Author Topic: Valve Partners with HTC for its VR Headset [2015 Release]  (Read 2130 times)

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:O


Anyways, I'd assume the consumer Oculus will have a higher res screen, but if HTC is to be believed, what its got going on should be fun.

i see their oculus rift partnership went well :^)

My college owns an Oculus, so I can only really speak/develop for that at the current moment.

My college owns an Oculus, so I can only really speak/develop for that at the current moment.
I've developed with Oculus VR before. In my opinion it makes developing so much more fun.

I've done some testing with the OVR. It's much more fun with an Omni. What was hard, for me atleast, was calibrating it with software. I had no loving clue what values it returned so I did some trial and error and it returns XYZ but I'm not very familiar with Pitch, Yaw and Roll which made some pretty funny issues, lol.

I've done some testing with the OVR. It's much more fun with an Omni.
I've also gotten to use the Omni and I partially disagree but that's because I also want to use VR for things like visiting the cinema or hanging out in Second Life (wht a nrd)

I tried some simulators in which you stay still. A rollercoaster simulator and a space simulator. The others that I downloaded required movement and having your keyboard hanging fron your shoulder with a belt isn't pretty nor comfortable.

And guys, just a heads up, with the Oculus DK1 (Not sure about DK2), if the screen stays the same for a while, you'll see the pixel grid. I overcame this with blurring the entire screen enough to change the color variables but not as much for the user to notice a difference. It's a bit resource intensive but gets rid of the ugly grid.

http://gizmodo.com/htc-vive-virtual-reality-so-damn-real-that-i-cant-even-1689396093

Quote
See, the controllers have trackers just like the little squares you see on the headset, which lets the Vive know exactly where they are (and by extension your hands and arms) too. In fact, the Vive actually shows them to you when you have the helmet on. And let me tell you: It is loving awesome. You see them in real life, put the headset on, and continue to see them in the virtual world. They act as an anchor point as you travel from real reality to a virtual one; it's still your body and your arms, just somewhere else. It's a small detail but it makes all the difference in the world.

Gg Valve, you win.


They got those weird touch-pad controllers in after all.

But I guess that we're this much closer to getting a real SAO! We just need to find a way to move the person's mind into the machine so as to not be obstructed by real-life objects.

They got those weird touch-pad controllers in after all.

But I guess that we're this much closer to getting a real SAO! We just need to find a way to move the person's mind into the machine so as to not be obstructed by real-life objects.
Yes and then a way to fry their brains if they die ingame or decide to take off the helmet without finishing the game.

I kinda wish that there were gloves instead of controlers, but regardless this is a great development to VR.  Looking forward to see where it goes from here.

0/10 no gorgeous aluminum unibody frame.

0/10 no gorgeous aluminum unibody frame.
apple vive
cost: $5000