The VR thread. U R Not red(e) PSVR2 is legitimate!

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Started by Mmm_fish_tacos, Sep 05, 2015, 06:10 PM

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How sick of Pi's VR hype are you?

Mmm_fish_tacos

Agreed, but I like that someone at least tried that direction. Even if they are behind in other aspects, the camera itself is important I think.  

Oculus really made their newest headset really nice.  
The reviews make it sound almost perfect, and in many respects better than the Vive.  
Hopefully they'll add that to next year's model or at least come up with an add on.

From the link i posted a few post ago.

Vive Pre: I'm conflicted. I feel like my demo specifically was less than par for a multitude of reasons, but I'll start with the positives. Once I point out negatives, take them with a grain of salt unless other people who have tried both the Vive and CV1 report the same issues.
When the Vive works properly, it works well. Their Controller tracking works very precisely (just like the Vive and Rift headsets). Aiming down the sights of a gun felt natural. The touchpads functioned (though they weren't used too much in the demos for anything but swiping). Room scale VR is nice, but so is sitting down with a controller in hand playing a slightly more familiar game with a gamepad and head tracking. I see both applications taking off. The Chaperone system seemed OK but really nothing special, basically just a wireframe box that shows up when you get close to the edge of your preprogrammed space (Oculus could do something like this in their SDK if they wanted, it was really really really simple).
The ocean scene was nice. The blue whale that came looked pretty sweet. Aside from that, the textures in the scene were mostly pretty meh.
The zombie shooter (did everyone else try this or was my demoer being nice?) was actually pretty cool, though the controls for ammo and gun switching felt a little unnatural. It felt awkward like pulling a game controller trigger, not like grabbing and dropping something.
Tiltbrush was fun. Nothing to really complain about, aside from a bug on one of my controllers. I could honestly see artists picking this up. That video of the Disney artist painting Ariel in 3D was no joke.
Now for neutral and negative comments about the Vive: The resolution seems kinda around the same, or maybe slightly worse (I know, same res screens, but optics do a lot) than the Rift CV1. However, the kit was blurry. I had my demoer (actually, both of them, since the first one had technical issues) clean it but it didn't really help. The lenses looked sparkly clean but it was blurry when I put it on.. Maybe my head is too small or too big for their one-size-fits-all stuff, but seriously, it was pretty bad in the center (I tried adjusting the position of the Vive on my face, the tightness of the straps, it didn't help). Surely these problems will be fixed by a consumer release, but the blur was certainly problematic. After I was done and noted the blur, my demoer tried it on and noted the same problems, saying it was weird as hell (I assume he's tried it before). Probably just a problem with that unit or my head. I didn't see any pentile artifacts iirc, but those didn't bother me in the Rift anyways.
Second, a whole host of technical issues had me waiting another 15-20 minutes before I had a working demo. The first Vive I tried, the visuals were tilted. One reset and recalibration later and that was fixed, but now the motion controllers weren't connected or weren't tracking! Ew. Also it was blurry as I said above. So I waited some time for another demo room to open up. Luckily that one worked. It still had the blur of my first headset. The controllers again didn't work but a restart of the software fixed it once and for all.
Shooting my guns accurately was harder than it should have been due to the blur. One of the controllers had a bugged touchpad that would glitch the hell out if I lifted my finger off of it, which made the menu all jittery in tiltbrush. Keeping my finger on it fixed it, but it still shouldn't be happening.
Finally, the ergonomics of the Vive Pre were just not up to snuff. They're still using elastic bands, and the headset was heavier than the Rift. This allowed it to move around a little while on my face, even when the straps were relatively tight. Also due to the elastic, the padding didn't feel as "invisible" as on the Rift. I couldn't whip my head around without the headset moving, so I occasionally had to adjust it to get in the almost-sweet-spot again (which was awkward while holding the motion controllers). While I don't have any Oculus Touch experience to compare against yet, the controllers didn't feel quite as ergonomic as I was expecting, but they were good enough to where I would feel comfortable using them at least for a few hours without complaint. I'll compare tomorrow if I get Touch in my hands.