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Rift / Vive / VR General

ADL

Prophet
Joined
Oct 23, 2017
Messages
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Nantucket
The standalone headset confuses me. Is it going to be standalone running Viveport, will it have Steam compatibility and also what the hell are those controllers? Knuckles? I thought those required lighthouse and that's embedded.

This is going to be a cluster fuck if people are buying Vives thinking it's "Valve's headset" when actually it's just HTC's brand. Valve needed some sort of SteamVR branding from the start.
 

A horse of course

Guest
I might get the Vive Pro if there's a wee price drop on it with the Pro Eye release. To my knowledge nobody is doing anything interesting with eye-tracking yet (I know it's an important part of the VR/Foveated Rendering puzzle in the long term) and I just want the resolution bump. AFAIK there's nothing else to the new Pro -

While the company was a little iffy on their target-market messaging when they launched the Vive Pro last year—which lead to some anger by enthusiasts over the enterprise-focused price—HTC is being much more clear this time around: “Vive Pro Eye is targeted at the enterprise market where eye tracking has a number of immediate benefits […].”

While the Vive Pro Eye will largely be the same as the original Vive Pro, including the same resolution, the company said there are some minor tweaks here and there, including modified padding on the headphones to improve audio.
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655



Crowbar-1-steamsized.jpg
 

A horse of course

Guest
Did Resident Evil 7 ever get a VR mode on PC? There's a tradition of VR games getting 1 year exclusivity to Playstation VR (with the devs refusing to comment on PC versions and then randomly releasing them on steam out of the blue), but last I checked it was still only on PS4 Pro.
 

A horse of course

Guest
Did Resident Evil 7 ever get a VR mode on PC?
Unfortunately no, or at least not yet.

I read some positive reviews of the PSVR version, which said it was pretty ugly but felt very immersive. I'm not really very interested in 7 so I'm willing to experience it in a "gimmick" mode just for the sake of it. If there's no sign of a PC VR mode within the next couple of weeks I'll probably just play the regular version though.
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655



Expect more VR news in the hardware and possibly software department at the upcoming GDC!
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
HTC has announced... finger tracking for their Vive/Pro and Vice Focus:


HP announced the "HP Reverb" for $600, the first "4K" VR HMD: https://www.roadtovr.com/hp-reverb-vr-headset-announcement-price-release-date/
HP today announced Reverb (formerly codenamed ‘Copper’), the successor to the company’s first Windows VR headset. Reverb’s high res displays raise the bar on pixel density among consumer VR headsets. Sporting a design that’s a significant departure from its first Windows VR headset, HP says that Reverb will launch in late April starting at $600.

Reverb is HP’s second Windows VR headset. Though it will hook into the ‘Windows Mixed Reality’ platform at its core, it will also support SteamVR through an official plugin, just like other Windows VR headsets.

Compared to HP’s first Windows VR headset, which has a 1,440 × 1,440 LCD display for each eye, Reverb bumps the displays up to 2,160 × 2,160, which is 2.25 times the total number of pixels. With the same 90Hz refresh rate and a similar field of view, the increase in resolution translates directly to greater pixel density, bringing a huge boost to sharpness and text legibility.

It’s an even bigger leap in resolution from the first generation of consumer VR headsets, like Rift and Vive, which use 1,080 × 1,200 displays per-eye, giving Reverb 3.6 times the total number of pixels in those headsets. The fidelity seen through Reverb’s lenses is further enhanced by the fact that the LCD display uses full RGB-stripe sub-pixels (which generally have a better fill-factor than OLED displays) which means less screen door effect than an OLED display of equal resolution.

Reverb will be the highest resolution headset in the ~100 degree consumer class when it launches in late April, followed behind by Samsung Odyssey and Vive Pro (both with a pair of 1,440 × 1,600 displays).


hp-reverb-1-1-1-768x432.jpg
hp-reverb-1-8-768x432.jpg

hp-reverb-1-5-768x432.jpg


No word from Oculus and Valve yet, probably tomorrow.
 
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Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
Oculus has announced their "Rift S" - a 360° personal Surveillance system, which is supposed to replace the Oculus Rift: https://uploadvr.com/oculus-rift-s-official/
Oculus Rift S Is Official: 1440p LCD, Better Lenses, 5 Camera Inside-Out Tracking, Halo Strap, $399

by David Heaney • March 20th, 2019

Amidst GDC 2019 today Facebook announced a new version of the Oculus Rift called Rift S. It’s priced at $399 and will release this Spring.

