[quote="Kolreth"]Can the Vive's obstacle detection pick up a big ass dog that tends to follow me everywhere?[/quote]
I LOL'd at this, mostly because I have one too.
Just read an interesting post from the budget cuts developer.
How budget cuts on the rift and PSVR will be a watered down version due to room scaling and motion tracking problems.
He even comments on how oculus recommend not making 360 degree room scaled games for the rift.
https://www.reddit.com/r/oculus/comments/4142r2/handson_with_budget_cuts_a_heartpounding_vive/cyztzrj
It things like this that put me off the rift.
Oculus came up with the controllers after realising how amazing the vives were. That's why they aren't ready.
It all feels a little 'tacked on after' with the oculus.
The more I read the more I sway towards the vive.
Anyone got any info on the vives audio? It's DAC or headphone frequency reposnse etc?
Any pseudo 3D sound like Dolby atmos or DTS X?
Just read an interesting post from the budget cuts developer.
How budget cuts on the rift and PSVR will be a watered down version due to room scaling and motion tracking problems.
He even comments on how oculus recommend not making 360 degree room scaled games for the rift.
It things like this that put me off the rift.
Oculus came up with the controllers after realising how amazing the vives were. That's why they aren't ready.
It all feels a little 'tacked on after' with the oculus.
The more I read the more I sway towards the vive.
Anyone got any info on the vives audio? It's DAC or headphone frequency reposnse etc?
Any pseudo 3D sound like Dolby atmos or DTS X?
[quote="Paul33993"][quote="Conan481"]
I[b]'m not here to tell people what to buy, but I can't understand for the life of me why someone would buy a Vive over a Rift. [/b][/quote]
Sounds like you are. Palmer is PR spinning. Rift will never be room scale without fundamental changes. Forgetting the logistical mess of trying to run all those wires to your PC (from the camera), or the very real possibility the FOV of the camera is too small to prevent occlusion (and they'd have to be a massive improvement over DK2 camera for this to be reality... because DK2's camera's FOV SUCKED!), there's the practical matter: You need a chaperon type system. Even just standing to play something simple like Windlands, I smashed my headset into my monitor a couple of times. I could have very easily hit at a different angle and smashed my mouth against the monitor. It's a PR lie that Rift in its current form will ever be practical for room scale. There's a reason they preached seated over and over (until HTC unveiled Vive).
P.S. I love the Facebook guys who post a video talking about how superior Rift is technically (from CES), when there are just as many (if not more) who claim Vive is better in those tech areas. I suspect they're virtually indistinguishable and I wouldn't built a fort defending either position.[/quote]
Have you been keeping up with the recent news, or have you watched the Video from Valve I posted.
Valves Alex Vlachos says Chaperone and room scale will be supported with the rift + touch!
Now, It doesn't matter what Oculus supports or if they even want room scale themseleves. All Steam VR room scale games have been CONFIRMED to be Rift compatible including using the Chaperone system. This is great news, as Rift owners will be getting the same experience as Vive owners "in theory" as there hasn't really been any solid demos of room scale with a camera behind you for the Rift.
Even the Hover Junker guys said that their game is playable on the Rift with only front facing cameras! and full 360 movement and little to no occlusion.
The Rift camera FOV is better then DK2, and there are youtube videos showing people testing this in Rift demo rooms. Basically with one camera up in the corner you were able to basically walk an entire 12 x 12 room and touch every wall without losing tracking.
Maybe Oculus store or Oculus Exclusives will not be made with room scale in mind but every Vive game on the SteamVR store will also be Room scale on the Rift.
You guys should visit the Oculus Reddit to see why this is a huge deal that has alot of people jazzed.
You are now getting the best of both worlds with the Rift. Better Hardware, and the ability to play and experience Oculus Exclusives, which includes games, movies, etc.
Vive doesn't have any exclusives, and people assumed Valve would be pushing their software to the Vive, but yesterday Valve confirmed that all their software will run on both devices.
P.S. Who cares what facebook guys say about the Rift, when obviously they are gonna say that their hardware is superior and HTC is gonna say their hardsware is superior.
I'm talking about USER REPORTS from people who have tried both Vive Pre (basically CV1) and the Rift CV1 back to back. I've read almost every first hand account I could find and their was a very common conclusion from most people and they were:
Rift has wider FOV
Vive has Higher FOV
Rift has less SDE
Rift has no light scatter, while the Vive does.
Rift is lighter and more comfortable
Rift has a really good integrated Audio Solution
Rift has better Fresnal Lenses
Nobody has said that the Vive is the better headset from what I've read or from Videos I've watched. What people have said is that Vive experience with motion controlls and room scale is awesome, but visual fidelity is clearly better on the Rift from first hand accounts.
Anyway, I'm just trying to help people here decide what to get and to keep them UPDATED with current info.
The best bet of course is too wait till both are out and then decide. But many people are impatient and would like the most info possible before making a buying decision.
I'm not here to tell people what to buy, but I can't understand for the life of me why someone would buy a Vive over a Rift.
Sounds like you are. Palmer is PR spinning. Rift will never be room scale without fundamental changes. Forgetting the logistical mess of trying to run all those wires to your PC (from the camera), or the very real possibility the FOV of the camera is too small to prevent occlusion (and they'd have to be a massive improvement over DK2 camera for this to be reality... because DK2's camera's FOV SUCKED!), there's the practical matter: You need a chaperon type system. Even just standing to play something simple like Windlands, I smashed my headset into my monitor a couple of times. I could have very easily hit at a different angle and smashed my mouth against the monitor. It's a PR lie that Rift in its current form will ever be practical for room scale. There's a reason they preached seated over and over (until HTC unveiled Vive).
