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

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

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How sick of Pi's VR hype are you?

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1 (20%)
Somewhat
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Not at all
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Depends on my mood
4 (80%)

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Legend

Is anyone watching Sonys CES keynote tomorrow in hopes of PSVR news? Looks like it'll be on during an unholy time for me.
We need a thread for that. Yeah I'll watch it!

DerNebel

We need a thread for that. Yeah I'll watch it!
Well I'm not making a thread for an event that I can't even watch :P

kitler53

nope.  i'll wait for the event to finish and then read the news articles.  i can only watch so many conferences.

excited to see how much OR pre-orders for.


Featured Artist: Vanessa Hudgens

Mmm_fish_tacos

The new HTCE VIve Pre



http://www.tomshardware.com/news/htc...ook,30894.html

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One of the first things you'll notice about the new Vive headset is the camera mounted on the lower front of the HMD. This camera is the basis of the "breakthrough" that HTC hinted at last month. The camera is used to bring real objects into view while you're wearing the headset, though I wouldn't really call this AR per se. HTC is using this feature as an extension of the chaperone system, which is used to map the barriers of the room scale tracking area. With the camera, HTC is able to present a blue wireframe outline of the objects and even people in the room. Some of the editors at Tom's Hardware have dubbed this "Tron Mode," which actually describes what you see fairly well.

To enable this feature, you double tap the button on the controller located below the track pad. The game world will disappear, and as you approach the chaperone limits, the wireframe view of objects outside of the limits will come into view. The objects aren't very clear, but they are clear enough to identify.

I was able to identify a painting on the wall, the stands that the lighthouse trackers were attached to, and the people in the room. The details are vague to say the least, but it gives you more than enough information to interact with things without taking the headset off. The view is rather blurry, but it was good enough to make out the important details. I was even able to read my name on my press badge.

HTC's JB Mcree told us that this feature will enable you to locate your keyboard or extra peripherals, such as a wheel for racing games or HOTAS for flight simulators. You can also locate furniture with the HMD over your eyes, allowing you to transition from standing to sitting experiences without taking the Vive off. To demonstrate this feature, Mcree pulled a chair into my play area and simply told me to sit down on it. I was able to clearly make out the chair and sit on it without any trouble, which was simply not possible on the previous version of the Vive.
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The new controllers feature an open ring at the top, which houses the lighthouse sensors. At first glance, the ring at the top appears as though it would enable finger tracking similar to Oculus Touch, but when we asked about it, we were told the Vive controllers don't have that ability.

The buttons on the new controllers have texture to them to make it easier to locate. The two grip pads on the sides of the controllers have been improved to be more comfortable in your hands. The trigger grips have also been updated with a dual-stage action similar to the ones found on the Steam controller.
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there's a 16 min vid at the link

http://www.cnet.com/products/htc-vive-pre/
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The Vive Pre shows the world around me when I double-click a home button on the newly revamped and lighter wireless controllers (which now last 4 hours on a charge, an improvement on the older Vive hardware). But the strange night vision-meets-X-ray graphics layer isn't the same as a real camera feed -- for latency-reducing purposes, according to Valve's Chet Falisze. You can see a smaller picture-in-picture view of what the camera sees, but blown up large it feels like bizarro sonar.

It's not like the sort of virtual-enters-reality feel of augmented reality, like Microsoft's HoloLens. It's something different: the real entering the virtual.

All the Vive Pre's parts are new and refined. The controllers now seem more like something you'd buy in a real store. The room-sensing base stations that come with Vive -- laser-emitting boxes that are meant to be installed high up, like little speakers -- are smaller, compact cubes. The helmet is lighter, with refined strap design and replaceable parts for better nose and face fit that HTC calls "gaskets." The visual display has also been markedly boosted: The resolution is the same, but an engineering tweak to remove "mura" (the processing layer that dims and fades the VR image, according to HTC and Valve) resulted in much poppier, brighter, vivid colors during my brief demo.
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http://www.theverge.com/2016/1/5/107...t-kit-ces-2016
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Right now, the camera doesn't provide much beyond this boundary feature and a full "chaperone" mode, which replaces your entire environment with the camera view. It's HTC and Valve's answer to the vital question "How do you drink a glass of whiskey in VR?", and while it's a pretty good one, it's still not hugely ambitious. But the technology opens up a broader range of possibilities. Third-party developers will be able to tap into it for their own purposes, and an HTC spokesperson says that its software can map 3D space, which would let virtual objects respond to real-world ones -- similar to Microsoft's HoloLens room-scanning tech.