Rift S replaces the original Rift. Apps and games are fully compatible between both. Just like the original, Rift S is powered by your gaming PC so should work on both the Oculus PC Store and other stores like Steam.



Updated Screen & Lenses
The original Rift used dual PenTile OLED panels for a total resolution of 2160×1200. Rift S replaces this with a single LCD panel with a resolution of 2560×1440- the same panel used in the Oculus Go standalone. That’s roughly 40% more pixels, and each pixel now has three subpixels instead of just two.

This provides a higher detail image with reduced “screen door effect”. However, you don’t get the deep blacks of OLED since LCD displays use a backlight. The refresh rate is 80Hz compared to the 90 Hz of the original, but we didn’t notice a difference.

RiftS-DisplayOptics.png


Arguably the main flaw of the Rift was the “god rays” in the lenses which occured in high contrast scenes. Rift S uses the “next generation” lens technology introduced in Go which almost entirely elminates this issue. There’s no word on field of view just yet, but expect it to be similar to other Oculus headsets.

‘Insight’ Inside-Out Tracking: 5 Cameras
The Rift used external USB sensors for positional tracking. They were difficult to set up and you needed to buy a third for full 360 degree roomscale. Like the upcoming Oculus Quest standalone, Rift S instead uses onboard cameras for “inside-out” tracking.



However whereas Quest uses 4 cameras, Rift S uses 5 and they’re in different positions: 2 in front, 1 on each side, and 1 on top. This should provide a wider controller tracking range than Quest and should eliminate many deadspots.

OculusRiftSInsight5CameraConfig.png


When we tried Asgard’s Wrath, controller tracking was very fluid and we were even able to reach behind our back to grab the shield. In Stormland, we were able to grab a part of a wall behind us to shoot in the opposite direction while hanging.

The controllers are essentially identical to the original Oculus Touch, but with the tracking ring on the top instead of bottom. This lets the IR LEDs inside the rings be seen by the headset. These exact same controllers are used on Quest.



Rift S isn’t compatible with the original Rift sensors. Facebook seems confident their five camera system is so good you won’t miss sensors at all.

PSVR-Like Halo Strap
Whereas the Rift used a semi-rigid strap, Rift S uses a much bulkier rigid halo system similar to PlayStationVR. We found it to be a noticeable step up in comfort, balancing pressure well across the head.

Facebook partnered with Lenovo to bring this strap design to the Rift. This could be because Lenovo licensed the patent from Sony.



However, it is now a heavier headset overall with the new strap making it fit less easily into luggage or storage.

The nose gap has also been redesigned, so you’ll no longer see much light from the real world coming from below.

No Physical IPD Adjustment
Each person has a different distance between their eyes- their interpupillary distance (IPD). The Rift, like the HTC Vive and Samsung Odyssey, featured physical lens separation adjustment to let users adjust the lens IPD to their own IPD.


Like PSVR, Rift S’s lenses are fixed in position. Instead of hardware adjustment, you enter your IPD in software. This wil correct scale issues, but unfortunately people with a very narrow or wide IPD will still experience blur and other visual issues.

Strap Pipe Audio
The Rift featured integrated headphones. These were removable but used a non-standard connector so you couldn’t use your own headphones. Rift S removes these headphones and instead features the same audio system as Go and Quest (GIF of Quest):

OculusAudioSystem.gif


Sound is piped through the side straps directly to your ears. Having nothing against your ear makes sound feel more natural and lets you hear others around you, but the downside is it can be heard by others in the room and the audio quality may be lower.

The headset also features a 3.5mm jack so you can use your existing headphones or any you buy in future.

New Guardian, Passthrough+
The Rift’s setup process involved tracing out Guardian boundaries without wearing the headset. These boundaries appeared in VR when you get near them, but couldn’t be seen during setup and had to be redone if sensors were moved.

Rift S features a “proprietary technology” passthrough mode Facebook calls Passthrough+. This uses computer vision algorithms to deliver “stereo-correct passthrough”- although the view is black & white, not color. It can be activated at any time in Dash.