P.S. I love the Facebook guys who post a video talking about how superior Rift is technically (from CES), when there are just as many (if not more) who claim Vive is better in those tech areas. I suspect they're virtually indistinguishable and I wouldn't built a fort defending either position.
Have you been keeping up with the recent news, or have you watched the Video from Valve I posted.
Valves Alex Vlachos says Chaperone and room scale will be supported with the rift + touch!
Now, It doesn't matter what Oculus supports or if they even want room scale themseleves. All Steam VR room scale games have been CONFIRMED to be Rift compatible including using the Chaperone system. This is great news, as Rift owners will be getting the same experience as Vive owners "in theory" as there hasn't really been any solid demos of room scale with a camera behind you for the Rift.
Even the Hover Junker guys said that their game is playable on the Rift with only front facing cameras! and full 360 movement and little to no occlusion.
The Rift camera FOV is better then DK2, and there are youtube videos showing people testing this in Rift demo rooms. Basically with one camera up in the corner you were able to basically walk an entire 12 x 12 room and touch every wall without losing tracking.
Maybe Oculus store or Oculus Exclusives will not be made with room scale in mind but every Vive game on the SteamVR store will also be Room scale on the Rift.
You guys should visit the Oculus Reddit to see why this is a huge deal that has alot of people jazzed.
You are now getting the best of both worlds with the Rift. Better Hardware, and the ability to play and experience Oculus Exclusives, which includes games, movies, etc.
Vive doesn't have any exclusives, and people assumed Valve would be pushing their software to the Vive, but yesterday Valve confirmed that all their software will run on both devices.
P.S. Who cares what facebook guys say about the Rift, when obviously they are gonna say that their hardware is superior and HTC is gonna say their hardsware is superior.
I'm talking about USER REPORTS from people who have tried both Vive Pre (basically CV1) and the Rift CV1 back to back. I've read almost every first hand account I could find and their was a very common conclusion from most people and they were:
Rift has wider FOV
Vive has Higher FOV
Rift has less SDE
Rift has no light scatter, while the Vive does.
Rift is lighter and more comfortable
Rift has a really good integrated Audio Solution
Rift has better Fresnal Lenses
Nobody has said that the Vive is the better headset from what I've read or from Videos I've watched. What people have said is that Vive experience with motion controlls and room scale is awesome, but visual fidelity is clearly better on the Rift from first hand accounts.
Anyway, I'm just trying to help people here decide what to get and to keep them UPDATED with current info.
The best bet of course is too wait till both are out and then decide. But many people are impatient and would like the most info possible before making a buying decision.
[quote="GibsonRed"]Just read an interesting post from the budget cuts developer.
How budget cuts on the rift and PSVR will be a watered down version due to room scaling and motion tracking problems.
He even comments on how oculus recommend not making 360 degree room scaled games for the rift.
https://www.reddit.com/r/oculus/comments/4142r2/handson_with_budget_cuts_a_heartpounding_vive/cyztzrj
It things like this that put me off the rift.
Oculus came up with the controllers after realising how amazing the vives were. That's why they aren't ready.
It all feels a little 'tacked on after' with the oculus.
The more I read the more I sway towards the vive.
Anyone got any info on the vives audio? It's DAC or headphone frequency reposnse etc?
Any pseudo 3D sound like Dolby atmos or DTS X?[/quote]
Sorry, but posts like this make me laugh.
First of all the Oculus touch was being developed way before Vive showed it's motion controllers. Palmer was talking about input years ago and they even bought the guys who designed the Xbox One gampepad to work on the Touch. Touch was in no way a reaction to the Vive.
That Budget Cuts Reddit is a joke. They never even had the TOUCH controllers to test.LOL and they were salty that they didn't get their Touch Dev kit yet and even asked for one in a trailer for the game. LOL They were just "assuming" that it wouldn't work as well, and while it's true that Oculus themselves weren't pushing room scale, it doesn't matter anymore.
Valves Alex Vlachos says Chaperone and room scale will be supported with the rift + touch, so whatever version of Budget Cuts comes out on the Vive, will be the same version you play on the Rift.
Vive hasn't really mentioned anything about Audio yet. NO, there will be no Atmos or DTX X support for either one because that doesn't even make any sense.
The Rift does have integrated Audio DACS that will do 360 spatial audio for every game as it's part of the SDK. I would suspect that the Audio experience will be better on the Rift as they have been very vocal about using very high quality DACS and even the earphones are supposed to be good.
Vive is using earbuds that plug into it, and you can use your own headphones but thats gonna add considerable bulk, and inconvenience.
Basically the Vive has the advantage of true room scale from the get go, while the Rift will have it once Touch is released. Cost will most likely be the same once you factor in the Touch.
If you don't care about the Rift exclusives, or the Rifts superior hardware, and you are mostly interested in ONLY standing or 360 experience and want all that in April Vs. waiting till the end of the year for the Rift, then I think the Vive is the way to go.
If you want to be able to play everything and don' mind waiting for roomscale, then I think the Rift is the better buy because you get access to everything.
I might still get the Vive, as I'm hugely impatient and I could always sell it later for hopefully very little loss.
Here's the link again.....
https://www.reddit.com/r/oculus/comments/479sh5/valves_alex_vlachos_says_chaperone_and_room_scale/?sort=new
It things like this that put me off the rift.
Oculus came up with the controllers after realising how amazing the vives were. That's why they aren't ready.
