Community The MetaVerse VR thread (hardware/software/etc, all platforms)

Alextended

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The demo of this seems to be out although their twitter account or whatever hasn't mentioned it yet.

 
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Alextended

Segata's Disciple
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Various PR fluff from oculus today but some nice tidbits anyhow.
]
 
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fantomena

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Iron Man VR demo is out today (PSVR exclusive).

And a game I always thought was PSVR exclusive came out today out of nowhere on Steam:

 
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Alextended

Segata's Disciple
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Some more potentially interesting stuff (but sadly The Persistence doesn't have hand tracking stuff, it's a gamepad/seated PSVR port too).
 
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fantomena

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Finished the Iron Man VR demo. It's okay, nothing special. PCVR technology and PCVR only games like Alyx, Boneworks, Asgard's Warth, Lone Echo etc. has definetly spoiled me. If I haven't played any of those games I could definetly see Iron Man VR wow me, but it sadly didn't.

Getting the game on a sale sometime.
 
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Alextended

Segata's Disciple
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The Oculus anniversary sale is live now, some decent stuff including discounts for Journey of the Gods and Drop Dead (exclusives), a deep discount for Raw Data and more. Just double check with Steam, Down the Rabbit Hole is still cheaper there without a sale for example.
 
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Alextended

Segata's Disciple
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I feel like that might be photoshopped with a mix of WMR and Oculus controllers and some Index features. Maybe. But even if it's real, keeping in mind it's meant to be a "premium" ie high priced product I'm not sure it will be worth it over the Rift S (or the Index if its cost approaches that, unless for some reason you really really don't want to have lighthouse bases). It's bound to have lesser tracking, the side cameras will help somewhat but not when playing FPS-ish games which WMR has trouble with lining up the controllers for two handed rifles and such. It'd only really be worth watching if it cost about the same as a Rift S (then again Oculus can easily drop the price a bit if this proves to be a contender) and has something to counter the tracking deficiencies, like higher resolution or whatever (the audio alone won't cut it). Knowing it's going to be more expensive it'd only be worth it if it had Index-like finger tracking instead. We'll see.

 
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Alo81

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Jul 29, 2019
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I should play it. And many other things...
(I'm on call this week, can't hear my phone with the headset on, I have a valid excuse!)
God. That’s reminding me of when I used to do on calls and tried to play VR. Phone max volume, kept in pocket, vibrate max, and one ear cup off the ear. We got calls pretty regularly, but it was very early days for Vive so I wouldn’t let anything stop me from playing for hours on end lol.
 
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Alextended

Segata's Disciple
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Bottles now appear to have liquid inside them that sloshes around as you shake them.
"To take this even further, MicroProse has developers building various virtual reality titles at the moment. B-17 Flying Fortress simulators were among the old publisher's biggest hits, so a co-operative VR title about flying one of these iconic aircraft is in the works."
Some more details about this surfaced, it will have 10-player cooperation to man the different stations in the bombers and is VR-first (and non-VR as well).


 
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Raivr

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May 25, 2020
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Hi Durante,

I used the OVR_RawProjection/GetProjectionRaw way of getting the FoV of several HMDs including the Oculus Quest (connected to PC with Link cable). Since the Quest is not in your Google doc yet, here are my results:


Oculus Quest:

Eye_Left: -1.27994, 0.90040, -1.32704, 1.07237
Eye_Right: -0.90040, 1.27994, -1.32704, 1.07237

-> 104.000000° x 100.000000°.


Valve Index:

Eye_Left: -1.53902, 1.05133, -1.40477, 1.41272
Eye_Right: -1.05305, 1.54094, -1.41100, 1.41042

-> 114.003876° x 109.381180°.


HTC Vive (Original)

Eye_Left: -1.40033, 1.24576, -1.47397, 1.46573
Eye_Right: -1.24136, 1.39614, -1.46832, 1.46165

-> 108.856194° x 111.541519°.
 

Alextended

Segata's Disciple
Jan 28, 2019
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So, HP's Reverb G2 is basically WMR 1.5 but a really nice high quality implementation, like Samsung's Odyssey was in its time. Hopefully the tracking matches Oculus in quality. Still, I doubt this thing will be worth it for most, especially if Oculus drop the price of the S (it's already ~200 less for its lower resolution and lesser audio), though it'll probably kill HTC's VR with their Cosmos mishaps. Hopefully other companies will follow suit and provide their own take on WMR 1.5 for varying price ranges that can compete, down to the $200 of last gen WMR models but with the base improvements seen here, just different HMD/screen/build quality specs and stuff. Otherwise if you're gonna spend a premium you might as well go full Index. Although it can also be a great choice for simmers as it has really great resolution for that $600 it costs, not like a Pimax or XTAL kit (though simmer games like DCS and IL-2 struggle for performance already).

I like seeing new VR models that don't overhaul stuff too much though, lol, first Cosmos, now this use a very similar controller layout, it only means Oculus controllers/features remain competitive and on par longer (it's crazy they got it so right in ~2016) and I don't need to upgrade except when some real sweet stuff arrive for modest prices: VR 2.0 with eye tracking for foveated rendering/gameplay features and finger tracking smoother than index for less moneys or whatever. Maybe wireless connection to PC if that becomes possible already (without crazy extra costs like the Vive wireless adapter). I feel like Quest 2 should have proper wireless (5G?) for PC finally, not the laggy homebrew stuff. But not the other things, too premium to sell any time soon unless they also maintain Quest alongside it and that becomes Quest Pro rather than 2, using its power to run the same games at higher res/hz/settings until they abandon the first.



 
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Durante

Durante

I <3 Pixels
Oct 21, 2018
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Hi Durante,

I used the OVR_RawProjection/GetProjectionRaw way of getting the FoV of several HMDs including the Oculus Quest (connected to PC with Link cable). Since the Quest is not in your Google doc yet, here are my results:


Oculus Quest:

Eye_Left: -1.27994, 0.90040, -1.32704, 1.07237
Eye_Right: -0.90040, 1.27994, -1.32704, 1.07237

-> 104.000000° x 100.000000°.


Valve Index:

Eye_Left: -1.53902, 1.05133, -1.40477, 1.41272
Eye_Right: -1.05305, 1.54094, -1.41100, 1.41042

-> 114.003876° x 109.381180°.


HTC Vive (Original)

Eye_Left: -1.40033, 1.24576, -1.47397, 1.46573
Eye_Right: -1.24136, 1.39614, -1.46832, 1.46165

-> 108.856194° x 111.541519°.
Thanks!
I added the Quest to the table.
 
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Alextended

Segata's Disciple
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doubt it ... it lacks the top and bottom cameras, so it's still gonna have huge blind spots there
No bottom cameras on Rift S, just 2 front, 2 side similar to the G2 set up in positioning and 1 up the top. The Quest has the 4 in the corners. Tracking is similar enough between the two solutions for users though Oculus has some motion sensing and prediction stuff for when they're in a blindspot or whatever. But it's not just the amount of cameras that matter as the Cosmos line proved. So, it could be close enough to not worry about it for people willing to spend 200 extra (or more if S gets a price drop in the mean time) to have higher resolution and built in headphones & stuff. We'll see with impressions soon-ish I guess.

I still dunno if this is WMR 1.5 by Microsoft updating the base specs or just HP's deal, I saw talk of how the HP controllers are compatible with old WMR and will be sold separately for people who want them (though unless they broke I don't think it's an upgrade worth investing in, especially if you have Samsung's).
 
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Alextended

Segata's Disciple
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