Hey, you happen to have patch/update notes on the full hand tracking? I recently just purchased an Oculus Quest specifically to develop VR games and this is huge if true.Definitely Oculus Quest since you can use it as a wireless standalone or connect it to PC (which makes Rift S obsolete). They just added a new update for full hand tracking.
Hey, you happen to have patch/update notes on the full hand tracking? I recently just purchased an Oculus Quest specifically to develop VR games and this is huge if true.
I guess it's better to wait for Valve's second iteration, which is bound to be soon and cheaper.
I was under the impression that Index has some new/proprietary Valve tech, hence the price difference.There's nothing left to iterate on. Their two biggest costs are the screen and the IR receivers.
You have essentially three Options:I was under the impression that Index has some new/proprietary Valve tech, hence the price difference.
Is it just slightly better screens and sensors, controllers and overall build quality?
Can someone who actually uses it frequently comment on whether the QoL is worth the 500$ difference for their taste?
Are their controllers more comfortable and/or do they provide more input channels?
I read up on it, and remembered they have proprietary finger and grip tracking tech in those controllers. From what I understand, none of the other controllers have that.Valve Index has (arguably) the best Controllers with their Knuckles and they're a lot more similar to the Oculus Touch Controllers than the Vive Wands were
See here: https://rpgcodex.net/forums/index.php?threads/rift-vive-vr-general.109448/page-3#post-5677998I read up on it, and remembered they have proprietary finger and grip tracking tech in those controllers. From what I understand, none of the other controller have that.
Which means you have a unique gaming experience, Valve just needs to make developers support it.
I'm sure the HLVR game will make good use of that.
Introducing SteamVR Skeletal Input:
https://steamcommunity.com/games/250820/announcements/detail/1690421280625220068
HTC Vive Wands
Oculus Touch Controllers
Knuckles EV2
Hoping for that as well.I'd like to splurge for an upgrade to Index but I know the price will drop when the Half Life shit is imminent.
Facebook Acquires ‘Beat Saber’ Studio Beat Games
By Scott Hayden
Nov 26, 2019
Facebook today announced it has acquired Beat Games, the studio behind the hit VR rhythm game Beat Saber (2018). Beat Games is joining Oculus Studios as an independently operated team based out of Prague.
Facebook didn’t release any further info in regards to the terms of acquisition, however the company had some choice words on what it meant to the game’s users on all supported platforms, which includes Oculus Rift, Oculus Quest, HTC Vive, Valve Index, and Windows VR headsets.
Mike Verdu, Facebook’s Director of AR/VR Content, said Beat Games will “continue to ship content and updates for Beat Saber at the same time across all currently supported platforms.”
Concerning the moddablity of game, which is a cornerstone of its functionality on PC VR and to some extent also Quest, Verdu had this to say:
We understand and appreciate the value that modding brings to Beat Saber when done so legally and within our policies. We’re going to do our best to preserve the value that mods bring to the Beat Saber player base. As a reminder, our most recent policy updates give more clarity to how developer mode is intended to be used, such as helping developers build their apps or for enthusiasts to explore new concepts. It is not intended for engaging in piracy or illicit modding, including mods that infringe on third-party IP rights or contain malicious code.
Although not stated specifically, it’s not unlikely that by “third-part IP rights” Facebook is implying the distribution of music and its corresponding beat maps may no longer be sanctioned by Beat Games under Facebook, which has thus far operated in a grey area legally. Sony doesn’t allow modding of Beat Saber for PSVR for the same legal reasons. We’ve reached out to Beat Games to clarify this, and will update when/if we hear back.
As for the road map forward, Verdu says Beat Games has “only scratched the surface with Beat Saber in terms of social features, new modes, music, and more.”
After Sony’s acquisition of Insomniac Games, it’s possible Facebook has begun looking to strategically mark its territory by locking down the rights to Beat Saber, one of the most visible games in VR right now. Facebook thus far hasn’t publicly acquired a VR studio, potentially making this a big first for the company, which is confident in securing what Mark Zuckerberg hopes will one day reach a billion people, even if it’s admittedly taking longer than he initially hoped.
As an indie studio that’s sold well over one million copies of its game as of March 2019, and also signed some fairly high-level deals with bands such as Imagine Dragons and Panic at the Disco!, Facebook’s cash will undoubtedly also provide the studio with a means to secure more and bigger music deals. What Beat Games has up its sleeve next, we aren’t sure yet though, and whether Facebook bought it defensively or offensively is still to be determined.