It all feels a little 'tacked on after' with the oculus.
The more I read the more I sway towards the vive.
Anyone got any info on the vives audio? It's DAC or headphone frequency reposnse etc?
Any pseudo 3D sound like Dolby atmos or DTS X?
Sorry, but posts like this make me laugh.
First of all the Oculus touch was being developed way before Vive showed it's motion controllers. Palmer was talking about input years ago and they even bought the guys who designed the Xbox One gampepad to work on the Touch. Touch was in no way a reaction to the Vive.
That Budget Cuts Reddit is a joke. They never even had the TOUCH controllers to test.LOL and they were salty that they didn't get their Touch Dev kit yet and even asked for one in a trailer for the game. LOL They were just "assuming" that it wouldn't work as well, and while it's true that Oculus themselves weren't pushing room scale, it doesn't matter anymore.
Valves Alex Vlachos says Chaperone and room scale will be supported with the rift + touch, so whatever version of Budget Cuts comes out on the Vive, will be the same version you play on the Rift.
Vive hasn't really mentioned anything about Audio yet. NO, there will be no Atmos or DTX X support for either one because that doesn't even make any sense.
The Rift does have integrated Audio DACS that will do 360 spatial audio for every game as it's part of the SDK. I would suspect that the Audio experience will be better on the Rift as they have been very vocal about using very high quality DACS and even the earphones are supposed to be good.
Vive is using earbuds that plug into it, and you can use your own headphones but thats gonna add considerable bulk, and inconvenience.
Basically the Vive has the advantage of true room scale from the get go, while the Rift will have it once Touch is released. Cost will most likely be the same once you factor in the Touch.
If you don't care about the Rift exclusives, or the Rifts superior hardware, and you are mostly interested in ONLY standing or 360 experience and want all that in April Vs. waiting till the end of the year for the Rift, then I think the Vive is the way to go.
If you want to be able to play everything and don' mind waiting for roomscale, then I think the Rift is the better buy because you get access to everything.
I might still get the Vive, as I'm hugely impatient and I could always sell it later for hopefully very little loss.
People like you make me laugh.
Did you actually read my post or the link?
You are emotionally invested in a VR headset and can't see past your own opinions Conan.
People are just coming up with pros and cons for each headset to try and make an informed decision.
You are trying to convince people that the rift is better.
Like a religious nutter! It's pathetic TBH.
Why wouldn't Dolby atmos of DTSX be good for VR?
They do headphone versions of both you know?
What exactly do you think the rifts 3D audio is?
I'm quoting game developers and oculus official responses but you say the Reddits a joke!?!
Like we should take your opinion over a game developer and the oculus designers?
You're crazy if you think anyone would do that.
It's borderline dillusional.
Very amusing though.
I buy products on what service they can provide for me now.
Not what it MIGHT do in 6 months IF they decide to and it doesn't get delayed/dropped again.
Also if what you say about the chaperone system is true, why would any game developer in their right mind make games for the locked down rift when they could use the steamVR method and be compatable with the rift/vive and all the other VR solutions that are coming out?
I don't think you've thought this one through at all!
People like you make me laugh.
Did you actually read my post or the link?
You are emotionally invested in a VR headset and can't see past your own opinions Conan.
People are just coming up with pros and cons for each headset to try and make an informed decision.
You are trying to convince people that the rift is better.
Like a religious nutter! It's pathetic TBH.
Why wouldn't Dolby atmos of DTSX be good for VR?
They do headphone versions of both you know?
What exactly do you think the rifts 3D audio is?
I'm quoting game developers and oculus official responses but you say the Reddits a joke!?!
Like we should take your opinion over a game developer and the oculus designers?
You're crazy if you think anyone would do that.
It's borderline dillusional.
Very amusing though.
I buy products on what service they can provide for me now.
Not what it MIGHT do in 6 months IF they decide to and it doesn't get delayed/dropped again.
Also if what you say about the chaperone system is true, why would any game developer in their right mind make games for the locked down rift when they could use the steamVR method and be compatable with the rift/vive and all the other VR solutions that are coming out?
I don't think you've thought this one through at all!
Gibson, you are a fucking idiot. I don't normally insult people on this forum but you keep posting inaccurate info and people like you make buying something more difficult because of all the BS people need to sift through to get any real info.
Of course I read that reddit you twat. I read it when it first came out. It seems like youpre the one that doesn't even read your own freaking links! Budget Cuts developer hadn't even used the touch with their game! they were just guessing and honestly being very petty because they didn't receive a Touch Dev kit right away. That entire reddit was based on theory and no one developer that has ACTUALLY used it has really said anything about the Touch yet or how it compares to the Vive. When they ACTUALLY use a touch I'd give a shit what they say until then...
What do you mean if "what I say about the chaperone system is ture"? I just posted a fucking link that has VALVE saying this not me. Jesus, are you a half wit or something?
"why would a devloper in their right mind make games for the locked down rift"? LOL. Because Oculus is the developer of many games and they funded them. LOL. If you want to come on here and talk shit, you should at least have some basic knowledge on the subject.
Oculus has their own 3D spatial Sound built into their SDK. I'm not going to explain why there is no benefit of a multichannel audio codec like Atmos or DTS X that is designed for the home and theatre for a two channel headphone......
Your saying I'm a Rift Fanboy, but your are obviously a Vive FANBOY, and you can't even back up anything you say and most of the shit you say is either wrong or inaccurate.
I've put aside enough money for both systems but with the news yesterday of full roomscale on the Rift as well using SteamVR, I'm thinking I could use that 1300 for Hotas and steering wheel setup.
