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Most of those problems sound related to early software implementations. E.g. There are ways to "switch to 3rd person views, zoom and pan the camera or detach it
by DiThi 10y ago
Most of those problems sound related to early software implementations. E.g. There are ways to "switch to 3rd person views, zoom and pan the camera or detach it" in comfortable ways. The easiest is having a virtual screen (or portal) but not the only one.
Some other problems relate to game play versus screen/mouse users, which I think it's sort of missing the point.
The sweat problem would be easily resolved with a "soldering mask" solution, like PSVR. Some have modded their Vives that way. And I agree the angle could be better, as the resolution.
But hey, it's definitely a gen 1 product and GPUs just started to have features that allow improvements in hardware that don't tax GPUs so much (such as viewport multicast).
- dogma1138 10y agoCould be, but still playing traditional games like FPS, Sims, etc on VR isn't going to take hold. If there is one thing I've learned from playing ED, EVE:Valk, and StarCitizen on both the Rift and the VIVE is that I AM NOT AN OWL. AR on the other hand might be extremely cool, giving you some additional information in an augmented reality HUD that would give you advantage in a game can be great. Making VR specific activities that are not traditional games or any seated activity can also work, but my biggest disappointment was to learn just how god awful does VR experience in space/flight sim turned out to be, especially in high paced competitive ones with actual combat. The amount of information you can get from monitors is just considerably greater, you don't need to move your head all the time and you can do more than 1 thing at a time considerably easier and faster than with a VR headset. The "physical" and "mental" stress that VR induces is also great, I don't get motion sick at all, but not being able to focus your eyes on something other than the game is pretty damn annoying, having to use your head all the time makes your neck hurt after a while even if you are in great shape (not as bad for walking games, but seated FPS/Sim are torture if you play at any comparable lengths to your normal gaming sessions). Also not being able to turn around and speak to my GF while playing, alt tab to check something, play around with discord or some other voip app and many other things make is just a bitch, even simple things as eating a snack or drinking something becomes a chore. We used to be able to just sit on a couch or a nice chair and play in any position we want while pretending to be a potato for the few hours a week we have to play. I don't mind playing VR in very specific scenarios for <30min but I don't see it replacing traditional PC setups, or even consoles. VR would become closer to the Wii probably it's something you have, it has it's niche but outside of family weekends and parties it would gather dust in the corner. As far as performance goes,I don't have any issues NVIDIA has had support for VR-SLI for a while now, and even 1 single Titan X (Maxwell) has been able to drive any game without any reprojection (Tho in Raw Data the 2nd one does come in handy i think). AMD cards do suffer from major reprojection issues and they tend to run the games at 45fps + repro/timewarp which causes major issues and artifacts maybe with more LiquidVR titles AMD performance would improve but atm the R9 Fury X owners I know with a VR headset are well furious and quite a few of them are raging (both punts intended "Radeon Rage9" and "Fury" ;)).
- renox 10y agoThanks for this instructive (and funny) feedback, it seems that quite a few of your problems are solvable: -a Sony like 'crown' design should induce less sweat. -a "webcam" included in the helmet (like the Vive has) should solve the talking with the GF and eating issue, no?
- dogma1138 10y agoI have the VIVE the webcam overlay is very basic. The problem here is pretty much the constraints of VR vs AR. Do you really see yourself sitting or standing for 2 hours with the headset on your head? Again this is my personal opinion but I just don't see myself doing it, it disconnects me too much from the world around me, and every time i want to drink or take a bit i need to remove the headset or limit my snacks to small pigs in a blanket and drink from a straw. AR solves this, it can enrich any activity and any display type, even the o natural walk in the park. Make an AR version of sonic the hedgehog so people can run through coins and jump through hoops. Heck give it a couple of years and Nike would probably come out with shoes with haptic feedback so you can turn any green field into a soccer stadium and play FIFA 2034 Ultimate Freedom Edition and even feel the "kick of the ball" as you kick through the pixels. But as far VR goes from what I've seen so far "weeeeeeee I'm a fighter pilot" turns too quickly into "meh cosplaying as a fighter pilot is hard work....". Don't get me wrong VR can be tons of fun but given the choice between a monitor spanning cockpit setup for racing/sim games and VR i would take the cockpit without even thinking about it for a second. So for myself personally I put the VR with my Wii and take out mostly to check the "awesome new VR title" and for parties and friends and as far as gaming goes i prefer my natural habitat: http://scontent.cdninstagram.com/t51.2885-15/s480x480/e35/13385897_1051077741647859_1938124837_n.jpg http://scontent.cdninstagram.com/t51.2885-15/s480x480/e35/13...
- DiThi 10y agoThe vast majority of those problems sound fixable by software. In the absence of MSAA, supersampling goes a long way to improve crispness. With proper text rendering (i.e. NOT E:D) you can squeeze much more information in your field of view, even when the game runs at a lower resolution. Not seeing IRL objects or not being able to do anything else at the same time are also software problems. E.g. with OVDDP[0] you can have a virtual "tablet" inside E:D with a window of your choice, in the world or in a controller so you can grab it. Double clicking system or the HMD button (on the left) enables the camera pass through (must be enabled in settings). Using a regular headset instead of the included earbuds to hear the people outside. Etc etc. I find turning your neck in E:D an advantage: being able to look up (and down in some ships). [0] https://github.com/Hotrian/OpenVRDesktopDisplayPortal/releases https://github.com/Hotrian/OpenVRDesktopDisplayPortal/releas...