Welcoming Beat Games to Facebook
Oculus-Blog
Mike Verdu, Director of Content
26. November 2019
The shared experiences of games are profoundly memorable ones, and for millions of people, Beat Saber was their first encounter with immersive VR gaming. Today we’re announcing that Beat Games is joining us in our quest to bring VR to more people around the world. They will join Oculus Studios as an independently operated studio in Prague, continuing to create new ways for people to experience music and VR gaming. Most importantly, what the community has come to love about Beat Saber will remain intact. Beat Games will continue to ship content and updates for Beat Saber across all currently supported platforms, now with even more support from Facebook.
Beat Games’ accomplishments are already impressive, but Facebook and the Beat Games team know that there is so much more that can be done across VR, games, and music. They have only scratched the surface with Beat Saber in terms of social features, new modes, music, and more. We are thrilled to join forces to see where this talented team takes VR gaming in the future.
Beat Saber is a perfect example of why VR is so exciting—VR reimagines old genres and invents new ones. The team at Beat Games made a leap forward in innovation and design with the stellar blend of game mechanics and music in Beat Saber, and yet we know that they, along with so many other devs, are just getting started.
We know the community will have questions, so we’ve answered a few here:
What about 360° Levels mode? And more music? And all the other stuff you’ve talked about doing?
Beat Games is still shipping 360° Levels mode in December, and more music is coming this year, too!
Do you plan to acquire other studios? What else are you doing to accelerate VR?
We’re exploring many ways to accelerate VR, and we think next year is going to be an incredible one of VR game launches and announcements. We are thrilled to have Beat Games join our team. This is just the beginning.
Why Beat Games?
Beat Games is a strong team with proven potential across VR, games, and music. With the resources and know-how that we can offer, Beat Games will be able to accelerate, adding more music and more exciting features to Beat Saber as well as bringing the game to more people.
There’s a long history of indie studios joining larger companies and being ruined. How are you going to avoid that?
I’ve been in the industry for a while and have seen that firsthand. However, I’ve also seen and been a part of some incredible success stories. The story we aim to prove over time is this: An indie studio joins forces with some like-minded allies, and together they find a way to push VR to new heights.
What does this mean for the modding community?
We understand and appreciate the value that modding brings to Beat Saber when done so legally and within our policies. We’re going to do our best to preserve the value that mods bring to the Beat Saber player base. As a reminder, our most recent policy updates give more clarity to how developer mode is intended to be used, such as helping developers build their apps or for enthusiasts to explore new concepts. It is not intended for engaging in piracy or illicit modding, including mods that infringe on third-party IP rights or contain malicious code.
Are you going to be slowing down updates for non-Oculus platforms and prioritizing development for Oculus?
No, Beat Games will continue to ship content and updates for Beat Saber at the same time across all currently supported platforms.
Does this mean Beat Games will no longer be independent?
The Beat Games team will operate the same way they have to date as an independent studio, and they’ll continue to work on Beat Saber across all currently supported platforms.
VR is a 'very high' priority for the Microsoft Flight Simulator team
By Fraser Brown 11 hours ago
(Image credit: Microsoft)
I've noticed plenty of people saying that they'll finally jump on the VR bandwagon because of Half-Life: Alyx, but there's another game that makes strapping a big ol' headset to your face an incredibly seductive prospective: Microsoft Flight Simulator.
Last month, head of Microsoft Flight Simulator Jörg Neumann said that VR hadn't originally been part of the plan, but the reaction to the E3 reveal and the assumption that it would support VR straight away made Asobo Studio and Microsoft reconsider things. In a new interview with Der Standard (cheers, AVSIM), Neumann has now confirmed that it's a "very high" priority for the team.
"Asobo and I have years of experience with VR," Neumann told Der Standard. "We know what a lazy and a good implementation look like. We want to bring a good solution, for example by cutting off the cockpit from the rest of the world. Then you can move freely in it, and the world in the background does not start to shimmer. We have started with VR, but we want to do it right."
Previously, Neumann said that VR at launch couldn't be guaranteed, and there's still no word on when it might appear, but I suspect most will be happy to wait if it means it works properly.
Along with VR, the team is also adding more to its impressive digital facsimile of Earth, including trains, ships and lots of animals. Seasons are being considered, too. Apparently its easy to just add snow to the game, but in the real world there more to winter than just snow. It affects rives, vehicles and animals.
"The snow has to melt at some point, then the rivers are very different," said Neumann. "But that's the same with animals. Bears are known to sleep in winter. Some animals fly south, others north. We talk a lot about how far we can do that."
Microsoft Flight Simulator's first alpha started on October 24, with another one planned for this month. If you've not played or received an invite, remember to become an Insider and register for the tests. All you need is a Microsoft account and then you can sign up here.