Gibson, you are a fucking idiot. I don't normally insult people on this forum but you keep posting inaccurate info and people like you make buying something more difficult because of all the BS people need to sift through to get any real info.
Of course I read that reddit you twat. I read it when it first came out. It seems like youpre the one that doesn't even read your own freaking links! Budget Cuts developer hadn't even used the touch with their game! they were just guessing and honestly being very petty because they didn't receive a Touch Dev kit right away. That entire reddit was based on theory and no one developer that has ACTUALLY used it has really said anything about the Touch yet or how it compares to the Vive. When they ACTUALLY use a touch I'd give a shit what they say until then...
What do you mean if "what I say about the chaperone system is ture"? I just posted a fucking link that has VALVE saying this not me. Jesus, are you a half wit or something?
"why would a devloper in their right mind make games for the locked down rift"? LOL. Because Oculus is the developer of many games and they funded them. LOL. If you want to come on here and talk shit, you should at least have some basic knowledge on the subject.
Oculus has their own 3D spatial Sound built into their SDK. I'm not going to explain why there is no benefit of a multichannel audio codec like Atmos or DTS X that is designed for the home and theatre for a two channel headphone......
Your saying I'm a Rift Fanboy, but your are obviously a Vive FANBOY, and you can't even back up anything you say and most of the shit you say is either wrong or inaccurate.
I've put aside enough money for both systems but with the news yesterday of full roomscale on the Rift as well using SteamVR, I'm thinking I could use that 1300 for Hotas and steering wheel setup.
So we should take your assumption that the rift will support full room tracking and motion controller support in budget cuts over the actual game developers opinion?
That's very confident of you. Why have you got the hardware and tried it?
See what I mean about dillusional.
All your ad hoc comments don't deter from the fact that you are clearly biased and can't see pass your own opinions.
As for me being a vive fanboy why did I preorder a rift then?
What have I said that is inaccurate exactly?
I'm sure you won't answer and of my questions and just hurl more insults but experience makes you wise and 'coming later' and 'added in' don't always pan out how you 'assume', which you seem to do a hell of a lot of.
So we should take your assumption that the rift will support full room tracking and motion controller support in budget cuts over the actual game developers opinion?
That's very confident of you. Why have you got the hardware and tried it?
See what I mean about dillusional.
All your ad hoc comments don't deter from the fact that you are clearly biased and can't see pass your own opinions.
As for me being a vive fanboy why did I preorder a rift then?
What have I said that is inaccurate exactly?
I'm sure you won't answer and of my questions and just hurl more insults but experience makes you wise and 'coming later' and 'added in' don't always pan out how you 'assume', which you seem to do a hell of a lot of.
I'm gonna break this down for you and I'm not gonna be rude because maybe others don't know how this is going to work with SteamVR, and why yesterdays announcement from valve is such a big deal for Rift users.
You keep bringing me or my assumptions into this conversation but it has NOTHING to do with that and it doesn't matter what the developer decides as they are not making the decisions of limiting the Rift version unless they release a gimped version for Oculus home.
This is how it works with SteamVR: A game is released on steamVR and it supports different setups. Example Room scale, standing, standing 360, etc. The developer decides on what configs are suitable for their game and the game is released on SteamVR. Now, the developer HAS NO SAY OR CANT DECIDE WHAT HARDWARE WILL WORK WITH STEAMVR. VALE DECIDES ON WHAT HARDWARE IS COMPATIBILITY WITH THE GAME AND WHAT TYPE OF SETUP THE HARDWARE IS CAPABLE OF.
VALVE HAS STATED THAT THE RIFT WILL BE FULL ROOM SCALE COMPATIBLE, AND ALSO WORK WITH THE CHAPERONE SYSTEM.
So when you connect the Rift to SteamVR, any SteamVR game with room scale option will 100% work with the Rift and has nothing to do with the developer. EVERY VIVE game WILL WORK in ROOM SCALE on the Rift as well.
Does this make sense to you?
Don't go insulting people, when you dont know how things work.
How am I dillusional?
There are no opinions here, only facts and if you can't understand that, well I feel sorry for your lack of basic understanding.
How do I know why you preordered the Rift, maybe you are thinking of cancelling and getting a Vive? Who knows, but you gotta stop with the all the FUD.
I'm trying to help fellow 3D vision users, and you keep making things very aggravating.
Everything you have said is inaccurate exactly! I've already responded to all your points and why they are inaccurate. You obviously lack basic reading comprehension and haven't even bothered to check out the Valve video and reddit link I posted or you are just being a troll and trying to annoy me. Congrates.
I'm gonna break this down for you and I'm not gonna be rude because maybe others don't know how this is going to work with SteamVR, and why yesterdays announcement from valve is such a big deal for Rift users.
You keep bringing me or my assumptions into this conversation but it has NOTHING to do with that and it doesn't matter what the developer decides as they are not making the decisions of limiting the Rift version unless they release a gimped version for Oculus home.
This is how it works with SteamVR: A game is released on steamVR and it supports different setups. Example Room scale, standing, standing 360, etc. The developer decides on what configs are suitable for their game and the game is released on SteamVR. Now, the developer HAS NO SAY OR CANT DECIDE WHAT HARDWARE WILL WORK WITH STEAMVR. VALE DECIDES ON WHAT HARDWARE IS COMPATIBILITY WITH THE GAME AND WHAT TYPE OF SETUP THE HARDWARE IS CAPABLE OF.
