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Virtual Reality


Vecha
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I know a bunch of the "Gaming PC" makers have started working on VR backpacks, essentially powerful laptops in a hardshell backpack n you run the VR system in to that, lets you be free form, though I imagine if you're on the Vive there's the wires to deal with to the "lighthouse" but probably some method to make them wireless.

 

There's the dark horse too in Google Cardboard. For one it's super cheap, and most everyone has access to a device that supports it. Samsung must be making some pennies from their Gear VR too to continue making it. And Google has Project Tango in the works too, which'll theoretically do much of the stuff lighthouse does (alongside other things). Obviously you're not going to get something like Star Citizen running on a phone anytime soon, but stuff like the office demo thing, and such are likely quite capable. In fact the Nvidia Shield thing has been running stuff like MG:R native so you can get pretty beefy. And the screens on mobile phones far surpass those on the Rift & Vive so less of a fly screen issue too. But that's all likely a bit out, Tango is still in the prototyping stage (though I've noticed a couple apps for it in the "Early Access" stuff on Play so who knows?)

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Taking a look at some of the recent VR stuff coming out, people are standing and using those Vive sticks or some other specialized input method. It's cool and all but they're still pretty much standing in place (in real life and in-game) and there is no realistic way to solve the space problem when talking about moving about. I just want to see substantial in-game movement in a Vive setup. Granted, I'm not looking very hard. I know that people do play stuff like Minecraft in VR so moving around and doing stuff while seated isn't an issue.

 

I think people and devs are just trying too hard to be 1:1 with real movement. It looks (in-game!) awesome but there's only so much you can do standing and twirling. As for the twirling... I swear someday we'll get good wireless video streams and awesome batteries... Imagine the hardware you'd need for rendering something for VR and then streaming it.

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https://www.engadget.com/2016/10/26/lenovo-hp-and-dell-are-all-working-on-300-windows-vr-headsets/

 

No specs but there are a slew of $300 and above headsets coming for PC. This is probably the only real way to get the install base needed to kick off VR for gaming. In other settings I'd expect the Vive and Oculus to thrive due to performance. If this works then maybe we'll see Vive and Oculus grade headsets around that price range in say five years. VR can work but it'll take time.

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First I'm hearing about the Vive Tracker and new strap. The new head strap addresses the poor original Vive head strap which is awesome. The Vive Tracker is interesting. Aside from additional props, I can foresee it being used to map out your room and with some procedural generation can make a bunker of sorts for say a shooting game. Enthusiasts/businesses (e.g., arcades, damn it Japan) can even make their own stage. To me it would address having furniture in your room. The only limiting factor off the top of my head right now is number of tracked objects which stands at 16 but it should be expandable with more compute power and/or hardware. 

Edit: Also there's the TPCast Wireless Vive... you can see it in action above.

Edited by Mal
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  • 3 weeks later...

 

Skip the first minute or so.

This video shows how 3rd Person games could work in VR and modded VR at that. It could be from RTS to traditional 3rd Person games. It's interesting to see in even this janky form. To me it kind of makes the self inflicted typecasting (for a lack of a better word) to 1st Person games by VR devs seems almost silly. Yes, they make the most sense but other views is possible and should be explored.

 

Also this video is also nice to see how Nintendo IP can work in VR. To me, it looks like the same breath of life that motion controls gave Resident Evil 4 on the Wii. Nintendo hardware got ways to go though.... if it survives the Switch era.

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