It's a shame that the Vive's demos don't take advantage of these possibilities, or offer much new material at all. The demo includes a handful of familiar virtual experiences, including physics game Job Simulator, the Tilt Brush 3D painting app, and undersea environment TheBluVR. There's a lot of exciting tech in the Vive, but unlike just about everyone else in virtual reality, Valve and HTC aren't putting much effort into advertising their games yet.
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http://uploadvr.com/htc-vive-pre-hands-on/

https://zippy.gfycat.com/DisgustingWealthyArmyworm.webm[/font][/size]


Mmm_fish_tacos

Too bad I didn't back the kickstarter..  :'(

Oculus thanking its early supporters with free VR headset

Oculus VR

CastAR isn't the only company giving back to its fans, as Oculus today made an announcement to reward its earliest supporters. On its Kickstarter page (Oculus first launched a campaign back in August 2012), Oculus announced that it's giving out a free Kickstarter Edition Oculus Rift to all its backers who pledged for a Rift development kit. Just like Rift pre-order purchasers, these folks will also receive the bundled copies of of Lucky's Tale and EVE: Valkyrie.
"You were there at the beginning of our journey -- we couldn't have done it without you. Today marks a new chapter," said the Oculus team.
The dev kits backers will soon receive a survey, and in order to receive the free Kickstarter Edition Rift they simply have to fill out the survey before February 1, 2016. Backers need to provide a shipping address that is located in one of the 20 countries Rift is launching in, but Oculus also promised that for those who don't live in one of those 20 countries, "we're working on an alternative, and you can let us know your preference in the form."
Rift pre-orders will officially open tomorrow at 8AM Pacific time. It's likely we'll finally find out about the retail price and date at that time as well. Stay tuned.

Legend


Mmm_fish_tacos


the-pi-guy

This week is a pretty big week for VR to be honest. 
Which is expected considering. 

But I'm very glad to see information being released for the headsets. 

We should get more Sony information tonight, and we should get more OR information tomorrow I think.  I can't imagine that they wouldn't at least give out the price of OR but still open up preorders. 

Not unless the preorders are more of a wishlist type of thing, which would be weird. 

Plus we got some Vive information. 

kitler53

The new HTCE VIve Pre



http://www.tomshardware.com/news/htc...ook,30894.html
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there's a 16 min vid at the link

http://www.cnet.com/products/htc-vive-pre/
[/font][/size]
[size={defaultattr}][font={defaultattr}]
http://www.theverge.com/2016/1/5/107...t-kit-ces-2016
[/font][/size]
[size={defaultattr}][font={defaultattr}]
http://uploadvr.com/htc-vive-pre-hands-on/

https://zippy.gfycat.com/DisgustingWealthyArmyworm.webm[/font][/size]


that's the "breakthough",.. lame. 

sounds dumb for gameplay and since none of the other platforms use it games won't support it.   as far as "locate your keyboard or extra peripherals" is concerned it is a really expensive solution to which sony has the better answer,.. don't make it such a pain in the dog to take the headset on and off.

this is valves attempt at hardware and oh boy does it show.


Featured Artist: Vanessa Hudgens

Legend


the-pi-guy



Mmm_fish_tacos


Raven

Get hyped. 3 hours!
Can't remember what site it was but they're expecting nothing less than a $500 price tag.

Mmm_fish_tacos

Can't remember what site it was but they're expecting nothing less than a $500 price tag.
Don't think I can handle that right now.

I guess Palmer said they would charge when shipped. So I guess it's okay to preorder.

People on gaf with glasses.... not preorder rift because they think you can't use glasses with the rift. Even if that's true, you don't need to wear glasses. I can't see shame with out mine but I can focus a gearvr and not need them.

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