VALVE HAS STATED THAT THE RIFT WILL BE FULL ROOM SCALE COMPATIBLE, AND ALSO WORK WITH THE CHAPERONE SYSTEM.
So when you connect the Rift to SteamVR, any SteamVR game with room scale option will 100% work with the Rift and has nothing to do with the developer. EVERY VIVE game WILL WORK in ROOM SCALE on the Rift as well.
Does this make sense to you?
Don't go insulting people, when you dont know how things work.
How am I dillusional?
There are no opinions here, only facts and if you can't understand that, well I feel sorry for your lack of basic understanding.
How do I know why you preordered the Rift, maybe you are thinking of cancelling and getting a Vive? Who knows, but you gotta stop with the all the FUD.
I'm trying to help fellow 3D vision users, and you keep making things very aggravating.
Everything you have said is inaccurate exactly! I've already responded to all your points and why they are inaccurate. You obviously lack basic reading comprehension and haven't even bothered to check out the Valve video and reddit link I posted or you are just being a troll and trying to annoy me. Congrates.
I don't get the whole move in the space idea. Thats just stupid.
It's just not preactical, if you don't have a big storage building to play a shootter or similar with augmented Wall ect.
I can't i magine my self jumping and walking around a room with wires going to my 1.5 thousand dollar pc that's kind of demanded to run great VR.
I don't get the whole move in the space idea. Thats just stupid.
It's just not preactical, if you don't have a big storage building to play a shootter or similar with augmented Wall ect.
I can't i magine my self jumping and walking around a room with wires going to my 1.5 thousand dollar pc that's kind of demanded to run great VR.
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Conan if what you say is true why is job simulator only going to be 180 degrees on the rift and 360 degrees on the vive?
https://m.reddit.com/r/Vive/comments/41ezln/job_simulator_on_vive_will_always_be_a_roomscale/
Same thing that's going to happen to budget cuts, a watered down VR experience.
The oculus can't do 360 as it hasn't got the hardware to allow it to! Doesn't really matter what the software in steam allows!
http://www.kitguru.net/peripherals/jon-martindale/oculus-rift-cv1s-360-degree-touch-tracking-may-be-problematic/
You've watched a video and drawn some very far fetched conclusions to back up what you want to be true!
These are facts coming from the game developers mouth not how you've interpreted a video talking about things in general.
I'm not afraid of being wrong on the matter. I'd love 360 tracking and fully featured chaparone system on the rift, but it's not going to happen.
You are in for a disappointment, like most disillusioned people.
Did you read my last post! about how steamVR is going to work with Roomscale and the Rift?!
Why do you keep saying "if what I say is true" for the last fucking time, VALVE SAID THIS NOT ME!!! DO YOU KNOW THAT VALVE RUNS/OWNS STEAM VR?
You keep bringing up old thread to prove a point that doesn't exist anymore and you obviously are not comprehending anything I've posted. I've linked to the video FROM VALVE, and I've linked REddit that explain exactly what I'm talking about and it's confirmed by multiple people and from Valve themselves.
Both those links you posted are talking about PORTING the game to the Oculus! The whole point of which doesn't matter because you can play the steamVR version on the Rift with the exact same Room Scale options when the Touch comes out. AGAIN IT DOESN'T MATTER WHAT THE DEVELOPER SAYS AS THEY HAVE NO CHOICE WHAT HARDWARE THE GAME WILL SUPPORT ONCE IT'S RELEASED ON STEAM!.
I wish Mods were here and would lock this thread as I don't think it's going to be helpful anymore.
Anyone else been following this thread and can understand or maybe explain to Gibson how SteamVr is going to work and how roomscale is 100% confirmed with the Rift through steamVR. Maybe the way I'm explaining it, isn't good enough. I don't think I can explain it any simpler way, and I'm banning myself from this thread.
Gibson, just by the Vive and be happy! I don't care what you buy but I'm trying to help those people who are interested in both to understand that all these VIVE room scale games will work on the Rift, when the touch comes out though SteamVR.
It's good that your not afraid to be wrong on the matter, because you are wrong, and you will get the chaperone system on the Rift as has been confirmed by Valve, Engadget, etc. I wish I could bet you all the money I have through some kind of secure third party pay pal account and take your money. People like you is why I hate most forums. Constant moronic spreading of FUD and lack of understanding.
Did you read my last post! about how steamVR is going to work with Roomscale and the Rift?!
Why do you keep saying "if what I say is true" for the last fucking time, VALVE SAID THIS NOT ME!!! DO YOU KNOW THAT VALVE RUNS/OWNS STEAM VR?
You keep bringing up old thread to prove a point that doesn't exist anymore and you obviously are not comprehending anything I've posted. I've linked to the video FROM VALVE, and I've linked REddit that explain exactly what I'm talking about and it's confirmed by multiple people and from Valve themselves.
Both those links you posted are talking about PORTING the game to the Oculus! The whole point of which doesn't matter because you can play the steamVR version on the Rift with the exact same Room Scale options when the Touch comes out. AGAIN IT DOESN'T MATTER WHAT THE DEVELOPER SAYS AS THEY HAVE NO CHOICE WHAT HARDWARE THE GAME WILL SUPPORT ONCE IT'S RELEASED ON STEAM!.
I wish Mods were here and would lock this thread as I don't think it's going to be helpful anymore.
Anyone else been following this thread and can understand or maybe explain to Gibson how SteamVr is going to work and how roomscale is 100% confirmed with the Rift through steamVR. Maybe the way I'm explaining it, isn't good enough. I don't think I can explain it any simpler way, and I'm banning myself from this thread.
