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@HTC-Paharuma Sweet, I'll be on that when I get home. |
The HTC Vive Owners Club • Page 5
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neems 5,635 posts
Seen 2 hours ago
Registered 13 years ago -
thesonglessbird 201 posts
Seen 51 minutes ago
Registered 14 years agoGoogle Earth VR is absolutely incredible. I just ate a pot noodle sat on top of Mount Everest! Easily VR's first real killer app. -
neems 5,635 posts
Seen 2 hours ago
Registered 13 years agoA VR pot noodle? -
Phattso 27,426 posts
Seen 52 minutes ago
Registered 17 years agoKiller apps taste of moist cardboard and rat scrotum now? Ew. -
thesonglessbird 201 posts
Seen 51 minutes ago
Registered 14 years agoneems wrote:
What can I say? I'm a real trailblazer.
A VR pot noodle? -
ibenam 3,507 posts
Seen 6 hours ago
Registered 14 years agoGoogle earth just piqued my interest in this. Fantastic educational tool for kids. -
HTC-Paharuma 26 posts
Seen 4 years ago
Registered 5 years agothesonglessbird wrote:
Truly what VR was made for! 😂
Google Earth VR is absolutely incredible. I just ate a pot noodle sat on top of Mount Everest! Easily VR's first real killer app. -
ILoveThrashMetal 1,066 posts
Seen 4 years ago
Registered 10 years agoDoom 3 vr
https://youtu.be/rdedfzJAUl4 -
deem 31,667 posts
Seen 8 months ago
Registered 18 years agoWell, I couldn't resist getting a Vive.
DOn't get me wrong - I love my Rift, but the motion control makes SO much difference to the experience.
My son has had little or no interest in the Rift over the past couple of years, but he's crazy about the Vive.
Stand out games for us so far:
Audioshield (so much fun - best family game ever)
Brookhaven (obviously)
Eleven Table Tennis (I've lost an hour or two playing this unintentionally)
Space Pirate (Sons favourite)
Lethal VR (good intro for people)
The Golf Club VR (Great, but shame about the performance issues)
Doom 3 (just got but looks like it'll be great)
Google earth (obviously)
Can anyone recommend any breakout style games? Or anything music related or good for family take it in turns play?
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Didn't realise the golf club be was even a thing. I've moved country and the vive is in a box at the moment, can't wait to get it back out! -
garsync 290 posts
Seen 21 hours ago
Registered 13 years ago@deem
Not Breakout but try Racket:NX just a demo but really solid, have lots of turn taking with that with the family, Holoball is like 3D Pong, Long Bow in The Lab is lovely, sure you have tried that already tho. Vanishing Realms always gets a mention from me, great RPG.
There are some on your list I need to try. -
flybee 2 posts
Seen 5 years ago
Registered 5 years agoI have a 3m x 3m room. Lighthouses on photographers light stands. I mainly use my Vive with an MSI GS43VR 6RE laptop. But it also works OK on my 6yr old PC. I had a lot of problems with Viveport crashing initially. Also I spent the first full day trying to pair my controllers. I solved that with Steam VR beta & discovered that there was a simple trick to pairing the controllers. Since using my GS43VR though the pairing issue just sorted it'self.
I've had my Vive for about 2 weeks and have spent around 40hrs on it. Personally, it's everything I have been waiting for. On another note. I wear glasses for reading only and so tried the Vive with glasses on, but they just fogged very quickly. I've spoken with my optometrist who explained that VR use actually focuses your eyes at infinity, not at close up as one might think. Just that little nugget of info & getting to know my IPD has made a significant difference to my experience. -
flybee 2 posts
Seen 5 years ago
Registered 5 years ago@ILoveThrashMetal I have a friend who has Vives in an arcade. He went for the wireless version for obvious reasons. Turns out the lag is absolutely terrible. Totally ruins the experience. -
Gregolution 11,084 posts
Seen 4 hours ago
Registered 12 years agoAnyone bought Arizona sunshine? -
Phattso 27,426 posts
Seen 52 minutes ago
Registered 17 years agoThere's a bunch of us in the other thread. Half and half Steam/Oculus store purchasers. Good game. Suffers on Rift/Touch with lack of room scale, should be golden on Vive. GMG were doing it for £20 yesterday I think? -
Gregolution 11,084 posts
Seen 4 hours ago
Registered 12 years agoPhattso wrote:
Yeah that's where I was looking. Cheers. Glad to hear it's good.
