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 Post subject: Re: PCVR
PostPosted: Mon Nov 27, 2017 17:40 
SupaMod
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Yeah Davpaz, how about some pictures of the thing? I'm intrigued and no... I haven't googled it.


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 Post subject: Re: PCVR
PostPosted: Mon Nov 27, 2017 17:41 
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TheVision wrote:
Yeah Davpaz, how about some pictures of the thing? I'm intrigued and no... I haven't googled it.

It's pretty boring to look at but...
Image


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 Post subject: Re: PCVR
PostPosted: Mon Nov 27, 2017 17:42 
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Needs more googly eyes.


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 Post subject: Re: PCVR
PostPosted: Mon Nov 27, 2017 17:43 
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So do you not have the cameras set up around the room then?


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 Post subject: Re: PCVR
PostPosted: Mon Nov 27, 2017 17:44 
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DavPaz wrote:
TheVision wrote:
Yeah Davpaz, how about some pictures of the thing? I'm intrigued and no... I haven't googled it.

It's pretty boring to look at but...
Image


I don’t know, a choke chain and some furry handcuffs and you’re good to go.


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 Post subject: Re: PCVR
PostPosted: Mon Nov 27, 2017 17:44 
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TheVision wrote:
So do you not have the cameras set up around the room then?


It doesn't use any, that's what "inside out tracking" means.


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 Post subject: Re: PCVR
PostPosted: Mon Nov 27, 2017 17:47 
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Bamba wrote:
TheVision wrote:
So do you not have the cameras set up around the room then?


It doesn't use any, that's what "inside out tracking" means.

:this: It uses voodoo and ketchup.


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 17:51 
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markg wrote:
Lonewolves wrote:
Extra res would be nice, but really I need a decent FOV increase to tempt me.

The FOV is ok for racing isn't it? Kind of feels like peering out of a crash helmet.

Not really. A crash helmet gives you more peripheral vision than these currently. I have to turn my head to look in the wing mirrors, rather than being able to glance for a split-second. It's why I haven't ditched the iRacing virtual mirror just yet.


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 Post subject: Re: PCVR
PostPosted: Mon Nov 27, 2017 23:50 
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Hey, the lab works tonight. That's good news.

I tried a rollercoaster sim. I wish I hadn't. :spew:


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 Post subject: Re: PCVR
PostPosted: Tue Nov 28, 2017 1:32 
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Just spent far too long dicking about in the Oculus First Contact thingy. I'm loving this.


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 Post subject: Re: PCVR
PostPosted: Wed Nov 29, 2017 0:38 
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Introduced the kids to the Technohat this evening, with a session in Job Simulator. The boy child needed zero instruction beyond locating the trigger and the girl was almost as quick to pick it up. I was astonished how easily they took to it. The adjustable headstrap on the Lenovo kept everything snug even on their tiny noggins.

Amazingly, Job Sim has a 'short person' mode. Very handy


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 Post subject: Re: PCVR
PostPosted: Wed Nov 29, 2017 14:13 
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In case you're allergic to the iRacing thread because it's even admittedly boring for me some days, here's a video I made of being a VR passenger during one of my replays.



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 Post subject: Re: PCVR
PostPosted: Wed Nov 29, 2017 14:33 
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It's a bit dark. Does the driver's head move when you move yours? It would be a nice touch if you could look at cars next to you on the grid and give them a little nod.


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 Post subject: Re: PCVR
PostPosted: Wed Nov 29, 2017 14:36 
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markg wrote:
It's a bit dark. Does the driver's head move when you move yours? It would be a nice touch if you could look at cars next to you on the grid and give them a little nod.

Yes, it's very dark. It won't be at all scary when the DPs charge up behind you, nosirree.

Not yet. They've only just implemented hand over hand animations for the steering. It used to lock at 90 degrees either side.


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 Post subject: Re: PCVR
PostPosted: Fri Dec 01, 2017 11:36 
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Tried Dirt Rally in VR last night in admittedly non-optimal circumstances (sat on the floor, keyboard controls, no sound). Fuck me, but that's convincingly immersive! I was doing Rally cross in the rain and just sat on the start line for a while taking it in (and trying to find the accelerator).

Once I was going, I had some mild motion sickness, but it helps you by not jostling the horizon too much when the car goes over bumps and the like. Slightly unrealistic, but better for my stomach.

