General VR Catch-All

Warriorpoet897 wrote:
Methedras wrote:

I quickly noticed that when the image was dark, the top third of the left screen couldn’t achieve true black, but was rather a mottled, dark greenish mess, and it had quite a few bright green stuck pixels.

Without actually seeing your screens, what your describing sounds like mura and is normal. The Vive has mura correction but you can still see t if you're looking at it. Stuck pixels are not normal of course. I had four on my Vive but they somehow fixed them with a software update. I know that sounds like science fiction but it's not. If you have the room I'd strongly suggest the Vive over the Rift (I have both).

It may be mura, but it just looks like the two screens were very different batches with possibly different manufacturers or at least possibly with a different process. The problem is that one has it and one doesn't, which was very disorienting. Almost like red/blue 3D glasses.

Since you have both, how is the image quality of the Vive compared to the Rift?

The Brookhaven Experiment has made me scream out loud in fright while playing it. Highly recommend!

Methedras wrote:

Since you have both, how is the image quality of the Vive compared to the Rift?

They're just different. The Vive is a little brighter and has a very slightly wider FOV and I prefer the shape of the Vive's POV which is more rounded. The Rift has very slightly less screen door effect, partially because of its slightly smaller FOV and it's definitely a bit more comfortable to wear, but not by any huge margins in my opinion. On the other hand, "God rays" are worse on the Rift.

Robust 360 room scale is the main differentiator to me.

Thanks for the thorough comparison. The God rays are pretty annoying with the Rift, so it's good to hear they're better on the Vive. I'm going to have to do some serious tidying in my office to make it Vive-safe, but it will probably be worth it.

JC wrote:

The Brookhaven Experiment has made me scream out loud in fright while playing it. Highly recommend! :)

Raw Data makes me feel like a soon-to-be victim of mob violence.

And then I shoot some of the robot dudes and I feel like a badass.

Then comes level two, and I feel creeped out and had to play something else instead.

Looking forward to feeling like a badass again

Methedras wrote:

Thanks for the thorough comparison. The God rays are pretty annoying with the Rift, so it's good to hear they're better on the Vive. I'm going to have to do some serious tidying in my office to make it Vive-safe, but it will probably be worth it. ;)

Vive has its weird circular rays too, its these funky optics. 1st gen has definitely not nailed that part. Like WarriorPoet said, right now its all about the hand controllers. If you want to play games like Job Simulator, Fantastic Contraption, Raw Data, Brookhaven Experiment etc etc etc there's only one place to do that.

If you're patient, there will be 3 options (including Playstation VR)

polypusher wrote:
Methedras wrote:

Thanks for the thorough comparison. The God rays are pretty annoying with the Rift, so it's good to hear they're better on the Vive. I'm going to have to do some serious tidying in my office to make it Vive-safe, but it will probably be worth it. ;)

Vive has its weird circular rays too, its these funky optics. 1st gen has definitely not nailed that part. Like WarriorPoet said, right now its all about the hand controllers. If you want to play games like Job Simulator, Fantastic Contraption, Raw Data, Brookhaven Experiment etc etc etc there's only one place to do that.

If you're patient, there will be 3 options (including Playstation VR)

True. Both HMDs have fresnel lenses that show the pattern in the lenses under certain conditions. To me none of this really matters once you're engrossed in a game though.

Ascension is making a VR game and they have a beta with signups that are live right now. It's compatible with Rift, Vive and GearVR

https://docs.google.com/forms/d/e/1F...

I want a AAA VR god game and I want it now, dammit!

PlayStation VR requires about 60-square feet of space to use and other new details

Sony’s upcoming PlayStation VR headset will require about 60-square-feet of cleared space to use and asks that players remain seated whenever possible while playing, according to new documentation released by the company.

The PlayStation Camera, which is required to use the VR headset, needs a cleared play area of about 9.8 feet by 6.2 feet, according to a sales brochure for the device.

Source image IMAGE(http://i.imgur.com/LXU94zz.jpg)

It's clearly a recommendation, not a requirement. There may be a minimum distance away from the camera, though, which is suggested by the image, but not stated.

That's some premium click-bait headline writing.

Edit: Speaking of PS VR, I may end up letting go of my pre-order just because I shouldn't spend the money on it and all the games. I really want to try it out, but I think I'll wait until there's a killer-app type game that makes it completely worth it. That may take a couple generations of VR headsets.

Is anybody in one of the European timezones or an early riser in the US willing to try raw data co-op this Sunday?

NothingWitty wrote:

Is anybody in one of the European timezones or an early riser in the US willing to try raw data co-op this Sunday?

What's the time difference where you are from EST?

tuffalobuffalo wrote:

That's some premium click-bait headline writing.

Edit: Speaking of PS VR, I may end up letting go of my pre-order just because I shouldn't spend the money on it and all the games. I really want to try it out, but I think I'll wait until there's a killer-app type game that makes it completely worth it. That may take a couple generations of VR headsets.

I'd be really surprised if Fallout 4 isn't that game for a lot of people, as long as they can solve locomotion in some sort of satisfying way for a game that big. However there are games like Budget Cuts coming up for the Vive that already fit that bill in my opinion. Nothing in VR has given me as much of a sense of presence as the short little pre-pre-alpha demo they released.

VR has made me a little bit of a PC Master Race guy--I just can't fathom the PSVR being in the same vicinity of the ballpark of what the Vive provides.

IMAGE(http://i.imgur.com/oCg4jaW.jpg)

Warriorpoet897 wrote:
NothingWitty wrote:

Is anybody in one of the European timezones or an early riser in the US willing to try raw data co-op this Sunday?

