the two base stations in a manner which was recommended. I have a decently-sized open area in my computer room, so having the minimum space was a non-issue (I think mine ended up being 3m x 2.8m). The base stations have a relatively thick, black power cable, which while long, still forces your hand on where you are going to put them. The recommend height is 6.5 ft. So, basically on the back wall of my room that is free of everything, I have a power outlet that has a cable running/hanging about 3 feet horizontally before going up 6.5 in the corner. I plan on using a nail/screw to at least make it straight horizontally before turning 90 degrees going up to base station. It sucks a little that my computer and chair are outside my defined room scale zone. but that is the way it is. My room was just slightly too big to mount both base stations in opposite corners to cover the entire room (base stations need to be within 16 ft of each other).

My first impressions when putting on the headset and stepping in the VR was, well, underwhelming. I was struck by how visible the pixels are, how fuzzy objects were, and how contrasting colors caused "rays". These were most noticeable when most of the background was dark/black and there were white objects/letters. The white objects had foggy, white trails emanating from them. I did some headset readjusting and such which helped some, but still present. I wish they would have included some type of calibration utility. As I played some demos, some of the negative aspects became less jarring, but they were still present. Imo, there is still much work to be done in this area. Each eye 'screen' has a resolution of 1080x1200. When it reaches 4k, or maybe even a little beyond that, it might be where it needs to be to get the fidelity I was expecting.

Another frustrating part of the experience is the sound situation. The vr headset has a standard audio jack basically coming out the back on top. At first I was using the included earbuds, but they became super annoying as they would just simply not stay in my ears. I tried changing to a different size end piece (you get total of 3 different size), but they did not help much. Just the simple act of putting on the headset and then finding your ear buds and getting them on the correct side was frustrating at times. I soon switched to a set of bose headphones I have. While I no longer had to deal with them coming out during play time, its still a pain in the ass to manage the cables, headset, headphones, and controllers when prepping to play. I already appreciate the rift's move to have the headphones an integrated part of the headset and that should be the standard for any VR headset imho.

Moving on to games and such. Since I am getting a rift in a month or so, which I planned to utilize more for sit-down experiences, I am a bit limited in what I can do on the vive. I am a bit careful on buying stuff as research has shown that some of the cool stuff out there are really just tech demos with extremely limited gameplay. So while its pretty and fun, after a few times, thats pretty much it. I am ok with paying $5 or $10 for something like that, but some are like $20-30 (Universe Sandbox, for example). So I passed on those, knowing they would drop in price eventually.

I did not have much time last night to delve deeply into anything. I fired up theBlue ($10) which is 3 set scenes in the ocean. It was very immersive and cool, but the visual quality of most of the stuff was just not that great. Its like there is a sweet spot where things are relatively nice-looking, but once things move farther off center or farther away, it just degrades very quickly. I also tried cloud mini-golf (demo fortunately) and ran across another negative aspect of VR which was pointed out in one of the reviews. VR headsets just are not made that well for looking downward (as in looking down to putt a golf ball). Its ok to tilt your head downward to some degree, but eventually you get to a point where the weight of the headset causes it to shift, which immediately impacts visual quality in a bad way. I then tried out virtual desktop and was just not that impressed with it, mainly due to the degradation in video quality. I bought Apollo 11 and plan on trying that out this evening along with some other stuff like job simulator, DCS world, The Lab, IKEA vr experience. I will continue to look for free/really cheap games/experiences, focusing mainly on room-scale stuff that utilizes the vive controllers.
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Re: Why isn't anyone here talking about virtual reality?

Post by Ralph-Wiggum »

I don't know how the Vive I used was set up differently (since I didn't do the set-up), but I really didn't experience any of the problems you did. I did notice that there was a "sweet spot" for the headset that made the visuals less blurry in all directions. It took a bit of time to get it just right, but when I did I stopped noticing any blurry effects (except for text). You do have to set-up your interocular distance once you put the headset on, but I'm not sure how much of a difference that actually makes.

My friend had also switched to his own headphones. But since it plugged straight into the headset, I didn't notice any problems with the wires getting in the way. I also didn't have any problems with the headset slipping when looking down, but I think I had made the headset pretty tight.

All in all I thought it was pretty cool, but perhaps its easier to give the deficiencies a pass when you haven't bought it yourself. Hopefully you (or future updates) will take care of some of the problems you are having.
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Re: Why isn't anyone here talking about virtual reality?

Post by wonderpug »

TiLT, did you get your Rift shipping notice? I'm reading that a bunch of Norway orders just went through all at once, presumably because they finally got past the Norway customs issue they were having.