Gibson, just by the Vive and be happy! I don't care what you buy but I'm trying to help those people who are interested in both to understand that all these VIVE room scale games will work on the Rift, when the touch comes out though SteamVR.
It's good that your not afraid to be wrong on the matter, because you are wrong, and you will get the chaperone system on the Rift as has been confirmed by Valve, Engadget, etc. I wish I could bet you all the money I have through some kind of secure third party pay pal account and take your money. People like you is why I hate most forums. Constant moronic spreading of FUD and lack of understanding.
I guess the assumption is that it will work 100% with the same experience as with the Vive. I'm sure it's compatible, but I don't believe it will offer the same experience, or even a comparable one at the moment. It's like NVidia saying that PhysX will work on systems using AMD cards. That's technically true, but it won't work nearly as well.
I guess the assumption is that it will work 100% with the same experience as with the Vive. I'm sure it's compatible, but I don't believe it will offer the same experience, or even a comparable one at the moment. It's like NVidia saying that PhysX will work on systems using AMD cards. That's technically true, but it won't work nearly as well.
[quote="MilkManEX"]I guess the assumption is that it will work 100% with the same experience as with the Vive. I'm sure it's compatible, but I don't believe it will offer the same experience, or even a comparable one at the moment. It's like NVidia saying that PhysX will work on systems using AMD cards. That's technically true, but it won't work nearly as well.[/quote]
This we don't know. We have to wait for the Touch to get to more Dvs, and then we should here more once SteamVR adds Touch.
The Vive may very well be better for roomscale and it's easier to setup, but for those that want to "experiment" with the Touch, they won't be limited by Developers. That to me is exciting and props to Valve for not limiting it to just the Vive.
Just a quick update. It seems that it may be HTC that is in fact no supporting Oculus home and not the other way around. Palmer said that they haven't received permission to add the Vive to the OCulus SDK.
MilkManEX said:I guess the assumption is that it will work 100% with the same experience as with the Vive. I'm sure it's compatible, but I don't believe it will offer the same experience, or even a comparable one at the moment. It's like NVidia saying that PhysX will work on systems using AMD cards. That's technically true, but it won't work nearly as well.
This we don't know. We have to wait for the Touch to get to more Dvs, and then we should here more once SteamVR adds Touch.
The Vive may very well be better for roomscale and it's easier to setup, but for those that want to "experiment" with the Touch, they won't be limited by Developers. That to me is exciting and props to Valve for not limiting it to just the Vive.
Just a quick update. It seems that it may be HTC that is in fact no supporting Oculus home and not the other way around. Palmer said that they haven't received permission to add the Vive to the OCulus SDK.
Conan you simpleton.
Steam supports 4K gaming but not if your hardware doesn't!
You ignore what the actual game developers say and what Palmer Luckey back tracked on his tweets about room scale with, but believe that it'll work in steam properly!
You're an idiot!
Good luck with that!
Occlusion look it up.
And how is the rift going to get will access to the FULL vive chaparone system when The rift doesn't even have a front camera?
Is it because the steam video says it does??
LMAO
Conan you simpleton.
Steam supports 4K gaming but not if your hardware doesn't!
You ignore what the actual game developers say and what Palmer Luckey back tracked on his tweets about room scale with, but believe that it'll work in steam properly!
You're an idiot!
Good luck with that!
Occlusion look it up.
And how is the rift going to get will access to the FULL vive chaparone system when The rift doesn't even have a front camera?
Is it because the steam video says it does??
I LOL'd at this, mostly because I have one too.
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How budget cuts on the rift and PSVR will be a watered down version due to room scaling and motion tracking problems.
He even comments on how oculus recommend not making 360 degree room scaled games for the rift.
https://www.reddit.com/r/oculus/comments/4142r2/handson_with_budget_cuts_a_heartpounding_vive/cyztzrj
It things like this that put me off the rift.
Oculus came up with the controllers after realising how amazing the vives were. That's why they aren't ready.
It all feels a little 'tacked on after' with the oculus.
The more I read the more I sway towards the vive.
Anyone got any info on the vives audio? It's DAC or headphone frequency reposnse etc?
Any pseudo 3D sound like Dolby atmos or DTS X?
Have you been keeping up with the recent news, or have you watched the Video from Valve I posted.
Valves Alex Vlachos says Chaperone and room scale will be supported with the rift + touch!
Now, It doesn't matter what Oculus supports or if they even want room scale themseleves. All Steam VR room scale games have been CONFIRMED to be Rift compatible including using the Chaperone system. This is great news, as Rift owners will be getting the same experience as Vive owners "in theory" as there hasn't really been any solid demos of room scale with a camera behind you for the Rift.
Even the Hover Junker guys said that their game is playable on the Rift with only front facing cameras! and full 360 movement and little to no occlusion.
The Rift camera FOV is better then DK2, and there are youtube videos showing people testing this in Rift demo rooms. Basically with one camera up in the corner you were able to basically walk an entire 12 x 12 room and touch every wall without losing tracking.
Maybe Oculus store or Oculus Exclusives will not be made with room scale in mind but every Vive game on the SteamVR store will also be Room scale on the Rift.
You guys should visit the Oculus Reddit to see why this is a huge deal that has alot of people jazzed.
You are now getting the best of both worlds with the Rift. Better Hardware, and the ability to play and experience Oculus Exclusives, which includes games, movies, etc.
Vive doesn't have any exclusives, and people assumed Valve would be pushing their software to the Vive, but yesterday Valve confirmed that all their software will run on both devices.