8/10 would really again


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 Post subject: Re: PCVR
PostPosted: Fri Dec 01, 2017 11:39 
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If you want to experience proper motion sickness try the view where the camera is fixed relative to the interior of the car. That was when I first got my PSVR and I just had to rip the fucking thing off my head, turn everything off and crawl straight into bed.

Fine with it now, though. In fact nothing makes me queasy anymore.


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 Post subject: Re: PCVR
PostPosted: Fri Dec 01, 2017 11:47 
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Yep, you soon find your VR legs.


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 Post subject: Re: PCVR
PostPosted: Fri Dec 01, 2017 11:52 
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Lonewolves wrote:
Yep, you soon find your VR legs.

In your VR trousers.


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 Post subject: Re: PCVR
PostPosted: Fri Dec 01, 2017 12:11 
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markg wrote:
If you want to experience proper motion sickness try the view where the camera is fixed relative to the interior of the car.

I can't work out what you mean.

How else would an in-car camera work?

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 Post subject: Re: PCVR
PostPosted: Fri Dec 01, 2017 12:17 
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Grim... wrote:
markg wrote:
If you want to experience proper motion sickness try the view where the camera is fixed relative to the interior of the car.

I can't work out what you mean.

How else would an in-car camera work?

It locks the horizon so if the car tilts, your head doesn't. Well, not as violently as the car.


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 Post subject: Re: PCVR
PostPosted: Fri Dec 01, 2017 12:18 
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I think this is it.


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 Post subject: Re: PCVR
PostPosted: Fri Dec 01, 2017 12:19 
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The normal camera seems to do a bit of smoothing of the violent motions of the car, so the world outside isn't bouncing around all over the place. It feels a lot more natural.


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 Post subject: Re: PCVR
PostPosted: Thu Dec 07, 2017 10:40 
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I was not expecting Waltz of the Wizard to be a genuinely creepy experience. I thought it was just a fun little "intro to VR" thing, like First Contact.

And then... after tapping out a tune on the xylophone, I was transported to an arena style environment where enormous beings loomed over me and a cage made of spider legs closed around me and weird steampunk robot arms spidered around, Glados style. Wasn't prepared for it. Shit me right up!

AND THEN... I walked though the door and was thrown into a maze with flame headed zombies and bucketheaded, dark magic casting knights. Fuck me.

I'm glad I didn't put the kids in that one! They were creeped out by the Surgeon Simulator, so I might have traumatised them :D


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 Post subject: Re: PCVR
PostPosted: Thu Dec 07, 2017 10:44 
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AND THEN.... I played Superhot VR. Such as good game. Makes you feel like a badass ninja.


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 Post subject: Re: PCVR
PostPosted: Thu Dec 07, 2017 11:01 
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SUPA!

HAWT!

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 Post subject: Re: PCVR
PostPosted: Thu Dec 07, 2017 11:12 
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GRAB


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 Post subject: Re: PCVR
PostPosted: Thu Dec 07, 2017 11:15 
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Sal loves IEYTD, which I'm not surprised about.


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 Post subject: Re: PCVR
PostPosted: Thu Dec 07, 2017 11:23 
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Grim... wrote:
SUPA!

HAWT!

SUPER
HOT

SUPER
HOT


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 Post subject: Re: PCVR
PostPosted: Wed Dec 13, 2017 12:20 
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I had a quick blast at Lucky's Tale last night. It's a 3D platformer viewed from a semi-forced perspective. I really, really liked the concept of controlling a 3rd person view in VR. It added for want of a better word, depth. The game itself isn't really my bag, as cutesy platformers have never appealed, but as a tech demo for other 3rd person games, I loved it.

I wonder what something like Assassin's Creed would be like as a seated VR game.


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 Post subject: Re: PCVR
PostPosted: Wed Dec 13, 2017 14:03 
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DavPaz wrote:
I wonder what something like Assassin's Creed would be like as a seated VR game.


Utterly awful. Anything with that amount of vertical movement would be vomit inducing in first-person and a forced third-person view like Lucky's Tale would make it a real pain to see what vertical traversal options were available to you at any given time. Any game that stuck to mostly horizontal movement (e.g. Diablo and that kind of thing) would certainly work well enough but wouldn't realy be doing much to take advantage of VR and I'd rather play that kind of thing 'normally'.


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