Thirith on 27/9/2016 at 16:37
Now this is interesting:
(
https://www.rockpapershotgun.com/2016/09/27/4k-vr-headset)
Not necessarily the product as such, which seems to cut certain corners that I personally wouldn't want cut (refresh rate, detection of movement, comfort), but because of the increase in image quality, and because some competition to shake up the Vive and Oculus Rift.
woah on 29/9/2016 at 03:36
Quote Posted by Pyrian
Ironically, people (or is it just icemann?) keep saying VR is only for first person, but actually it's poorly suited to first person (due to acceleration related nausea) and much better at other perspectives.
I used to feel the same but after playing many hours of (
https://www.youtube.com/watch?v=xliyz5l5oe4) Onward and seeing how quickly people adjust to the game I now have to disagree. If first person locomotion is done right (that is, "smooth" locomotion--not teleportation) it is entirely feasible for VR and it is extremely immersive. I'm not saying 100% of people can adjust but there are just too many bad examples of smooth locomotion in VR--for example, when VR games use headbob, artificial smooth rotation, abrupt accelerations, unexpected movements, etc etc. "Spell Fighter VR" is one of those bad examples--absolutely terrible smooth locomotion system. But after playing Onward for 6 hours straight (which felt like 2 hours ... it's a weird VR phenomenon) and feeling absolutely fine, I feel like a VR Thief game has to happen.
Volitions Advocate on 4/10/2016 at 02:39
Quote Posted by henke
With the aforementioned platforming game it was indeed a hindrance. I had to look forward and hit the recenter key to center the camera on the character a few times when I just couldn't turn any further.
I'm starting to use my smartphone in a VR viewer. Using an app called Moonlight coupled with Geforce experience has been working well to stream my computer to my phone with great (but not perfect) results.
henke on 4/10/2016 at 04:38
Ah, I experimented a bit with that myself (
http://www.ttlg.com/forums/showthread.php?t=143292&page=15&p=2317709&viewfull=1#post2317709) a while back. There's also an app called StreamTheater, based on Moonlight, which is supposed to be for exactly the purpose of streaming VR, but I couldn't quite get it working. It would be great if the Gear VR could be upgraded to a proper PC VR headset (tho without positional tracking), seeing as the hardware is already there, it's just a matter of getting the streaming working well. I was sad to see the GearVR 2 announced without any PC-integration. Then again, since it's half a Oculus product they probably don't want it competing with the Rift.
henke on 5/10/2016 at 06:09
[video=youtube;4AXalJuBDQM]https://www.youtube.com/watch?list=PL39u5ZEfYDEMQULIyGqdzIJMSVM74okGo&v=4AXalJuBDQM[/video]
(
http://www.theverge.com/2016/10/4/13161506/google-vr-headset-photos-daydream-view-virtual-reality)
The build quality looks very nice actually! Supposedly it'll only work with with Google's new Pixel phones. Looks like a nice upgrade to the ol' cardboard boxes, which were always a bit too wonky to bother with. Hopefully the VR experience in this will be sturdy enough to compete with the Gear VR. Looking forward to reading reviews of this when it comes out.
Here's(
https://www.youtube.com/watch?time_continue=606&v=p1qHV6ReJLI) more about Google's new phone, and Daydream, and other stuff. Gotta say that Google Home looks a bit tempting. Especially at that price.
Fafhrd on 5/10/2016 at 06:22
It'll work with anything that's 'Daydream Certified.' The Pixels are just the first officially announced as such. There's most likely also nothing stopping you from putting non-certified phones in it, but don't expect it to be a representative experience if you do.
We've had the devkit controller at work for a bit, and it's kind of 'eh.' One of the example apps is a super-lightweight Tilt Brush-alike, but since there's no positional tracking for either the controller or the phone, the effect is pointless as there's no real parallax.
Pyrian on 5/10/2016 at 13:53
Price matters. With GearVR selling something like 10x the Oculus Rift, Daydream might be a big thing, too. That being said, there'd better be a lot more compatible phones than the Pixel. Part of the GearVR's advantage is that the Samsung phones were already quite popular.
Tony_Tarantula on 6/10/2016 at 01:29
Tech is starting to look good. My concern is that I'm just not sure how popular it's actually going to be due to the lowered convenience factor. Remember that people are pretty damn lazy, gamers not being any exception, and that factor has sunk a lot of other promising tech items.
That said I'd still give this much higher odds than either 3D or motion controls.
Shadowcat on 6/10/2016 at 09:58
Of course Google's thing isn't cheap if you're buying a brand new phone just to use it. Which, right now, you have to do by the sounds of it. And even down the track, if you ended up replacing an old phone with one of these ones in part to use this headset, then that effectively still factors into the cost of the headset, if you might have otherwise bought a cheaper phone.