P.S. Who cares what facebook guys say about the Rift, when obviously they are gonna say that their hardware is superior and HTC is gonna say their hardsware is superior.
I'm talking about USER REPORTS from people who have tried both Vive Pre (basically CV1) and the Rift CV1 back to back. I've read almost every first hand account I could find and their was a very common conclusion from most people and they were:
Rift has wider FOV
Vive has Higher FOV
Rift has less SDE
Rift has no light scatter, while the Vive does.
Rift is lighter and more comfortable
Rift has a really good integrated Audio Solution
Rift has better Fresnal Lenses
Nobody has said that the Vive is the better headset from what I've read or from Videos I've watched. What people have said is that Vive experience with motion controlls and room scale is awesome, but visual fidelity is clearly better on the Rift from first hand accounts.
Anyway, I'm just trying to help people here decide what to get and to keep them UPDATED with current info.
The best bet of course is too wait till both are out and then decide. But many people are impatient and would like the most info possible before making a buying decision.
Sorry, but posts like this make me laugh.
First of all the Oculus touch was being developed way before Vive showed it's motion controllers. Palmer was talking about input years ago and they even bought the guys who designed the Xbox One gampepad to work on the Touch. Touch was in no way a reaction to the Vive.
That Budget Cuts Reddit is a joke. They never even had the TOUCH controllers to test.LOL and they were salty that they didn't get their Touch Dev kit yet and even asked for one in a trailer for the game. LOL They were just "assuming" that it wouldn't work as well, and while it's true that Oculus themselves weren't pushing room scale, it doesn't matter anymore.
Valves Alex Vlachos says Chaperone and room scale will be supported with the rift + touch, so whatever version of Budget Cuts comes out on the Vive, will be the same version you play on the Rift.
Vive hasn't really mentioned anything about Audio yet. NO, there will be no Atmos or DTX X support for either one because that doesn't even make any sense.
The Rift does have integrated Audio DACS that will do 360 spatial audio for every game as it's part of the SDK. I would suspect that the Audio experience will be better on the Rift as they have been very vocal about using very high quality DACS and even the earphones are supposed to be good.
Vive is using earbuds that plug into it, and you can use your own headphones but thats gonna add considerable bulk, and inconvenience.
Basically the Vive has the advantage of true room scale from the get go, while the Rift will have it once Touch is released. Cost will most likely be the same once you factor in the Touch.
If you don't care about the Rift exclusives, or the Rifts superior hardware, and you are mostly interested in ONLY standing or 360 experience and want all that in April Vs. waiting till the end of the year for the Rift, then I think the Vive is the way to go.
If you want to be able to play everything and don' mind waiting for roomscale, then I think the Rift is the better buy because you get access to everything.
I might still get the Vive, as I'm hugely impatient and I could always sell it later for hopefully very little loss.
Here's the link again.....
https://www.reddit.com/r/oculus/comments/479sh5/valves_alex_vlachos_says_chaperone_and_room_scale/?sort=new
Did you actually read my post or the link?
You are emotionally invested in a VR headset and can't see past your own opinions Conan.
People are just coming up with pros and cons for each headset to try and make an informed decision.
You are trying to convince people that the rift is better.
Like a religious nutter! It's pathetic TBH.
Why wouldn't Dolby atmos of DTSX be good for VR?
They do headphone versions of both you know?
What exactly do you think the rifts 3D audio is?
I'm quoting game developers and oculus official responses but you say the Reddits a joke!?!
Like we should take your opinion over a game developer and the oculus designers?
You're crazy if you think anyone would do that.
It's borderline dillusional.
Very amusing though.
I buy products on what service they can provide for me now.
Not what it MIGHT do in 6 months IF they decide to and it doesn't get delayed/dropped again.
Also if what you say about the chaperone system is true, why would any game developer in their right mind make games for the locked down rift when they could use the steamVR method and be compatable with the rift/vive and all the other VR solutions that are coming out?
I don't think you've thought this one through at all!
Of course I read that reddit you twat. I read it when it first came out. It seems like youpre the one that doesn't even read your own freaking links! Budget Cuts developer hadn't even used the touch with their game! they were just guessing and honestly being very petty because they didn't receive a Touch Dev kit right away. That entire reddit was based on theory and no one developer that has ACTUALLY used it has really said anything about the Touch yet or how it compares to the Vive. When they ACTUALLY use a touch I'd give a shit what they say until then...
What do you mean if "what I say about the chaperone system is ture"? I just posted a fucking link that has VALVE saying this not me. Jesus, are you a half wit or something?
"why would a devloper in their right mind make games for the locked down rift"? LOL. Because Oculus is the developer of many games and they funded them. LOL. If you want to come on here and talk shit, you should at least have some basic knowledge on the subject.
Oculus has their own 3D spatial Sound built into their SDK. I'm not going to explain why there is no benefit of a multichannel audio codec like Atmos or DTS X that is designed for the home and theatre for a two channel headphone......
Your saying I'm a Rift Fanboy, but your are obviously a Vive FANBOY, and you can't even back up anything you say and most of the shit you say is either wrong or inaccurate.
I've put aside enough money for both systems but with the news yesterday of full roomscale on the Rift as well using SteamVR, I'm thinking I could use that 1300 for Hotas and steering wheel setup.
That's very confident of you. Why have you got the hardware and tried it?
See what I mean about dillusional.
All your ad hoc comments don't deter from the fact that you are clearly biased and can't see pass your own opinions.
As for me being a vive fanboy why did I preorder a rift then?
What have I said that is inaccurate exactly?
