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 Post subject: Re: Oculus Rift
PostPosted: Thu Nov 23, 2017 15:30 
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 Post subject: Re: Oculus Rift
PostPosted: Thu Nov 23, 2017 15:31 
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 Post subject: Re: Oculus Rift
PostPosted: Thu Nov 23, 2017 21:41 
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Grey Thursday.

Probably not anyway, they've just been released.


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 Post subject: Re: Oculus Rift
PostPosted: Thu Nov 23, 2017 21:51 
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I guess we'll find out tomorrow


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 Post subject: Re: Oculus Rift
PostPosted: Fri Nov 24, 2017 10:52 
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Bah, the HP one is down to £300 on Amazon. Never mind, it's probably sold out anyway.

Either way, mine has been delivered!!


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 Post subject: Re: Oculus Rift
PostPosted: Fri Nov 24, 2017 11:25 
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DavPaz wrote:
Bah, the HP one is down to £300 on Amazon. Never mind, it's probably sold out anyway.

Ask them to refund the difference. After all, you could return it under the distance selling act and rebuy at the lower price.

https://www.groovypost.com/howto/reques ... ge-refund/


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 Post subject: Re: Oculus Rift
PostPosted: Fri Nov 24, 2017 11:28 
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Doctor Glyndwr wrote:
DavPaz wrote:
Bah, the HP one is down to £300 on Amazon. Never mind, it's probably sold out anyway.

Ask them to refund the difference. After all, you could return it under the distance selling act and rebuy at the lower price.

https://www.groovypost.com/howto/reques ... ge-refund/

I bought the Lenovo through Curry's though. Which hasn't changed in price.


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 Post subject: Re: Oculus Rift
PostPosted: Fri Nov 24, 2017 11:33 
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Currys?! Oh. Well, if you're just gonna jam the fork right into your eye and wriggle it around, there's not much we can do to help :D


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 Post subject: Re: Oculus Rift
PostPosted: Fri Nov 24, 2017 11:39 
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We could push on the fork.

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 Post subject: Re: Oculus Rift
PostPosted: Fri Nov 24, 2017 12:32 
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Doctor Glyndwr wrote:
Currys?! Oh. Well, if you're just gonna jam the fork right into your eye and wriggle it around, there's not much we can do to help :D

I like pain.


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 Post subject: Re: Oculus Rift
PostPosted: Fri Nov 24, 2017 16:43 
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EvilTrousers

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Doctor Glyndwr wrote:
Currys?! Oh. Well, if you're just gonna jam the fork right into your eye and wriggle it around, there's not much we can do to help :D


Attachment:
is that currys.jpg


"Hello is that Currys?"


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 Post subject: Re: Oculus Rift
PostPosted: Fri Nov 24, 2017 23:26 
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It's good! More details later.


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 Post subject: Re: Oculus Rift
PostPosted: Sun Nov 26, 2017 11:08 
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So first impressions.

The inside out tracking works really, really well. I didn't notice any difference between it and Dave's Vive. I managed to get to the extent of the cable (4m) just strolling around and it works great.

The controllers do lose tracking, but the have to be pretty far outside your fov for it to happen. The controllers themselves are a little bit slick and weirdly, light. Fully mapped to Steam VR stuff though, with proper models and everything.

The image is crisp and clear, with one problem: the sweet spot is quite small. Looking down with your eyes instead of your head shows a bit of blur. Otherwise though, much less screen dooring than the vive, and a lighter helmet overall.

I haven't done any gaming yet as I've only had one evening at it and Google earth VR took up most of that. Stomping around new York at skyscraper eye level was superb!


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 13:33 
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I had a longer go last night (until 1am on school night, naughty) and got a bit of gaming in on Space Pirate Trainer. Man, I forgot how intense that game is when you see laser blasts arrowing at your face. It looks really bloody nice in the WMR headset too. You can see where the extra pixels have gone over the vive with distant objects and smaller text.

One downside is the extra faff involved in launching Steam VR games, but being able to flip up the visor is a godsend. I reckon there'll be a windows store app along soon enough to launch Steam VR direct from the "Cliff House ®". I hope so, anyway. Yay, Windows!

Also annoying is The Lab from Valve refuses to launch for some reason. I get the initial room full of valves (which is strangely intimidating), but the game craps out at the first loading screen. As does the Steam VR tutorial.

