Rift, Vive, and Virtual Reality

I disagree , the games look flat a lot of the time and really detracts from the experience. Its hard to go from a rift down to a quest when your playing the same game.

Yep, smooth shaded polys and low-res blob shadows definitely don't provide a ton of stereo information. Mobile also pretty well kills the likelihood of seeing parallax mapping, as opposed to plain normal maps, which are needed if you want materials that provide stereo perspective correct shading.
 
it's a nice easy to use VR device. You grab it, put it on your face, turn it on and that's it.

battery lasts 2,5 to 3hours i'd say, maybe more if i did only video watching.
it's less confortable than PSVR for long period of use.
Tracking is awesome, it almost never lost tracking during my sessions.

I had one bad freeze during my first play of Vader immortal, had to hold the power buttton for a long time before it would shut down
It has not happened again, hope it won't !
Some games have framerate problems sometimes, wonder if it's because it's doing some background stuff at the same time.

It may not have the graphical power of PC or PS4, but fighting armed robots with my lightsaber together with Darth Vader was more exciting than playing battlefront.
 
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it's a nice easy to use VR device. You grab it, put it on your face, turn it on and that's it.

battery lasts 2,5 to 3hours i'd say, maybe more if i did only video watching.
it's less confortable than PSVR for long period of use.
Tracking is awesome, it almost never lost tracking during my sessions.

I had one bad freeze during my first play of Vader immortal, had to hold the power buttton for a long time before it would shut down
It has not happened again, hope it won't !
Some games have framerate problems sometimes, wonder if it's because it's doing some background stuff at the same time.

It may not have the graphical power of PC or PS4, but fighting armed robots with my lightsaber together with Darth Vader was more exciting than playing battlefront.

I feel like they should have waited a year on the quest. There are already better SOCs on the market and if they waited a year it could have included one of those or even a newer soc. I alsothink they should have released at $500 to allow for a better SOC. A 2020 quest at $500 in the spring would have sold to early adopters and could have been $450 for black Friday or even $400. I have a feeling we are gong to see a fast turn around on a quest replacement with a new one in spring of 2021
 
Looking at this thread made me remember that Acer was also going to release a VR headset with 2160x2160 lenses like the HP Reverb. The Concept D OJO I think it was. I wonder whatever happened to that as it was announced shortly after the HP Reverb.

Also, it looks like HP have updated the HP Reverb to improve its reliability (the launch for it was absolutely horrible). Unfortunately, they didn't do the one thing it really needed...add adjustable physical IPD support. /sigh.

That's why I was more interested in the Acer headset. Physical IPD adjustment was one of the bullet points for it.

Regards,
SB
 
VR porn has gotten better. Sexlikereal has nice integration to stream purchased/sample content to app downloadable from oculus store. I like to use store apps to avoid getting random nasty spyware on my windows box. Some content is stream only, most seems to be also downloadable. It seems to be some kind of supersite providing content from multiple other sites so they have much more variety than some other more specialized providers.

Softer content seems like a nice way for someone to try out without having to see something causing life long trauma

https://www.sexlikereal.com/virtualreality/list/studio/79-StasyQVR

https://www.sexlikereal.com/
 
Yeah, the novelty for VR porn videos has pretty much died for me. It's all POV and POV in VR porn weirds me the F. out. There's so many problems with it, not the least of which is that is rare that a video gets the scale right. So you end up feeling like either a midget or a giant.

The rare videos where it isn't POV, however, have retained my interest. But those are very rare. They still retain the scaling problems, but at least I'm not looking at what is supposed to be my body and seeing something either too small or too large.

Regards,
SB
 
Yeah, the novelty for VR porn videos has pretty much died for me. It's all POV and POV in VR porn weirds me the F. out. There's so many problems with it, not the least of which is that is rare that a video gets the scale right. So you end up feeling like either a midget or a giant.

The rare videos where it isn't POV, however, have retained my interest. But those are very rare. They still retain the scaling problems, but at least I'm not looking at what is supposed to be my body and seeing something either too small or too large.

I don't know about the VR Porn, but those VR 360 videos I have seen, other than the "midget or giant" problem you mentioned, also have the problem that they are kind of centered around a single point, which makes moving your head around (even slightly) very unnatural. I think the only way to workaround this is to actually render the whole scene in 3D, so it can take your head position into account properly.
 
I don't know about the VR Porn, but those VR 360 videos I have seen, other than the "midget or giant" problem you mentioned, also have the problem that they are kind of centered around a single point, which makes moving your head around (even slightly) very unnatural. I think the only way to workaround this is to actually render the whole scene in 3D, so it can take your head position into account properly.

Yeah I wonder why the only 3d vr videos that are properly scaled was Jonathan Bell (and it's not actually a video).

I can't find any 3d vr video that are properly scaled.

No, the only workaround to this is to get outside and get fucking.

Fucking outside?
 
VR porn videos have solved scaling/blurriness/... issues. Any new content from reputable sites is good. Older content or bad sites is whole another story.

Similarly on non porn content cirque du soleil vr videos on youtube are great.
 
So, Facebook just acquired the Beat Saber developers.

I wonder what this will mean for non-PC platforms? Or does this mean that Facebook might try to get a larger presence on consoles?

Regards,
SB
 
Fuck Facebook. Hopefully many will wisely never use or support Facebook, especially not giving them money regardless of the market.
 
I take the acquisition as an optimistic sign that Facebook is still in the mode of committing money to VR content for the next few years. Pretty much the best case scenario for being an indie VR dev has been to become relevant enough to get acquired, and with Google and MS appearing to exit the VR space, I had assumed those days were probably over.
 
Got an Occulus Rift when they first came out a few years ago. Is very impressive, but almost never play it, my son plays on it a couple of times a month , usually Face your Fears, Minecraft or a roller coaster sim but I usually get most entertainment out of watching other people try it out. Haven't quite figured out why I don't play things on it , there are some games I really want to put time into , but there are lots of other demands on my time and by the time I get some time to play games it's often pretty late and putting on headset just doesn't appeal. One of my friends who got an OR at the same time has since upgraded to Pimax, but he doesn't play that either :)
 
That pretty much mirrors my experience and those of many of the people I know that jumped on VR early. In fact, the Oculus Rift that I occasionally use was originally purchased by a friend who lost interest in VR after a few months.

I break it out occasionally for VR pinball and media (that big screen movie effect like watching it in a theater or drive-in), but I do it less and less frequently now. I think part of the reason is that it is corded and thus it feels like a chore to use it. Maybe Oculus Quest would get me to use it more often for that, not sure.

But then beyond that there's just a whole host of issues that VR currently faces and still hasn't solved. Screen Door effect (reduced in latest headsets but still there), image "overlap" (where I can see the edge of one view overlapped in the middle of the other view by a transparent blackness caused by the limited FOV of each panel), motion sickness (quite bad for me), low resolution for how close it is to my eyes, etc.

And then there's the omnipresent cost of getting a new headset when things improve. The more expensive it is the less compromises there are (Valve Index) and less expensive it is the more compromises there are (everyone else).

It's a tech I want to get excited about, but can't yet. I've been jaded ever since the early days when VR was first promoted in the consumer space (90's) and the new headsets while better are still very convincingly not yet ready for mass consumer adoption.

Regards,
SB
 
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