There's a bunch of us in the other thread. Half and half Steam/Oculus store purchasers. Good game. Suffers on Rift/Touch with lack of room scale, should be golden on Vive. GMG were doing it for £20 yesterday I think? -
Phattso 27,426 posts
Seen 52 minutes ago
Registered 17 years agoIt is good. But not without its issues. Check the other thread for our moaning. -
neems 5,635 posts
Seen 2 hours ago
Registered 13 years agoYeah I'm a fan of it so far, bear in mind it is teleport only, which apparently is a gigantic turn off for some. -
Phattso 27,426 posts
Seen 52 minutes ago
Registered 17 years agoI don't think direct locomotion would solve the issues in the game, I'd have to say. It arbitrarily closes off some routes of walking when a surge happens, which is incredibly frustrating and would only be moreso with direct control.
I'm far from a VR noob, btw, and fuck direct control. It's nauseating shit. So I'm happy that games are being made that I can, you know, actually play. Sorry you guys have to make this one tiny sacrifice for that.
As teams get bigger and more money is made, I'm sure the 'issue' will go away. Right now two control schemes means double the QA, and I can see how a tiny company couldn't afford that. If they have to choose one, I'm happy they choose teleporting.
Fuck you direct control cunts. Right in your obnoxious faces.
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Phattso 27,426 posts
Seen 52 minutes ago
Registered 17 years ago@Furtive_Pygmy
Furtive_Pygmy wrote:
Well, there are two arguments there. I understand why you say that, and I agree that on the immersion side teleporting goes against what we expect from games so it does reduce the level of immersion.
It's not shit at all though, it's far more realistic than teleporting around everywhere.
On the sensory side, though - fantastical as teleporting is - it's a better fit for VR in my mind. We have this wonderful system where our head and hands are tracked perfectly. I can step around the small tracked volume, I can jump, I can crouch, I can lean and it all _feels_ perfect. To add sliding around on the floor as a form of locomotion retains immersion in the scene, but for me introduces a disconnect with the VR experience.
The exception is cockpit games, where my brain just switches to "I'm in a vehicle" mode and loves it..gif)
Neither is perfect, and neither is shit, but I think there are good arguments for both.
A lot of people are fine with it and get no ill effects at all, including myself. It's a pity it makes you ill but like I said give people the choice.
Not ill per se - just unable to stay in for as long because it's uncomfortable. I'm certainly not advocating a lack of choice, but...
I don't see how having direct control would cost any more, surely teleporting is already the more costly and time consuming method to implement
Actually, teleporting is by far the most trivial and cheap way to build a world you can navigate around. Because people don't expect to get exactly down every nook and cranny with a teleport it's possible to get away without all the usual exclusions and colliders that free movement would require.
And, as I mentioned, the QA workload more than doubles. Fine for a big publisher, not viable for indies. I've implemented both this year trying to figure out best practices, and teleporting could be added to a new level extremely quickly, which means you can get down to playtesting extremely quickly.
but sadly I guess they have to add it first so people aren't vomiting everywhere.
Although this (I presume) is tongue-in-cheek, the actual net effect of someone getting simulator sickness isn't that they chunder, it's that they are a) less likely to play a given game again and, by extension, future games from that company; b) less likely to go back into VR for a while; and c) likely to tell people that they had a bad time in VR and that game in particular.
All of these are net losses for the VR ecosystem, so I am sympathetic to the companies that aren't keen on putting the tools in someone's hands to have a bad time. I'd love to know what the split is though, I really would, of people that are truly unaffected by it vs. people like me who find it shortens the time they can spend in such experiences.
In the specific case of Arizona Sunshine, however, I don't think free movement would do anything to resolve the issues during a zombie surge. Panic is panic.
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You might find that rotating the stick to turn would be annoying. You might find that having to look where you want to go is a pain if that is behind you and you had to turn to not break your neck and then lose tracking would be annoying.
You're not wrong about the teleporting being a little dodgy in Arizona Sunshine but if they can't get that right what makes you think they'd get direct control right?.gif)
I find opening doors and drawers shit in this anyway. Stuff that opens outwards and clips right through you? Fuck immersion, what did he ever do for me anyways?
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