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Luckey - Roomscale VR a joke! Keith Apicary Victormaxx Stunt VR HMD, Epyx911 (New SLAM tracking)

AtariVRAtariVR Posts: 86
Hiro Protagonist
https://www.reddit.com/r/oculus/comments/6gg3r8/displaylink_to_show_xr_wigig_wireless_vr_system/diq5i58/  

Padawn - Room scale VR is not going to be a significant force in the short term or long term.  LOL!  What an ignorant clown!  Oh Padawan, you silly sandals sycophant.  (that brown nosing Lonsdale in your recent twitter, so funny)

So Epyx911 was just talking about augmented pixels. 


I saw that guy at augmented world expo.  He uses technology that apple acquired a company to incorporate, k3wl new slam tracking for full roomscale.  Don't you ever get tired tasting sandal palmer?  Putting your foot in your mouth constantly?  He said even Oculus had new hmd's going with SLAM.  Are you that far out of the loop now Palmer?  You didn't even know the roomscale slam tech going on at your own company?  What was it Kevin Williams said, you were pushed out of the drivers seat, to the back of the bus and then finally out the windows to die as roadkill on the pavement? 

Well the comments in epyx911 video talk about the coolest VR forcefeedback roomscale technology that Sega released, shit is RADICAL!  Shows how much fun you can have in ROOMSCALE VR! :)


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Comments

  • MorgrumMorgrum Posts: 1,712 Valuable Player
    edited June 2017

    Ok so Palmers gone why keep the sand going here?


    OH GOD I JUST SAW A PIC OF PALMER IN A MGS QUIET COSPLAY OUTFIT. (tries not to hurl)

    WAAAGH!
  • AtariVRAtariVR Posts: 86
    Hiro Protagonist
    edited June 2017
    Morgrum said:

    Ok so Palmers gone why keep the sand going here?


    OH GOD I JUST SAW A PIC OF PALMER IN A MGS QUIET COSPLAY OUTFIT. (tries not to hurl)

    You didn't think that Nathan barnatt video on all the new VR forcefeedback controllers was funny and k3wl?  I did.  



    Here is the augmented pixels guy, talking about a new slam Oculus HMD. He mentions the VALUE of these slam maps, would facebook wish to datamine this info and make EVEN MORE MONEY? :)  I bought a big chunk of facebook after they kicked palmer to the curb, around 120, I knew mark had finally got serious when he kicked out the dumb clown, and Hillary is still not in jail.
  • MorgrumMorgrum Posts: 1,712 Valuable Player
    I just love seeing all of the improvements to existing technology and the new technology being developed for this medium.
    Aside from the gaming aspect the uses for VR are far ranging and it is exciting watching it all happen.

    I was to young to really understand the home PC boom when it started in the 80's but I remember when it caught on in the 90's.

    Companies just need to understand that if they stay the course they will come.
    Sadly that means that a company needs to be able to live long enough for that to happen but Im pretty sure both HTC and Oculus have the ability to last that long.
    WAAAGH!
  • AtariVRAtariVR Posts: 86
    Hiro Protagonist
    Morgrum said:
    I just love seeing all of the improvements to existing technology and the new technology being developed for this medium.
    Aside from the gaming aspect the uses for VR are far ranging and it is exciting watching it all happen.

    I am so damn excited about Luckey Arms LLC and Dycus joining palmer in that new border tech company. That is something I can get passionate about in this simulated reality we all exist it.


    Don is a builder, and I just read the higher we build the wall, the more solar power we will get from it! 
    a

  • MorgrumMorgrum Posts: 1,712 Valuable Player
    I for one welcome our new Alien overloards.

    Hope puts me on the do not eat list.


    WAAAGH!
  • snowdogsnowdog Posts: 7,484 Valuable Player
    Whilst calling Room Scale VR a joke is a bit hyperbolic it certainly hasn't been as big as most people were expecting. There are very few proper Room Scale games out there, there are A LOT more 180 degree front facing games and 360 degree games out there so the vast majority of developers (including my good self, working on a 360 degree game!) must feel that Room Scale games aren't the best fit for VR gaming.
    "This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."

    Thomas Covenant, Unbeliever
  • Mr.CreepyMr.Creepy Posts: 792
    Neo
    There are many, many roomscale games out there, not just a few.
  • ZoomieZoomie Posts: 1,777 Valuable Player
    The largest problem with room scale is that every house and available play-space is different.  In order to let players with wildly various spaces play, developers have had to implement teleport or stick based movement.  If you can teleport or stick-move there is no reason to have more than a small play area with enough room to turn with outstretched hands.  