I'm sure you won't answer and of my questions and just hurl more insults but experience makes you wise and 'coming later' and 'added in' don't always pan out how you 'assume', which you seem to do a hell of a lot of.
You keep bringing me or my assumptions into this conversation but it has NOTHING to do with that and it doesn't matter what the developer decides as they are not making the decisions of limiting the Rift version unless they release a gimped version for Oculus home.
This is how it works with SteamVR: A game is released on steamVR and it supports different setups. Example Room scale, standing, standing 360, etc. The developer decides on what configs are suitable for their game and the game is released on SteamVR. Now, the developer HAS NO SAY OR CANT DECIDE WHAT HARDWARE WILL WORK WITH STEAMVR. VALE DECIDES ON WHAT HARDWARE IS COMPATIBILITY WITH THE GAME AND WHAT TYPE OF SETUP THE HARDWARE IS CAPABLE OF.
VALVE HAS STATED THAT THE RIFT WILL BE FULL ROOM SCALE COMPATIBLE, AND ALSO WORK WITH THE CHAPERONE SYSTEM.
So when you connect the Rift to SteamVR, any SteamVR game with room scale option will 100% work with the Rift and has nothing to do with the developer. EVERY VIVE game WILL WORK in ROOM SCALE on the Rift as well.
Does this make sense to you?
Don't go insulting people, when you dont know how things work.
How am I dillusional?
There are no opinions here, only facts and if you can't understand that, well I feel sorry for your lack of basic understanding.
How do I know why you preordered the Rift, maybe you are thinking of cancelling and getting a Vive? Who knows, but you gotta stop with the all the FUD.
I'm trying to help fellow 3D vision users, and you keep making things very aggravating.
Everything you have said is inaccurate exactly! I've already responded to all your points and why they are inaccurate. You obviously lack basic reading comprehension and haven't even bothered to check out the Valve video and reddit link I posted or you are just being a troll and trying to annoy me. Congrates.
It's just not preactical, if you don't have a big storage building to play a shootter or similar with augmented Wall ect.
I can't i magine my self jumping and walking around a room with wires going to my 1.5 thousand dollar pc that's kind of demanded to run great VR.
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I vote for the first fanboy... or the second one?... I am confused :/
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https://m.reddit.com/r/Vive/comments/41ezln/job_simulator_on_vive_will_always_be_a_roomscale/
Same thing that's going to happen to budget cuts, a watered down VR experience.
The oculus can't do 360 as it hasn't got the hardware to allow it to! Doesn't really matter what the software in steam allows!
http://www.kitguru.net/peripherals/jon-martindale/oculus-rift-cv1s-360-degree-touch-tracking-may-be-problematic/
You've watched a video and drawn some very far fetched conclusions to back up what you want to be true!
These are facts coming from the game developers mouth not how you've interpreted a video talking about things in general.
I'm not afraid of being wrong on the matter. I'd love 360 tracking and fully featured chaparone system on the rift, but it's not going to happen.
You are in for a disappointment, like most disillusioned people.
Why do you keep saying "if what I say is true" for the last fucking time, VALVE SAID THIS NOT ME!!! DO YOU KNOW THAT VALVE RUNS/OWNS STEAM VR?
You keep bringing up old thread to prove a point that doesn't exist anymore and you obviously are not comprehending anything I've posted. I've linked to the video FROM VALVE, and I've linked REddit that explain exactly what I'm talking about and it's confirmed by multiple people and from Valve themselves.
Both those links you posted are talking about PORTING the game to the Oculus! The whole point of which doesn't matter because you can play the steamVR version on the Rift with the exact same Room Scale options when the Touch comes out. AGAIN IT DOESN'T MATTER WHAT THE DEVELOPER SAYS AS THEY HAVE NO CHOICE WHAT HARDWARE THE GAME WILL SUPPORT ONCE IT'S RELEASED ON STEAM!.
I wish Mods were here and would lock this thread as I don't think it's going to be helpful anymore.
Anyone else been following this thread and can understand or maybe explain to Gibson how SteamVr is going to work and how roomscale is 100% confirmed with the Rift through steamVR. Maybe the way I'm explaining it, isn't good enough. I don't think I can explain it any simpler way, and I'm banning myself from this thread.
Gibson, just by the Vive and be happy! I don't care what you buy but I'm trying to help those people who are interested in both to understand that all these VIVE room scale games will work on the Rift, when the touch comes out though SteamVR.
It's good that your not afraid to be wrong on the matter, because you are wrong, and you will get the chaperone system on the Rift as has been confirmed by Valve, Engadget, etc. I wish I could bet you all the money I have through some kind of secure third party pay pal account and take your money. People like you is why I hate most forums. Constant moronic spreading of FUD and lack of understanding.
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This we don't know. We have to wait for the Touch to get to more Dvs, and then we should here more once SteamVR adds Touch.
The Vive may very well be better for roomscale and it's easier to setup, but for those that want to "experiment" with the Touch, they won't be limited by Developers. That to me is exciting and props to Valve for not limiting it to just the Vive.
Just a quick update. It seems that it may be HTC that is in fact no supporting Oculus home and not the other way around. Palmer said that they haven't received permission to add the Vive to the OCulus SDK.
Steam supports 4K gaming but not if your hardware doesn't!
You ignore what the actual game developers say and what Palmer Luckey back tracked on his tweets about room scale with, but believe that it'll work in steam properly!
You're an idiot!
Good luck with that!
Occlusion look it up.
And how is the rift going to get will access to the FULL vive chaparone system when The rift doesn't even have a front camera?
Is it because the steam video says it does??
LMAO