OculusGuardian.png


Passthrough+ is integrated into the new Guardian system. You now set up Guardian by drawing the bounds inside Passthrough+ and if you walk outside the bounds in VR, Passthrough+ will auto activate so you don’t bump into things.

PC Requirements & Cables
Despite having a higher resolution display than the Rift, Rift S maintains the same CPU and GPU requirements. That’s likely because it uses a similar default render resolution.

Whereas the Rift used a 4 meter HDMI cable, Rift S uses a longer 5 meter cable with a DisplayPort end. Just like Rift you’ll need 1x USB 3.0 port for the headset too, but since there’s no sensors anymore that’s the only USB port you’ll need.

There’s a Mini DisplayPort adapter in the box for laptops. There’s no word on VirtualLink support yet- there may be an adapter in future.




Overall seems like a step back/cheapening out than a 2.0: No headphones, worse tracking, no manual IPD adjustment, LCD instead of OLED (worse blacks and colors), seemingly worse controller design, less Hz and apparently produced by Lenovo after their WMR design. I wouldn't be surprised if Facebook were trying to go full Mobile and trying to lessen the production costs for their PC HMD by offloading it to Lenovo to make a profit on the hardware.
 
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Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
https://uploadvr.com/steam-valve-vr-gdc-2019/
No Valve VR Updates At GDC But News Coming ‘In The Not Too Distant Future’

by Ian Hamilton • March 21st, 2019

Valve Corporation employees are delivering updates during a presentation today at GDC about Steam features. The talk focuses on how new features and services in Valve’s Steam storefront got more people using it over the years. VR is one of the features listed in the presentation as building on-ramps to more growth on Steam.

That is the only mention of VR in the presentation.

Valve representative Doug Lombardi confirmed to me there would be no VR updates at GDC from Valve but that it remains an area of interest and investment for the company.

“We still see VR as being really important, we still see a lot of people adopting it,” Lombardi said. “In the short term, or the not too distant future, we are going to be talking more about…what’s happening on Steam with VR past, present and future, but it just won’t be happening here at the show.”

steam-long-term-growth.jpg


Late last year photos leaked showing what appeared to be a Valve-made head-mounted display. We heard from sources Valve could be targeting early this year for broader availability of the system with Knuckles controllers and perhaps a Half-Life VR game. In December, Valve started shipping fresh developer kits for its several-years-in-the-making hand controllers. Last month, Valve laid off 13 people including some working in VR — a prepared statement said it “does not represent any major changes at the company.”

The reveal of Rift S from Facebook means after three years of work the company committed to shipping a follow-up system to its first PC VR headset. Valve partner HTC is developing a range of headsets but none of them appear to use Valve’s SteamVR Tracking technology that was so critical to the appeal of the original Vive.

With certain compromises apparent in the design of the Rift S — it is heavier than the original, for example — we are extremely curious to see what choices Valve made in developing newer versions of its VR technology.

It sounds like we should get those updates soonish.


o.O
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
Valve has revealed their upcoming VR HMD is called the "Valve Index" and will presumably release (or at least be fully revealed) in May of this year: https://store.steampowered.com/sale/valve_index/
valve-index-vr-headset-full.jpg


There aren't many concrete details yet, but from the image it seems that it might be using inside-out tracking like the WMR and new Oculus HMD, and also features at least 14 IR LEDs presumably to continue to support the Valve Lighthouse base stations as a secondary (or primary?) method of tracking. They seem to have deliberately chosen the reveal picture to indicate that they also have a manual IPD adjustment, which Oculus has removed in their new "kit" to save money. It is very likely to be bundled with the long touted Valve Knuckles controllers and come out along with up to three VR games that have presumably been in development at Valve for years:

Older leaked photos also indicate that it'll come along with built-in headphones, which the new Oculus Rift S has also removed for cost reasons, that it'll feature ~135° FoV (up from ~110° FoV of Rift/Vive) and come with at least "Vive Pro" resolution (2880x1600 or 1440x1600 per eye):



Also if you're interested in a Myst-like VR game from Cyan after Obduction:


They're having a KickStarter for "Firmament", which is specifically being developed with VR in mind:


Cyan revolutionized the adventure game genre with Myst and Riven. We pushed the boundaries of world creation with Obduction. We think that VR is an amazing technology for pushing storytelling forward for a new generation. But the VR market is still young, and we want to explore its creative opportunities now.

