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moarveerParticipantYes pls what’s the current status, at 799 I’m getting the Vive for sure over Oculus so I’d really miss not having Vorpx support for Vive.
Jan 10, 2016 at 11:19am in reply to: So after the Oculus price drama, how's support for OSVR and Vive? #96252
moarveerParticipantHTC Vive price is a moving target. It could be “cheap” that is, nearly the same price of CV1, since HTC manufactures themselves all components, it doesn’t have the expensive fabric thing, screens won’t probably be samsung amoled so cheaper, lighthouse is really cheap to manufacture compared to oculus cam, no integrated headphones, it doesn’t include extras like games, xb1 controller or carrying case. HTC has great distribution centers worldwide so even if it was more expensive, it could be cheaper for non-US customers compared to $800-1000 Oculus if they remove import taxes.
On the other hand, HTC needs to make money on hardware and cannot subsidize the price, and controllers and chaperone camera add to the price. And then there’s the pure marketing factor: even if they can manufacture Vive a lot cheaper, why sell it at lower price when they are the more complete solution? However, Oculus will recieve Touch in H2 and possibly full room VR, will they prefer to get more market share early on or go for the quick buck from early adopters?
Then there’s the Valve factor, which is completely unknown. Do they help subsidize the product to help selling their own Steam Machines and Steam platform for VR? We don’t know if they are really part of the hardware production at any level or not.
Short answer: who knows.
Jan 9, 2016 at 4:23pm in reply to: So after the Oculus price drama, how's support for OSVR and Vive? #96221
moarveerParticipantNo one has said that Vive will be cheaper afaik. Of course it will be more expensive, but it will have integrated vr controllers instead of waiting for them for many months to create a segmented market, plus room vr. So basically anything that oculus does (seated VR) can be done just fine on Vive, and then some.
Actually prototypes usually are A LOT more expensive than final versions since they aren’t mass produced. You’re comparing apples (DK2) with oranges (CV1).
Jan 8, 2016 at 2:05pm in reply to: So after the Oculus price drama, how's support for OSVR and Vive? #96189
moarveerParticipantWell I’m in a position that I can wait patiently since I’m not touching Oculus. Vive may break their promises, Oculus did already. And yeah, Q1 shipping… by march 28, come on. Remember that we’re talking of HTC, a world-class hardware company that knows how to manufacture and ship products, they have shipped thousands of DKs already (for free), I trust they will ship around april or very close. Besides HTC has worldwide distribution and stock centers, so we’ll see if they indeed have this tax increase or not since they are mostly a matter of import taxes.
About Vive vs Oculus, actually most of the CES hads-on I’m reading lean towadrs Vive being a better overall experience than Oculus: “HTC makes the VR you’ve been promised, and everyone else needs to catch up” : http://www.digitaltrends.com/virtual-reality/htc-vive-pre-hands-on/
Also I don’t buy that Oculus don’t have anything to do with the price increase. I bought DK2 and I paid the american price + taxes + shipping too, and it was WAY less than CV1 in comparison.
Jan 8, 2016 at 9:32am in reply to: So after the Oculus price drama, how's support for OSVR and Vive? #96185
moarveerParticipant“Fucking VIRTUAL REALITY” is Vive, full room VR aka holodeck, integrated VR controllers. Oculus should have been cheaper because “it’s like being there!… while i’m seated with a stupid xb1 controller… playing a third person game?”. CV1 is a glorified DK2, better optics, 25% better resolution, better positional range, that’s it in terms of VR. I will wait for Vive thanks.
Besides, it’s not $600, it’s $800-1000 for non-US customers. Let that sink. So if I’m going to waste an absurd amount of money on a tech toy, I will simply get the ultimate experience instead.
Jan 7, 2016 at 5:59pm in reply to: So after the Oculus price drama, how's support for OSVR and Vive? #96165
moarveerParticipantCool thanks for replying! I sold my dk2 a few months ago but if the Vive price goes well beyond Oculus too I may simply get a dk2 again, so I hope you keep supporting it too!
Jan 7, 2016 at 4:46pm in reply to: So after the Oculus price drama, how's support for OSVR and Vive? #96162
moarveerParticipantActually I would gladly pay about the same or a bit more for Vive since we’re getting room VR and controllers, but for a glorified DK2, right now Oculus is too much.
Can you expalin this a bit more about OSVR?: “There is more room for that than I thought until a day ago though, so we’ll see.”
moarveerParticipantI would like to know about this too, this game would be great in VR
moarveerParticipantSOMA is amazing and it’s a perfect candidate for a VR game, I hope it gets official support with real 3D at some point.
moarveerParticipantI’ll get the Vive as soon as Vorpx is supported
moarveerParticipantI’ll settle for a day 1 release in a similar shape as it is now, I can imagine that it will depend on the state of a cv1 sdk though.
moarveerParticipantI would like to know too if it’s even possible for 3d vision to work in virtual cinema too, that would be amazing!
moarveerParticipantAre you getting low persistence ( = 75 fps ingame at all times)?. That helps a lot for not getting sick. Also tweak headtracking with mouse sensitivity / vorpx controls until it feels natural, otherwise it can get you sick too.
Another option that helps, but will make you lose immersion is reducing the fov. If you see the black borders around the image it will help a lot with that, that’s one of the reasons cardboard actually doesn’t make you sick much since it’s very low fov, but obviously is the less desirable option.
moarveerParticipantThe problem with Vorpx is that it requires some tweaking to get it to work. Most people were hoping the be playing Skyrim in perfect vr from the get go, and it doesn’t work like that, you can actually get Skyrim to play I near perfect vr, but you will have to tweak fov, 3d depth, mouse sensitivity and so on. Right now there are a lot of profiles in the vorpx options to optimize settings that help a lot setting it up, but it wasn’t like this at the beginning.
So when someone bought it and had the image completely zoomed, with bad headtracking and awful 3d effect at the wrong resolution, they thought the software was awful, and the fact was that it wasn’t set up correctly.
At this point Vorpx is really good for beta software, and the best game injector for VR, but it will take some time to learn all the options and how to set them up correctly. I think it will always be the nature of the beast, since we are trying to play games in VR that were never designed for that, however the profiles help immensely with that, and it can only get better.
I’m really grateful for the software since I think many current games fit perfectly to play in VR, and they are pushing a lot of updates with lots of new games and changes, so I think my money is well invested. It will take years for a solid library of VR games to arrive, so it fills a need for VR software pretty well until then.
@Nip0c There are options in the in game vorpx menu to fine tune headtracking sensitivity if mouse sensitivity tweaking isn’t enough (HT something, I don’t remember right now) . There’s also a 3d depth option apart from 3d fov adjustment that works well for me. Using too much 3d fov breaks 3d geometry frequently, so you always have to find a balance between tweaking the native game fov from options or ini, 3d fov and the image ratio option. There’re also hud options to minimize the need to use edge peek, it depends on each game though.
moarveerParticipantI have windows 8.1 and the camera works fine, this is the first time I read that the camera doesn’t work in windows 8.1.
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