    For a true room scale game, you would need to stipulate a minimum size and force the player to walk everywhere.  The play area would have to map 1:1 with the virtual world.  No developer will do this because it shrinks the already small market to those with sufficient space, or means the game takes place in a closet when the player has a large potential play area.

    The best case scenario is with clever titles like Hover Junkers, where your ship size could be your actual play area while the 'ship' moves around the world through conventional locomotion methods.  Sadly this is the exception and not the rule.
    Any sufficiently advanced technology is indistinguishable from magic.
    - Arthur C Clarke
  • Mr.CreepyMr.Creepy Posts: 792
    Neo
    edited June 2017
    Zoomie said:
    The largest problem with room scale is that every house and available play-space is different.  In order to let players with wildly various spaces play, developers have had to implement teleport or stick based movement.  If you can teleport or stick-move there is no reason to have more than a small play area with enough room to turn with outstretched hands.  

    For a true room scale game, you would need to stipulate a minimum size and force the player to walk everywhere.  The play area would have to map 1:1 with the virtual world.  No developer will do this because it shrinks the already small market to those with sufficient space, or means the game takes place in a closet when the player has a large potential play area.

    The best case scenario is with clever titles like Hover Junkers, where your ship size could be your actual play area while the 'ship' moves around the world through conventional locomotion methods.  Sadly this is the exception and not the rule.
    It's still roomscale even if there is free locomotion, I don't want to be confined to a small space in the game, I want to move around physically as much as can. If roomscale meant only roomscale that would be very limiting, you'd either have everything cramped, or too big for most players. So a roomscale experience needs artificial locomotion or teleport to not limit the experience or the userbase, but that doesn't take away from the roomscale element. Was roomscale ever defined as being limited to your real space? That would be news to me.
  • AtariVRAtariVR Posts: 86
    Hiro Protagonist
    snowdog said:
     so the vast majority of developers (including my good self, 


    Here is a video you may wish to watch on legal contracts incase injunctions go through, don't leave your ass open.
  • ZoomieZoomie Posts: 1,777 Valuable Player
    edited June 2017
    I know what you're saying Mr.Creepy, but at the same time my own experience with natural locomotion typically results with me getting too close to a boundary.  The Tron walls of the Guardian system break immersion in a jarring fashion, and some games even pause the game to force you to recenter.  I bought a 3rd sensor because <Turn to face front sensors> in Robo Recall was driving me insane and broke immersion.

    For a small virtual space like the Oculus Demo it's absolutely fine.  Everyone to whom I have shown that demo walked tentatively around the trailer, afraid they'd run into a real wall.  Still, I saw them relax and start to have fun.  That's fantastic for a small fixed location.

    The difference is when you have a large open virtual world.  You can't get anywhere with real-world locomotion so you'll default to teleport or stick.  After a while you stop taking those steps entirely and use teleport for even one or two foot distances.  Watch how someone uses teleport in The Lab and you'll probably see exactly what I'm on about.  Even those one or two steps put you off center in your play area.  Either you have to constantly track where you are in real world, or you'll very quickly run into the edge of your area and lose immersion.
    Any sufficiently advanced technology is indistinguishable from magic.
    - Arthur C Clarke
  • Mr.CreepyMr.Creepy Posts: 792
    Neo
    edited June 2017
    Zoomie said:
    The difference is when you have a large open virtual world.  You can't get anywhere with real-world locomotion so you'll default to teleport or stick.  After a while you stop taking those steps entirely and use teleport for even one or two foot distances.  Watch how someone uses teleport in The Lab and you'll probably see exactly what I'm on about.  Even those one or two steps put you off center in your play area.  Either you have to constantly track where you are in real world, or you'll very quickly run into the edge of your area and lose immersion.
    Your right, but where that space comes into play is when you are in a situation where your better off moving physically, this can be quickly taking cover, peeking around a corner, going prone, etc.

