really not happy about the xbox controller bundle in. I've been using that as a stopgap for the last 2 years and its not a good VR input system. The only plus is that everyone will have one so the devs know that they can actively support it. For traidtional games it'l work great, but not so much for new VR experiences.
The hand trackers are what i really want, hopefully they reveal more details about when those are going to ship soon.
hm, so how do you plan on navigating through environments with hand waving?
i agree though that a game controller is not a good solution, mainly due to accuracy. those thumbsticks are absolute abortions for fine movement and since you can't see the face buttons while wearing the headset, confidently hitting that Y button when it counts is not easy at all.
reduces the number of buttons and button combinations you can pull off quite severely.
hm, so how do you plan on navigating through environments with hand waving?
The trackers also have analog sticks so no problem there. Though if you really wanted to you could use just hand gestures to navigate leap motion style (tho very shitty hahahah)
Autocon: you can use any controller you want really, its just a matter of the engine itself supporting it. so if the dualshock works with the game natively then it shouldnt be a problem.
We built a prototype for this using Kinect when I was working at Microsoft - it can work reasonably well if you're smart about it.
but the problem remains that you cannot see your physical environment when wearing the headset? time to completely clear out the mancave?
also i doubt walking around in your living room will become the standard method for traversing in video games. but at least obesity would be taken care of this way.
The trackers also have analog sticks so no problem there. Though if you really wanted to you could use just hand gestures to navigate leap motion style (tho very shitty hahahah)
i see now. hadn't looked at their controller previously at all. together with hand motion readout this should be pretty confusing to walk with when your avatar's upper body motion can be performed naturally, the lower body still steers like a tank. stretch your arm out to aim at something, then press the tumbstick forward to walk? but looking forward to seeing what they actually do with it.
but the problem remains that you cannot see your physical environment when wearing the headset? time to completely clear out the mancave?
also i doubt walking around in your living room will become the standard method for traversing in video games. but at least obesity would be taken care of this way.
Err, what? I'm replying to your own post about moving through an environment through hand and arm gestures. Nobody said anything about walking around a room, where the heck did you get that from?
Anyway, the solution is glaringly obvious: don't make games that require a player to walk.
Not a fan of the xbone controllers, but I can definately see why they would do that. It's a strong partnership for Oculus and Microsoft... I wonder what this will mean for the Vive and future of Steam's stranglehold on pc games.
Either way I'm really excited for VR, things will be changing in alot of ways very soon!
So, according to them "Xbox One games will be playable on Oculus Rift. We shared earlier this year that youll be able to stream your Xbox One games to your Windows 10 PC or tablet. Now, were happy to announce that were bringing the same Xbox One streaming capability to the Rift, a feature thats only possible through Windows 10. You can play your favorite Xbox One games, like Halo, Forza, Sunset Overdrive and more, on your own virtual reality cinema screen. Its just like playing in a private theater, and you can even play with your friends through Xbox Live."
This means that you need an Xbox One, and a Windows PC to be able to play games with Oculus Rift?
and
That they will be playable only in your pretended Gouraud shaded living room?
I fail to see the sense to have a virtual reality headset simulating a living room while being in a living room, unless you live in a favela.
What's the real resolution of the game played, 1/4 of the maximum Oculus Rift output? Ping time?
That whole virtual room thing had me in fits of laughter. Penny arcade sums it up best
Here's the real thing from yesterdays presser
Didn't really watch the video, but maybe the idea is that you could forgo the use of a monitor altogether, even in games that don't actually support the oculus, by basically creating a giant VR monitor.
Or more realistically, just use a practical 17-inch or so monitor in reality, and use some six-foot VR monitor for playing games that doesn't actually occupy real space in your room or cost you several thousand dollars.
Yeah i've had a stem on pre-order for a long time now. They're a year late on delivering anything and keep the backers in the dark so i'm losing hope. The magnetic tracking is way more desirable for me since you dont have to worry about camera occlusion but if they dont produce a product soon no one will bother supporting it.