That’s why we need your support.

Firmament is a deeply immersive narrative adventure game for both VR and PC that stays true to the storytelling, artistic integrity, and inventive puzzles that Cyan holds dear.

This is an entirely new property - the beginning of an exciting new Cyan universe, delivered using Unreal 4, one of the most powerful game development technologies available.

afdfe3d6fd3d6b29ceccbb0b0e4ed4d4_original.png

Firmament is designed for and will be built from the ground up to take advantage of the VR sense of presence and a seamless interface. Stunning and enigmatic locations (with a certain callback to the steampunk roots of Myst) were conceived to allow for highly immersive and eclectic visuals for which the world-building artisans at Cyan are known.

But unlike previous games you don’t travel this world alone. You'll have a clockwork adjunct...

d9b537875e4f819fa9e5e47fa6761846_original.jpg

Throughout this fantastic journey you are accompanied by an ever-present adjunct: a helpful clockwork companion, which provides assistance along the journey.

73c0eab4ad81110df3080d0376520336_original.jpg

The adjunct doesn’t speak, but it does understand you and your hand gestures. Through your interactions both you and your adjunct evolve a vocabulary of gestures you learn together. What starts as rudimentary communication evolves into a complex symphony of actions as you solve challenges together and begin to understand the epic nature of what lies ahead.

d5febbf9f8aaef65c2b44674cda2820e_original.gif

Firmament will be designed for VR, but built to play on PC as well. All backers will be able to play the game on both platforms, and effortlessly switch between VR and PC to continue your progress in the game.
 
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Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
Store page for the Valve Index Headset was apparently Live for a short while, supposed to start selling June 15: http://archive.is/WjfBE
According to SteamDB it ships the three different hardware packages (HMD, Controllers and Base Stations separately) and comes with 2 CD Keys for "Unknown" Apps: https://steamdb.info/app/1059530/
rtnwr9tlepp21.jpg


https://www.roadtovr.com/valve-index-vr-headset-leaked-steam-page-release-date/
Update (April 1st, 2019 – ): Following the leak of the Steam product page for the Valve Index headset (detailed below), a spokesperson for Valve tells Road to VR that the information “while not comprehensive, is accurate.” The spokesperson also said that the company is targeting May 1st for a full reveal of the headset which will include pre-orders, with shipping planned some time in June (though the exact date is not yet confirmed). Knuckles will also be sold alongside Index, and Valve plans to call them “Valve Index Controllers” going forward.
 

Venser

Magister
Joined
Aug 8, 2015
Messages
1,896
Location
dm6


Can't wait till this becomes a VR standard and they build cool worlds with good stories on top of it.
 

Venser

Magister
Joined
Aug 8, 2015
Messages
1,896
Location
dm6



https://www.roadtovr.com/hands-on-marvel-iron-man-vr-preview-psvr-playstation-vr/

"The studio behind the title, Camouflaj, has clearly spent a lot of time figuring out how to make the core flight mechanics feel awesome. They achieved that through a combination of immersive input (thrust is dictated by the direction the repulsors on your hands are facing) with enough assists to keep things comfortable while still making players feel like they’re in total control of where they go. The studio has also smartly designed the system to work in full 360 degrees (which is normally just about impossible for PSVR games), which further lets players get lost in the fantasy."

 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
I'll be honest, I'm not exactly "hyped" over Boneworks. Even though they show interesting new interaction methods, the overall package so far seems a bit... lacking and/or dull from what they have shown? They seem to be trying to hype the few aspects of the game they've iterated the most over, but the rest seems to be generic/uninspired and limited warehouse-type level design with some custom obstacles.

Been playing Obduction in VR recently after they announced Firmament and one of the most interesting and inspired aspects about it was the Sci-Fi world building and clever level design with subtle story-telling and just letting you explore and solve puzzles in an alien world.

Much more interested to see Valve reveal what they've been working on too.

Oh yeah, and PSVR seems to have apparently gotten a Turn-based Tabletop RPG in VR:
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
This actually looks like it could be cool:



Also found this video trying to compare Counter Strike with Pavlov VR and the difference in basic interactions:
 

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