01-07-2016 07:31 AM
Thanks to the new camera on the front of the Vive Pre, approaching the grid now shows you the outline of the objects and people in the room with you. And it’s all in vivid teal — HTC calls it “Chaperone mode.” I’ve only used it for a few minutes, but I don’t really want to Vive without it.
If you want to pause your game, you can also turn the real world back on at any time by double tapping a button on either of the Vive controllers. This dissolves your game space and recreates the real world around you in a darker, more detailed, shade of teal. This allowed me to find a real chair someone put in the middle of my virtual game space and sit in it. Like one of those trust falls you do at camp, I half expected to fall right to the ground. It takes a lot of trust to sit in what appears to be an animated chair, even if you know it’s real. But the chair was where it appeared to be, and I sat down, relieved and giddy.
Oculus be damned, this is the future
The Oculus Rift is now on sale for $600, and the HTC Vive will likely cost even more when it arrives in homes this April.
I don’t think it matters. No other VR headset can immerse users like the Vive, and the Vive Pre takes a huge leap forward by including a camera that connects its virtual holodeck space to the real people and objects in a room. That eliminates the alienation felt when wearing a virtual reality headset, which is normally blinding, and may lead to games and apps that transform real world objects and people, rather than ignoring them.
I’m still excited about Oculus Rift, can’t wait to see more from the HoloLens, and the Gear VR won the Digital Trends Product of the Year for 2015, but damn it, I’m putting my virtual money on the HTC Vive.
This is virtual reality. Everyone else needs to catch up.
01-07-2016 07:42 AM
01-07-2016 07:45 AM
"steveoz32" wrote:
I'd love the VIVE if my computer room wasn't a 10x8 box already filled with computers, screens and audio equipment. I can barely sit down in here as it is, I could just do a sit in the chair simulation? 🙂
01-07-2016 07:49 AM
"Sharpfish" wrote:
READ >> http://www.digitaltrends.com/virtual-re ... -hands-on/Thanks to the new camera on the front of the Vive Pre, approaching the grid now shows you the outline of the objects and people in the room with you. And it’s all in vivid teal — HTC calls it “Chaperone mode.” I’ve only used it for a few minutes, but I don’t really want to Vive without it.
If you want to pause your game, you can also turn the real world back on at any time by double tapping a button on either of the Vive controllers. This dissolves your game space and recreates the real world around you in a darker, more detailed, shade of teal. This allowed me to find a real chair someone put in the middle of my virtual game space and sit in it. Like one of those trust falls you do at camp, I half expected to fall right to the ground. It takes a lot of trust to sit in what appears to be an animated chair, even if you know it’s real. But the chair was where it appeared to be, and I sat down, relieved and giddy.Oculus be damned, this is the future
The Oculus Rift is now on sale for $600, and the HTC Vive will likely cost even more when it arrives in homes this April.
I don’t think it matters. No other VR headset can immerse users like the Vive, and the Vive Pre takes a huge leap forward by including a camera that connects its virtual holodeck space to the real people and objects in a room. That eliminates the alienation felt when wearing a virtual reality headset, which is normally blinding, and may lead to games and apps that transform real world objects and people, rather than ignoring them.
I’m still excited about Oculus Rift, can’t wait to see more from the HoloLens, and the Gear VR won the Digital Trends Product of the Year for 2015, but damn it, I’m putting my virtual money on the HTC Vive.
This is virtual reality. Everyone else needs to catch up.
Now this is stuff to get excited about, even at a higher price than CV1. Just imagine 'correct' VR (full input) + these strides being made with the onboard camera allowing us to work around much of what annoys us with DK2 currently. I for one love VR but used to get a bit stir crazy and annoyed having to peer out of the lower gap to find my drink/controller/whatever.
Valve/HTC are really going for it and I think if you are a true VR fan it's THEY who deserve your financial support. Like I've said, due to Oculus setting the price so high on a bare bones, nothing fancy HMD it's now made probably the eventual price of Vive move up a notch too - but we'll see if Valve are fair and not just out for the cash grab. If they can get within $250 of the Rift price but with those controllers and that front cam + mega accurate FULL SCALE room tracking all included then it's really a no brainer.
Y'see it was never just about the final price, it was about the quality and the facility of the VR solution. CV1 is as half baked as any of the devkits were (which were fun for a while but soon ran out of steam due to no proper input). I'd say proper input was actually more vital to 'fun' and ability to stay in VR over any further advances in res and FOV (at this stage) and as we are stuck with what we've got for FOV/RES until tech catches up, at least provide correct input and tracking, and a way of 'seeing' the outside world in a usuable and possibly exciting fashion.
This is where Oculus missed the mark big time, so focused on and wasting time on GearVR to the loss of PC/Hardcore VR and while I thank Palmer for getting the ball rolling again on VR hand on heart my money, faith and support has to go with Valve on this, not facebook and the blatant cash-ins from GearVR, Xbox Tie ins and other 'nerfed' design choices at high prices. :mrgreen:
Vive is the kind of kit you WOULD sell a kidney for, I wouldn't even sell a steak and kidney pie for the rift in its current state.
01-07-2016 07:57 AM
"RirtualVeality" wrote:
The front facing camera is next to useless. It only shows an OUTLINE of the real world...and even that looks blurry. I don't see anything here that puts it ahead of the Rift. Nothing. And it'll cost even more? Fuck that.
01-07-2016 08:09 AM
01-07-2016 08:11 AM
andyring, who is currently on your ignore list, made this post.
01-07-2016 08:13 AM
01-07-2016 08:14 AM
01-07-2016 08:18 AM
"Gigantoad" wrote:
Yeah sounds great. Seems they are really focusing a lot more on getting the whole package right. Even if it comes out later and more expensive. Proper (and above all else, included) input is very important. Actually the longer I think about it, the more I wonder how Oculus went down that slippery slope of "ship with gamepad, sell touch later".