Jigawatt
Arcane
Following from some stuff in Steam thread...
Any other codexers got their VR device yet? It's only a matter of time for you all, I'm sure. Since I'm a mixed reality researcher, in the lab we've got Rift DK1s, DK2s, and now a CV since last week, a Vive, couple of Gear VRs, Google Cardboard etc. Some random thoughts so far...
Gear VR, Cardboard etc are interesting but I think will have a pretty limited time to find a market. Once more people have tried headsets with 6 DoF, it's going to be very hard to convince them to go back to rotation tracking only (and it's not perfectly stable rotation tracking at that). It's sole benefit, portability, is rather blunted by the fact you can't use it on the move without bumping into things. Perhaps it has a niche for long plane rides where you just want to blank out the world.
The Rift has by a decent margin the best display. It's the same res and FoV as the Vive, but the lenses themselves have a narrower FoV looking at a smaller display, making for a noticeably better pixel density. Unfortunately, even though it ordered a while before the Vive, it didn't show up until nearly a full month later, and by then I was spoiled by the ability to get up and walk around. Tracking is rock solid, but the actual tracking space is just too small (besides the room-scale thing, I mean even just sitting in a chair and looking around can lose tracking). Apparently you can add additional IR cameras for a larger tracking space, but they're not sold separately yet.
Because I have a bit too much 'work' to do at the moment, haven't had a proper play around yet, but I really want to try it for non-VR apps just as a regular display. I think having the real-world blocked out might be interesting playing something like Dark Souls even though its third person. This is definitely the HMD to get for your VR porn needs though.
Vive is awesome. It's hard to convey with words - you've just got to try it. I'm not a fan of the 'teleportation' style of moving around the 'The Lab' demo uses (and many of the early games have copied) - but I think as more people try different control styles there will be convergence on something better. If you position the lighthouses correctly and do proper calibration tracking is good (a touch more coarse than Rift), and you can still use it as a sit down device just like Rift. I think Oculus might be sweating a bit given how quickly Valve got a superset of their functionality to market.
Welp, haven't really mentioned games at all, since I've been having a very busy period the last few months, but unsurprisingly I'm bullish on VR and expect that within a year or two there will some really cool (though admittedly, probably popamole) stuff for it.
Any other codexers got their VR device yet? It's only a matter of time for you all, I'm sure. Since I'm a mixed reality researcher, in the lab we've got Rift DK1s, DK2s, and now a CV since last week, a Vive, couple of Gear VRs, Google Cardboard etc. Some random thoughts so far...
Gear VR, Cardboard etc are interesting but I think will have a pretty limited time to find a market. Once more people have tried headsets with 6 DoF, it's going to be very hard to convince them to go back to rotation tracking only (and it's not perfectly stable rotation tracking at that). It's sole benefit, portability, is rather blunted by the fact you can't use it on the move without bumping into things. Perhaps it has a niche for long plane rides where you just want to blank out the world.
The Rift has by a decent margin the best display. It's the same res and FoV as the Vive, but the lenses themselves have a narrower FoV looking at a smaller display, making for a noticeably better pixel density. Unfortunately, even though it ordered a while before the Vive, it didn't show up until nearly a full month later, and by then I was spoiled by the ability to get up and walk around. Tracking is rock solid, but the actual tracking space is just too small (besides the room-scale thing, I mean even just sitting in a chair and looking around can lose tracking). Apparently you can add additional IR cameras for a larger tracking space, but they're not sold separately yet.
Because I have a bit too much 'work' to do at the moment, haven't had a proper play around yet, but I really want to try it for non-VR apps just as a regular display. I think having the real-world blocked out might be interesting playing something like Dark Souls even though its third person. This is definitely the HMD to get for your VR porn needs though.
Vive is awesome. It's hard to convey with words - you've just got to try it. I'm not a fan of the 'teleportation' style of moving around the 'The Lab' demo uses (and many of the early games have copied) - but I think as more people try different control styles there will be convergence on something better. If you position the lighthouses correctly and do proper calibration tracking is good (a touch more coarse than Rift), and you can still use it as a sit down device just like Rift. I think Oculus might be sweating a bit given how quickly Valve got a superset of their functionality to market.
Welp, haven't really mentioned games at all, since I've been having a very busy period the last few months, but unsurprisingly I'm bullish on VR and expect that within a year or two there will some really cool (though admittedly, probably popamole) stuff for it.