    I don't have a lot of space, I have enough to move around and while I have to be aware of my real surroundings (this doesn't ruin immersion for me) I know that I have a certain space around me to maneuver. Once I know I'm in the middle, I know I can lunge forward a bit which opens up for some nice maneuvers in games where it makes sense. F.ex. when VFC comes out, I want to do spinning backfists (unfamilar term if your not an MMA fan, but I guess the concept is obvious) and that means I need space to do it without being too confined or nervous about hitting stuff, so that's where I really enjoy have space to move. Also in a fighting game moving physically around is more natural and makes sense. For a shooter I would mainly stay in the middle and use the space in the few instances where it's usefull.

    When I play I mainly use artificial locomotion, but in certain situations my space is being put to full use. My point is that Roomscale is very nice in certain circumstances, despite not being a good way to traverse the game world.
  • ZoomieZoomie Posts: 1,777 Valuable Player
    I think the compromise is artificial locomotion for open world, with dynamic changes in height or orientation handled at a local level.

    In other words you'll use teleport or stick to translate, but you can use body positioning and movement to allow the user to fine tune position or orientation of the avatar.  Best of both worlds?

    If I tried a spinning back fist I'd need to buy a new TV.  And a new hand.  And a new Touch controller.
    Any sufficiently advanced technology is indistinguishable from magic.
    - Arthur C Clarke
  • Mr.CreepyMr.Creepy Posts: 792
    Neo
    edited June 2017
    Yes, best of both worlds, as long as you don't limit movement it's roomscale and if there is also locomotion/teleport it doesn't limit the game, and allows anyone to play as long as you have space to stand and move arms. Add  artificial turning and now even 180 degree users can play.

    That's really all roomscale is to me and to Steam games, the ability to move around freely. Then there are all the variables in different games, some games are going to need more space, some wont need any, but in general most games would do fine with being scalable from 180 standing all the way to roomscale. Many does allow all options or at least 360 standing and roomscale.

    I sure do hope I'll never do a spinning backfist on the wall or anything else, something is going to break for sure.
  • zbosonzboson Posts: 994 Poster of the Week
    Tracking is one of Oculus's biggest failures. I was at a high performance computing show recently and I saw four Vive's at the expo being used for research and not a single Oculus. When I asked a few researchers why they used the Vive they said because of tracking and free movement.

    Incidentally, I will be participating in a research proposal in VR again soon which will be using the Vive along with lots of other VR hardware which I don't won't to go into here. Fingers crossed that the proposal gets accepted and then I will be working with VR again later this year.
  • vannagirlvannagirl Posts: 2,007 Valuable Player
    Yes ive not had too many issues mine is more disconnect only

    but i imagine if we do see a cv2 it will have updated tracking
    Look, man. I only need to know one thing: where they are. 
  • dburnedburne Posts: 3,521 Valuable Player
    I got my Rift in January, added Touch with the 2nd sensor in Feb and must say I have never had any tracking issues or disconnect issues. I guess I have been pretty darn lucky in that regard. I did add the Innatek card first though before installing the Rift. Run both my sensors and HMD through it, and it has been flawless for me. 

    Of course after typing this, I am reaching to my desk and knocking on wood lol.
    Don

    EVGA Z390 Dark MB | I9 9900k| EVGA 2080Ti FTW3 Ultra |32 GB G Skill 3200 cl14 ram | Warthog Throttle | VKB Gunfighter Pro/MCG Pro grip | Crosswind Pedals | EVGA DG 87 Case| Rift S | Quest |
  • bigmike20vtbigmike20vt Posts: 4,153 Valuable Player
    edited June 2017
    How many of the people with tracking ans disconnect issues have extension cables? I know i do and all my problems go away when i do not use them. Sadly i have to use them for my play space
    Fiat Coupe, gone. 350Z gone. Dirty nappies, no sleep & practical transport incoming. Thank goodness for VR :)
  • snowdogsnowdog Posts: 7,484 Valuable Player
    I have extension cables and the only issue I had was with my UGreen HDMI extension because I bought the wrong one. I replaced it with a cheapo 1.5m HDMI cable going from my PC to an autoswitch HDMI thingummybob (can't remember what they're called now but they have slots to put in 3 HDMI cables into and it autoswitches to whichever one has power, allows you to use several HDMI cable inputs to one output device). Both cost me 99p on eBay I think and it works great!
    "This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."

    Thomas Covenant, Unbeliever
  • ZoomieZoomie Posts: 1,777 Valuable Player
    I have three sensors and zero tracking issues despite setting up and tearing down at least 3 times in three different locations.  
    Any sufficiently advanced technology is indistinguishable from magic.
    - Arthur C Clarke
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