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    There's a bit in Ready Player One where IOI are plotting filling up screens with adverts "We can sell 80 percent of the screen WITHOUT inducing seizures!"

    THIS is how Asura's Facebookulus Rift will look like after scanning his retinas:

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      It won't happen for a while but little by little you'll see that crap seep in they can't help themselves.

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        Originally posted by QualityChimp View Post
        There's a bit in Ready Player One where IOI are plotting filling up screens with adverts "We can sell 80 percent of the screen WITHOUT inducing seizures
        Let's revisit this conversation in 2025

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          If you have VRchat (PC) installed its work having a wander around this

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            C&D in 5... 4... 3...

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              Originally posted by Asura View Post
              C&D in 5... 4... 3...
              Thing is with VRChat, its not a paid app and its all user creations. Once you play a map its cached on your system.
              I dont think there have been any removal requests. And 99% of the avatars are copy righted. Does this some how fall under parody?
              The map above is a place to explore only. Not really a game.

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                Originally posted by huxley View Post
                Thing is with VRChat, its not a paid app and its all user creations. Once you play a map its cached on your system.
                I dont think there have been any removal requests. And 99% of the avatars are copy righted. Does this some how fall under parody?
                The map above is a place to explore only. Not really a game.
                All true... But it's Nintendo. They can be overly-zealous with this stuff.

                And you're right about the avatar thing; loads of those avatars in VRChat are ripped out of the assets of other games; though they do sometimes get C&Ds (I have some avatars which no longer work, which said something like "removed" when you try to select them).

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                  Just noticed this topic is over 7 years old. Where did the time go!?

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                    Originally posted by Brad View Post
                    Just noticed this topic is over 7 years old. Where did the time go!?
                    I still remember trying Team Fortress 2 on a janky setup with the DK1. It was amazing... But also vomit-inducing. You immediately noticed loads of things too which would later become pretty standard known issues for VR games, like how in typical FPS characters run at ~30mph, and doors are 15 feet tall and 10 feet wide.

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                      I'm playing Alyx and it's so good that it makes you realise that they need to replace the controllers with gloves or something

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                        Originally posted by Brad View Post
                        I'm playing Alyx and it's so good that it makes you realise that they need to replace the controllers with gloves or something
                        You're on an Oculus set, yeah? I believe the Valve Index's knuckle controllers are a bit closer to that.

                        One thing you can do, or at least, you could on the Q1, is you can buy these elasticated straps which go over the controllers. They stop them falling out of your hands if you fully open your palms. With those, the effect is better.

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                          I'm on a Reverb now. The oculus controllers are quite a bit better than these :-(

                          My poitn was that instead of thinking wow, this is amazine (because it is) I'm thinking this would be so much better without controllers at all lol. Devs can't win.

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                            The biggest issue I find that's immersion breaking is that nothing has any weight, so an oil drum is the same as bottle. I'm also useless at throwing grenades in VR, they always land at my feet.

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                              Originally posted by MartyG View Post
                              The biggest issue I find that's immersion breaking is that nothing has any weight, so an oil drum is the same as bottle. I'm also useless at throwing grenades in VR, they always land at my feet.
                              There's a trick to it.

                              The Quest tracking has a problem with this because the cameras are forward/side facing, and they lose your arm if you lift it above your head. This is actually an issue in some PCVR games like RAW DATA which had you holster weapons over your shoulders.

                              The three ways to do it are...

                              1) Try to look at your arm as you throw it, though this feels unnatural
                              2) Bowl them under-arm, this generally works better
                              3) "Push" them. Bring your hand to your shoulder, then extend your arm forward and release the button

                              It's definitely immersion-breaking (it's one of the reasons, I think, that Sony's PSVR2 patent actually has a widefield camera on the back of the headband, as some Sony games like Blood & Truth and Farpoint would be more difficult on the Quest due to this issue).

                              This is also one of the things preventing certain games in VR, and a reality/constraint developers have to work with. It's why, for example, no-one has made a good Oculus Quest Golf game despite how it would be something of a slam-dunk; it would be difficult to make a game where an important part of the controls hinge on what your hands/arms are doing when they're behind your head.

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                                I find I get the same whether I'm using Quest or Index - I'll try the under arm approach, it'll probably mean I hit less lightbulbs too

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