Toe, thanks for the impressions. I highly recommend you try the Budget Cuts demo next. I'm hearing more and more people say it's the most impressive thing on the Vive right now, even despite it not being the full game yet.
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Re: Why isn't anyone here talking about virtual reality?

Post by TiLT »

wonderpug wrote:TiLT, did you get your Rift shipping notice? I'm reading that a bunch of Norway orders just went through all at once, presumably because they finally got past the Norway customs issue they were having.
Yeah, I did. I'm the one who posted about my order on NeoGAF, which you replied to. :) I don't use the same nick there as I do elsewhere.
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Re: Why isn't anyone here talking about virtual reality?

Post by wonderpug »

TiLT wrote:
wonderpug wrote:TiLT, did you get your Rift shipping notice? I'm reading that a bunch of Norway orders just went through all at once, presumably because they finally got past the Norway customs issue they were having.
Yeah, I did. I'm the one who posted about my order on NeoGAF, which you replied to. :) I don't use the same nick there as I do elsewhere.
Well now there are half as many OO & NeoGAF forumers from Norway than I previously thought. Thanks for shattering my Nordic forumer reality.
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Re: Why isn't anyone here talking about virtual reality?

Post by TiLT »

wonderpug wrote:
TiLT wrote:
wonderpug wrote:TiLT, did you get your Rift shipping notice? I'm reading that a bunch of Norway orders just went through all at once, presumably because they finally got past the Norway customs issue they were having.
Yeah, I did. I'm the one who posted about my order on NeoGAF, which you replied to. :) I don't use the same nick there as I do elsewhere.
Well now there are half as many OO & NeoGAF forumers from Norway than I previously thought. Thanks for shattering my Nordic forumer reality.
The Preacher avatars could have clued you in. ;)
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Re: Why isn't anyone here talking about virtual reality?

Post by wonderpug »

My Rift is actually shipping!

Image

...even though Best Buy still has yet to charge me for it. :?

They did a $1500 temporary charge and refund on my card last Friday when I made the initial bundle order, so maybe their system is letting it ship because they know I'm good for the money? Still, if they're not charging at the time they hand it off to UPS, when would they?

But whatever, as long as it arrives at my doorstep in the next few days I guess I can suffer through not having given them any money.
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Re: Why isn't anyone here talking about virtual reality?

Post by TiLT »

So, for those of us getting the Rift, perhaps we should start building a friends list for Oculus Home? My nick there is TiLT.
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Re: Why isn't anyone here talking about virtual reality?

Post by wonderpug »

I'm wonderpug in Rift-land as well.

There's not much of anything we can actually do with the Oculus friends list yet, right?
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Re: Why isn't anyone here talking about virtual reality?

Post by TiLT »

wonderpug wrote:I'm wonderpug in Rift-land as well.

There's not much of anything we can actually do with the Oculus friends list yet, right?
Nope, all we can do is make Oculus Home look less depressing when you put the Rift on. More features are probably going to get added soon enough.

Accepted your friend request, so at least my list isn't empty anymore. :P
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Re: Why isn't anyone here talking about virtual reality?

Post by wonderpug »

What better way to spend a morning impatiently awaiting the UPS guy than to make lists? Doesn't get much more fun than making lists!

wonderpug's virtual reality to-do list of things to do in virtual reality, roughly in order of which to do them

First Day
1. Intro to VR
2. Dreamdeck
3. TheBlu (I hear some of it works without motion controllers)
4. Elite: Dangerous
5. Project Cars
6. Farlands
7. Apollo 11
8. Lucky's Tale
9. Blaze Rush
10. EVE: Valkyrie

Soon
1. Virtual Desktop
2. Altspace
3. The Climb
4. Sightline the Chair
5. Chronos
6. ADR1FT
7. Euro Truck Simulator
8. Ocean Rift
9. Henry

Soon After That
1. Subnautica
2. DCS
3. Lunar Flight
4. FOO Show
5. Darknet
6. The Body VR
7. Lost
8. Fated: The Silent Oath

Eventually
1. Minecrift
2. VorpX
3. War Thunder
4. Dirt Rally
5. The Rose and I
6. Colosse

Plenty of those are things I'll only be spending <5 hours with, but a number are good for at least 10 hours, and three or four of them (the sim games) are things I can spend 50-100+ hours in. I don't get how anyone can complain about the amount of VR content for a launch. I have as much or more to do in VR than I do in the first few months of most console launches.
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