Are you getting the oculus rift?
For development the dk2 I believe will suffice, because both the cv1 and dk2 support the SDK 1.0 version.
Personally I liked the DK2 experience but also esperienced the lack of (good/ suitable) games.
I'm also interested when the PlayStation VR will arrive and what that will bring
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The problem is that although core gamers love it, for the average consumer who likes to flirt with technology it is just a gimmick. Apple watches and Google glass are both amazing bits of technology but, they haven't taken off because if you wear one in public you look like a complete tool. The same goes for VR. I've used Oculous Rift and the experience was amazing but, I've also watched other people use it and they just look like they are having some kind of seizure. I think any member of the public who sees somebody else using one would be immediately put off by this.
Apple watch in particular is too expensive, but smart watches in general are certainly catching on. Even before the "smart watch" category, "activity monitors" like the FitBit were already quite popular and even "trendy" among non-tech people.
Whenever I see people in VR, they look like they're having a lot of fun, and that makes other people want to try it
I find that 72Hz is pretty good as long as the game actually manages to keep it, and keep it consistent.
90Hz would be awesome though
Not sure about the final Rift version, but other headsets are setting the benchmark at 120Hz.
I guess the Rift is not for me. Any notes when they intend to support OpenGL?
Since when has GL not been supported? (it is)
I had a decent amount of time on a Vive recently and was pretty disappointed ... I didn't think the tracking on the touch controls was particularly good either.
It really depends how well your "lighthouse" is set up. Natural light, halogen lights, large glass surfaces (windows), etc, all mess with it. Ironically a lot of people's living rooms are not ideal, while isolated rooms in the middle of an office are great.
. 22 Racing Series .
Any notes when they intend to support OpenGL?
What gives you the idea they don't?
Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.
Initially I was definitely getting one but now with the HTC Vive I can't decide which to get :/. Occulus seem to be the best bet but I do like the tracking that the Vive has, I'd love to have the option to dedicate a room to it (which is somewhat unrealistic but great to have the option).
I am sold on VR just which to go for.. Maybe both!
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Hah bumhug.
I predict VR will remain a niche for a long time yet, just like "3D TV" did. Sure there's a lot of money going into it, but if pouring money into things guaranteed success, well, history would have far fewer funny stories about foolish venture capitalists.
Agreed. Personally I have never cared for gimmicks that required me to wear something in order to play a game. I want to jump into the game ASAP, not fiddle with putting on a glove (Nintendo Power Glove) or fiddle with adjusting head gear. When I play games the only two things I have is the controller and a bluetooth ear piece (if I'm online). I remember when SOCOM came out bundled with the headset to issue commands to the AI team via your voice; it was fun for a few days then I opted out of putting on the headset to just use the controller commands. I know that is comparing apples and oranges, but my point is that VR has a history of being tried a few times and not succeeding once the newness wore off. I think that is what will happen here, people will get it or be eager about it, but once the newness is gone I think they will only use it sparingly and go back to console and PC gaming.
I will be considering picking up a VR headset this summer for some racing and flight games. I doubt I would use it for shooters or anything like that, but for out right sim stuff it would be ideal, assuming I can rig up all the controls to a suitable blind-touch inputs.
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Where is the "Yes, because I backed the original Kickstarter campaign" option?
http://www.wired.com/2016/01/oculus-kickstarter-backers-get-a-free-rift/
/humblebrag
Agreed. Personally I have never cared for gimmicks that required me to wear something in order to play a game. I want to jump into the game ASAP, not fiddle with putting on a glove (Nintendo Power Glove) or fiddle with adjusting head gear. When I play games the only two things I have is the controller and a bluetooth ear piece (if I'm online). I remember when SOCOM came out bundled with the headset to issue commands to the AI team via your voice; it was fun for a few days then I opted out of putting on the headset to just use the controller commands. I know that is comparing apples and oranges, but my point is that VR has a history of being tried a few times and not succeeding once the newness wore off. I think that is what will happen here, people will get it or be eager about it, but once the newness is gone I think they will only use it sparingly and go back to console and PC gaming.
Have you actually used a Rift or a Vive? There's a world of difference between them and previous attempts. It's still a niche market at the moment, but I'm with Hodgman on this. Future VR tech will allow for some amazing experiences.
What gives you the idea they don't?
http://www.dailytech.com/Oculus+Rift+Confirms+Pause+in+OS+X+Linux+Development+Some+Devs+are+Mad/article37354.htm
That says they're not supporting Linux/OSX at release. Open GL is still supported (and has been pretty much from the beginning).
but then I remembered how many keyboard controls I still use even with my HOTS setup and the though of losing that just doesn't sit well.
come on guys, who looks at the keyboard? ;)
I think It works fine to use a keyboard while wearing a headset.
At least if its set up so you don't have to move your hands too much, easier to keep alignment.
Except that's the exact problem Phantom is describing. You can easily use a keyboard/mouse, or a controller, or even a HOTAS. The problem is when you have to take your hands off the stick to hit a button on the keyboard.
Personally, I really think VR headsets need to come with at least one camera (preferably two) and a hardware button/switch on the headset that allows you to see a direct camera feed.
If I'm being really ambitious, I'd love to see it paired with something like the LEAP motion and allow in game handtracking (with markers for real-world objects like a keyboard). I want to be able to take a sip of my beer while space trucking!
VR also introduces some new tools a designer can work with that no other medium can do:
-Give players a true sense of scale for the size of an object
QFE. I hate 3D in movies or TV. It's rubbish and adds little to the experience.
But in the Rift? It's awesome (and I mean that in the literal sense of "inspiring awe or terror"). Elite Dangerous is a pretty game in 2D, but the first time you drop out of hyperspace staring into a star in VR, you truly get a sense of scale. I really didn't appreciate how good it would be until I tried it.
I didn't think much about the latest VR excitement until I saw a MS video demo for Hololense showing someone playing Minecraft. When I saw the play field become what would be best described as a living board game on table, it stupefied me. I couldn't think about anything else. Even accounting for likely differences between the camera effect processing and what the user actually sees, it looks like an incredibly exciting technology. I want to play games like that and if I had the money it'd be so tempting to break my own rule about not adopting first gen technology and get it just for the sole purpose of playing Minecraft like that.
I haven't experienced the Rift or similar headsets but it does seem like it'd be pretty cool. Slaymin's screenshot got my imagination going of what it might feel like being so close to the end boss in his game. Being immersed in a game this way is something that I would love to experience however I can't quite shake the sense that there's limitations with user interactions that would become frustrating. Either the body tracking or limited real world available space to move would probably break the experience of standing next to a massive monster that's ready to rip my head off. I'm pretty sure that this stuff would be worked out by 2nd gen though and by then I'd absolutely want it to play whatever incarnation Fallout might be on.
Even if my user interaction concerns were eliminated, I don't think I'd get one at this time. The Rift appears to be something that would very effectively move you from the real world to a VR and right now, with my kids, life is such that I can't even immerse myself into a game on a TV screen.