Oculus partnering even to this degree with microsoft may give them a foot above sony which is just proprietary. I haven't seen much about it, but supposedly their headset is supposed to be even better than Oculus? Who knows for sure though.
That Forza video killed any momentum they had lol. oh my I cannot believe that, I honestly thought it was a joke. Why would anyone want to play in a virtual room ?
It's possible the latency of the kinect2 might be too high to make it good for a locomotion controller, but it has been used by the omni and wizdish teams as a sensor. I haven't used it myself, but I figure it's worth a try.
Replies
The hand trackers are what i really want, hopefully they reveal more details about when those are going to ship soon.
i agree though that a game controller is not a good solution, mainly due to accuracy. those thumbsticks are absolute abortions for fine movement and since you can't see the face buttons while wearing the headset, confidently hitting that Y button when it counts is not easy at all.
reduces the number of buttons and button combinations you can pull off quite severely.
+1
Also, I hope someone again picks up the idea of Nintendo's power glove and brings it to the 21st century.
Not a fan of the offset joysticks of the Xbox, never have been. Will wait till I can use my Dualshock
Autocon: you can use any controller you want really, its just a matter of the engine itself supporting it. so if the dualshock works with the game natively then it shouldnt be a problem.
We built a prototype for this using Kinect when I was working at Microsoft - it can work reasonably well if you're smart about it.
Either way, this is a weird move given Oculus have their own controller in the works and the 360 pad isn't that great.
Here's the real thing from yesterdays presser
As has been mentioned, the rift cares just about as much about the controller as your current monitor does
but the problem remains that you cannot see your physical environment when wearing the headset? time to completely clear out the mancave?
also i doubt walking around in your living room will become the standard method for traversing in video games. but at least obesity would be taken care of this way.
i see now. hadn't looked at their controller previously at all. together with hand motion readout this should be pretty confusing to walk with when your avatar's upper body motion can be performed naturally, the lower body still steers like a tank. stretch your arm out to aim at something, then press the tumbstick forward to walk? but looking forward to seeing what they actually do with it.
http://www.e3expo.com/takeover
Err, what? I'm replying to your own post about moving through an environment through hand and arm gestures. Nobody said anything about walking around a room, where the heck did you get that from?
Anyway, the solution is glaringly obvious: don't make games that require a player to walk.
Either way I'm really excited for VR, things will be changing in alot of ways very soon!
This means that you need an Xbox One, and a Windows PC to be able to play games with Oculus Rift?
and
That they will be playable only in your pretended Gouraud shaded living room?
I fail to see the sense to have a virtual reality headset simulating a living room while being in a living room, unless you live in a favela.
What's the real resolution of the game played, 1/4 of the maximum Oculus Rift output? Ping time?
[ame]http://www.youtube.com/watch?v=RE6GtnAXQSs[/ame]
Didn't really watch the video, but maybe the idea is that you could forgo the use of a monitor altogether, even in games that don't actually support the oculus, by basically creating a giant VR monitor.
Or more realistically, just use a practical 17-inch or so monitor in reality, and use some six-foot VR monitor for playing games that doesn't actually occupy real space in your room or cost you several thousand dollars.
This is a friend of mine. He's an environment artist at Oculus. Worked on Halo 4 and stuff.
hahahaha so awesome.
[ame]https://www.youtube.com/watch?v=oWxiURvaJe4[/ame]
Just started working here. The VR world is pretty crazy.
This all tracks with magnetics instead of cameras like Oculus and Vive.
[ame]https://www.youtube.com/watch?v=bSObZQhZ8Gs[/ame]
Doesn't have to be hand waving, there are other avenues open.
[ame]https://www.youtube.com/watch?v=AIVAhM8YJPo&feature=share&fb_ref=Default[/ame]
Accurate estimations of the center of mass open up the ability to move naturally while standing in place.
Actually it doesn't have to be all that accurate to work well enough for games
[ame]https://www.youtube.com/watch?v=vNygP13hNYg[/ame]
Personally I would have rather seen Microsoft bundle a Kinect 2 for windows with the Rift instead of console controller.