I've stumped up for a few games (a golf game from the Windows Store and Job Simulator because I'm a masochist) and I've made a list of free stuff to get from Steam. I'm going to introduce the kids to it one evening this week, so I need something friendly and non-intimidating to show them. Arizona Sunshine is not that. Any recommendations?

Also, it turns out if I want to play Dirt Rally in VR, I'm going to have to involve the Occulus ecosystem at some point.


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 13:34 
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Could a kindly mod pull all of my WMR waffling into a separate thread please?


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 13:36 
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DavPaz wrote:
I need something friendly and non-intimidating to show them. Arizona Sunshine is not that. Any recommendations

Doom VFR


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 13:39 
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DavPaz wrote:
Could a kindly mod pull all of my WMR waffling into a separate thread please?

This could just be the "PC VR thread." I don't think we need multiple threads for that.


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 13:45 
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I think the main point is to look down upon xbox one owners and their inability to VR it up. And that.


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 13:55 
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Doctor Glyndwr wrote:
DavPaz wrote:
Could a kindly mod pull all of my WMR waffling into a separate thread please?

This could just be the "PC VR thread." I don't think we need multiple threads for that.

True. Could a nice mod change the title?


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 14:20 
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Extra res would be nice, but really I need a decent FOV increase to tempt me.


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 Post subject: Re: PCVR
PostPosted: Mon Nov 27, 2017 14:52 
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Oh and as I haven't mentioned it yet, Minecraft in VR made me sick as a dog. To the extent that I was still mildly dizzy the following morning. Might need to work up to free movement.


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 14:54 
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Lonewolves wrote:
Extra res would be nice, but really I need a decent FOV increase to tempt me.

I definitely wouldn't go for a WMR set if you already have a rift or vive, but it's awesome to have a another option for buyers.

Cue Occulus and HTC announcing new, wireless, 4K sets in January :)


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 14:56 
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DavPaz wrote:
it's awesome to have a another option for buyers.

Assuming that WMR shares drivers with one of the others, otherwise it's yet another thing to code for (and will become obsolete as one of the others "wins").

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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 14:58 
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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.


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 15:11 
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Grim... wrote:
DavPaz wrote:
it's awesome to have a another option for buyers.

Assuming that WMR shares drivers with one of the others, otherwise it's yet another thing to code for (and will become obsolete as one of the others "wins").

From what I've seen, Steam has fully embraced it in the same way that it embraced Occulus. There are updated controller models and everything :)


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 15:18 
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Grim... wrote:
Assuming that WMR shares drivers with one of the others, otherwise it's yet another thing to code for (and will become obsolete as one of the others "wins").

My money is on WMR being the standard that prevails.


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 16:16 
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Doctor Glyndwr wrote:
Grim... wrote:
Assuming that WMR shares drivers with one of the others, otherwise it's yet another thing to code for (and will become obsolete as one of the others "wins").

My money is on WMR being the standard that prevails.

Interesting. Can you expand?


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 Post subject: Re: PCVR
PostPosted: Mon Nov 27, 2017 16:17 
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I hadn't even heard of WMR until DavPaz mentioned it in this thread. Still not sure what it does - I could search, but ...

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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 16:26 
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DavPaz wrote:
Doctor Glyndwr wrote:
Grim... wrote:
Assuming that WMR shares drivers with one of the others, otherwise it's yet another thing to code for (and will become obsolete as one of the others "wins").

My money is on WMR being the standard that prevails.

Interesting. Can you expand?


Given the photos of food he keeps posting, I would say it’s inevitable.

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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 27, 2017 17:25 
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DavPaz wrote:
Interesting. Can you expand?
It already has backing from Steam + Microsoft and has multiple OEMs behind it. It's immediately the standard to beat in terms of "building a VR ecosystem." Vive is tied into HTC's failing fortunes, and will probably die with it. Oculus is backed by deep pockets but ultimately can't have the same clout on the desktop as the company that literally makes the desktops.

Remember what happend to broad OpenGL adoption after DirectX shipped? WMR is the DirectX of VR. Watch for when Oculus ships some software update that makes it WMR-compatible (or does that already exist?) That's a key turning point.

Curiosity wrote:
Given the photos of food he keeps posting, I would say it’s inevitable.
Oh, bravo.


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