03-01-2015 07:45 AM
03-01-2015 10:48 AM
03-01-2015 11:16 AM
"saviornt" wrote:
As an Oculus fanboi... this is great news.
One concern I have is, well, developing games or apps for VR. With the 3 headsets now, is thd specific or propietary distortion shaders? How exactly do I support the Rift and Valve's?
If they do release, say, a UE4 plugin, how do I say: if player is using rift, then use these settings.. or if pkayer is using a valve, then use these settings? And speaking of any HMD.. What are the best settings to even use?
03-01-2015 11:18 AM
03-01-2015 11:24 AM
03-01-2015 11:28 AM
"EarlGrey" wrote:
Valve is the first company to announce a "consumer VR" product. If that isn't a slap in your face, a wake up call, I don't know what is.
Oculus has waited too long. If they don't announce something decisive at GDC then a lot of people will start to wonder. In effect, Valve is forcing Oculus's hands, Oculus must now announce their D-Day.
03-01-2015 11:33 AM
"davidjc" wrote:
Ah you mean Valve is not targeting the seated experience.....walk around...
03-01-2015 11:38 AM
"davidjc" wrote:"EarlGrey" wrote:
Valve is the first company to announce a "consumer VR" product. If that isn't a slap in your face, a wake up call, I don't know what is.
Oculus has waited too long. If they don't announce something decisive at GDC then a lot of people will start to wonder. In effect, Valve is forcing Oculus's hands, Oculus must now announce their D-Day.
Yes Oculus DID wait too long, they wasted a lot of time trying to woo Samsung for a screen deal. And the state of the SDK at this point is really terrible. Oculus should have already established themselves as a known brand by now. Valve is already on Oculus heels, and honestly I doubt Oculus can do much more than what Valve has announced.
Whatever, I was telling people that Oculus needed to release EARLY this year at the latest. Getting to be too late now, Oculus has to almost play catch up with Valve now who is coming off as much more confident and capable where that is the case or not.
03-01-2015 11:41 AM
"andrewtek" wrote:"davidjc" wrote:
Ah you mean Valve is not targeting the seated experience.....walk around...
I wonder how they will accomplish the walking around part. When you are transported into a VR space, your sense of position within the real world is somewhat lost. Walking around without a spotter seems like an opportunity to run into things, trip, fall, etc.
I like the idea, I am just curious how they plan to solve that.
03-01-2015 11:48 AM
03-01-2015 12:02 PM