Yeah you definitely get used to it. Even Lucky's Tale gave me a bit of motion sickness when I first started playing it but it quickly passed. The more often you play, the quicker you get used to it.
You have an established relationship with Oculus and Palmer Luckey. How do the recent revelations that he personally funded racist propaganda in support of Donald Trump affect that relationship?
On the political side with Palmer, I don’t really have much to comment. Not to duck it, I honestly read the same things you read, but I actually don’t know Palmer that well. I’ve met him maybe twice, so I don’t have much to say about that.
Just to be clear on our partnership with Oculus: they license our controller to bundle with their head-mounted display. That’s what we did. And we happen to ship Minecraft on Gear VR and Oculus.
At a working level, we’re as invested in making sure that all the Windows head-mounted displays work. We’re working with Valve and HTC to make sure that device works, too.
I really see the open platform of Windows as a great place for VR development right now. Anyone can do it. You and I could start creating a VR game right now: we buy a compiler, you go use Photoshop and we can go build a game.
I think that’s what VR needs right now – it just needs a lot of people building experiences for it. We’ve yet to find the magic experiences, in my opinion, that are really going to make VR go mainstream.
Not going to be a very good VR game they make if they're using Photoshop and not some 3D modelling software...Phil Spencer said:Anyone can do it. You and I could start creating a VR game right now: we buy a compiler, you go use Photoshop and we can go build a game.
Not going to be a very good VR game they make if they're using Photoshop and not some 3D modelling software...
It's still 3D. If you just use 2D sprites (3D quads), texture res will need to be off the charts! But would like to see a VR Tearaway world - would look amazing if with good quality GI. Abstract is where VR could really shine.
Ludwig presented a screenshot (seen at the top of this article) of SteamVR running on Linux (distribution undefined), powered by the open source graphics API Vulkan, in turn powering an HTC Vive VR headset. Ludwig goes on to say that “we’re actively working on support for both OSX and Linux and we hope to get support for both of them into a beta in the next few months.”
lucky !touch order has shipped. Cannot wait for the hands
http://uploadvr.com/oculus-touch-controllers-review/Oculus Touch is the best VR controller made to date. Period.
Its design is as close to perfect as we’ve seen and Touch has enough software between Oculus Home and Steam to keep you captivated for months. It performs perfectly in recommended setup conditions, and its finger controls should be a standard-setting innovation for the rest of the industry.
https://www.engadget.com/2016/12/05/oculus-touch-review/The Oculus Touch controllers are exactly what Rift owners need: solid motion controls. But, surprisingly, they're also great gamepads in their own right. They're essential if you want a Rift VR headset.
http://www.theverge.com/2016/12/5/13811232/oculus-touch-rift-vr-motion-controller-reviewThe controllers’ single coolest feature, though, may be a set of capacitive sensors that detect how you’re holding them. Touch doesn’t offer finger-by-finger articulation, but it can give you surprisingly responsive virtual hands. If your forefinger isn’t on the trigger, for example, Touch intuits that you’re pointing it outward. It can tell precisely where on the top panel you’ve rested your thumb, and if it’s raised, put your virtual hand in a thumbs-up position. The options vary a little by experience, but they create a totally new set of very natural gestures.