What's the time difference where you are from EST?

A very manageable 6 hours, actually. So, for example 10pm my time would be 4pm your time.

Steam VR sale this weekend!

NothingWitty wrote:
Warriorpoet897 wrote:
NothingWitty wrote:

Is anybody in one of the European timezones or an early riser in the US willing to try raw data co-op this Sunday?

What's the time difference where you are from EST?

A very manageable 6 hours, actually. So, for example 10pm my time would be 4pm your time.

I won't be around Sunday but I play during the day quite a bit in general. Add me on steam... same SN.

Has anyone come up with a good way to avoid getting the cable all twisted up in games like Holopoint and Brookhaven Experiment? The constant spinning around in place to find the next target does a number on the cord.

JC wrote:

Has anyone come up with a good way to avoid getting the cable all twisted up in games like Holopoint and Brookhaven Experiment? The constant spinning around in place to find the next target does a number on the cord.

I've just practiced cable management and awareness, but it took a while. You can get used to spinning back and forth instead of just continuing in the same direction--I've gotten pretty good at it with Holopoint. I never have to untangle mid-game anymore at all. For a game with so much movement, running the cables from the ceiling is not an option, and I don't know what other solutions there are.

agreed. I would do some sort of ceiling hack in a second if I didn't have a ceiling fan. Researched and saw a few folks that used the retractable dog leashes clipped to the ceiling and it looked pretty brilliant.

Just a follow-up on my plight. Sixteen days after the initial support contact, I finally heard back from Oculus and they asked for more (virtually impossible) photos and informed me that as per their terms of service, they don't issue refunds, so apparently I'm stuck with it. I guess I will still pursue a replacement, but their customer service remains a joke.

The research i've done most people says the ceiling hacks don't work because then the cable gets in the way of your hands on more games than you would think. I was big on finding something for this at first but again after a bit I have gotten very use to just always spinning back and forth. I can still feel the wire on my back but generally do not have much of an issue.

Sorry to hear about your troubles Methedras. As usual with customer service problems, the louder you are, the more attention you'll get and the quicker you'll see a resolution. Keep emailing them, find a phone number if you can, write on Reddit and Twitter about it. That is assuming you can't live with the problem. It sounds like it might not be very apparent in games? If so you'd learn to forget it in time.

Regarding cord management, I think generally the cord on the floor isnt much of a hazard. You develop a sense of where it is and how to turn to avoid it. Even with action packed games like Raw Data I've never come close to tripping on it, and mine is significantly shortened due to some annoying curling (I just need to unplug it and let the cords untwist)

It'll be amazing one day when they're wireless but I dont think any crazy solutions are necessary before then.

Tried out a Vive at a kiosk at a local mall today. My very first thought was that the so-called "screendoor" effect was more like looking a the whole world projected on the screen of an old cathode ray tube arcade game. That said, I thought the whole experience was amazing and my young children thought it was neat, but were far less impressed than I was.

Valve's Longbow demo was totally compelling and super fun.

polq37 wrote:

Tried out a Vive at a kiosk at a local mall today. My very first thought was that the so-called "screendoor" effect was more like looking a the whole world projected on the screen of an old cathode ray tube arcade game. That said, I thought the whole experience was amazing and my young children thought it was neat, but were far less impressed than I was.

Valve's Longbow demo was totally compelling and super fun.

That goes away after about twenty minutes as you start paying attention to the game rather than the tech. Then you start doing things like trying to lean on a table that doesn't exist or stepping over digital obstacles even when you remind yourself there's nothing really there.

Warriorpoet897 wrote:
polq37 wrote:

Tried out a Vive at a kiosk at a local mall today. My very first thought was that the so-called "screendoor" effect was more like looking a the whole world projected on the screen of an old cathode ray tube arcade game. That said, I thought the whole experience was amazing and my young children thought it was neat, but were far less impressed than I was.

Valve's Longbow demo was totally compelling and super fun.

That goes away after about twenty minutes as you start paying attention to the game rather than the tech. Then you start doing things like trying to lean on a table that doesn't exist or stepping over digital obstacles even when you remind yourself there's nothing really there.

I got to try it in Durham last week, and despite not getting too much in the way of adjustment for the fit (I could still see a little bit of light down one side of my nose) and noticing the screen door effect in the first waiting room, I didn't notice it again as soon as I started blowing up balloons.

Like you, the bow demo was great and I actually liked the Blu even though it wasn't interactive. The others seemed neat, but needed a bit more time to learn the controls to make any kind of meaningful judgment.

The great thing about the bow demo is you completely forget you are using the controllers. In some of the other demos I actually was distracted by the controllers; either with not knowing the button placement of being aware of the slight tremor that I have in my hands.

Overall, a great experience and very glad we wandered by the Microsoft store after an impromptu visit to the mall just to beat the heat.

Badferret wrote:

The great thing about the bow demo is you completely forget you are using the controllers. In some of the other demos I actually was distracted by the controllers; either with not knowing the button placement of being aware of the slight tremor that I have in my hands.

I didn't try out much beyond Longbow and the whale thing, so I can't really speak to the controller experience in other games. But, I have used a bow and arrow a few times in the last few years and the Longbow demo was a near flawless representation of the fun parts of archery.

I was very impressed with how the controllers, the haptic feedback, and the audio all worked together.

I'm starting to get a little concerned... it's been about 10 minutes. All I wanted to do was play some Raw Data

IMAGE(http://i.imgur.com/EcekKBZ.png)